Game Development Reference
In-Depth Information
@>Change Items: [Compass], + 1
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: When [No]
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: Branch End
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We check to see if the player has talked to the treasure hunter before. If he/she has, the NPC will urge him/her to
take the sack. If not, he will give a little backstory to the sack and then urge the player to take it all the same. When
the player does, he/she receives the Compass.
Creating the Treasure Notes
As for the treasure notes, there are two ways to make them. Both ways are easy, but one of them is more efficient than
the other.
We can put the relevant treasure information in the Item description box.
We can use a short common event to use Show Text commands for the same effect.
One way requires the additional use of common events, while the other requires only the item itself, so we'll be
using the first option. See Figure 10-4 for the treasure notes, with their respective descriptions. As they share the same
general settings, I copied the settings box once and just have screenshots of the different descriptions.
Figure 10-4. The five treasure notes, with their location descriptions
 
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