A new word that will require some getting used to, Operand refers to the result of the operation, for
example how many numbers to add or what number to assign. You can enter numbers directly, or
numbers of items. Here we’ll check “Constant” and set the value to 1.
*Finished setting the Control Variables Command.
So far, we’ve set the Variable “# of broken tablets” to add 1. The reason we’ve done this is because we
don’t know which tablet the player will break first. So, we’ve set it up so that the first tablet the player
breaks will add 1 to the Variable, the next will add another 1, and the final will add another 1, regardless
of the order the tablets are broken.
*Event Command List page 1
In order to prevent the same Event from repeating, we’ll set a Self Switch. Double-click on the bottom-
most “@” mark and select “Control Self Switches” from the Event Command List.
*The Control Self Switches Event Command
Set Self Switch A to “ON”.
*Event Page 1 complete.
Creating Event Page 2
Creating Event Page 2
Event Page 2 is to show the broken tablet. Create a new Event Page by clicking “New Event Page” at the
top of the Event Editor window.
*Setting the Self Switch condition.
Check the “Self Switch” box in the Condition pane. Make sure it reads “A” is ON.
*Graphic and optional settings.
Select the broken tile from “Tileset-C”. The remaining settings can be left as they are.
*Event Page 2 completed.
Placing the other Tablets by Copying the EventCreating Event Page 2
The tablet Event is now complete. Some of you may have already guessed, but the remaining tablet
Events will have the exact same content. We want this because we don’t know which tablet the player
will destroy first; we just want each broken tablet to add 1 to the Variable “# of broken tablets”. Also,
since we’re using Self Switches, there is no need to adjust each Switch individually. Therefore, we can
just copy and paste the remaining Events.
*Copying an Event.
Right-click on the completed tablet Event and select “Copy”.
*Pasting an Event (010,020)
*Pasting an Event (047,007)
Next, right-click on where you want to place the remaining Events and select “Paste”. Here, we paste
the tables to (010,020) and (047,007).
Creating the Door Event
We’ll now create the door with no key hole that blocks the stairway leading up to level 2. This will be a
2-page event. The first page will represent the door before all 3 tablets are broken. The second page will
execute once all 3 are broken.
* Create New Event
Place the event at Devil King’s Lair Level 1 (028,017). Hover the mouse and right-click, and then
select “Create New Event” from the pop-up menu.
Creating the Event Page 1
Event Page 1 is for the situation that broken tablets didn’t meet the minimum requirement of 3 tablets.
In this case, the door won’t open. Leave a message to let the player know.
*Setting the graphic and optional settings.
Double-click on the Graphic box to select the door’s graphic. We’ve selected the door found in the
bottom row, second from the right in the !Door1 category. The remaining settings can be left as they are.
*The Show Text Event Command.
Coming from the Cave of Demons, the player may think that a key is necessary to open this door. Use
the Show Text Command to give the player a hint as to how to open this door.
Event Page 1 complete.
Creating the Event Page 2
Event Page 2 will execute and cause the door to disappear when all 3 tablets are destroyed. Create the
second Event Page by clicking on “New Event Page”.
*Condition Variable
Check the Variable box in the Conditions pane. Here we select “# of broken tablets” and set the value to
3. This will make sure the second page doesn’t execute until all 3 tablets are broken.
*Event page 2 completed.
No other settings need be adjusted on page 2. Since we want the door to disappear, we’ll use an empty
Event to create an empty space where the door once was.
Check with a Playtest
Finally, check your work with a playtest.
Does the hint appear when you try to open the door before breaking all 3 tablets?
Do all the tablets change their graphic after being destroyed?
Does the door disappear once all 3 tablets are destroyed?
If the door opens too early (after only 2 tablets are broken), then there is something wrong with the way
the variable is being adjusted. Check to ensure an Event isn’t repeating itself.
Congratulations! You’ve cleared Level 15. We’re almost ready to create the final Event! But, as Events
grow more complicated, debugging them becomes harder, too. The final Devil King Event is a 2-step
Event, so before we dive in, let’s look at some convenient debugging features first.
Return to Table of Contents
Level 16: Useful Functions to Remember
Welcome to Level 16 of the RPG Maker VX Introductory Course. In the last Level we used Variables to
control a door Event.
In this Level we’ll introduce you to some useful functions for when you’re debugging and playtesting.
Step 38: Playtest Functions
Checking Switches and Variables while Playtesting
In the previous Level we executed Events with Variables. While you were playtesting it, did you feel at
anytime like you wanted to check what number the Variable “# of broken tablets” was currently set at?
There are no indications when Switches or Variables change, so they can be difficult to keep track of.
In RPG Maker VX, the playtest feature is equipped with a special debugging function.
*Debugging screen.
By pressing the F9 key during a playtest, you can cal up the debugging screen. Look familiar? This screen
lists all Switches and Variables, along with their current state. In the list on the left, the “S” stands for
Switch and “V” for variable. The numbers in the brackets list the numbers of either to be displayed on
the right, where you can check individual states.
*Controlling the state of a Switch.
You can change the state of Switches from this screen as well. Select the corresponding group of
Switches on the left and press the designated key. The cursor will switch to the right side where you can
choose the individual Switch. Pressing the designated key while an individual Switch is highlighted
changes the state of that Switch. Go ahead and select Switch “0001:Spoke with the King” and hit the
designated key.
*”0001:Spoken with the King” set to “ON”.
The Switch should now be in the “ON” state. Now you are able to not only check the current state of
Switches and Variables, but alter them as well.
*Altering the state of Variables.
You can check the state of Variables in the same way. Select the corresponding group of Variables from
the list on the left and press the designated key. The cursor will switch to the right side where you can
choose the individual Variable. Pressing the designated key while an individual Variable is highlighted
changes the state of that Variable. Go and ahead and select Variable “0001:# of broken tablets” and
press the “right” direction key.
*Altering the Variable.
The Variable should have increased by 1. Pressing the “left” key will take the Variable back down to 0.
Pressing the PgUp key will increase the value by 10, and the PgDn key will decrease the value by 10.
This feature allows you to test switches without having to play all the way through in a playtest. For
example, you can set the “0001:Spoke with the King” switch to “ON” from the very beginning of the
game and you will be able to get the ship without physically speaking with the King.
The same is true for Variables. For example, if you want to test the door we just set up in Level 15, but
don’t want to walk all the way around the Lair searching for the tablets, you can set the “0001:” of
broken tablets” to whatever number you choose and test the door’s reaction.
This feature is only available during playtests, and not during an actual game.
Pass Through Impassable Terrain
Oceans on a map and walls in a dungeon are terrific for guiding the flow of a game, but can become very
tiring very quickly when repeated endlessly during playtests.
*Travelling through regularly impassable terrain.
By holding the Ctrl key while moving around any map, your character can walk through walls, cross
oceans and basically go anywhere you’d like. To use an example from the game, this feature allows us to
walk across the ocean from Minato Port to the Cave of Demons without having to get the ship first.
*You can even pass through Events.
Events are no obstacle to the Ctrl key’s power. For example, the locked door in Level 2 of the Cave of
Demons is no match for a playtesting character and the Ctrl key.
Of course, this feature is also only available during a playtest.
Point: Saving during a playtest
A playtest has all the features of a regularly launched game, and that includes saving games. If you save
your game during a playtest, all of your character’s data like Level, location, gold and state of Switches
and Variables will be recorded and you can begin the next playtest from the place where you last left off.
It is worth mentioning here that it is possible to cause problems in your saved game data if you start
editing Switches and / or Variables in the game’s past. For example, in a game you’re currently
playtesting, an important Switch called A is set to ON. If you go back and edit Switch A to become Switch
B, what do you think will happen? The game will require you to have Switch B set to ON, but your saved
game data will only have the old Switch A set to on.
If some of your edits don’t appear to work properly, then it’s possible that your saved game data and
the current game are out of alignment. Here you can check all the relevant Switches and Variables to
ensure that all is going according to plan.
*Debugging screen.
Step 39: Using Control Characters
Have you ever wanted to change the color of text messages in the game? RPG Maker VX allows you to
do that with something called control characters. These special characters always begin with a backslash
“\” and do not appear in the message displayed during the game.
Changing the Color of the Text
It’s a little hard to understand from just an explanation, so here’s an example. Let’s go back to the Good
King’s Castle.
Switch to Event Mode
*Editing the King’s speech at the Good King’s Castle.
Double-click on the King to open the Event Editor.
*Double-click on the King’s lines.
Double-click on the King’s lines to bring up the text editor.
*Editing text with the Show Text Command text editor.
Here we can add control characters directly to the text.
*Data from system graphic (Windows.png)
The control character for changing text color is “\C[n]”, without the quotation marks. Replace the “n”
with any number that represents a color.
*Adding the control character “\C[2]”.
We’ll give it a try and add “\C[2]” to the very beginning.
*A message with different color text.
Press the “Preview” button to see the result. The message now appears in orange thanks to the “2” in
the control character. As you can see, all the text has been affected. This is because a control character
affects everything that comes after it. If we only want to change a specific part of the text, we need to
make one small change.
*Surrounding text with a control character.
Let’s change just the “Devil King” part of the message to orange. To do this, we insert the control
character “\C[2]” in front of “Devil King” and “\C[0]” immediately after.
*Devil King in orange.
The Devil King portion of the text is now orange.
With control characters you can control the speed of messages and display the contents of Variables, in
addition to changing the color of text. Read more about them in the manual and help files.
Often used control characters:
\V[n] - Display the contents of Variable #n.
\N[n] - Display the name of character #n as registered in the database.
\G - Display a window showing the character’s remaining money.
\. - Stop the message for ¼ of a second.
\> - Display the remainder of the message instantly.
Congratulations! You have cleared Level 16. In the next level, we will create the Event in the Devil King’s
Lair Level 2.
Return to Table of Contents
Level 17: Creating a Puzzle Part 2
Welcome to Level 17 of the RPG Maker VX Introductory course. In the previous level we focused on
various debugging features available to you during playtests.
/Ŷ ƚŚŝƐ ůĞǀĞů ǁĞ͛ůů ƌĞƚƵƌŶ ƚŽ ƚŚĞ ŵĂŝŶ ŐĂŵĞ ĂŶĚ ĐƌĞĂƚĞ ƚŚĞ ƉƵnjnjůĞ ǀĞŶƚ ŝŶ >ĞǀĞů Ϯ ŽĨ ƚŚĞ Ğǀŝů <ŝŶŐ͛Ɛ Lair.
Step 40: Outlining the Puzzle Part 2
>ĞǀĞů Ϯ ĐŽŶƚĂŝŶ͛Ɛ ƚŚĞ Ğǀŝů <ŝŶŐ͛Ɛ ƚŚƌŽŶĞ ƌŽŽŵ͘ dŚŝƐ ŝƐ ƚŚĞ ƌŽŽŵ ŝŶ ƚŚĞ ƚŽƉ-‐left corner of our Level 2 map,
ǁŝƚŚ ƚŚĞ ƌĞĚ ĐĂƌƉĞƚ͘ tŚĂƚ ǁĞ͛ůů ĚŽ ŶĞdžƚ ŝƐ ƚŽ ƉůĂĐĞ Ă ŐƵĂƌĚ Ăƚ ƚŚĞ ĚŽŽƌ ƚŽ ƚŚĞ Ğǀŝů <ŝŶŐ͛Ɛ ƌŽŽŵ͘ dŚis
guard will only let the player pass if the player knows the secret code. The player will then have to
search for the code.
,ĞƌĞ͛Ɛ ƚŚĞ ŽƵƚůŝŶĞ ŽĨ ƚŚĞ ƉƵnjnjůĞ͗
x ŐƵĂƌĚ ŝƐ ƉƌĞǀĞŶƚŝŶŐ ĞŶƚƌLJ ƚŽ ƚŚĞ Ğǀŝů <ŝŶŐ͛Ɛ ƚŚƌŽŶĞ ƌŽŽŵ͘
x The guard will only move when the player can repeat a secret code.
x The secret code is a 3 digit number written on a sign somewhere on Level 2.
&ŝƌƐƚ͕ ǁĞ͛ůů ŚĂǀĞ ƚŽ ĐƌĞĂƚĞ ƚŚĞ ŐƵĂƌĚ ǀĞŶƚ ƚŚĂƚ ƉƌĞǀĞŶƚƐ ƚŚĞ ƉůĂLJĞƌ ĨƌŽŵ ĞŶƚĞƌŝŶŐ ƚŚĞ ƚŚƌŽŶĞ ƌŽŽŵ͘ EĞdžƚ͕
ǁĞ͛ll create the sign (Level 2, coordinates 025,038) where the player can find the 3 digit code. Finally,
ǁĞ͛ůů ĞĚŝƚ ƚŚĞ ŐƵĂƌĚ ǀĞŶƚ ƐŽ ƚŚĂƚ ŝƚ ĚŝƐĂƉƉĞĂƌƐ ĂĨƚĞƌ ƚŚĞ ƉůĂLJĞƌ ƉƌĞƐĞŶƚƐ ŝƚ ǁŝƚŚ ƚŚĞ ĐŽƌƌĞĐƚ ĐŽĚĞ͘
The question now is how does the player give the code to the guard? The simplest way would be to use
Ă ^ǁŝƚĐŚ͘ tĞ ĐŽƵůĚ ƐĞƚ ƚŚŝƐ ^ǁŝƚĐŚ ƚŽ ͞KE͟ ŽŶĐĞ ƚŚĞ ƉůĂLJĞƌ ŚĂƐ ůĞĂƌŶĞĚ ƚŚĞ ĐŽĚĞ͕ ĂŶĚ ƚŚĞŶ ƐĞƚ ƚŚĞ ŐƵĂƌĚ
ǀĞŶƚ ƚŽ ĚŝƐĂƉƉĞĂƌ ŽŶĐĞ ƚŚĞ ƉůĂLJĞƌ ƚĂůŬƐ ƚŽ Śŝŵ Ă ƐĞĐŽŶĚ ƚŝŵĞ ĂŶĚ ƚŚĞ ^ǁŝƚĐŚ ŝƐ ͞KE͘͟ Ƶƚ͕ ƚŚĂƚ ƐŽƌƚ of
defeats the purpose of having the guard in the first place. Here we can make use of a new Command
called the Input Number Command. This will require the player to remember the code and input it when
asked by the guard.
/Ŷ ƚŚĞ ŶĞdžƚ ƐƚĞƉ͕ ǁĞ͛ůů ƵƐĞ ƚŚŝs Command to create the Event asking the player to input the code.
Step 41: Variables in Use
Preparing the Secret Code
&ŝƌƐƚ͕ ůĞƚ͛Ɛ ƉůĂĐĞ ƚŚĞ ƐŝŐŶ ǁŝƚŚ ƚŚĞ ƐĞĐƌĞƚ ĐŽĚĞ͘ ŶLJ ϯ ĚŝŐŝƚ ŶƵŵďĞƌ ǁŝůů ĚŽ͘ tĞ͛ǀĞ ĐŚŽƐĞŶ ͞ϭϮϯ͘͟
Creating the Sign Event
*Creating a New Event
EŽǁ ƚŚĂƚ ǁĞ ŚĂǀĞ Ă ƐĞĐƌĞƚ ĐŽĚĞ͕ ǁĞ ĐĂŶ ĐƌĞĂƚĞ ƚŚĞ ƐŝŐŶ ǀĞŶƚ͘ tĞ͛ƌĞ ƉƵƚƚŝŶŐ ŝƚ Ăƚ ĐŽŽƌĚŝŶĂƚĞƐ ϬϮϱ͕Ϭϯϴ
ŽŶ >ĞǀĞů Ϯ ŽĨ ƚŚĞ Ğǀŝů <ŝŶŐ͛Ɛ >Ăŝƌ͘ ZŝŐŚƚ-‐ĐůŝĐŬ ŽŶ LJŽƵƌ ƉƌĞĨĞƌƌĞĚ ůŽĐĂƚŝŽŶ ĂŶĚ ƐĞůĞĐƚ ͞EĞǁ ǀĞŶƚ͘͘͘͟ ĨƌŽŵ
the pop-‐up menu.
*Graphic and optional settings.
Since the tile is already in place, there is no need to set the graphic. The other settings may remain as
they are.
*The Show Text Command.
Use the Show Text Command to create a message containing the secret code for when the player reads
the sign. Double-‐ĐůŝĐŬ ƚŚĞ ͞Λ͟ ŵĂƌŬ ŝŶ ƚŚĞ ǀĞŶƚ ĚŝƚŽƌ ĂŶĚ ƵƐĞ ƚŚĞ ^ŚŽǁ dĞdžƚ ŽŵŵĂŶĚ ƚŽ ĐƌĞĂƚĞ ƚŚĞ
message.
Creating the Guard Event
*Creating a new Event.
EĞdžƚ͕ ůĞƚ͛Ɛ ĐƌĞĂƚĞ ƚŚĞ ŐƵĂƌĚ͘ ^ŝŶĐĞ ǁĞ ǁĂŶƚ ƚŚĞ ŐƵĂƌĚ ƚŽ ďůŽĐŬ ƚŚĞ ƉůĂLJĞƌ͛Ɛ ƉĂƚŚ͕ ǁĞ͛ůů ƐĞƚ ƚŚĞ ǀĞŶƚ Ăƚ
coordinates 015,027. Right-‐ĐůŝĐŬ ŽŶ ƚŚŝƐ ƐƉŽƚ ĂŶĚ ƐĞůĞĐƚ ͞EĞǁ ǀĞŶƚ͘͘͘͘͟
*Graphic and optional settings.
Double-‐click in the graphic box to sĞůĞĐƚ ĂŶ ĂƉƉƌŽƉƌŝĂƚĞ ŐƌĂƉŚŝĐ͘ tĞ͛ǀĞ ŐŽŶĞ ǁŝƚŚ ƚŚĞ ŐƌĞĞŶ ŵŽŶƐƚĞƌ
found second from the right in the top row of the Monster menu.
*The graphic we have selected for this Event is only available in the full version of RPG Maker VX
Inputting a Message with the Show Text Command
*The Show Text Command
Bring up the Show Text Command dialogue by double-‐ĐůŝĐŬŝŶŐ ŽŶ ƚŚĞ ͞Λ͟ ŵĂƌŬ ŝŶ ƚŚĞ ǀĞŶƚ ĚŝƚŽƌ͘
Select the appropriate graphic from the Monster menu and type a message instructing the player that
he can not proceed until he knows the secret code.
*The Show Text Command.
EĞdžƚ͕ ĐƌĞĂƚĞ Ă ŵĞƐƐĂŐĞ ĂƐŬŝŶŐ ĨŽƌ ƚŚĞ ƐĞĐƌĞƚ ĐŽĚĞ͘ tĞ͛ůů ůŝŶŬ ƚŚŝƐ ŵĞƐƐĂŐĞ ƚŽ ƚŚĞ /ŶƐĞƌƚ EƵŵďĞƌ
Command in the next step.
S etting the Input Number Command
*Event Command List Page 1
Bring up the Event Command List by double-‐clicking on the bottom-‐ŵŽƐƚ ͞Λ͟ ŵĂƌŬ ŝŶ ƚŚĞ ǀĞŶƚ ĚŝƚŽƌ͘
*The Input Number Event Command
*Variable dialogue
The Input Number Event Command is very similar to the Control Variables Event Command. Just as the
name suggests, the player inputs a number which is then assigned to a Variable of our choosing. Click on
ƚŚĞ ĞůůŝƉƐĞ ƚŽ ƚŚĞ ƌŝŐŚƚ ƚŽ ƐĞůĞĐƚ ƚŚĞ sĂƌŝĂďůĞ͘ ,ĞƌĞ ǁĞ͛ůů ƵƐĞ sĂƌŝĂďůĞ ϬϬϬϮ ĂŶĚ ŐŝǀĞ ŝƚ ĂŶ ĞĂƐLJ ƚŽ
ƵŶĚĞƌƐƚĂŶĚ ŶĂŵĞ ůŝŬĞ͕ ͞^ĞĐƌĞƚ ĐŽĚĞ͘͟ ^Ğƚ ƚŚĞ ŝŐŝƚ setting to 3, since our secret code, 123, has 3 digits.
*Completed setting the Input Number Event Command.
C onditional Branches
The Input Number Event Command is limited to merely assigning a number input by the player to a
certain variable, nothing more. In order to get our Event to work, we need to check the input number
with the actual secret code to see if they match. To do this, we will make use of the Conditional Branch
Event Code. This Event Command can be used to check the state of not only Switches and Variables, but
ŝƚĞŵƐ ŝŶ ƚŚĞ ƉůĂLJĞƌ͛Ɛ ƉŽƐƐĞƐƐŝŽŶ ĂŶĚ ŵĞŵďĞƌƐ ŽĨ ƉĂƌƚLJ ĂŐĂŝŶƐƚ ĐĞƌƚĂŝŶ ͞ ŽŶĚŝƚŝŽŶƐ͟ ĂŶĚ ƚŚĞŶ ͞ ƌĂŶĐŚ͟
the flow of Events accordingly.
*Event Command List Page 1
Rather than going into an extended explanation, it is simpler to just see this in action. Bring up the Event
Command List by double-‐clicking on the bottom-‐ŵŽƐƚ ͞Λ͟ ŵĂƌŬ ĂŶĚ ƐĞůĞĐƚ ͞ ŽŶĚŝƚŝŽŶĂů ƌĂŶĐŚ͘͘͘͟ ĨƌŽŵ
page 1.
*Conditional Branch Event Command dialogue.
With 4 tabs and a ton of settings, the Conditional Branch dialogue can be a bit intimidating at first.
However, we need only worry about one setting right now. Check the Variable setting.
*Checking the Variable setting.
The default will show Variable 0001:#of broken tablets. Click on the ellipse to the right of that and select
sĂƌŝĂďůĞ ϬϬϬϮ͗^ĞĐƌĞƚ ĐŽĚĞ͘ dŚĞŶ ŝŶƉƵƚ ƚŚĞ ƐĞĐƌĞƚ ĐŽĚĞ ͞ϭϮϯ͟ ŝŶ ƚŚĞ ŽŶƐƚĂŶƚ ďŽdž͘
The box above constant is set by default to is equal to . This means the number input by the player
will be compared to the number we just input here. If the numbers are equal (the same), then the Event
can proceed. Clicking on the to the right gives access to several options including greater than, less
ƚŚĂŶ ĂŶĚ ŽƚŚĞƌƐ͘ &ŝŶĂůůLJ͕ ŵĂŬĞ ƐƵƌĞ ƚŚĞ ͞^Ğƚ ŚĂŶĚůŝŶŐ ǁŚĞŶ ĐŽŶĚŝƚŝŽŶƐ ĚŽ ŶŽƚ ĂƉƉůLJ͟ ďŽdž Ăƚ ƚŚĞ ďŽƚtom
is checked.
*Completed Conditional Branch setting.
If we look at the finished code for the Conditional Branch Event Command, we see blue characters that
ƌĞĂĚ ͞ ŽŶĚŝƚŝŽŶĂů ƌĂŶĐŚ͗ sĂƌŝĂďůĞ ϬϬϬϮ͗^ĞĐƌĞƚ ŽĚĞ сс ϭϮϯ͕͟ ͞ ůƐĞ͕͟ ĂŶĚ ͞ ƌĂŶĐŚ ŶĚ͘͟ EŽƚŝĐĞ ƚŚĞƌĞ
ĂƌĞ ͞Λ͟ ŵĂƌŬƐ ďĞĨŽƌĞ ͞ ůƐĞ͟ ĂŶĚ ͞ ƌĂŶĐŚ ŶĚ͘͟
The ĨŝƌƐƚ ͞Λ͟ ŝƐ ǁŚĞƌĞ ǁĞ ƐĞƚ ĐŽŶƚĞŶƚ ƚŽ ďĞ ĞdžĞĐƵƚĞĚ ǁŚĞŶ ƚŚĞ ƉůĂLJĞƌ ŝŶƉƵƚƐ ƚŚĞ ĐŽƌƌĞĐƚ ƐĞĐƌĞƚ ĐŽĚĞ͘
dŚĞ ƐĞĐŽŶĚ ͞Λ͟ ŝƐ ĨŽƌ ǁŚĞŶ ƚŚĞ ƉůĂLJĞƌ ŝŶƉƵƚƐ ƚŚĞ ǁƌŽŶŐ ƐĞĐƌĞƚ ĐŽĚĞ͘ tĞ͛ůů ƐĞƚ ĞĂĐŚ ŽĨ ƚŚĞƐĞ ŝŶĚŝǀŝĚƵĂůůLJ͘
Setting Up the Correct Code Event
*When the playeƌ ŝŶƉƵƚƐ ƚŚĞ ĐŽƌƌĞĐƚ ͞ϭϮϯ͟ ĐŽĚĞ͘
dŚĞ ĨŽůůŽǁŝŶŐ ƐĞƚƐ ƚŚĞ ǀĞŶƚ ĨŽƌ ǁŚĞŶ ƚŚĞ ƉůĂLJĞƌ ĐŽƌƌĞĐƚůLJ ĞŶƚĞƌƐ ͞ϭϮϯ͘͟
*The Show Text Event Command.
tĞ͛ůů ŶĞĞĚ ƚŽ ĚŝƐƉůĂLJ Ă ŵĞƐƐĂŐĞ ƚĞůůŝŶŐ ƚŚĞ ƉůĂLJĞƌ ƚŚĂƚ ƚŚĞ ĐŽĚĞ ŝƐ ĐŽƌƌĞĐƚ͘ ŽƵďůĞ-‐ĐůŝĐŬ ŽŶ ƚŚĞ ͞Λ͟ ŵĂƌŬ
ĂďŽǀĞ ͞ ůƐĞ͟ ĂŶĚ ƵƐĞ ƚŚĞ ^ŚŽǁ dĞdžƚ ǀĞŶƚ ŽŵŵĂŶĚ͘
*The Control Switches Event Command.
EĞdžƚ͕ ǁĞ͛ůů ŶĞĞĚ ƚŽ ƐĞƚ Ă ^ǁŝƚĐŚ ƐŽ ƚŚĂƚ ƚŚĞ ǀĞŶƚ ĚŽĞƐŶ͛ƚ ƌĞƉĞĂƚ ŝƚƐĞůĨ͘ ŽƵďůĞ-‐ĐůŝĐŬ ŽŶ ƚŚĞ ͞Λ͟ ŵĂƌŬ
ƵŶĚĞƌ ƚŚĞ ƚĞdžƚ ĐŽŵŵĂŶĚ LJŽƵ ũƵƐƚ ĞŶƚĞƌĞĚ ĂŶĚ ƐĞůĞĐƚ ͞ ŽŶƚƌŽů ^ǁŝƚĐŚĞƐ͘͘͘͘͟ /Ŷ ƚŚĞ ŶĞdžƚ ĚŝĂůŽŐƵĞ͕ DĂŬĞ
sure Single in the Switch pane is checked and click on the ellipse on the right.
*Switch dialogue.
,ĞƌĞ ǁĞ͛ůů ƐĞƚ ƵƉ ^ǁŝƚĐŚ ϬϬϬϲ͘ >Ğƚ͛Ɛ ŶĂŵĞ ŝƚ ͞ ŶƚĞƌĞĚ ƚŚĞ ĐŽĚĞ͘͟ >ĞĂǀĞ ƚŚĞ KƉĞƌĂƚŝŽŶ ƐĞƚƚŝŶŐ Ăƚ ͞KE͟
ĂŶĚ ĐůŝĐŬ ͞K<͘͟ dŚe correct code Event is now configured.
Setting Up the Incorrect Code Event
*When the player inputs the incorrect code.
If the player makes a mistake, we need to inform him with a message and create a corresponding Event.
*The Show Text Event Command.
Double-‐ĐůŝĐŬ ŽŶ ƚŚĞ ͞Λ͟ ŵĂƌŬ ďĞůŽǁ ͞ ůƐĞ͟ ĂŶĚ ƐĞůĞĐƚ ƚŚĞ ^ŚŽǁ dĞdžƚ ǀĞŶƚ ŽŵŵĂŶĚ͘
Creating Event Page 2
WĂŐĞ Ϯ ǁŝůů ĞdžĞĐƵƚĞ ǁŚĞŶ ƚŚĞ ĐŽĚĞ ŝƐ ŝŶƉƵƚ ĐŽƌƌĞĐƚůLJ͘ /ƚ͛Ɛ ĨƵŶĐƚŝŽŶ ŝƐ ƚŽ ŵĂŬĞ ƚŚĞ ŐƵĂƌĚ ĚŝƐĂƉƉĞĂƌ͕ ƚŚƵƐ
clearing thĞ ƉĂƚŚ ĨŽƌ ƚŚĞ ƉůĂLJĞƌ͘ ƌĞĂƚĞ Ă ŶĞǁ ǀĞŶƚ WĂŐĞ ďLJ ĐůŝĐŬŝŶŐ ƚŚĞ ͞EĞǁ ǀĞŶƚ WĂŐĞ͟ Ăƚ ƚŚĞ ƚŽƉ ŽĨ
the Event Editor window.
*Setting the Switch in the Conditions pane.
Check the Switch box in the Conditions pane. Select Switch 0006:Entered the code.
This page will not execute until the Condition is met, so there is no need to set any graphic or other
optional settings.
Checking with a Playtest
^Ž ŶŽǁ ŽƵƌ ƐŝŐŶ ǁŝƚŚ ƚŚĞ ƐĞĐƌĞƚ ĐŽĚĞ ĂŶĚ ƚŚĞ ŐƵĂƌĚ ƐŚŽƵůĚ ŶŽǁ ďĞ ŝŶ ƉůĂĐĞ͘ >Ğƚ͛Ɛ ĐŚĞĐŬ ĞǀĞƌLJƚŚŝŶŐ ǁŝƚŚ
a play test. Important points to test are:
x Does the sign display the correct code?
x Are you able to input a number when speaking with the guard?
x When you input in a different code, does the appropriate message display?
x When you input in the correct code, does the appropriate message display?
x After inputting the correct code, does the guard disappear?
If your Event does not work as expected, then there may be a mistake in the Input Number or
Conditional Branch Event Commands. Reread this Level and check each instruction one by one.
ŽŶŐƌĂƚƵůĂƚŝŽŶƐ͊ zŽƵ ŚĂǀĞ ĐůĞĂƌĞĚ >ĞǀĞů ϭϳ͊ EŽǁ͕ ůĞƚ͛Ɛ Ĩŝůů ŽƵƌ ĚƵŶŐĞŽŶƐ ǁŝƚŚ ŵŽŶƐƚĞƌƐ͊
Return to Table of Contents
Level 18: Creating Monsters
Welcome to Level 18 of the RPG Maker VX Introductory Course. In Level 17, we used Variables and had
the player input a secret code.
In this Level, we’ll look at how to create monsters.
As we explained in Level 10, the reason we have waited this long to set up the monsters is because they
would be a nuisance during playtests. But since we are down to creating the final boss fight, now is a
good time to finally set them up.
Step 42: Monster Settings (Parameter Curve)
Before we can begin populating the world with monsters, we first need to register them in the database.
Click the above icon to call up the database
*The “Enemies” tab in the database.
Select the “Enemies” tab in the database. “Troops” is a similar tab to “Enemies”, but we will set that up
after we have created our monsters.
Preparing to Create the Monsters
First, we need to create a space for our monsters. The full version of RPG Maker VX contains 30 sample
monsters ready for use.
Click on the “Change Maximum...” button in the bottom left corner.
*Change Maximum dialogue.
*An additional space for our monster has appeared.
Now we have a space for our monsters.
*The Change Maximum function is only available in the full version of RPG Maker VX. If you’re using the
trail version, please use the empty slots that begin after “004:”.
Setting the Monster’s name and Graphic
*Setting the monster’s name.
In the Name box, you can set the name to appear during battle. Keep the name to a maximum of 10
characters, or the remainder will get cut off.
*Battler graphic dialogue
Double-clicking in the Graphic box will bring up the Battler Graphic dialogue. We’ve selected the
Skeleton graphic from the menu on the left. This guy is another stalwart of the RPG genre. We’ve also
adjusted the Hue at the bottom of the screen to match his name.
Referring to the Sample Data and Setting the Parameter Curve
To say that parameters express a monster’s personality isn’t an exaggeration. For example, if you set a
monster’s Max HP and Attack to full power, you’ll have a very confident killing machine on your hands. If
you’re looking to create a nimble, slash and dash type of creature, then crank up the Agility and Evasion.
You can also give them vulnerabilities to special attacks, like fire, to create very unique monsters.
*Parameter curve settings.
The parameters you can set with monsters are pretty much the same as those for the main characters.
However, be careful to maintain a good battle balance (see hint). This will require some practice to get
right.
*Slime’s parameters.
Here is may be a good idea to look at some sample data. Take 001:Slime, for instance. His parameters
are set to the initial settings of the main characters, so it provides a good reference point. With a MaxHP
of 100 and a MaxMP of 0, Slime is a monster with no magical or special abilities. His Attack is set to 12,
Defense to 4, Spirit to 8, and Agility to 10. With these numbers, he is an ideal opponent for a Level 1
main character. When Hit Ratio is set to 95, it means 95% of Slime’s attacks will hit home. An Evasion
setting of 5 means that he will dodge 5% of the main character’s attacks. EXP and Gold determine the
amount of EXP and Gold the player will get after defeating Slime.
*Slime’s Elements and States Efficiency settings.
Elements and States Efficiency settings are for adjusting the monster’s strengths and weaknesses to
certain Elements and States. With the Elements Efficiency settings, you can make fire attacks more or
less effective depending on the type of monster you want to create. Similarly, States are for adjusting a
monster’s strengths and weaknesses against certain States like magic and poison.
The Efficiency can be set to 5 different levels ranging from “A” to “E”. “A” means the attack has twice
the power of a regular attack, or “C”, and “E” means that attack has no effect at all. Looking at Slime’s
settings, Ice is set to “A”. This means that he is especially vulnerable to Ice attacks.
*The data presented here is only available in the full version. Trial version users, please refer to the
screen shots in this course.
Point: Battle Balance and Parameter Curves
A monster’s parameter values and the main character’s parameter values are connected in important
ways. For example, if a monster’s Defense value is significantly higher than a main character’s Attack
value, then the character’s attacks will have no effect. If the character is too weak or the monsters too
powerful, the game will be much too difficult to play. That’s why it’s important to have good battle
balance, or ideally matched monsters and main characters. There is no standard balance to speak of, so
it is best to play your game and create your own through trial and error.
*Blue Skeleton’s parameter values.
Basing the values off of Slime’s values, we’ve decided Blue Skeleton’s values. MaxHP is 120, MaxMP os 0,
Attack is 15, Defense is 7, Spirit is 5, and Agility is 12. EXP and Gold are left as is. Blue Skeleton is a little
bit weaker than Slime, and gives more rewards when defeated.
*Elements Efficiency setting
Where Slime was vulnerable to Ice attacks, we’ve made Blue Skeleton vulnerable to Fire attacks. Click on
the “C” beside Fire to raise it to “B” and then once more to reach “A”.
Drop Item settings
*Drop Item setting
Drop Item refers to the items a monster might leave behind once defeated. These items include
weapons, armor and other useful things. You can set up to 2 items that may be dropped.
*Drop Item dialogue.