Syndicate content

Rpg Maker Xp Switches Basics Guide.

6 posts / 0 new
Last post
Offline
Townie
Joined: 5 Jan 2008
Rpg Maker Xp Switches Basics Guide.

Hello!
This guide is a simple one explaining the basics of the switches of Rpg Maker Xp.
An easy guide for beginners in Rpg Maker Xp, I am a beginner in it, too Laugh .

Ok, let's start.

=====Step 1, the problem.=====

Why are the switches in Rpg Maker Xp so special?
Let's see, you ever had a problem like this one?

You make someone gives a potion to the character, but you only want
it to happen 1 time.

But, when you talk to him again, he gives you another potion!

If you are having problems like that, this guide can be useful.

Oh, the switches can be used for making the story and missions of the game, you know,
you got to defeat an enemy for making someone tell you something.

=====Step 2, a simple way to use a switch in Rpg Maker Xp.=====

Let's use this example for starting to use the switches of Rpg Maker Xp.
You want someone to give a potion to the player only 1 time.

First, you should create the person to give the potion to the player, right?
Ok, here are the steps:

1. Create a new event.
2. Set graphic: The one you want to give a potion to the player.
3. Add event: Message: "Hello! Take this potion."
4. Add event: Change items: Add potion.
5. Add event: Add message: "You obtained a potion."

Ok, with that, you should already have finished a part of this step, but you still have to add
another event, look:

6. Add event: Control Switches: (If you want, you can give a name to the switch) Operation: On.

Ok, if you did those mini steps, then you finished the first step of this guide.

=====Step 3, finishing with this problem.=====

Ok, here are the mini steps for finishing with this problem.

1. In the same event, click in "New Event Page".

2. You can see a new page in blank, right?
3. Look in that page for something like a box, it is like to the left,
and it says "Conditions".
4. In that box, click in the first mini box that says "Switch", or in the second, if you want.
5. Then, select the switch you changed to On.
6. Ok, now that you selected that option, that event page will only appear if the
switch or switches that you selected are on.
7. Now, add a message saying "Oh, hello, I hope that potion was useful for you".
8. And that's all.

Done! You did it! Now just try it, and see if it worked.

<!--fonto:Times New Roman--><span style="font-family:Times New Roman"><!--/fonto--> [=10][b][i]If you are looking for some nice stuff...

RMVX / RMXP / RM2K/3 Evented Systems
~ Evented ABS!
~ Bank Systems!
~ Hook Shot Systems!
~ Fishing / Mining / Hun

Offline
Great TownieTownie
Joined: 9 Nov 2007

This would be useful for beginners, but you can also use self switches if you have alot of treasure chests or stuff like that

Offline
Townie
Joined: 5 Jan 2008

You are right, maybe someday I will do one for self switches...

<!--fonto:Times New Roman--><span style="font-family:Times New Roman"><!--/fonto--> [=10][b][i]If you are looking for some nice stuff...

RMVX / RMXP / RM2K/3 Evented Systems
~ Evented ABS!
~ Bank Systems!
~ Hook Shot Systems!
~ Fishing / Mining / Hun

Offline
Joined: 23 Jan 2008

It will be a lot quicker, just to create an extra event page for the guy that gives you a potion, and use self switches

EG:
Page 1:
1. Set graphic: The one you want to give a potion to the player.
2. Add event: Message: "Hello! Take this potion."
3. Add event: Change items: Add potion.
4. Add event: Add message: "You obtained a potion."
5. Add Event: Self Switch A = ON

Page 2:
1. Condition: Self Switch A = ON
2. Set graphic the same again.
3. Add event: Message: "I have no more potions I'm afraid"

Laugh I just thought that'd be easier, plus that way you can minimize the amount of actual switches used (I've completed about 5% of my game and used a total of about 50 Switches already for item events and stuff!!).

After all, as implied by their name, Self Switches are that Event specific.
You can normal switches to affect the whole game.

Basically, using switches for obtaining a potion off some guy is okay but makes more sense using self switches.
But it's a great tutorial and it would have helped me when i didn't understand them!! Haha, good job man!!

[center]

Click the above picture for my DeviantART gallery, where you'll find my art along with sprite edits and such :P[/cente

Offline
Joined: 12 Aug 2010

you could also add the "erase event" option at the end of the event, that way, after the event plays, the event is "erased" and won't play again. That what i did before i learned about switches. Great tutorial really helped!

Offline
Townie
Joined: 15 May 2010

But it doesn't really make sense if the person suddenly vanishes once you've talked to him, if you only use one page ending with erase event Gasp You could do with a single page though

conditional branch switch 0001: OFF
Show text: Here's a potion for you
change items: potion+1
control switches: 0001 = 0N
Else
Show text: Sry, I'm out of Potions!
Branch End

Wink

Wow, that topic is ooooooooooold Grin

Grand List of Console Role Playing Cliches Had such a hilarious time following Yamitami's link... it needs to be spread! Somehow I seem to have played every single one of those games refered to Grin

My Pr

Topic locked

Who's online

There are currently 0 users and 1 guest online.