![]() The next thing we need to do is make the game care that the switch has been turned on.Īt the top of the “Edit Event” window, there is a line of button for page controls. The switch has been turned on, but it isn’t doing anything yet. You’ll see that switch 001, “Chest 1”, has been turned on.īut you can still open the chest a bunch of times and get infinite potions! Interact with the chest, and then press “F9” on your keyboard to bring up the switches and variables debug menu. When the player opens up the chest and takes his booty, the switch will be turned on as well. This line means that the event is setting the “001: Chest 1” switch into its on position (by default, all switches are set to off, so we are activating a switch when we turn it on ). The contents of your event should now have this line: Once you’ve got your switch selected, you can OK out of that, and then OK again out of the “Control Switches” box. In this cast, we’ll name our switch the suitably simple “Chest 1”. It’s useful to give each a switch a short but descriptive name. You can give each switch a unique name, so that you never get confused as to what switch does what. If you click on the little “…” icon, you will see a list of all the switches that are being used in your game: The “Control Switches” dialogue box is simple: select your switch (or a range of switches) and then choose whether to turn it on or off. Insert a new event command at the end of your “contents” list: select “Control Switches” from the “Game Progression” command category. The way to prevent this from happening is to use a switch. Now, if you were to test play the game right now, you would see that the player can open the chest as many times as he wants. You’ll probably want to create a message telling the player what he found, too.Īt this point, the event looks something like this: You can choose a suitable chest graphic (remember to check the “Direction Fix” box to prevent the graphic from changing when the player interacts with it from an angle) and use an event command to add an item to the party’s inventory. We’re going to start by creating a treasure chest event. After the player interacts with the chest for the first time and finds his booty, a switch will ensure that the chest remains empty. In RPG Maker VX Ace, you can use the “Quick Event Creation” command to have the program generate treasure chests for you-but for this tutorial we want to make the chest ourselves. If these descriptions still seem confusing at all, don’t worry: it’s time to start putting this stuff into action. The variable can then be used in a bunch of different ways. In RPG Maker VX Ace, it works the same way: using events, you can set a variable to any numerical value, and the game will store that value. If you’re familiar at all with programming, then you know that a variable is a stand-in for a number (a number that varies). Think about it this way: if a switch is like a light switch, then a variable is like a dimmer dial: it works the same way, but instead of only two positions ( on or off), there is no limit on the amount of positions a variable can have. Variables aren’t much more complicated than switches. What those positions mean is up to you the primary use is to activate or de-activate events, but the possibilities are limitless. ![]() When you flip a switch in an event, the game will remember if that switch is turned on or off. Your game will keep track of which position each switch is in. A switch in RPG Maker VX Ace is just like the light switch on the wall next to you.Ī switch has two positions: on and off, and you can flip it whenever you want within events. Switches are much easier than they seem at first glance. This tutorial is written with the assumption that you understand the most basic elements of the RPG Maker VX Ace interface.īut before we start trying to use switches or variables, it’s important to understand what they are. This tutorial is written for beginners who are diving into the depths of the program for the first time-but I’m not going to be covering the basic interface stuff (that will come in another tutorial). Part two will go a little deeper into the uses for variables. This is the first part of the tutorial, and it will teach you how and when to use switches. This tutorial is going to tell you everything (well-almost everything) that you need to know about two of the most important features of the RPG Maker program: switches and variables. Howdy. Uncle Despain here, with the first of my RPG Maker VX Ace tutorials.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |