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[制作教程] Timed Blizzard Survival with Touch Encounters

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-7-12 08:45:18 | 显示全部楼层 |阅读模式

    Tutorial:[/SIZE]





            Timed Blizzard Survival with Touch Based Encounters.


    Tutorial Purpose:[/SIZE]





            To create an event that simulates the player’s party being exposed to extreme weather conditions in a snowy area and the resulting consequences using a touch based encounter system.


    My Map:

    Spoiler





    SpoilerStep 1-Setting up Location Tracking Event:[/SIZE]


                            We are going to set-up a Parallel Process event that tracks the player’s x and y coordinates on a map and the region ID, along with performing a couple other things. So create a new event and have it set to trigger via Parallel Process and have the priority set to below.


                            -Create a Variable to represent the Player’s X coordinate location; I’m calling this Player’s Location X. The Variable Operation will be Set and the Operand will be Player’s Map X under the categories of Game Data-Character->Player’s and Map X.



                                    Spoiler










                            -Create another new Variable to represent the Player’s Y coordinate position; I’m calling this Player’s Location Y. (Follow the same steps from the creation of the previous variable only select Player’s Map Y.)


                            -Next use the Get Location Info event Command on Tab 3 under the category Map. Variable for info will be a new created Variable which I will call Player Region ID that tracks the Player’s Region ID value. Info Type will be Region ID, Location will be set to Designation with Variables and will use the Player’s Location X and Player’s Location Y Variables we previously created.

    Spoiler






                            -Next we are going to use the Conditional Branch Event command on Tab 1 under the Flow Control Category to set up a conditional branch. We are going to label the condition as Variable-> Player’s Region Id is equal to the constant of 1 (note, I’m arbitrarily using one for the tutorial you can use whichever as long as you aren’t doing something else with that region). Be sure that set handling conditions when conditions do not apply checkbox is ticked.


                            -Next under the Condition Variable Player’s Region ID is equal to 1 we are going to set up a basic Set Weather Effects Event command which can be found under Tab 2 under the category of Picture and Weather. We will be using Snowy weather and set the power to something high like 8 or 9. Set time to 0 so that the Blizzard seems to happen out of nowhere.


                            -Under the same condition of Condition Variable Player’s Region ID is equal to 1 we are going to create a new switch called Timer Event which will be set equal to On. The Control Switches Event command is on Tab 1 under Game Progression.


                            -Now under the Condition of Else of our Conditional Branch we will create another Set Weather Effects Event command except this time set the power to something low like 1, 2 or 3 and you can set it to wait for a number of frames such as 60 or 120, This will give the appearance of the blizzard dying down.


                            -Next under the same condition of Else we are going to Select the Control Timer event command on Tab 1 under the Game Progression category and choose the stop option. Note, we will set up the Start of the Timer in the event for Step 2.


                            -Next under the same condition of Else of our Conditional Branch use the Control Switches Event command and set up a new switch which I will call Frozen Peaks Timer and have it set to OFF (Frozen Peaks being the map I am using). This Switch will be used in Step 2.


                            -To close out the last event under our Condition of Else of our Conditional Branch we will use the Control Switches event command to Set our previously made switch of Timer Event to OFF[/SIZE]


                            This is What we have on Tab 1:

    Spoiler






                            -The Final part of Step 1 is to create a new event tab and on that event tab under the conditions Category tick the Switches Checkbox and create a new switch which I will refer to as FP Battle (FP for the map name I am using) and have it set to when On. We will use this switch in Step 3 and it will stop our running parallel process events from occurring when we don’t want them to. Just leave everything else as is without adjusting the default priority and trigger actions.


                            Tab 2 of this event will look like this:

    Spoiler






    Step 2-Setting up The Timer Event[/SIZE]


                            -Create a new event, Parallel Process, Priority below and have the condition set to when the Switch Timer Event is On.


                            -For the first event command we are going to use the Control Timer event command to start the timer; I’m setting the timer to 15 seconds which works well for the needs of my map.


                            -Next use the control Switches Event Command and turn the Frozen Peaks Timer Switch to On.


                            This is what Tab 1 will look like: 

    Spoiler






                            -Create a new event tab under this event and have it trigger by parallel process, priority below and condition when switch Frozen Peaks Timer is On.


                            -Create a Conditional Branch using the Conditional Branch event command and have it set to Timer is 0 Min and 0 seconds or less (On Tab 1->Timer). It’s not necessary in this case to have the Set handling conditions when conditions do not apply checkbox ticked.


                            -Use a Show Text event Command which is on Tab 1 under Message to show some sort of text informing the player the party has passed out or has had to turn back due to the severe cold and weather. To spice it up a bit more you can play an animation, use a sound effect or flash the screen before the text event.


                            -Use a Fadeout Screen Event which is on Tab 2 under Screen Effects.


                            -Use a Transfer Player Event Command which is on Tab 2 under Movement and transfer the player back to the location of the Start of the Map.


                            -Use a Fade-in Screen Event which is located in the same area as Fadeout Screen Event.


                            This is what Tab 2 will look like: 

    Spoiler






                            -Create a new event Tab and leave everything default except for ticking the Switches Checkbox to when Switch FP Battle is On.


                            What Tab 3 will Look Like:

    Spoiler






    Step 3-Enemy Touch Encounter Event[/SIZE]


    -We are now going to set up a basic touch encounter event. Create a new event and choose your enemy graphic and set the event to trigger by Event Touch with Priority set to Same as Characters. You can also set up other things like making up a movement route for the enemy and adjust speed and frequency.


                            -Use a Control Switches Event Command and Turn the FP Battle Switch On (This shuts off our Previous Parallel Process Events before the battle).


                            -Use the Control Timer Event Command to Stop the Timer. This is necessary or else the timer will still run down in battle.


                            -Create a Battle Processing event which is on Tab 3 under Scene Control. Choose how the troop is figured out, I am simply using Direct Designation here. Since this is a normal encounter I’m leaving the player with the option of Escaping. You can add Music effects, etc… before the battle processing event to spruce it up a bit


                            -Under If Win Condition Use a Control Switches event command to turn the FP Battle Switch to OFF.


                            -Under If Win Condition Use a Control Timer event command to Start the Timer back up from your previously chosen time (For me that was 15 seconds).


                            -Under If Win Condition use an Erase Event Command which is on tab 2 under Character.


                            -Under If Escape Condition copy the same steps from the If Win Condition.


                            This is what the Touch encounter event will look like:

    Spoiler






    Step 4 (If it hasn’t been set up already)-Set Region ID used from Step One (I am using 1) on places on your Map.[/SIZE]


                            my Map: [/SIZE]

    Spoiler






    Summation[/SIZE]


                            If everything is set up accordingly the events function like this: The player Walks onto a spot that is set as region ID 1, the timer starts and the weather becomes harsh. If the Player Triggers an encounter the Timer will stop and assuming the player is able to win or escape that encounter the player will have re-started the timer back up giving them further time to explore the area. This simulates the player’s party having “heated” their bodies up from the exertion used against the enemy troop.


                            Also if the player steps into a zone that has no region 1 the timer will then stop and the weather will become mild. I consider these spots safe zones for the player along the way of them transitioning between a map, starting a map or along the way of completing a map. You can make spots like caves along the way for the player to go into to take shelter.


    本贴来自国际rpgmaker官方论坛作者:Vox Novus处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/timed-blizzard-survival-with-touch-encounters.68469/

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