Game Development Reference
In-Depth Information
Figure 13-12. A screenshot of the area to be blocked off by our event. I used one of the Rug tiles to mark the specific
square that would be impassable
Creating the Blocking Event
The square marked with a rug in Figure 13-12 is occupied by Region 63. Until the player completes the boss rush,
he/she will be pushed back every time an attempt is made to try to pass that specific square. We'll talk about that
treasure room in a bit. Here's the barrier event that requires the player to complete the boss rush:
@>Control Variables: [0002:X] = Player's Map X
@>Control Variables: [0003:Y] = Player's Map Y
@>Get Location Info: [0028], Region ID, Variable [0002][0003]
@>Conditional Branch: Switch [0035:CastleBarrierOFF] == ON
@>Jump to Label: Skip
@>
: Branch End
@>Conditional Branch: Variable [0028:teleportspot] == 63
@>Text: -, -, Normal, Bottom
: : A strange force blocks the way!
@>Set Move Route: Player (Wait)
: : $>1 Step Backward
@>Conditional Branch: Self Switch A == OFF
@>Text: 'Actor5', 6, Normal, Bottom
: : It appears we are blocked by another
: : sort of power, much like the one back
: : at the first floor. Let's try to find
: : the source.
 
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