In this tutorial, we will be going over information storage and flow control, and all the types used in the VX Ace Event system. It also includes a small demo showing an event more complex than any we’ve done so far for you to examine.
If you would like to read the full version, right click save as the pdf + demo version HERE But now, let’s get on to the preview!
In Tutorial VIII, we covered a lot of theory on how to organize and structure events.
There are 2 major things that we learned in the last tutorial that are the most important:
- The concept of storying information as switches (yes/no information) or variables (storing a number value).
- The concept of flow control, the ability to have events do different things based on stored information by branching and looping.
Clever applications of these to things will allow you to make almost any event you can think of. We understand them in theory, but how do we create these inside the editor?
In this tutorial, we will translate these two things into their counterparts in the event editor.
We will go over two types of Information Storage:
And four types of Flow Control:
- Conditional Branch
- Show Choices
- Label and Jump to Label
Information Storage: Switches
Ok, so remember that Treasure Chest we worked on last tutorial? It uses what is called a Switch.
A switch stores boolean data. Boolean is just a fancy word meaning that it only has two states. These two states in the editor are referred to as ON or OFF. You can also think of it as YES/NO or TRUE/FALSE.
To change a switch we use the “Control Switch” Command, it is on the first page of the event commands under “Game Progression” (shown below).
Control Switches is incredibly simple, giving you an option to select the switch, and turn it off or on. (You can also select a group of switches using the Batch option).
Standard Switches are global. What this means is that there is one set for the entire game, and those switches can be accessed or changed by an other event in the game.
Switches are numbered, but you an also label them. To add a label, when selecting which switch to use during a process, type a name into the “Name” box.
There is also a second type of switch. This is called a Self Switch. Self Switches are local. This means that instead of being able to be accessed or changed by any event, they can only be accessed or changed in a local area. The local area in this case is within that single event.
To change a self switch, you use the “Control Self Switch” command in the “Game Progression” set, also shown in the image on the left of this page.
Each event has its own set of self switches, labeled A, B, C, and D. Remember that what you do to a self switch ONLY applies to that event.
To read the full version of this and the rest of our Make Your Own Game Tutorials click over to our RPG Maker VX Ace Tutorials!