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MZTea's More Event Triggers

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: Tea's More Event Triggers
  • Original author: Tea++
  • Original date: January 2, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/teas-more-event-triggers.131735/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)

Summary

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Archived First Post

Protected download

TEA_moreEventTriggers
V1.1

***THIS PLUGIN HAS BEEN REMOVED AND REPLACED BY SEPARATE PLUGINS WITH THE SAME FUNCTIONS***

Event trigger event plugin:

Proximity sound plugin:

NPC Auto eveade: I don't think anyone actually uses this one, if someone requests it, I'll release it.

Event Touch Event
This feature will enable you to specify an event that you want to be triggered by another event
***NOTE***
This feature will not be usable in all situations. Every triggering event
will be able to trigger every event specified in parameter one on a single
map, they will make no distinction. Due to the nature of how events play
it may not work bug free for what you have in mind, USE WITH CAUTION.

**************************************************************************
Proximity Sound
You can use the proximity sound command to make a sound emanate from an event. It will become louder or quieter based on the players distance from the event based on your specifications.

Additional proximity sound options:
3D panning takes the players direction into account and will be most
useful in 3D games.(included with the assumption that a 3D plugin will
eventually be made for MZ)
2D panning will work best in 2D games, it simply pans based on which
side of the player the event is on.

**************************************************************************
Facing Event While Adjacent
This feature will turn on a switch that you specify when you are facing the event you specify and directly adjacent to that event.
*************************************************************************
Auto Evade
Using auto evade will cause your player to "phase" through the event you specify automatically when the event is directly adjacent to the player and the player is facing the event.
**************************************************************************

phaseGif.gif


To use facingEventWhileAdjacent:



Add the event command "facingEventWhileAdjacent" to a parallel event.



**This feature was made with solving events blocking your path in mind.**



eventId = the ID of the event that you want to trigger a common event when

its positioned directly in front of the player and the player is facing it.



triggerSwitch = A switch that will turn on when the event specified is

directly in front of the player and the player is facing the event. This

can be used to turn on another event or event page that does what you want

it to do once the conditions are met.



***NOTE***



You will not be able to trigger the event specified in parameter one

using the action button.



*************************************************************************





To use autoEvade:



Add the event command "autoEvade" to a parallel event.



**This feature was made with solving events blocking your path in mind.**



eventId = Specifies which event you want the player to automatically pass

through when it's directly in front of the player and the player is facing

it. The player will not attempt to pass through an event with an

impassable tile behind it or with an event not specified in this plugin

command behind it.



***NOTE***



You will not be able to trigger the event specified in parameter one

using the action button.





**************************************************************************



To use event touch event:



Add the event command "event touch event" to a parallel event.



Event 1 ID = The event that will run when it comes in contact with another

event that has the note tag <TIGGERING EVENT>.



To create a triggering event: Assign which events you would like to trigger

your event specified in the parameter Event 1 ID by adding the note tag

<TIGGERING EVENT>.



***NOTE***

This feature will not be usable in all situations. Every triggering event

will be able to trigger every event specified in parameter one on a single

map, they will make no distinction. Due to the nature of how events play

it may not work bug free for what you have in mind, USE WITH CAUTION.





**************************************************************************



To use proximity sound:



Add the event command "proximity sound" to a parallel event.



Event ID = Assign the event you want to be the epi center of the sound range

in the first parameter.



Choose a BGS to play from the event specified in parameter 1.



Specify what range you would like each volume to play in the following

parameters. You may skip ranges for a smaller sound radius.



**For example, the default is a 10% decrease in volume for each additional

range of one tile. There are ten total sound ranges so that means the

radius around your event that will play sound will be 10 tiles in all

directions. You can reduce the overall radius by setting some range values

to 0. For example, if you wanted to set a radius of 5, your parameters

might look like this:



Event Id = (event number)

BGS = (BGS of your choice)

Range for BGS vol 100% = 0

Range for BGS vol 90% = 1

Range for BGS vol 80% = 0

Range for BGS vol 70% = 2

Range for BGS vol 60% = 0

Range for BGS vol 50% = 3

Range for BGS vol 40% = 0

Range for BGS vol 30% = 4

Range for BGS vol 20% = 0

Range for BGS vol 10% = 5

Range for BGS to stop = 6**





Choose whether or not you would like dynamic panning turned on.



3D panning takes the players direction into account and will be most

useful in 3D games.(included with the assumption that a 3D plugin will

eventually be made for MZ)



2D panning will work best in 2D games, it simply pans based on which

side of the player the event is on.




Free to use for commercial and non commercial.
Editing allowed.
Redistribution prohibited.

Change log:
2Jan2021 - changed the parameters so the BGS file for Proximity Sound won't be excluded when deporting a project with "exclude unused files" selected.

Downloads / Referenced Files

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License / Terms Note

Free to use for commercial and non commercial. Editing allowed. Redistribution prohibited. Change log:

Referenced Images / Attachments

teaPlayingGames2.png
teaPlayingGames2.png
teasjams.itch.io
teasjams.itch.io
teasjams.itch.io
teasjams.itch.io
teasjams.itch.io
teasjams.itch.io
teasjams.itch.io
teasjams.itch.io
Creator Claims / Removal

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