Table of Contents
1. How to make a Teleport Event
2. How to make a Cutscene.
3. Types of Movement
4. How to make a Treasure Chest
5. Make a character appear during a cutscene and then leave.
6. How to change your Title Screen or Icon Set.
7. How to change your battle backgrounds.
8. Quick Events
9. Priority
10. Changing your initial party members.
11. Letting the Player choose a character's name.
1. Teleport
I'll start with this one because it is - hands down - the easiest thing to event.
Make sure you are currently on Event mode in the editor, and right click wherever you want the teleport to occur. You will notice a small window with some options comes up. Look for 'Quick Event Creation' and go over to 'Transfer'. Take note the 'Ctrl+1' command to the right.
The box labeled 'Destination' is where you choose where you get teleported to. The box labeled 'Direction' allows you to pick which way you will be facing after the teleport.
Now, the Ctrl+1 provides an even faster way to make these teleport events. Instead of right clicking on the tile, you just press Ctrl+1. Try it out for yourself.
2. Creating a cutscene that doesn't loop.
This has been a frequent question, too. My event keeps looping! What do I do? Well, it's simple.
It's repeating itself because it's set to 'Autorun' and there's no switch to stop the cycle.
Here's a screenshot:

Circle #1 shows the Conditions in which an event will occur. If left alone, the event can activate anytime, depending on the Trigger (Circle #2).
Circle #2 decides how an event starts. The options are:
1. Action Button: Event starts when you press space at/on the event.
2. Player Touch: Event starts as soon as the player steps on or tries to move on the event.
3. Event Touch: Event starts as soon as the player touches the event.
4. Autorun: Event starts right away. Keep in mind that the event will continuously loop until there's a 'switch' to cancel the actions.
5. Parallel Process: Event starts right away but player can move around during the event.
If you want the event to start right away but not loop, you have to insert a switch at the end(or whenever the looping stops) of the event. A switch is created by going to Page1 of the events list, and clicking on 'Control Switches', which is found under Game Progression. Name your switch, then create a second page to the event. Just click the big 'New Page' button found at the top of the screenshot. With this 2nd page, you can set the Conditions in Circle #1 to the switch you just created. In doing so, the event plays, and when it's done, it flips a switch, which triggers the events on Page2. But we leave Page2 blank, and keep Circle #2 set to 'Action Button' so that nothing happens and the event finishes.
3. Types of Movement
***Now, let's take a break and take advantage of this visual screenshot to explain some other things.
Under the heading Options, you'll see checkboxes for Walking Anim., Stepping Anim., Direction Fix, and Through.
Walking Animation: If this is checked, that means it will display the walking animation whenever that sprite moves. If it's unchecked, the sprite will seemingly float around, without moving it's legs or arms.
Stepping Animation: If this is checked, the sprite will appear to be moving without actually travelling anywhere. Even though the event is sitting idly, it's still swaying its arms and moving its legs. Think of it like the sprite is on a treadmill.
Direction Fix: If this is checked, the sprite won't turn to face you when you talk to it. This is useful if you want to approach two NPCs having a conversation, ignoring you while talking. Keep in mind that this will affect the event when you try to move it around with the 'Set Move Route' command. You will have to go to Set Move Route, and on the third column, click on 'Direction Fix OFF' if you want that event to start moving or changing directions.
Through: If this is checked, the sprite can move through objects and won't get stuck. Good for ghostly characters or spirits, etc.
Now, to actually move a character, you have to know the name of that character's event. At the top left of each event, they'll have a default name of EV# (the # is the number of the event on that map). This makes it hard to remember which event is which, so we can rename it something better. Like, in my scenario above, name the Mother event 'Mom' or 'Mother'. Once you know which event is which, you can move them by going to Page2 of the events list, clicking on 'Set Move Route' under Movement and in the drop down box on the upper left, choose which event to move. Then just select the different commands through the three columns as you see fit.
4. How to make a Treasure Chest.
This is just as simple as the teleport event. You can do the whole right click --> 'Quick Event Creation' --> Treasure Chest method or you can simply press Ctrl+3. Select the contents from the drop down boxes and the program does the rest for you.
5. Make a character appear during a cutscene and then leave.
So you want a character to appear part way through a cutscene and either leave partway or at the end. Well, here's some screenshots to aid in the explanation.

Alright. So you want the game to start out in your room, sleeping/thinking/getting dressed, etc and then your mom comes in and tells you it's breakfast and then leaves. Well, here's how to pull this off. The mommy will appear right where her event is placed. Just to clarify. The blank event is where we place the cutscene's content. So now let's take a look at the cutscene event.

OK, so Ralph starts off talking to himself. Then his mom appears. Her appearance is triggered by a switch. In this case, I've named the switch "MomAppears". Now after this switch is turned ON, mom will be on screen. She tells Ralph to come eat breakfast and then do his chores. After some dialog, she leaves. There's 2 methods you can make her leave.
1. Simply turn OFF the switch that triggered her appearance. So in this case, we turn off the 'MomAppears' switch.
2. You can also turn ON a different switch, and on the second page of Mother's event, you can set the Condition to that new switch. Make sure that there's no graphic selected on the second page. With this new switch ON, she will disappear.
Now let's check out Mom's event to see how she's affected.

Oh wow, this event is empty, isn't it? All that's needed is her graphic, and her condition for appearance. Notice that the switch 'MomAppears' is selected as the 'Condition' for her to appear. If it's OFF, this event won't occur and she won't appear. So we turn it ON to make her appear, and turn it OFF to make her disappear.
6. How to change your Title Screen or change an Icon Set
You want to put in your own Title to get away from that boring town screen, right? This is incredibly simple. So you have the image that you're going to use as your Title screen. All you do is rename that image, 'Title', and import it under 'System'. Voila, your title screen has been changed.
Changing your icon set to a more updated one is just as simple. Take your image, rename it 'IconSet', and import it under 'System'.
7. How to get battle backgrounds instead of the 'wavy' default ones.
The only way to get some actual battle backgrounds is with a script. Here's a link to a script by Synthesize that allows battle backgrounds. Please note I haven't tested it so any questions should be posted in the appropriate thread.
Synthesize's Battle Backgrounds
8. Quick Events
There are four events that Enterbrain decided were used so often they would just turn them into Quick Events. The four Quick Events are: Teleport, Door, Treasure Chest, and Inn. You create them by either right clicking a tile and going down to 'Quick Event Creation' and clicking on whatever event you want. Or you can do the shortcut and press Ctrl+#.
Ctrl+1 = Teleport
Ctrl+2 = Door
Ctrl+3 = Treasure Chest
Ctrl+4 = Inn
Simply pick where to teleport, what the chest contains, or how much the Inn costs and the program does the rest for you.
9. Priority
What is priority? Priority is which plane an event occurs on. More accurately, whether the event is beneath the characters (ie. must be stepped on), same level (NPCs), or above the characters (birds or butterflies). Circle #3 back in the reference screenshot at the beginning of this post shows where you set the Priority of events.
If you've ever made a sign in a village before that says something, you most likely have the sign as a tile, while the event just as the message. By default, this message event is set at 'Below Characters', which means you'd have to be ON the sign to be able to read it. To people who can never get their signs to be readable, it's because you forgot to set the Priority to 'Same as Characters'.
Here is a rundown of how each Priority can affect the triggering of an event. Props to Alibi for the explanation:
You see, events have three priority settings: "Below Characters", "Same as Characters", and "Above Characters."
-When an event is assigned any (IIRC) graphic, it automatically becomes "Same as Characters." That's why you can't walk over/under events after you assign them a "person" graphic. So it changes the "passable" nature of the event... for one thing.
-It also effects the visibility of the event. Something "above" the character will have a higher priority in visibility.. and will cover up your character.
-'CONTACT'** with events also change in accordance to the three settings. While being in an adjacent tile counts as "contact" when the character and event (or event and event with the "Event Touch" trigger...) are the same priority... the player won't be in contact with the event if its priority is set to "Below Characters" or "Above Characters".
This will probably be explained better by some pictures...
(Shown in "elevation")



Thank you Alibi for this. As for the rest of you, please remember that if you want a question to be added, PM me or say so in this topic.
10. How to change your starting party
To change which party members you start the game with, enter the Database, and go to the 'System' tab. It's the second last tab in between 'Common Events' and 'Terms'. Once in the System tab, look at the top left for Initial Party. Edit the actors in that field as you see fit.
11. Letting the Player choose a character's name.
If you want the players to be able to name the characters, then go to Page3 of the events list. Look for 'Name Input Processing' under Scene Control. Choose the letter limit for the character's name, and you're done.
To have that character's name said in messages no matter what the player names him, use \n[id] and it will use that characters name. Replace 'id' with the Actor number of the character in the Database. So the first character in the Database would use the command \n[1].
This is it for now. If you have any further questions that should be included, then inform me and I'll try to get them up sometime soon.
