Chapter 1: Basic Chests

The Complete Chests Tutorial

There is no "perfect" method for creating treasure chests, although there is one that works adequately. In this multi-part tutorial, you’ll learn how to create chests, starting with the basics and then moving onto more advanced chests.

EDIT: The entire Complete Chests Tutorial is in the process of being brought up-to-date, including for RMXP, RMVX and RMVXA. The version of RM2K3 used is the officially translated v1.10 available on Steam. This will include updated graphics and a demo for each RPG Maker (downloadable soon).

Creating The Chest

The first thing to do is to create a chest event on the map. Give it a name, say, "Chest 1". This will have 2 pages, the first to obtain the contents and the second to make sure the chest remains empty afterwards.

Note: RMVX and RMVXA both have a feature that will allow you to quickly create a chest. This can be accessed by either right-clicking (in event mode), clicking "Quick Event Creation" and selecting "Treasure Chest" or pressing CTRL+3 on the map in Events Mode. This includes everything below, so once you’ve created your chest you can skip the rest of the steps below, except for adding other things to it. For RMVX/VXA, therefore, you can use this or create your own using the method below.

Page 1

This is the first time the chest is opened, where the contents of the chest are obtained.

Set the Event Graphic to a closed chest.


2K3

XP

VX / VXA
There are 2 RTP chest graphics in Object1 to choose from). Make sure that:

  • Movement Type is set to "Stationary"
  • Trigger is "Action Button"
  • Priority is "Same As Characters"
  • Animation Type is "Standing Animation".
RMXP has several RTP chests corresponding to the different directions they face. Use the following settings:

  • Options is "Direction Fix"
  • Autonomous Movement is "Fixed"
  • Trigger is "Action Button"
The default chest graphics are contained in the !Chest charset, so there are 8 defaults to choose from. Have the following settings:

  • Under "Options", check Direction Fix
  • "Autonomous Movement" Type should be Fixed
  • "Priority" is set to Same As Characters
  • "Trigger" is Action Button

In the Event Commands, place the following:


2K3

XP

VX / VXA
Part 1: Fig. 1 (RM2K3)

Chapter 1: Fig. 1 (RM2K3)

Chapter 1: Fig. 1 (RMXP)

Chapter 1: Fig. 1 (RMXP)

@>Play SE: 'Chest', 80, 100
@>Set Move Route: This event (Wait)
 :     : $>Direction Fix OFF
 :     : $>Turn Left
 :     : $>Wait: 3 frame(s)
 :     : $>Turn Right
 :     : $>Wait: 3 frame(s)
@>Control Self Switch: A =ON

This is a simple animation for the basic chest, which will be referred to throughout this tutorial. What this does is "animate" the chest opening. All of the movement commands are under Set Move Route.

Many online chest tutorials place the "animation" movement in a single "Move Event" sequence, which, in my opinion, is less effective for RM2K3 and RMXP. The quick create method for RMVX and RMVXA is more than adequate.

Next, we need to fill the chest with goodies! So, after the above sequence, for this tutorial we’ll gift the player 5 Potions, thus:


2K3

XP

VX / VXA
Part 1: Fig. 2 - RM2K3

Chapter 1: Fig. 2 (RM2K3)

Chapter 1: Fig. 2 (RMXP)

Chapter 1: Fig. 2 (RMXP)

@Change Items: [Potion], + 5
@>Text: -, -, Normal, Middle
 :     : 5 Potions were found!
@>Control Self Switch: A =ON

The final Switch command is to make sure that the chest is empty after the potions are grabbed. Page 2 is triggered when the switch is active (turned ON) to display the now opened chest.

Note: In RMXP, VX and VXA you can also use a Self Switch, which (unlike a regular switch) is used for the current map only. Regular switches will stay on throughout until they’re turned off (using up a lot of switch slots). Self switches stay active on the map on which they’re used – up to 4 per map, labelled A through D – until they’re turned off, so this method is recommended instead for these RPG Makers (also used in the above codes as opposed to regular switches).

Page 2

This is to make sure the chest is (and remains) empty after its contents have been obtained.


2K3

XP

VX / VXA
  • In "Conditions", make sure the Chest 1 Opened switch is ON.
  • Set the "Graphic" to wide open (Direction is "Left")
  • Animation Type must be set to "Fixed Graphic" (or "Direction Fix/Inanimate")
  • In "Conditions", set the Self Switch to "A" (depending which self switch you previously set)
  • In "Options", Direction Fix should be selected
  • "Autonomous Movement" Type should be Fixed
  • In "Conditions" set Self Switch to A (or whichever self switch you used)
  • "Options" is set to Direction Fix
  • "Autonomous Movement" Type is Fixed
  • "Priority" is Same as Characters
  • "Trigger" is Action Button

And finally, in the Event Commands, place a message stating the chest is empty, thus:


2K3 / XP

VX / VXA
Part 1: Fig. 3 (RM2K3/XP)

Chapter 1: Fig. 3 (RM2K3/XP)

@>Text: -, -, Normal, Middle
 :     : The chest is empty!

Now, when you playtest it, the chest will slowly open, you will obtain its contents, and it will remain open but empty. If you attempt to open the chest after you’ve looted it, you’ll receive a message stating that it’s empty.

Next Chapter

We can now move onto Chapter 2: Locked Chests.

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