Game Development Reference
In-Depth Information
Figure 5-3. The first floor of the dungeon, now with added treasure chests!
I placed five treasure chests on the map (four of them are visible, while the fifth is a blank graphic placed atop the
rock near the northern end of the floor). That hidden chest rewards players who interact with their surroundings. As
we don't want random encounters to appear on the first floor, we won't use the Region tool. Instead, we'll use it for the
basement and declare the random encounters that we want the player to find in the Map properties. Drawing in all of
those region tiles seems daunting, doesn't it? I'm actually inclined to agree. There's another way to set it, so that we
have no random encounters on the first floor and then have them in the basement.
The Change Encounter Event Command
Given that I've covered a fair number of the event commands already, you have probably seen Change Encounter
under the System Settings section of the event command list. This simple command defaults to Enable. If you set it
to Disable, then you will encounter no enemies until it is set back to Enable, even if the map in question has listed
encounters. In this particular dungeon, it's as easy as setting up the Parallel Process transfer event as we have several
times before and then just adding the Change Encounter command before the actual transition.
@>Control Variables: [0002:X] = Player's Map X
@>Control Variables: [0003:Y] = Player's Map Y
@>Conditional Branch: Variable [0002:X] == 15
@>Conditional Branch: Variable [0003:Y] == 7
@>Comment: This exit leads to the basement.
@>Change Encounter: Enable
@>Transfer Player:[005:Goblin CaveF1F] (061,041), Right
@>
: Branch End
@>
 
Search WWH ::




Custom Search