Those who have played Final Fantasy (and several other RPGs) will recognise the "Monster-In-A-Box" scenario, where a monster hides in a chest and pops out and attacks as soon as the chest is opened. It’s easy to emulate this in RPG Maker.
Setting Up The Monster-In-A-Box
Set up the chest, "Chest 7" as normal (from Chapter 1), including the switch on Page 2 set to "Chest 7 Opened".
Immediately under the third "Wait" command in the Event Commands, we will need to call an enemy encounter (predefined in "Troops" in the Database). For the purposes of the demo I’ve created one called "Box Monster", which is a single Orc.
So, the Event Command we need is an enemy encounter ("Battle Processing", which is the very first one on Tab 2). Set the "Encounter Troop" to "Box Monster" or whatever predefined monster you want. Set the "If Defeated" handler to "Conditional Branch", which gives additional control over winning or losing the battle. And finally, "Can’t Escape" in the "If Escaped" handler, unless you want to have a specific set of commands for attempting to flee.
Highlight the Chest 7 Opened switch and cut it (CTRL+X), then paste it in the "If Won" branch condition directly below the rewards (CTRL+V).
The completed routine should look like this:
And it’s as simple as that.
We can now move onto Chapter 8: Items by Level (Hero Level).