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How can I playtest more efficiently? I want to skip my own quests!

Heya, folks, this is my first post here.  I just downloaded the trial version of RMXP, but I think I might pay up for the full version!  I find it to be fairly intuitive so far, although I bet there are many simpler ways to do what I'm doing.

I've built up what is (in my mind) a fairly complex short story so far, and I'm continuing to add sidequests as I think of them.  However, there's one thing that frustrates the heck out of me!

THE QUESTION:
When you're playtesting, is there any way to turn switches on/off inside the game?

I currently use (overuse?) switches and conditional branches to lead the player along a chain of quests.  Start one, switch goes on, another switch when you retrieve the item, both go off once the quest is done and a third switches on to show that the quest is done.  If that switch is on, a new quest opens up.  Yadda yadda.

The PROBLEM is that I've built my chains up to the point where I have to play about 30 minutes just to get to the part I want to test!  Not only that, but I have to RESTART the entire process just to test out different quest branches (taking the good/bad route, taking different characters, etc.) to make sure they all flow well.

Is there ANY way to make it easier?  It'd sure be nice to skip past the first half hour and test what I actually want to test.

CURRENT SOLUTION:
I've created a separate "warp area" that I go to with signpost events.  Hit the signpost, activate a switch.  It's fine for the short-term, the only problem is that I just made my 30th switch, and that area is starting to get pretty clogged.  It'd be nice to just do it in-game.


Thank you very much!  I hope I didn't bore anyone!  Any input is welcome!  I really enjoy this program so far.
 
Oh my goodness... I've been working on my game for several months now and I didn't even know you could do that.  I've just been making placeholder NPCs that turn switches on and off for me.  Thank-you for posting!
 

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