Let's create an Event errr... Entity!

This one is geared more towards the poor souls coming from RPG maker (RM hereinafter) and feeling the pain that things seem so similar and yet are so different. This entry will be updated as much as possible to reflect the latest RPGA version.

Entities are the equivalent of RM's events. As RPGA is a different software (duh) there are things that are simply done differently. To help you get started, below is a list of the properties you can set in an RM event, and the equivalent in RPGA. I should immediately note that because the two are different, simply trying to recreate RM mechanics in RPGA may not be the optimal approach. For an actual overview of the properties of an entity, check this wiki entry.


First, how RM's event priorities translate into RPGA mechanics. There is no conceptual equivalent in RPGA, but you can simulate the three types of RM event priority as follows:
RM Event PriorityRPGA Entity Equivalent
Below CharactersUnder Physics, turn ON both Ignore Entity Collision and Register Ignored Collisions.
Same as CharactersThe standard setting for entities. Basically all the options under Physics turned OFF.
Above CharactersDoes not exist as is. On any given layer the player will always be rendered last. Since RPGA is basically a 3D engine, simulating this will consist of creating the event on a higher layer with height of which the 1s place is at least one higher than the layer the player is on (will be discussed in How-to on 2D mapping), and set Ignore Gravity as well as Clipping under Physics to ON.
goodluckwithyourproject


Next up, the triggers. So what needs to happen for the entity to do what it has been scripted to do. This one is more intuitive, as there is a pull-down that looks the same-ish, called Interactions. RPGA.
RM Event TriggerRPGA Interactions
Action ButtonPlayer Action Button
Player TouchDoes not exist
Event TouchPlayer and Entity Touch
AutorunDoes not exist as is. In practice this will be replaced by an Automatic interaction in which a script is used to suppress player input, for example by using the Toggle Controls script.
ParallelAutomatic; can also be substituted with an Ongoing Map Script, configurable from the Map Properties.
goodluckwithyourproject


Now, the conditions. These are the same called the same in RPGA, and are probably pretty intuitive to figure out what is what. There is, however, one very important difference: whereas in RM the last page's conditions are evaluated first, in RPGA it is the opposite and the first script (RPGA equivalent of RM's pages) is evaluated first. There’s a couple more conditions that are supported out-of-the-box in RPGA (like money, terrain tags, self variables), but since this post is geared towards RM users, they have been omitted from the table below.
RM ConditionRPGA Condition
SwitchGlobal Switch; note that in RPGA you will need to specify whether you want the condition to be Global Switch is ON or OFF.
VariableGlobal Variable; note that whereas in RM you could only evaluate if a variable was greater-equal than a specified value, in RPGA you can evaluate using a full set of operators as well as directly compare it to other Global (as well as Local) Variables.
Self SwitchLocal Switch; note that in RPGA you will need to specify whether you want the condition to be Local Switch is ON or OFF.
ItemNot supported as of version 0.2024.4.27
ActorNot supported as of version 0.2024.4.27
goodluckwithyourproject
 
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