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Serri
Serri
Lemme guess.

Event 1
<FLJFlag 1:Event 2<EVEEvent 4

Event 2
<FLJFlag 2:Event 3<EVEEvent 4

Event 3
<FLJFlag 3:Event 5<EVEEvent 4

Event 4
If less than 3 of the flags are checked, this event runs.

Event 5
If all 3 flags are checked, this event runs.
King (2.0)
King (2.0)
Actually @Serri, the example script was far more complex:
//example item ids
//0004 - card1
//0005 - card2
//0006 - card3
#gate event
<KEY<NOD<MSGWould you like to insert the keycards?<YNJ0000 //if no, just end the event. otherwise continue
<ITJ0004:#ev2 //if card1 is present, jump to #event2, otherwise continue
<CLRKeycard 1 missing.<NOD
Procedure aborted.<NOD<END
King (2.0)
King (2.0)
#event2
<KEY<ITJ0005:#ev3 //if card 2 is present, jump to #event3, otherwise continue
<MSG<CLRKeycard 2 missing.<NOD
Procedure aborted.<NOD<END
#event3
<KEY<ITJ0006:#opn //if card 3 is present, jump to #opengate, otherwise continue
<MSG<CLRKeycard 3 missing.<NOD
Procedure aborted.<NOD<END
#opengate
<KEY<MSG<CLRAll keycards present.<NOD
Opening gate...<NOD<CLOR<WAI0100<GATEOPENINGTHING
Serri
Serri
That's about the same, actually, but with the <YNJ event included. And also with <ITJs being used instead of <FLJs. I don't judge, but hopefully you have the room for the items used for them. It is possible to keep adding more item graphics in the mod in correlation to their proper events, but idk if there is an item limit or not.
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