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Stealth Eventing! (A Tutorial)

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Stealth Eventing! (A Tutorial)
  • Original author: Sausage_Boi
  • Original date: January 16, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/stealth-eventing-a-tutorial.35993/
  • Source forum path: Game Development Engines > RPG Maker Tutorials > RMVXAce Tutorials

Summary

Good day everyone! So, first off, I am basing this tutorial off of the only Stealth tutorial I have EVER found anywhere. I only recently learned to do this, so any ideas on improving efficiency and such is greatly appreciated. Also, any mistakes are the fault of the reader, because I have grasping a perfect of language english and Stealth events.  I hope this is clear and concise, if you have any questions that I may be able to answer, PM me, and we can find out! ONWARD! Step 1:...

Archived First Post

Good day everyone! So, first off, I am basing this tutorial off of the only Stealth tutorial I have EVER found anywhere. I only recently learned to do this, so any ideas on improving efficiency and such is greatly appreciated. Also, any mistakes are the fault of the reader, because I have grasping a perfect of language english and Stealth events.  I hope this is clear and concise, if you have any questions that I may be able to answer, PM me, and we can find out!

ONWARD!

Step 1: Making your map.

Stealth1.png
You better have this part done. Skip to 1a....

Step 1a: Changing the Guard 

As in the map above, I have created an event with JUST THE GRAPHIC of a guard. There are no fancy inner workings driving this uncomplex character.

Step 2: Modus Operandi

Stealth2.png
Create a new event, doesn't matter what you name it, but for ease of operation, we shall call this GUARD_MOVE. In this event, we shall create a new variable (or switch) that is turned ON when the guard is looking down, and off when he turns up. Set this event to Parallel Process, otherwise it won't run as one would hope it would. In this case, when the guard turns down, the "Look Down" variable is set to 1. So when that is done, we can probably move on to ...

Step 3: Let there be SIGHT!

Stealth3.png
This event is another parallel process. But this one is not straight-forward like the other one, this one is a freaking ONION of "If x, then y" where y is usually another "If this..."

To begin, you will create (if you haven't already) 2 variables. 1 is 'Player X' and the other is 'Player Y'. When you create the variables, it is VERY important that you set the "Operand" values to "Game Data, character, player map x,y"

Stealth8.png
Then build up the onion with conditional branches. Conditional branch 1, variable (or switch) is active. in this case "Look down" variable is at 1. 

Conditional branch 2, when variable "Player X" is greater than or equal to the area you want set. You can determine the X, Y coordinates in the map editor by looking to the bottom right of the screen. 

Stealth5.png

The number on the left is the X, and on the right is Y. If you ever are in doubt about which direction goes where, remember, "Y to the Sky." In the editor, the higher number Y goes down the screen though. And they start at block 0, not 1. So the VERY top left corner is 0,0. You can click anywhere on any of the cells and it will display the coordinates at the bottom left.

So you will set first player x to greater than or equal to the LOWEST number cell  you want to be detectable. The do Player X Less than or equal to HIGHEST number cell that you want to be detectable. Do this again for the Player Y coordinates. 

Make sure all of these events are nested within the original conditional branch of  variable "Look Down=1". Then after all 5 conditions are set, you can do whatever you want to run after the guard spots you. In this case it is an exclamation above the guards' head, and the character declaring "Busted!" 

Before

Stealth6.png

After

Stealth7.png



This concludes the tutorial. This should be everything you need to know to complete your most BASIC of stealth events. Below you will find a short demo showing how you too can set up fancy stealth events with just a little bit of effort. Beyond this, I am just as lost as you.

You can thank Deathswallow for requesting this. It didn't occur to me to do a tutorial, so (s)he was the impetus.  

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