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Page 1:Sprite: Candy set to flicker/Continuous at 5 speed.Trigger: no preconditions, action keyLayer: same layer as hero.<> Switch Operation: [0012 Candy 1] ON<> Switch Operation: [0013 Candy 2] OFF<>Page 2:Sprite: Candy set to flicker/Continuous at 5 speed.Trigger: Switch [0012 Candy 1] is ON, Parallel Process, Layer: Same layer as hero.<> Play BGM: Invincible<> Change Condition: Entire Party Hyper Inflict<> Move Event: Hero, Increase Move Speed<> Switch Operation: [0013 Candy 2] OFF (To make a simple loop later on or to use this event on other maps, unless variables will work better.)<> Timer Operation: Set 00M 15SPage 3:Sprite: none (map transparency/background tile)Trigger: None, Parallel Process (see code)Layer: Above hero.<> Branch if Timer 1 is 0M 15S or more <>Timer 1 Operation: Start Timer <>:Else Handler <>:End<>Page 4:Sprite: none (map transparency/background tile)Trigger: None, Parallel Process (see code)Layer: Above hero.<> Branch if Timer 1 is 0M 00S or less/equal <> Change Condition: Entire Party Hyper Remove <> Move Event: Hero, Decrease Move Speed <> Play BGM: 27_-_GRASS <> Switch Operation: [0013 Candy 2] ON <> Switch Operation: [0012 Candy 1] OFF <>:Else Handler <>:End<>Page 5:Sprite: Candy set to flicker/Continuous at 5 speed.Trigger: Switch [0013 Candy 2] ON , Parallel processLayer: same layer as hero.<> Switch Operation: [0012 Candy 1] ON
PAGE 1::Sprite: Candy set to flicker/Continuous at 5 speed.Trigger: Nothing, action keyLayer: same layer as hero.<> Memorize BGM<> CALL EVENT: COMMON EVENT 1<> Switch [0001]: ONPAGE 2::Sprite: NothingTrigger: Switch [0001] is ON, action keyLayer: below hero<> NO CODE
Trigger: Call<> Timer Operation: Set 00M 15S<> Play BGM: Invincible<> Change Condition: Entire Party Hyper Inflict<> Move Event: Hero, Increase Move Speed<> Timer 1 Operation: Start Timer<> SWITCH [0002]: ON
Trigger: SWITCH [0002], Parallel Process<> Branch if Timer 1 is 0M 00S or less/equal <> Change Condition: Entire Party Hyper Remove <> Move Event: Hero, Decrease Move Speed <> Play Memorized BGM <> SWITCH [0002]: OFF <> End Event Processing <>:End<>