Game Development Reference
In-Depth Information
Figure 2-15. The Priority and Trigger settings for the tree
@>Text: -, -, Normal, Bottom
: : This tree looks rather peculiar.
@>Conditional Branch: Self Switch A == OFF
@>Control Variables: [0001:Tree] += 1
@>Control Self Switch: A =ON
@>
: Branch End
@>
As noted earlier, an event with the priority “Same as Characters” exists on the same graphical
layer as the player.
On that note, you won't be able to step on top of the event's square, so the trigger should be
Action Button.
The conditional branch checks to see if the event's self-switch A is off. If it is, then it adds one
to the value of Tree and turns self-switch A on, preventing a single tree from adding more than
one to the variable.
Copy-paste this exact event to the four other trees you have placed on the map, and you're
done. You can do this by right-clicking the event on the map editor and selecting Copy , then
right-clicking the square you wish to paste the event to and selecting Paste . Alternatively, you
can use the Copy Event Page button within the event properties.
What's the Point?
There is no greater honor than botany. No? Okay, fair enough. Let's add a final event that requires the Tree variable to
be at 5. We'll make it a treasure chest, to show off the relevant Quick Event.
First, find a nice unoccupied space on your second map.
Right-click and select the Treasure Chest event from Quick Event Creation.
Because the quest involved trees, let's give the player something made with wood as a reward.
Select the Longbow from the list of weapons and then press OK.
 
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