A Blue Flame, A Lantern, and A Brazier (an eventing walkthrough)

The blue flame doesn’t pass through walls or roof tiles. It doesn’t have to be a specific event and neither does the brazier.

I used the same terrain settings as the Khas’ Awesome Light Effects script, but if you aren’t using that script then the terrain numbers can be anything you desire.

Note: This requires you to set up your terrain settings properly in the Database’s Tileset tab for each setting that you want the Blue Flame event to not travel through stuff.

This uses some complex eventing so I wouldn’t recommend this to people who aren’t familiar with the eventing system of Ace yet. This uses the script function of the Conditional Branch event command and Get Location Info command as well.

In this system I use Yanfly’s Button Common Events (YBCE) and Khas’ Awesome Light Effects (KALE) scripts, but neither one needs to be used and can be substituted with similar scripts.

I made it in this particular way so that I can copy and paste these events on any map without having to worry which event number they are, which helps me make less mistakes.

Note: The Blue Flame event needs to be copied to every map that you wish the player to use it on and if it isn’t on every map it won’t error out, but you may need to do some minor work a rounds to keep a blue flame from appearing when the player gets to a map with a blue flame on it. An example of this will be shown further down.

If you would prefer to have a project to follow along with, download it here. I didn’t include KALE script or the Light Folder you have to add to the graphics folder, because I didn’t want to accidentally violate Khas’ terms of service (download it from the link above). Add them before running the playtest. I changed nothing important in the script or Light Folder.

So here is an explanation of the events so you can configure to your desires and maybe learn something.

Setting up the scripts


The Blue Flame Event


The Brazier Event


For Reference


The Puzzle


The Puzzle Door Event


The Transfer Event


Changes to the Brazier event


If you have any questions feel free to ask and if you notice anything that could be simplified I’m always willing to take suggestions.


DEMO: Thex Card Roulette (More like Slots…)

What is this?

“Welcome to Card Roulette tutorial,
by Titanhex
This is a beginner to intermediate system.

Remember to credit me for the card graphics.”

Inside this demo is a set of events. You only need 4 of them, the lever and the 3 cards. It’s not a terriblely difficult system, so long as you understand 4 things. Loops, Variables, Conditional Branches and Switches.

Inside each event is a set of comments that explain the event, what it’s doing, and how it works.

This is pretty much a slot machine with cards as the graphic. If you truly understand how it works you can expand on it to make it even more involved.

Pull the lever to make the cards appear. They change, and you have to hit enter to stop them. Line up 3 of the same for a jackpot. If you get only 2 in a row you get a smaller prize.

You’ll be responsible for adding the price yourself, but if you know how to set up an Inn you should be alright.

You could even do a lock system which shows broken and unbroken keys. You need all 3 unbroken keys in a row to unlock the chest.

With a little bit of tweaking you could also turn this into 3 card blackjack.

Give it a whirl. I actually had fun playing it after making it.


Soulpour777 – RMVXA Event Handling Tutorials (Official Thread)

(Note: Requests from people on this thread will surely be heard, and a scheduled time of granting your request and making a video tutorial of the event system you need will be uploaded, thank you.)

X: This thread is made by SoulPour777 himself (me xD), intended to give tutorials of how to make events, handle the events and make some known systems you see in NES, SEGA GENESIS, PS 1 – PS2 and PC Games.

Note 2: This thread is updated everytime there is a new upload. Before questioning the resolution of the videos, make sure you’re watching the vids in HD. Videos are updated every Saturdays and Sundays, with not less than 6 tutorials per day.

FAQ: Will this guarantee that I learn how to handle the events quite well in VXA? I am a beginner so I need to start at the beginning.

A: Don’t worry, the videos are intended for first time or beginners of the software, official beginner class starts from Episode 3 onwards.

Ins: Click the Episode title to be redirected to the video link on youtube.


Episode 1 – Introduction to the Interface of RPG Maker VX Ace
Summary: Let us discuss what are the new things in RPG Maker VX Ace from its ancestors RM2003, RMXP, and RMVX. We’d also be exploring the new features of RPG Maker VX Ace in this episode.

Episode 2 – Multiple Dialoges
Summary: How do we create multiple dialogues for our NPC? Check it out on this episode.

Episode 3 – Random Dialogues
Summary: Now that we know we can do multiple dialogues for our NPC, how can we randomize them? We can clearly have variables and random functions set up!

Episode 4 – Granting a request: Puzzle Event
Summary: Falados, a dear member of this forum has messaged me about his puzzle event problem. In this tutorial, we will make a puzzle event wherein it detects the actual sequence that we give the event, as to how to complete the puzzle.

Episode 5 – Message
Summary: In this episode, the first formal start of learning RMVXAce, we have to learn how to display conversations / displaying text on the screen, the positions, the types of dialogues and input processes.

Episode 6 – Game Progression
Summary: In this episode, let us tackle what is Game Progression and the events involved to complete this entry.

Episode 7 – Control Switches
Summary: Learn how to make switches, control them and manipulate them in game.

Episode 8 – Loops and Labels
Summary: What are loops? How does it affect a game? What are labels? How do we use them?

Episode 9 – Common Events
Summary: We always see the Common Events tab on our database. But what is the use of this function anyway? Let us learn it here in this episode.

Episode 10 – Mining System
Summary: Supposing you are making a game and you want to include a mining system and you do not know where to start, this tutorial will teach you the first to the last step on making one, with just pure events and without the help of a special script.

Episode 11 – Change of Parameters
Summary: Do you want to change something about your character in game? Do you want to manipulate a stat of your character and adjust them via game progress?

Episode 12 (3 Parts) – Quest Giving System
Summary: In all RPG games, you have that system where an NPC gives you a task and gives you a reward in return. Do you want to make this yet you do not know where to start? In this episode, we are going to make one that would surely help you make a better game when this system is placed. We won’t use any extra script or something, just events.

Watch Part 1
Watch Part 2
Watch Part 3

Thank you all for your supports, for the members and the administrators of this forum.


Hey everyone, I’m planning on making a series of tutorials on how to make puzzles. It’s pretty much the only thing I’m a little good at in RPG Maker, and I love to help people. So without further ado, here’s the first tutorial!

Puzzles, puzzles, puzzles.

There are infinite possibilities. They are either annoying, a waste of time or ‘good’.
You are the one who has the ability to create one such puzzle. And you’ll want to make a good one, right?

With puzzle, I don’t mean something like this:
“There is a red button in the middle of the room, and once you step on it, the door to the next room opens, no strings attached.”
Sure, it’s not that boring, and you ask of the player to do something specifically. But that’s not something I call a puzzle. You’re not letting the player really think.

This is, however, where we will start. Because making a simple button is cool and yields some cool eventing knowledge we’re going to use later on.

Step 1: Create a room, you can always make it bigger if you want to. I like to start small. I recommend making the room fit in the editor without needing to scroll to view everything.
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Creating a Mini Map Without using Scripts

This tutorial was originally created by Grafikal

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  • Color detailed minimap
  • Can change the cursor color
  • Can change the minimap’s opacity
  • Can change the cursor’s opacity
  • Each map has it’s own unique minimap
  • Can turn it on and off easily


  • Needs a ton of screenshot images for high map quantity games
  • Can sometimes be a little small


Create 2 Variables:

  • Name the first variable: Player X
  • Name the second variable: Player Y

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Create 2 Switches:

  • Name the first switch: Cursor
  • Name the second switch: MiniMap Off

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  • Create and finish a map.
  • Zoom out to 1/8 view in the editor.

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  • Take a screenshot of your map from the editor’s view.
  • Crop the image using an image editing program like MSPaint.

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[You should save this under a name you would know as THIS map


  • Open an image editing program. [I prefer MSPaint for this.]
  • Create an image that is 2×2 pixels.
  • Color it any color you want that you think will stand out most against your maps.

It’s there. Can you see it!?

– -> Posted Image <–

Save that cursor image as: Cursor.png


  • Open your game editor
  • Open the resource editor
  • Select the folder:



  • Import your newly created map and cursor

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[NOTE: You’ll need to import all of your map screenshots and designate each ‘in-game’ map with the corresponding image]

When you import images anywhere, you’ll be given the option to choose 2 colors; One is full transparency and the other is semi-transparency
When selecting the transparencies for your maps, leave them both black by selecting Clear by each box

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When selecting the transparencies for your cursor, zoom in using the x4 zoom tool in the upper right hand corner

  • Leave the full-transparency black by clearing it.
  • Right-click on the cursor to make it semi-transparent [This is optional whether you want the cursor to be slightly transparent or fully opaque]

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  • Open your Database
  • Select the Common Events tab
  • Create a new Common Event
  • Name it:Cursor
  • Select its trigger as a [Parallel Process]
  • Select your “Cursor” switch that you created earlier for your condition switch here

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[NOTE: Use the above image as a reference if you run into trouble]


  • Create a new event command in this window pane
  • Select “Show Picture” from the Second Page tab

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  • Select it’s Number as “2
  • Choose the Picture Graphic that you saved as “Cursor.png
  • Check its “Display Postion / Origin” as “Center
  • Check “Variable
  • Select “X:” as your “Player X” variable that you created earlier
  • Select “Y:” as your “Player Y” variable that you created earlier
  • Keep “Blending / Opacity” at “255” [If you didnt change the cursor to semi-transparent when you first imported it, you can manually change it from this option]

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  • Create a new event command in this window pane
  • Select “Control Variables” from the First Page tab

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  • Check “Single
  • Select the “Player X” variable that you created earlier
  • The “Operation” must be checked as “Set
  • The “Operand” must be checked as “Game Data
  • From Game Data
  • Check “Character” and then select “Player“‘s
  • Select “Map X

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[Note:This sequence means that this variable is equal to your player’s X coordinate on the map they are in]

STEP 10:

  • Create a new event command in this window pane
  • Select “Control Variables” from the First Page tab

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  • Check “Single
  • Select the “Player X” variable that you created earlier
  • The “Operation” must be checked as “Mul
  • The “Operand” must be checked as “Constant
  • Select “2

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STEP 11:

  • Create a new event command in this window pane
  • Select “Control Variables” from the First Page tab

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  • Check “Single
  • Select the “Player X” variable that you created earlier
  • The “Operation” must be checked as “Add
  • The “Operand” must be checked as “Constant
  • Select “2

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STEP 12:

Repeat Steps:9 though 11
Any instance of X MUST be rewritten as Y:


Variable: Player X –> Player Y
Character: Map X –> Map Y

All “Operations” and “Operands” stay the same

STEP 12:

  • Go back to the editor
  • Go to the Events editor
  • Right-click on the map and create a new Event
  • Name the event: Minimap On
  • Set its “Priority” as: Below Characters
  • Set its “Trigger” as:Parallel Process

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  • Create a new event command in this window pane
  • Select “Show Picture” from the Second Page tab

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  • Select its “Number” as “1
  • Choose the “Picture Graphic” that corresponds to your map; in this tutorial it is “Minimap”
  • Check its “Display Postion / Origin” as “Upper Left
  • Check “Constant”
  • Set “X:” as “2
  • Set “Y:” as “2
  • Under “Zoom / Width %“, select “50
  • Under “Zoom / Height %“, select “50
  • Keep “Blending / Opacity” at “255[NOTE: You can change the opacity of the actual Mini-map here; Lower the number, the more transparent the Mini-map will]

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  • Create a new event command in this window pane
  • Select “Control Switches” from the First Page tab

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  • Check “Single” and select the SAME switch you used in the Common Event’s Condition Switch, which should be “Cursor
  • The “Operation” must be checked “ON

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STEP 15:

  • Create a NEW EVENT PAGE
  • On that new page, check either “Switch” under the “Conditions
  • Leave the “List of Event Commands” empty

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  • Press “Ok” or “Apply” and close the event
  • Move the event anywhere on your map out of the way
  • Copy and Paste this event to every map that will use a Mini-Map; Change only the picture file that is displayed
  • Test Play!


Of course im just such as nice guy that I even created a demo so you can experience what it looks like and how it works first hand before your decide if its worth it or not. Hope you enjoy!


Alchemy Level System V1.1

Version 1.1–

-Complete overhaul of the Alchemy System! 10x easier, and fixed known bugs!

Comment, donwload, and rate!!!

-Added in the video tutorial! It’s available to watch below!


– Plants that re-spawn after you pick them!

– Plants have a “white ring” around them to notify the player that it is harvestable.

– Includes functions for a wide variety of different plants.

– Allows the player to craft different potions using these ingredients.

– Breaks down potion making into different “tiers” that can be adjusted how you please.

– Collect Recipes to learn how to make new, and incredible potions!


Hi there, and thanks for checking out my tutorial! First of, if you are new to RPG Maker, then I highly suggest you play around with the program and learn on your own before reading any further. This system is entirely evented, and could prove confusing for people new to the program.

Below are a couple of key points you need to know before using this system, and by viewing these, you can determine if this is the system for you.

Alchemy is broken down into “Tiers’ with each tier allowing you to craft 4 difirent potions. You can add more, but do so at your own risk! You can have as many tiers as you like, however.

In order to craft any Potion within one of these Tiers, the player needs to have a recipie (a regular item). Without this, they wont be able to craft any potions.

As far as where the ingredients come from, you can go about it any way you like. For this system, I have plants that you can gather ingredients from. After a little while, the plants respawn. To do this, we need a Variable tied to each and every harvestable plant you create. So, if you have a total of 347 plants that the player can harvest, your going to have 347 Variables – one for each plant.

If that didn’t scare you away, then welcome to Bob Saget’s Alchemy System!






Victor Engine – Basic Module by Victor Sant

Victor Engine – Fixed Parallax by Victor Sant

DEMO: Thex Fishing System


DEMO: Thex Fishing System

What is this?

This is an intermediate to advanced level system to use.  It animates pictures and waits for key press. Fortunately it doesn’t do anything with indexing, which makes it a little easier to handle. It also fiddles with script calls to make it more lightweight.

Right now this is only the uncommented demo.  I’ll have a version up soon full of comments to explain what each part of it does.

First you find a place to fish (In this case the docks) and just wait for a fish to come passing by.  When it’s up on your hook just hit enter and pull the fish out of the water.

It’s very basic in it’s difficulty and options. Expanding on them is up to you as an eventer.

Once I start using the system myself I’m sure I’ll return with a lot more functionality to it.