Game Development Reference
In-Depth Information
Here are the commands I appended to the end of the Parallel Process transfer event.
@>Conditional Branch: Variable [0003:Y] == 29
@>Conditional Branch: Variable [0002:X] >= 24
@>Conditional Branch: Variable [0002:X] <= 26
@>Conditional Branch: Self Switch A == OFF
@>Control Self Switch: A =ON
@>Control Switches: [0005:Boss2Encounter] = ON
As with the bookcase event, we only want this snippet to trigger once, so we set an extra conditional that
only allows the branch to be executed if self-switch A is off and then turn it on. We then flip the aptly named
Boss2Encounter switch.
Creating the Boss Encounter
Our second event is an Autorun that only triggers if that switch is on. It contains most of the meat of the boss
encounter, hence the descriptive heading. Page 1 of this event looks like this:
@>Tint Screen: (-68,-68,-68,0), @60, Wait
@>Fadeout BGM: 3 sec.
@>Wait: 60 frame(s)
@>Text: 'Actor4', 0, Normal, Bottom
: : What's going on?
@>Wait: 60 frame(s)
@>Text: -, -, Normal, Bottom
: : A cackling sound pierces the strangely silent air.
@>Text: -, -, Normal, Bottom
: : So, you are the two who defeated my servant.
@>Text: -, -, Normal, Bottom
: : Eric and Noah advance to the source of the voice.
@>Conditional Branch: Variable [0002:X] == 24
@>Set Move Route: Player (Wait)
: : $>Move Right
@>Jump to Label: Center
@>
: Branch End
@>Conditional Branch: Variable [0002:X] == 26
@>Set Move Route: Player (Wait)
: : $>Move Left
@>Jump to Label: Center
@>
: Branch End
@>Label: Center
@>Set Move Route: Player (Wait)
: : $>Move Up
: : $>Move Up
: : $>Move Up
: : $>Move Up
: : $>Move Up
: : $>Move Up
: : $>Move Up
 
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