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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 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.
List of Contents
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.
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. |
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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. |
1 | Before creating the Event, choose the location of the door. For this example, the door will block a path to a resting area. |
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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. |
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. |
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 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.
All Intermediate Guide Articles
Core Guides | |
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Intermediate Guide Part 1 |
Intermediate Guide Part 2 |
Tips and Tricks | |
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How to Make a Switch | How to Use Map Foregrounds and Backgrounds |
How to Change Event Text Color |
Core Guides | |
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Beginner's Guide Part 1 | Beginner's Guide Part 2 |
Tips and Tricks | |
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Map, Event, and Switch Naming Tips | How to Use the Flood Fill Tool |
Core Guides | |
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Advanced Guide Part 1 | Advanced Guide Part 2 |
How to Make a Switch
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