Game Development Reference
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@>Text:-, -, Normal, Bottom
: : Ah. Fair enough. Do deliver them as soon as you can.
@>
: Branch End
@>Conditional Branch: Variable [0008:RatTails] >= 5
@>Text: -, -, Normal, Bottom
: : Do you have my Rat Tails, lad?
@>Text: 'Actor4', 0, Normal, Bottom
: : Here they are.
@>Text: -, -, Normal, Bottom
: : The man counts them.
@>Wait: 60 frame(s)
@>Text: -, -, Normal, Bottom
: : ...and 5. That'll do it, lad. Much obliged.
@>Change Gold: + 500
@>Text: -, -, Normal, Bottom
: : Got 500 Gold!
@>Text: -, -, Normal, Bottom
: : This should tide me over for the rest of the year.
@>Text: 'Actor4', 0, Normal, Bottom
: : Glad I could help!
@>Control Switches: [0023:SQ2Complete] = ON
@>
: Branch End
@>
Page 2 has a pair of conditional branches that trigger, depending on whether the player has five rat tails or not.
If he/she doesn't, the NPC will ask if the player has his/her rat tails, and the player will say that he/she is working on it. If
the player does have five rat tails, the man will count them and give the player 500 Gold. Last, SQ2Complete will be flipped.
Of Rats and Their Tails
Now, you may be wondering how to make the rats drop their tails on defeat. That's as simple as some troop eventing. Make
your way to the Troops tab at the Database and find the Rat*3 (or Rate*3, if you've left the typo as is) troop. As with the
arena currency in the last chapter, you can have the rat tails be an actual item or a variable that is increased. In the case of
the former, I would have the rat tail be an item that can be sold for a little gold, and then make it so that a rat will drop one
at a 1/1 or 1/2 chance. I've always found it silly in RPGs when a monster doesn't drop a relevant body part when you can
see it on their graphic! With that said, let's use the variable approach for our ratty friends. Given that we want a rat to drop
its tail on death, recall that death in RMVXA is prioritized over every other possible event. If we don't use the Immortal
approach, the third rat to fall in a fight will never drop its tail. Of course, if we're using a variable to keep track of their tails,
we only want Immortal to be added to the enemies while we're doing the quest. Here's page 1 of the Rat*3 troop:
Condition: Turn No. 0
Span: Battle
@>Conditional Branch: Switch [0022:SQ2Start] == ON
@>Conditional Branch: Switch [0023:SQ2Complete] == OFF
@>Change Enemy State: Entire Troop, + [Immortal]
@>
: Branch End
@>
: Branch End
 
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