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V3 Doc Event Properties

Aerun edited this page Jul 8, 2026 · 1 revision

Event Properties

Philosophy

With Pokémon Studio 3.0, event behavior should no longer rely on hidden conventions such as special keywords inside the event name or hardcoded engine constants.

Instead, event configuration will progressively move to Event Properties: explicit parameters edited directly from the event builder when an event is created or configured.

This makes events:

  • easier to discover
  • easier to maintain
  • easier to document
  • easier to migrate
  • and significantly more accessible for makers who are not familiar with the engine internals

Event Properties are not Event Commands.

Event Properties define how an event behaves by default (rendering, movement, collisions, etc.). Event Commands define what an event actually does during gameplay.

Migration to Pokémon Studio 3.0

Several PSDK systems currently store configuration inside the event name.

During the migration to Pokémon Studio 3.0, recognized patterns will be automatically converted into Event Properties whenever possible.

Once converted, these keywords will be removed from the event name so that event names remain clean and readable inside Pokémon Studio.

For example:

Old:
§ [z=2][offset_y=-8]NPC Guard 

After migration:
Name: NPC Guard

Properties:
✓ Shadow
Display Layer = 2
Sprite Offset Y = -8

Unknown patterns will be preserved to avoid breaking existing projects.

Plugin Developers

The event name should progressively become a human-readable label, not a configuration container.

Important

Plugin and engine developers are therefore encouraged to avoid introducing new behaviors based on event-name parsing.

In the future, Pokémon Studio will most likely provide a way for plugins and custom systems to expose their own Event Properties directly inside the editor.

The exact implementation has not yet been defined, but the objective is to replace event-name conventions with explicit, editor-managed properties whenever possible. If you have any suggestions about this, feel free to use the studio-suggestions channel on Discord.

MVP

The first iteration focuses on replacing the existing implicit behaviors already available in RPG Maker XP and Pokémon SDK.

The goal is feature parity, not feature expansion.

Existing RPG Maker XP Properties

These properties already exist in RPG Maker XP and will remain available.

Movement

  • Enable walking animation
  • Animate the sprite when idle
  • Fix sprite direction during movement
  • Allow the event to pass through everything

Rendering

  • Allow the event to appear above everything

Existing Pokémon SDK Properties

These properties currently rely on event names or engine constants and should become native Event Properties.

Rendering

  • Display a shadow under the event (§)
  • Display a realistic shadow
  • Raise the event by one level (¤)
  • Configure the display layer ([z=N])
  • Disable sprite generation ([sprite=off])
  • Make the event invisible (invisible_)
  • Mark the event as an invisible object (OBJ_INVISIBLE)
  • Configure sprite X offset ([offset_x=N])
  • Configure sprite Y offset ([offset_y=N])
  • Enable or disable reflections ([reflection=on])

Movement

  • Default movement (move route)
  • Force Surf mode (surf_)
  • Disable ice sliding ([noslide=on])

Initialization

  • Force the first event page ($)

Environment

  • Disable particles ([particle=off])

Future Event Properties

The following properties are not part of the initial MVP.

They represent possible future improvements once Pokémon Studio reaches feature parity with RPG Maker XP and Pokémon SDK.

Rendering

  • Custom rendering priority
  • Runtime visibility rules
  • Custom sprite anchors

Movement

  • Ignore player collisions
  • Ignore follower collisions
  • Ignore NPC collisions
  • Lock movement
  • Lock facing direction

Environment

  • Ignore weather effects
  • Disable grass interaction
  • Disable terrain effects
  • Disable bridge elevation

Gameplay

  • Persistent event state
  • Decorative events
  • Non-interactive events
  • Save behavior overrides

Audio

  • Custom footsteps
  • Disable footsteps
  • Ambient sounds attached to the event

Debug

  • Collision visualization
  • Trigger visualization
  • Movement path visualization
  • Debug-only events

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