select the desired coordinates on the preview map on the right. Since we’ll be using the boat in the Field
map, we’ve selected it along with a pair of coordinates (011,013) directly under Minato Port.
*”Control Switches” dialogue.
Finally, we’ll create a Switch to prevent the Event from repeating. Click on the “@” mark underneath the
“@set vehicle location:boat” line and select the “Control Switches” command from page 1 of the Event
Commands window.
*”Switch” dialogue.
With this setting, we can use a Switch to ensure that the game remembers that we’ve already received
the boat and so the same Event will not reoccur. Make sure “Single” is selected in the “Switch” pane and
click on the ellipse on the right.
*The “Control Switches” dialogue after adjustments.
Here we’ll make use of Switch number 0003. Let’s go with an easy to remember name like, “Get the
Boat”. Ensure that “ON” is selected in the “Operation” pane and click “OK”.
*Completed Event Page 2.
Creating Event Page 3
Page 3 will be used when Switch 003:”Get the Boat” is “ON”, This will prevent the player from repeating
the same Event. So, we just need to create an Event that takes place when that Switch is set to “ON”.
*Creating a new Event Page.
Click “New Event Page” to create a new Event Page.
*Setting the Event conditions.
Page 3 will be used when Switch 003:”Get the Boat” is “ON”, This will prevent the player from repeating
the same Event. So, we just need to create an Event that takes place when that Switch is set to “ON”.
*Selecting Event Graphic
Now we’ll set the conditions required for the Event on page 3 to take place. Check “Switch” box in the
Conditions panel and click on the ellipse on the right. Select “Spoke with the King” from the list.
*Setting the Event graphic.
For the Event graphic, we’ve chosen the same boat captain from page 1 and 2. The Option, Priority and
Trigger panes can also be left at their initial settings.
*Inputting the text for after receiving the boat.
Finally, let’s set the lines for the boat captain to say after the player has received the boat. Double-click
on the “@” mark and select the “Show Text” command.
*Completed Event Page 3.
Checking with a Playtest
*Before speaking with the King (page 1)
*Getting a boat after speaking with the King (page 2)
*Ensuring the boat appears on the Field map.
*Speaking with the boat captain after receiving the boat.
This Event requires 3 levels of testing. First, begin a Playtest and head straight to Minato Port to speak
with the ship captain. This is how we check Event Page 1. Next, enter the Good King’s Castle and speak
with the King. Head back to Minato Port and speak with the ship captain again. If Event Page 2 is
configured properly, he should lend you his ship. Don’t forget to leave the village and check that the ship
appears in the correct spot. Finally, head back into Minato Port and speak with the ship captain again.
His lines should be the ones you set on page 3 of the Event.
Congratulations! You’ve cleared Level 9. Next, we will challenge the Dungeons!
Return to Table of Contents
Level 10: Creating a Dungeon
Welcome to Level 10 of the RPG Maker VX Introductory Course. In the previous Level, we programmed
an Event that will provide a bout for our party.
In this Level we’ll learn about the #create dungeon Event and use it to draw the Cave of Demons map.
Step 24: Using the Terrain to Guide Player Movement
Now let’s take a step back and consult our story line while referencing the Field map.
The next step for our party is to reach the Cave of Demons. Looking at the Field map, we see that the
Cave of Demons is located on a different island from the Good King’s Castle and the village. Our party
simply must use a boat to reach their destination. RPG games often make use of the terrain in this way
to control the flow of the player’s actions. This is a preventative measure ensuring that the intended
story line is followed.
A cursory glance at the Field map may lead us to think that we have everything well-planned out. But if
we look deeper, it is possible for the player to skip the Cave of Demons all together and head straight for
the Devil King’s lair. In order to maintain our initial storyline we have a little extra work to do.
Step 25: Using the Generate Dungeon Function
In RPGs, dungeon is a term that stands for the various caves, towers and other places monsters tend to
lie in wait for heros. They are dangerous because of their maze-like qualities and the monsters that
appear. Our plan is to create a Cave of Demons that, if our player is lucky enough to navigate through,
he will be rewarded with the airship needed to reach the Devil King’s Lair.
Creating the First Level of the Cave
*Creating a New Map
We will build the Cave with 2 levels. Each will be created separately. From the map tree on the right,
right-click on VXQuest and select “New Map...”
*New Map settings.
Let’s name this map Cave of Demons Level 1. We’ll make it a bit bigger, say 40 by 40. Dungeon1 seems
an appropriate BGM. Since this Cave is chalk full of monsters, we’ll adjust the “Steps Average” option
later.
Point: When to Set the Monsters?
While there are no hard and fast rules regarding making an RPG, there are good ways and bad ways.
When it comes to setting up monsters, it’s good to save them till the last. Monsters are an essential part
of any RPG, allowing the characters to build up EXP points and collect money. But, they can also be very
time consuming. That’s why if you set up monsters in the game from the very beginning, you’ll be forced
to deal with them again and again during playtests, and that can become very tedious.
Using the “Generate Dungeon” Function
Since dungeons are typically maze-like areas, it can be very difficult to draw them well if you are not
used to it. That’s where RPG Maker VX’s “Generate Dungeon” function comes in.
*Calling the “Generate Dungeon” function.
This feature is called from in the map tree. Right-click on the map we just created and select “Generate
Dungeon...” from the pop-up menu.
*The “Generate Dungeon” dialogue.
In the “Generate Dungeon” dialogue you choose which tiles you would like the dungeon’s walls and
floor constructed from. We’ve selected the pair of tiles found second from the right on the very bottom
row in both the wall and floor sections.
*The automatically generated dungeon.
+The “Generate Dungeon” function generates dungeons in a totally random manner. You’re dungeon
will most certainly look different from the one shown here.
Decorating the Map
You can edit the newly drawn map with the map editor. The new map looks a bit bare, so we’ll use some
tiles to make it look better.
*Tileset D
The best tiles to use in a dungeon are found mostly in tileset D. That said, feel free to use tiles from sets
B and C as well if you like. Arranging things just the way you like can be a lot of fun.
*Tileset A – pools
*Cave of Demons Level 1 completed.
We’ve added some rocks and ivy to our map from tileset D. We’ve also made use of the autotile feature
and accented the terrain with a few pools of water.
Placing Stairs
*Tileset C – stairs
We’ll now place some stairs to allow movement between maps. Let’s put some stairs to exit up onto the
Field map, and another set of stairs to continue down into level 2. We can use tiles from tileset C
*Stairs leading up to the Field map.
*Stairs leading down to level 2.
We’ve set the stairs leading up the Field map at coordinates 027,010 and the stairs leading down to level
2 at 028,028. Since our map will probably look much different than yours, there is no reason to put the
stairs in the same location. The point is to ensure that the stairs aren’t too far or too close to each other.
Also, don’t forget to set up the “Transfer” event once the stair tiles are in place.
Switch to Event mode.
*Calling the Quick Event Creation function
Right-click on the stairs leading up to the Field map. Select “Quick Event Creation” and then “Transfer”
from the pop-up menu.
*Selecting the destination map and coordinates.
We’ll set the Field map as the destination map. Double-click on the entrance to the Cave on the Field
map preview (015,019). Leave the “Direction” setting at “Retain”. Next, create the “Transfer” Event for
the opposite direction - into the Cave from the Field map.
*Calling the Quick Event Creation function.
Right-click on the entrance to the Cave of Demons and select “Quick Event Creation” -> “Transfer”.
*Setting the destination map and coordinates.
We’ll set the coordinates just as we did with the last map. This time we’ll select 027,010 of the Cave of
Demons map. Once completed, our characters should be able to enter and leave the Cave of Demons
Level 1 map freely.
Creating Level 2
*Creating New Map
Just as when we created the Minato Port map (Level 6), Level 2 of the Cave of Demons map will be
related to its parent map. Ensure that the Cave of Demons Level 1 map is highlighted and then right-click
on it. From the pop-up menu select “New Map...”
*New Map settings
We’ve created a new map and named it Level 2. The map size is the default 17 by 13. Since it’s related to
its parent map, Level 2 will automatically receive the BGM setting of Dungeon1.
Switch to Event mode.
*Level 2 before decorating.
Level 2 will be a special map used specifically for the airship Event, so instead of generating it
automatically, we’ll draw it by hand. We’ve used the same tiles as in Level 1.
*Level 2 post-decorating.
Use tiles from tilesets B, C, and D to decorate the map.
*Stairs leading up to Level 1.
Just as in the previous map, we need a stairway leading up to Level 1. We’ll place that at 015,010. Next,
set up the “Transfer” Events between the two levels.
Switch to Event mode.
*Calling the Quick Event Creation Function
Right-click on the stairs leading up to Level 1 and select “Quick Event Creation” followed by “Transfer”.
*Setting the destination map and coordinates.
We’ll set the destination map as Cave of Demons Level 1. After that, we’ll choose the stairs leading
down to Level 2 (in our case 028,028) and double-click. The “Direction” setting can be left to “Retain”.
Following the same pattern, let’s create the “Transfer” Event that takes the player down to Level 2.
*Calling the Quick Event Creation function.
Next, right-click on the stairs leading down to Level 2 (in our case, 028,028) and select “Quick Event
Creation” followed by “Transfer”.
*Setting the destination map and coordinates.
We’ll set the destination map and coordinates just as with the other “Transfer” Events. For this map
we’ll use the stairway we previously placed at 015,010. Once completed the characters should be able
to move about freely in the Cave of Demons. Be sure to Playtest your maps.
Congratulations! You’ve cleared level 10. Next, we’ll add Events to the Cave of Demons.
Return to Table of Contents
Level 11: Placing Treasure Chests
Welcome to Level 11 of the RPG Maker VX Introductory course. In Level 10 we used the Generate
Dungeon function to draw the Cave of Demons map.
In this Level, we will make use of the Quick Event Creation function to place a treasure chest in the
dungeon.
Step 26: Quick Event Creation - Treasure Chest
Full of money and/or items, treasure chests are a boon to players in our adventure and are a stalwart of
RPG games. Let’s place a treasure chest in the Cave of Demons map.
Switch to Event mode.
*Calling the Quick Event Creation function.
We’ve selected coordinates 018,024 of our Cave of Demons Level 1 map to place our treasure chest. You
can choose a suitable location on your map and right-click. From the pop-up menu, select “Quick Event
Creation” and “Treasure Chest”.
*Creating a Treasure Chest Event.
You can select the treasure chest’s graphic by double-clicking on the Graphic box. The contents can be
set in the Content pane. Let’s select Item. Once we do that, “0001:Potion” becomes selectable. With this
setting, the treasure chest will contain 1 potion. If you’d like to alter the contents, click on the “▼”
on the right. Now you can select from a variety of items, weapons and armor. This list can be adjusted in
the database.
*Selecting the contents of the treasure chest.
Once you’ve selected the contents, click on “OK” to exit the dialogue.
Let’s add another treasure box. This time, let’s put one filled with gold in the Good King’s Castle. Since
our main character starts off on the journey penniless, this will be a big help in getting ready.
Right-click on coordinates 010,014 of the Good King’s Castle map and select “Quick Event Creation” and
then “Treasure Chest”.
*Creating a Treasure Chest Event.
Set the contents to gold by selecting the “Gold” option in the Content pane. Then adjust the amount to
200 (or however much you like).
*Treasure chest in the Cave of Demons.
*Treasure chest in the Good King’s Castle.
Once your Events are finished, don’t forget to play-test.
Point: Setting the BGS Automatically
Most players will have noticed something odd in the last playtest. After leaving Minato Port, the sound
of the ocean seemed to follow us everywhere. That’s because we have the Auto-change BGS set to “Sea”
in the Minato Port map settings.
*Minato Port map settings.
There’s no way we’d hear the waves down in the Cave of Demons, so let’s change the BGS setting.
*Cave of Demons Level 1 map settings.
Open the map properties for Cave of Demons, check the box next to Auto-change BGS and click the
ellipse on the right.
*BGS setting dialoge.
The BGS setting dialogue should appear. Here, choose the very top option, “Nothing”, to ensure that
there is no BGS.
*Field map properties after setting BGS.
*Good King’s Castle map properties after setting BGS.
Go ahead and change the settings for any other maps where it would be strange to hear the waves
crashing.
*The BGS “Sea” is only available in the full version of RPG Maker VX.
Step 27: Understanding Self Switches
Treasure Chest Events, like any other Event, can be edited in the Event Editor. Double-click on either of
your treasure chests and let’s look inside.
*Event Editor view of a Treasure Chest Event.
If you look closely at the List of Event Commands you’ll see a new type of switch, the “Self Switch”. Put
simply, a Self Switch is a Switch that is contained to a single Event. Regular Switches can be referenced
by Events in the game, whereas a Self Switch can not. So unlike the Switches we have set so far, Self
Switches can not be used in the same way to control game flow.
Self Switch Properties
Can not be referenced by other Events.
A single Event can contain a total of 4.
Can not be named. The default names of A, B, C and D must be maintained.
Switch Properties
Can be referenced by any Event in the game.
Can be named.
The merits of using Self Switches is that they do not count towards the total number of regular Switches
used in a game. If you used a regular Switch for every Event in the game you’d have that many more
Switches to set, that many more to playtest...things would become very complicated very quickly.
Therefore, it’s quite important to know when to use Switches and when to rely on Self Switches.
Congratulations! You’ve cleared Level 11. Next, let’s create a locked door in our dungeon.
Return to Table of Contents
Level 12: Creating a Locked Door
Welcome to Level 12 of the RPG Maker VX Introductory course. In Level 11 we created a treasure chest
using the Quick Event Creation function.
In this Level, we’ll create a door in the Cave of Demons that can only be opened if the player has found
the special key.
Step 28: Preparing the Locked Door
You won’t find an Event Command for “Locked Door” in RPG Maker. Instead, we are going to make one
ourselves. To do this, we need to prepare:
An item to be used as the key.
An Event that recognizes when the player has the key, thus opening the door.
First, we’ll create an item in the database. That item will be our key. After that, we’ll create a door Event
that recognizes when the player has the key. With just these two steps we can create our very own
locked door.
First, let’s create the key.
Opening the Item Tab in the Database
Call up the database window.
Click on the “Item” tab in the database window. Next, click on the “Change Maximum” button in the
lower-left corner.
*Change maximum dialogue.
Let’s raise the maximum by one. Then click “OK”.
*One item space has been added to the list.
We now have an additional space to create the key.
Inputting the Item Settings
*Naming the item.
In the “Name” box you may enter the name of the key. Elaborate names like “Blood-stained key” can be
fun, but when your game is full of keys, it can be difficult for the player to remember where to use which
key. For that reason, we’ve used the easy to remember name, “Cave of Deamons key”.
*Selecting an icon.
Double-click on the “Icon” box to the right of the “Name” box to select an icon. The key icons can be
found in the sixth row from the top.
The “Description” box is for inputting text to appear when the player hovers the mouse over the key in
the game. We’ve prioritized clearness in our description and wrote, “A key to open the locked door in
the Cave of Demons”. With such a clear description, our player should have no trouble using the key.
*Completed Cave of Demons key setting.
Since this key is a one-use key with only one purpose, there is no need to set the Recovery Effect pane
settings. We only need to set the bare minimum
Items like our key that are used to move the story along must always have their value set to 0.
Otherwise, the player might accidentally sell them at a shop and would then be unable to proceed in the
game. Also, in order to prevent the key from being confused with regular items, always set the
“Occasion” setting to “Never”. That way the key will not show up in menus during regular game play.
Once you have adjusted these settings, the key is complete.
Step 29: Creating the Locked Door Event
Next, we’ll create the Event that opens the locked door only when the player is carrying the key.
Switch to Event mode.
*Creating a new Event.
We’ll put the Event at coordinates 011,009 on our Cave of Demons map Level 2. Right-click on that spot
and select “New Event...” from the pop-up menu.
Creating Event Page 1
Page 1 will execute when the player attempts to open the door without the key. Of course, the door
won’t open and a message alerting the player that a key is needed will be displayed.
*Choosing the Event graphic.
Double-click on the Graphic box and select an appropriate door from the Door1 list of graphics. We went
with the door at the top left.
*Optional settings.
Other settings like Autonomous Movement, Options, Priority and Trigger can all be left as is.
*The Show Text Event Command
Double-click on the “@” mark in the List of Event Commands box. Select the “Show Text” command
from the Event Command list. Click once inside the text area and input the message that is to appear
when the player doesn’t have the key. It may be a good idea to give the player a small hint here, like
mentioning the existence of the Cave of Demons key. And that completes Event Page 1.
*Completed Event Page 1.
Creating Event Page 2
Event Page 2 will execute when the player is carrying the Cave of Demons key, opening the door. Click
the “New Event Page” button near the top of the Event Editor window to create a second Event Page.
*Conditional item
On Event Page 2, check the box next to Item in the Condition pane. The grey area should become while
and read “001:Potion”. You can now set the specific item the player must be carrying in order to execute
this Event Page.
*Setting the item to “021:Cave of Demons key”.
Click on the “▼” to the right of “001:Potion” and select “021:Cave of Demons key” from the
drop-down menu. The Event Page is now set to execute when the player is carrying the Cave of Demons
key.
*Optional settings.
The optional settings can be left as they are.
*The “Show Text” Event Command.
Next, let’s input the text that will appear when the door opens. Use the “Show Text” command just like
we did for page 1. Set your message to something like “The key opened the door!” and click on “OK”.
*Event Command list (page 2).
To add to the atmosphere, let’s set a sound for when the door opens. Double-click on the bottom-most
“@” mark in the List of Event Commands box, select page 2 in the Event Command list and then select
the “Play SE...” command (SE = Sound Effect).
*SE settings.
*The “Control Switches” Event Command
Next, we need a switch to prevent the door from locking again. Double-click on the bottom-most “@”
mark and select the “Control Switches” command from the first page of the Event Command list. With
the “Single” option selected in the Switch pane and “ON” set in the Operation pane, click on the ellipse.
*Setting a new Switch.
Let’s set the new switch. Select Switch number 0004: and name it something easy to understand like,
“Opened Cave Door”. This completes Event Page 2.
*Completed Event Page 2.
Creating Event Page 3
Event Page 3 will execute after the door is opened. Click on “New Event Page” and create Page 3.
*Setting Event conditions.