RPG MAKER WITH

How to Make a Switch

RPG MAKER WITH allows users to create a Switch that can trigger other Events. Read on to learn more about creating a Switch and how to use it for a particular Event.

RPG MAKER WITH Top Banner Switch

RPG MAKER WITH allows users to create a Switch that can trigger other Events. Read on to learn more about creating a Switch and how to use it for a particular Event.

What is a Switch?

Triggers a Separate Event on the Map

RPG MAKER WITH Switch

A Switch allows you to trigger a separate Event on your Map. This is useful when you want a particular object to activate something. For instance, you can set a Switch that disables all traps on your Map.

You can choose between levers and buttons with different colors to represent your Switch. However, you can also use a different image depending on your game or story. For example, a book in a library might reveal a secret staircase. Learning how to set basic Switch Events will help you make interesting puzzles in your game.

How to Make a Switch

Setting a Switch

1

Move your cursor to the location where you want the Switch to appear. In this case, we will put it on the opposite end of the dungeon.
2

After identifying the location of the Switch, press the ZL Button and select "Quick Event Creation."
3

In this Menu, select "Switches." Select the Image of the Switch and assign a specific Event Switch. For this example, the Event Switch is "0003 Unlock the Door."
4

Once you selected the image and Event Switch, press the X Button and select OK. Create the Event that this Switch will trigger.

How to Trigger Events Using a Switch

Unlocking a Door

1

Before creating the Event, choose the location of the door. For this example, the door will block a path to a resting area.
2

Make sure your Map Editor is set to Event Mode. Press the A Button on the chosen location and select Images.
3

Once you are there, move your cursor to the empty box under Images and select what type of door will appear on the Map.
4

After setting the image to a wooden door. We also need to create another Event Page. To do this, press the X Button and move your cursor to Event Page.
5

Press the A Button and select Add Event Page. Once done, you will be transferred to the second Event Page.
6

Press the X Button again to go back to the Event Editor. Move your cursor to Images again.
7

From here, select a new image. Make sure to check Move Through to allow your character to pass through this object. For this example, the image is an open wooden door.
8

Move your cursor to Conditions and check Switches A. Then select "0003 Unlock the Door." If you interact with the lever, the locked door image will Switch to an open door.
9

Once done, press the X Button and select OK.
10

To check if the Switch is working, press the + Button. Save your changes and playtest the game.

Remember to interact with the lever linked to the locked door.

Making a Treasure Chest Appear

1

You can also use a Switch to make a treasure chest or another item to appear. For this example, we put the Switch in a room behind the locked door.
2

Follow what we did in the "Setting a Switch" section, but this time label a new Switch by pressing the Y Button. In this example, the Switch is named "0004 Treasure Chest Appear." Once done, press the X Button and select OK.
3

After setting the Switch, choose the location of the treasure chest and press the A Button.
4

Once in the Event Editor screen, select Images and set up the image of the treasure chest. For this example, the chosen image is a metal treasure chest.
5

Once done, move to Conditions and check Switches A. Then select "0004 Treasure Chest Appear."
6

To check if the Switch is working, press the + Button. Save your changes and playtest the game.

**Remember to interact with the lever linked to the treasure chest.

Tips on Making Switches

Always Name Your Switches

Naming Switches is important, especially when you are making a big game. This allows you to identify what lever or Button is linked to a particular Event. For example, we edited "0004" by pressing the Y Button into "0004 Treasure Chest Appear." This allows you to swiftly identify a Switch that is related to a specific Event.

Map, Event, and Switch Naming Tips

Change Your Start Position

Change your start position to reduce the time for checking Switches. This allows you to easily check Switches in a specific location. For example, we set the character's start position within the dungeon by pressing the ZL Button and selecting "Set Start Position." You will choose a tile, and this is where the character will spawn when you playtest a game. This reduces the time you will spend on playtesting Switches you made in different locations.

RPG MAKER WITH Related Guides

Intermediate Guide - RPG MAKER WITH

All Intermediate Guide Articles

Core Guides
Intermediate Guide
Part 1
Intermediate Guide
Part 2
Supplementary Guides
How to Outline Your Game Creating Your Main Character and Party Members
How to Create a Village Creating Inns and Shops
How to Create a Party Recruitment Event Getting a Vehicle
How to Create a Dungeon How to Use Self Switches
How to Make a Locked Door How to Make a Yes/No Player Option
Skill Creation Basics How to Set Skill Effects
How to Make Skill Types How to Set Skill Types
Traits Explained Character Creation Settings Explained
Character Class Settings Explained Damage Formula Basics
Parameter Curve Explained How to Make Elements
Equipment Creation Basics How to Make Items
Tips and Tricks
How to Make a Switch How to Use Map Foregrounds and Backgrounds
How to Change Event Text Color

Beginner

Advanced Guide - RPG MAKER WITH

Basic Information - RPG MAKER WITH

Author

    Walkthrough Menu

    news questionnaire

    All rights reserved