Game Development Reference
In-Depth Information
: Branch End
@>Conditional Branch: Variable [0002:X] == 20
@>Conditional Branch: Variable [0003:Y] == 45
@>Comment: This exit leads to the world map.
@>Change Encounter: Enable
@>Transfer Player:[003:Field 3] (027,082), Left
@>
: Branch End
@>
: Branch End
@>Conditional Branch: Variable [0002:X] == 60
@>Conditional Branch: Variable [0003:Y] == 41
@>Comment: This exit leads to the first floor.
@>Change Encounter: Disable
@>Transfer Player:[005:Goblin CaveF1F] (014,007), Left
@>
: Branch End
@>
: Branch End
@>
Note
You'll want to tweak the relevant world map transfer event to disable encounters when you enter this dungeon
as well.
Once you've set up the transfer events, the static encounters, and the first floor treasure chests, we have only the
following to do:
1.
Go to Map Properties and set up some random encounters for the player.
2.
Add a few chests to the basement. We'll add three. That puts the event count at nine for
those of you using Lite . . .
3.
. . . which allows us to use the tenth event for the boss of the dungeon.
Given that the toughest enemies in the parts of the world map that the player can currently access are Wisps,
we will want to include some troops here that are somewhat tougher. Wisps should be the weakest troop in the
encounters list. Take a look at Figure 5-4 to see my own.
Figure 5-4. The encounter list for the Goblin Cave
 
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