The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by tyeon.bethany, 2020-05-12 17:40:25

RPG MAKER TUTORIAL GAME BOOK

RPG MAKER TUTORIAL GAME BOOK

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.


Click to View FlipBook Version