Game Development Reference
In-Depth Information
Much cleaner than the dragon statue equivalent, right? Here's the interaction event as well:
@>Conditional Branch: Player is Facing Up
@>Conditional Branch: Variable [0002:X] >= 13
@>Conditional Branch: Variable [0002:X] <= 15
@>Text: -, -, Normal, Bottom
: : You see an ancient bookcase filled with old topics.
@>Conditional Branch: Variable [0002:X] == 15
@>Conditional Branch: Self Switch A == OFF
@>Text: -, -, Normal, Bottom
: : Noah appears to be lost in thought as he runs a
: : hand through the bookcase.
@>Text: 'Actor5', 6, Normal, Bottom
: : I feel warm power coming from one of
: : these topics.
@>Text: -, -, Normal, Bottom
: : Noah passes a finger over each book, eventually
: : landing on an otherwise unassuming red book.
@>Text: 'Actor5', 6, Normal, Bottom
: : I'll be taking this topic. It feels like
: : we'll have a need for it soon.
@>Play SE: 'Item3', 80, 100
@>Change Armor: [Book of Light] + 1
@>Text: -, -, Normal, Bottom
: : Obtained \C[2]Book of Light\C[0]!
@>Control Self Switch: A =ON
Not noted: several branch ends that are ultimately irrelevant to the event. First, we make sure the player is facing
the bookcases (in this particular case, merely a precaution, as there's only one way to face to actually interact with
them). Then we make sure that the player is at the correct location. If so, we show a text box describing the bookcase.
Additionally, if the player is interacting with the right-most bookcase for the first time, we have Noah find our new
item. (I replaced armor #60 to create that Book of Light, which is equipped to the accessory slot.) While Noah has
the Book of Light equipped, it gives him 5 MAT, 5 MDF, 10 MMP, and the ability to cast God's Will, a default skill in
RMVXA that deals Holy damage to its targets. Of course, because we don't want this sequence of events to repeat
more than once, we have the relevant self-switch flip on, so that the event skips through the self-switch conditional on
subsequent interactions.
Creating Our Second Boss Event
Once we have created the bookcase event and the Book of Light item, all we have to do is create the boss event on the
top floor and set up the area's random encounters. Because we already created an Action Button boss event, let's make
this one rely on Autorun.
What we'll need:
A Parallel Process event (You can use the transfer event for this, and you want to check for the
player's x and y coordinates in any case.)
An Autorun event that activates when a particular switch is flipped on. This switch would be
toggled when the player walks near the boss.
A graphic that represents the boss itself, to be used in a third event
 
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