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Ghostly Events

BMM_Archive · July 16, 2026

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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: Ghostly Events
  • Original author: Gryphbear
  • Original date: July 22, 2012
  • Source thread: https://forums.rpgmakerweb.com/threads/ghostly-events.3449/
  • Source forum path: Game Development Engines > RPG Maker Tutorials > RMVX Tutorials

Summary

Ghostly Events Have you ever been curious how to make sprites look like they're transparent or how to make a ghost event? Plus, I apologize if there's already something similiar out there, but I just stumbled onto this while trying to figure out how to make people-ghosts without needing to individually event each one. Here's a possible way. 1) Open your Database up and navigate to the Common Events Tab. Create a common event. Call it whatever you would like. I called mine "Ghostly-State".

Archived First Post

Ghostly Events

Have you ever been curious how to make sprites look like they're transparent or how to make a ghost event? Plus, I apologize if there's already something similiar out there, but I just stumbled onto this while trying to figure out how to make people-ghosts without needing to individually event each one.

Here's a possible way.

1) Open your Database up and navigate to the Common Events Tab. Create a common event. Call it whatever you would like. I called mine "Ghostly-State".

The Trigger is set to None.

2) Inside the common event, set up a switch, name it "Ghostly State" (or something similiar), and turn it "ON"

(Oh, yes, you will need to be returning to this Common Event for every time you want to 'add' an event that will become a ghost.)

That's it for the Common Event.

Here's a screenshot of how it may look, more or less.

Common Event.png

Alright, moving on.

3) Create a blank Event and stick it somewhere on the map that you will be 'enabling' any ghosts to exist. The settings are as follows:

Priority: Above Characters (This should be stuck somewhere the character can't really access anyway.)

Trigger: Parallel Process

And for the Event Commands -- It's very simple. Just go to the first Tab in the Event Commands - and search for Flow Control - and click on "Call Common Event". Since you set up a common event called "Ghostly State" or something like it. Pick that.

Click Apply and OK. That's pretty much it for this event.

Here's the screenshot of this event:

Parallel Process Event.png

Btw, if you do notice an additional event "Ghost Guy" in the screenshot - I'm getting to it in a second.

4) Next, we create a ghost event.

We make a new event. Select an appropriate graphic you want to make a ghost with. In this particular event, I went with "Spiritual" and picked a guy with a white beard. To make it easier for you to 'reference' this event inside the Common Event, I'd suggest naming each event you want to become ghosts. I named this event "Ghost-Guy"

The usual settings apply for the event, except:

Movement: "Random"

Priority: Same as Characters (After all, you may want your ghosts to be able to talk to you)

Trigger: Action Button

Toggle a Switch to "Ghostly-State" (or however you named the switch you want to enable 'ghostiness')

You can set up how you interact with the character however you want.

I personally did it this way.

Insert: Baloon Animation (Exclaimation!)

Insert: Text: "W-what? You can SEE me?!..."

(Dim Background/Middle, and picked the appropriate matching faceset from Spiritual)

That's it for the Ghost Event. Click Apply/OK.

Here's a screenshot of how it looks:

Ghost Event.png

5) Now, we return to the Common Event again.

Here is where it gets kinda fun. All the events you have as people, animals, etc on the map that you want to 'make' ghosts... will be referenced here.

Under the "Control Switch: Turn Ghostly-State: ON" Insert:

(You'll find it under Tab 2: Change Move Route)

Basically create one for every event you will be using this.

Change Move Route:

The Target in the drop down menu should be Player by default. This should be changed to the NAME of your event. (Remember when I said you might be referencing to your events that you wanted to make ghosts, earlier? This is where your names come into effect.)

Change Opacity: 150.

Wait should be ticked off.

Click Apply/OK.

...

Repeat for every event you've created.

Here's the last screenshot of how it looks:

Opacity Event.png

That's about it. Hope it's informative.

Enjoy.

If you have some questions, let me know.

Downloads / Referenced Files

RPG Maker Web attachments are mirrored locally when available. Other external links remain hosted by their original creator or third-party service.

  • Local mirror: 314-37a82f8eb0844127189ba5b563e00dae.png
    SHA-256: 7dbd9049f0881b08563210882a31f84f8f41606dee4553fba5b23beb5897e4b3
    Original attachment URL: https://forums.rpgmakerweb.com/attachments/common-event-png.773/
  • Local mirror: 315-ff59eb4a10f2b0d4dac42b3eada3b44f.png
    SHA-256: 70538969aaa837e47ccec24029356bb82956419cd362bc0abbd8e7dfebe3032e
    Original attachment URL: https://forums.rpgmakerweb.com/attachments/parallel-process-event-png.774/
  • Local mirror: 316-b3701ffb269a2fbca140e4f760ee6f92.png
    SHA-256: e144c9c19230eba486cd6a474d5bff9348b8b490b6f61b5bc79bac48f4383d2c
    Original attachment URL: https://forums.rpgmakerweb.com/attachments/ghost-event-png.775/
  • Local mirror: 317-d8c67203c195b88d6d3823f61c484f92.png
    SHA-256: 8a9933207f6ee05ddb977d0061db9c236dbc1ff9b661c7d55f480858c71bfb44
    Original attachment URL: https://forums.rpgmakerweb.com/attachments/opacity-event-png.776/

Referenced Images / Attachments

Common Event.png
Common Event.png
Parallel Process Event.png
Parallel Process Event.png
Ghost Event.png
Ghost Event.png
Opacity Event.png
Opacity Event.png
Creator Claims / Removal

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