Game Development Reference
In-Depth Information
Make sure you create a second page within the event that is empty and only active once that self-switch has been
turned on, or your game will loop that event page forever. On the second map, add an NPC blocking the road that
speaks of the five trees that block access to Eric's Bow and then disappears. Here's what I did:
@>Text: 'Actor'4, 0, Normal, Bottom
: : Who are you?
@>Text: -, -, Normal, Bottom
: : Me? I am but a man who used to be a king, in ages
: : long past. Your bow has been sealed within this
: : glade for as long as you. Examine the five trees
: : and claim your birthright. Fare thee well.
@>Text: 'Actor'4, 0, Normal, Bottom
: : Wait, what are you-
@>Fadeout Screen
@>Text: -, -, Normal, Bottom
: : Before Eric can finish his sentence, the enigmatic
: : figure disappears.
@>Control Self Switch: A =ON
@>Fadein Screen
@>
As in the previous event, have a second blank page after this one. We need to do two more things. First, to the
Treasure Chest event, add a new switch that is set to ON once Eric opens the treasure chest revealed by the trees. Have
a text box appear telling the player to head to Seaside once he/she receives the bow. Second, add a conditional to the
Parallel Process event on this map that requires said switch to be turned on. This prevents the player from leaving
before taking the chest's contents. Once all is said and done, the player will know that he/she is a mysterious being
awoken from a deep slumber and has a first objective in the game world.
Our next task is to populate our very first dungeon, but that is a subject best left to its own chapter. Before ending
this chapter, however, let's talk a little more about tilesets and terrain tags, as promised previously.
A Little More on Terrain Tags and Tilesets!
To talk about Terrain Tags is to talk about tilesets, as they are intrinsically linked. As mentioned previously, each tile
can have a Terrain tag value between 0 and 7. Off the top of my head, here are a few of the cool things that terrain tags
allow you to do:
You can have a Parallel Process event running that turns all floor tiles with a certain terrain tag
into damage floor tiles.
You can have a minigame, in which you have to step on tiles in a certain order, just by setting
the terrain tags of each set of tiles to a different number.
You can have skills that have differing effects, based on the current terrain tag, similar to
Geomancy from some of the Final Fantasy games. A skill could do more damage in the
grasslands but have a chance to freeze victims in the snow.
For a little number, terrain tags sure can do a lot, eh? Of course, the Tilesets part of the Database is as robust as
any other. Given that we have not looked at it yet, let's take some time to do so. Look at Figure 4-15 .
 
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