Event Priorities control the order in which events take place in any RPG MAKER WITH game. Read on to learn the different levels of event placement and how they affect player movement, interactions, and visual elements within your game.
Event Priorities control the order in which events take place in any RPG MAKER WITH game. Read on to learn the different levels of event placement and how they affect player movement, interactions, and visual elements within your game.
List of Contents
To have a better understanding of Event Priority, it's important to understand the concept of tile levels in RPG MAKER WITH. Each tile has different layers. "Below Char" is the ground level where the character moves; "Same as Char" shares the player's level; and "Above Char" refers to the tile level above the player, like the sky or ceiling.
Event Priority determines how an event interacts with the player within the game. For example, if you're setting traps in a dungeon, you would use "Below Char" Priority, because the player has to step on the tile to trigger the event.
How to Make a Boss Dungeon With Traps
Below Char Priority level allows the player to walk over the event. This is used during Move events or traps where the player needs to stand on a specific tile to activate the event.
Same as Char is mainly used when an event uses a sprite such as NPC dialogue where the player needs to interact with another sprite in the same tile level.
The last option is Above Char. This setting places the event above the player. This Priority option is particularly useful in creating visual effects like an airship hovering above the skies or clouds, which the player can walk underneath.
Setting the Priority mainly depends on the type of event you’re creating. For example, use "Below Character" when you want the player to walk over a tile, like placing a ladder using a Move event.
Anything tangible in the game that can be interacted with the player including NPC and objects should have "Same as Char" Priority. Let's take for example a Treasure Chest Event. Opening a Treasure Chest will require a "Same as Char" Priority because you need the player to interact with a physical object.
Anything you want to appear above the character is an "Above Char" Priority. This option is ideal for creating a hovering effect or making a sprite look like it's towering over the player.
Core Guides | |
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Advanced Guide Part 1 | Advanced Guide Part 2 |
Core Guides | |
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Beginner's Guide Part 1 | Beginner's Guide Part 2 |
Tips and Tricks | |
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Map, Event, and Switch Naming Tips | How to Use the Flood Fill Tool |
Core Guides | |
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Intermediate Guide Part 1 | Intermediate Guide Part 2 |
Tips and Tricks | |
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How to Make a Switch | How to Use Map Foregrounds and Backgrounds |
How to Change Event Text Color |
Event Priorities Explained
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