How to Use Event Pages & Self Switches! RPG Maker VX Ace
Hey RPG Makers!
When designing your own events, you can have multiple event pages! When there are multiple event pages, the page conditions are used to determine which event page will be active. The highest numbered event page with conditions met will be the active page.
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Concepts covered include event pages, self switches, autoplay events on map load, basics of cutscenes, and comparison of the erase event command and self switches.
Key take-away points:
- The highest numbered page has precedence. If its conditions are not met, the next highest has precedence, and so on.
- Only one event page can be active at any one time.
- Thinking of event pages as being the states of an event helps to organize the event content.
- Self switches are an excellent way to make an event change its own event page/state.
- Chest quick events are good examples of using pages and self switches.
Autoplay Events on Map Load
- An autoplay event when a map loads can be used for various cool map-loading events, such as cutscenes.
- Use a self switch at the end of the autoplay event’s main page to set it to an inactive state, if you only want the event to occur once. Or, if you want the autoplay event to occur each time the map is loaded, use the erase event command.
Self Switches vs the Erase Event command
- Self switches are remembered even when the map is unloaded and reloaded, making self switches excellent for situations in which something is more permanent.
- Erase Event is not remembered on map reload, and so allows the event to automatically reappear when the map is reloaded.
Also note that everything done in this video was accomplished without even using general switches, variables, or common events!
At 18 minutes and 40 seconds into the video, we playtest what we made!
Script used: Zeus81’s Fullscreen++.
All event commands work without any scripting. Zeus’ fullscreen script assists with providing a better viewing experience.
Thanks to McKathlin for intro and ending music!