Game Development Reference
In-Depth Information
@>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
@>Change Items: [Elixir], + 1
@>Text: -, -, Normal, Bottom
: : Elixir was found!
You can copy-paste that same event for all of your hidden treasure needs.
The Treasure Hunter
Next, let's head back to Seaside and set up the treasure hunter NPC. We want him to do the following:
Greet the player when talked to for the first time. He will tell him/her to check the sack on the
nearby table.
Once the player has grabbed the Compass, talking to the NPC again will prompt
the character to talk about the shop that he has set up for aspiring treasure hunters.
He will sell treasure notes.
We run a common event to see which treasure notes the player already has. Then, if the player
is still missing notes from the shop, the NPC will offer to sell treasure notes.
If the player says yes, we call the common event for the treasure note shop.
Here's page 1 of the treasure hunter event:
@>Conditional Branch: [Compass] in Inventory
@>Text: -, -, Normal, Bottom
: : Neat little instrument, that Compass. Follow it
: : and you'll never be lost again.
@>Text: -, -, Normal, Bottom
: : Okay, fine. You still have to mind your
: : surroundings. But, it will help you find hidden
: : treasure. Isn't that exciting?
@>Show Choices: Yes, No
: When [Yes]
@>Text: -, -, Normal, Bottom
: : I knew you'd say yes!
@>Jump to Label: Continue
@>
: When [No]
@>Text: -, -, Normal, Bottom
: : You only say that because you haven't done it before.
@>Jump to Label: Continue
@>
: Branch End
 
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