Game Development Reference
In-Depth Information
@>Conditional Branch: Switch [0024:Dungeon1Visit] == OFF
@>Control Switches: [0024:Dungeon1Visit] = ON
@>
: Branch End
@>Transfer Player:[005:Goblin CaveF1F] (020,043), Up
@>
: Branch End
@>
: Branch End
I expanded the relevant transfer event to include the new content. If Dungeon1Visit is on, we disable the map
name display. This event command is victim to the same text bug that HP/MP conditionals suffer from in RMVXA.
Instead of actually seeing Enable or Disable, you see $s . Rest assured that it will work as intended, despite the textual
hiccup. If Dungeon1Visit is off, we flip it on. This allows the dungeon's name to be displayed one time. You'll want
to make sure you have an Enable Map Name Display command for any transfer events leading out of that dungeon.
Personally, I feel this is more of a hassle than it is worth and would rather either leave the map name blank or just let it
display, no matter what. In any case, now you know, and learning is why you're here!
Creating Hidden Treasure Chests That Require the Compass
to Be Found
So, back to the topic at hand. We want to make hidden treasure chests that require the player to have the Compass.
Once the player does have the Compass, he/she can press the Action Button while standing directly over the spot in
question and uncover hidden loot! I'll write out how the actual event should look like shortly, but I'll summarize it first.
We can start from the Quick Treasure Chest Event template. From there, remove the chest
graphic from page 1 of the event. We want to fade out the screen, give the player a message
that he/she is digging, and then have the player take a step back. That last part is arguably the
most important. If you don't move the player's character out of the chest's square, he or she
will be stuck once the chest is dug up.
Before we fade the screen back in, use
Set Move Route to change the chest graphic from
None to our desired sprite set. I chose the wooden chest graphic located below the default red
chest set.
We fade in the screen and announce that the player has found a hidden chest. The rest of the
event plays out normally.
With that said and done, here's the promised code:
@>Fadeout Screen
@>Text: -, -, Normal, Bottom
: : You dig under your feet.
@>Set Move Route: Player (Wait)
: : $>1 Step Backward
@>Set Move Route: This event (Wait)
: : $>Graphic: '!Chest', 4
@>Wait: 30 frame(s)
@>Fadein Screen
@>Text: -, -, Normal, Bottom
: : You found a hidden chest!
 
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