Game Development Reference
In-Depth Information
As you can see, our master list is the left-most column. Each column corresponds to a different chest from top
to bottom. Take a moment to look at the numbers and note that no numbers repeat when reading from left to right.
For example, the first row is 1627435, which has no numerical repeats. If your rows aren't repeating, chances are
that the slot in question is fine. To prove the point, if the minigame rolls a 1 for the seed, here's what you can expect
from each chest:
1.
Potion
2.
200 Gold
3.
1 Gold
4.
500 Gold
5.
1 Gold
6.
Elixir
7.
Hi-Potion
Pretty neat, isn't it? As crunching permutations is rather secondary to the point of this topic, feel free to use the
grid that I came up with for your own chests. What you can do is copy-paste page 2 of the master chest event. Then,
depending on the chest number, you move around the various items in the event page, so that the item order matches
the ordered list that you want. Once you have done that, you renumber the conditional branches such that they go
from 1 to 7, as in the master chest: same items, different seed order. For additional context, check the eventing of the
second treasure chest on the following page, so that you can get a visual of what I mean. I'll leave the rest of the chests
to you, as this involves more of the same, as already has been noted.
@>Set Move Route: This event (Wait)
: : $>Direction Fix OFF
: : $>Turn Left
: : $>Wait: 3 frame(s)
: : $>Turn Right
: : $>Wait: 3 frame(s)
@>Conditional Branch: Variable [0009:TreasureChestSeed] == 1
@>Change Gold: + 200
@>Text: -, -, Normal, Bottom
: : Got 200 Gold!
@>
: Branch End
@>Conditional Branch: Variable [0009:TreasureChestSeed] == 2
@>Change Gold: + 1
@>Text: -, -, Normal, Bottom
: : Got a single Gold piece!
@>
: Branch End
@>Conditional Branch: Variable [0009:TreasureChestSeed] == 3
@>Change Items: [Potion], + 1
@>Text: -, -, Normal, Bottom
: : Got a Potion!
@>
: Branch End
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