Game Development Reference
In-Depth Information
Completing the Dragon Statue Event
Now that we have created our superboss and given it a robust set of skills to use against our player, let's complete the
dragon statue event. As you'll recall, we set up the dragon statue event so that the player could inspect it from different
angles. The interaction event has three conditional branches. Following is a refresher for part of the event:
@>Conditional Branch: Player is Facing Right
@>Conditional Branch: Variable [0002:X] == 44
@>Text: -, -, Normal, Bottom
: : You see a majestic dragon statue. It hums with
: : power.
@>Text: 'Actor5', 6, Normal, Bottom
: : I sense immense power emanating from this
: : statue. Be mindful. It would be best to
: : return at a later time.
@>Text: -, -, Normal, Bottom
: : Touch the statue?
@>Show Choices: Yes, No
: When [Yes]
@>Jump to Label: DragonStatue
@>
: When [No]
@>
: Branch End
@>
: Branch End
@>
: Branch End
The preceding code covers what happens if the player is facing right, but the three branches are used for the same
purpose. At each [Yes] present within the interaction event, you'll want to place the Jump to Label event command as
shown above. Then, at the very end of the event, you'll want to add the following:
@>Conditional Branch: Switch [0100] == ON
@>Label: DragonStatue
@>Text: -, -, Normal, Bottom
: : You place a hand on the statue.
@>Text: -, -, Normal, Bottom
: : You feel yourself being whisked away!
@>Change Battle BGM: 'Battle6', 100, 100
@>Control Self Switch: A =ON
@>Battle Processing: Ancient Dragon
@>
: Branch End
@>
 
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