Game Development Reference
In-Depth Information
The Autorun starts with the screen being tinted using the Dark filter. Afterward, the background music fades out over
the next three seconds. A one-second pause precedes Eric wondering what's happening, and another one-second pause is
triggered afterward. Some flavor text is displayed, and then the player is told that the party advances toward the source of
the voice. If he/she is not standing on the center square (the center part of that black rectangle in the preceding screenshot),
we move him/her one space to the side, so that he/she is. Then we have the player move up a total of ten squares, to where
the monster continues speaking. We have the event that represents the boss move three squares down (so that it is directly
in front of the player), turn on self-switch A, change the battle music, and start the boss fight. Page 2 of the Autorun event
has the “self-switch A equals on” conditional and is completely blank. (Make sure that the trigger for page 2 is not Autorun).
The Aftermath of the Boss Encounter
Page 3 of our second boss encounter event has a conditional that uses a switch that is toggled when the boss is
defeated (I called that particular switch Boss2Defeated) and is another Autorun page.
@>Text: 'Monster1', 3, Normal, Bottom
: : Tch. You two are messing with forces
: : beyond your ken. I am but one of many
: : pledged to the will of the All Master.
@>Text: 'Monster1', 3, Normal, Bottom
: : Push farther then, fools. One of the
: : Three awaits at a castle far to the
: : north of here. Defeat him and see the
: : truth of this world!
@>Fadeout Screen
@>Change Battle BGM: 'Battle1', 100, 100
@>Control Switches: [0007:PlotAdvance2] = ON
@>Control Self Switch: B =ON
@>Wait: 60 frame(s)
@>Fadein Screen
Once the monster has finished speaking, we fade out the screen, restore the battle music back to its default, and
flip on two switches. The first one we will use to make the boss graphic event disappear, and the second one allows us
to create the fourth and last page for this event. The last page will require self-switch B to be on and will be completely
empty with an Action Button trigger (much like page 2 was). The third and final event is the boss graphic and is two
pages long. The first page has the boss graphic and no conditional. The second page has no graphic and requires
PlotAdvance2 to be switched on.
Summary of Our Second Boss Event
That will conclude our most recent boss event. To summarize, we used three events.
1.
A Parallel Process event to determine when the player walks into the boss' domain .
It used a self-switch conditional to make sure that it cannot trigger multiple times
(really important when dealing with a Parallel Process event).
2.
An Autorun event that made up the meaty portion of this exercise . It spans four pages,
with the first one activating thanks to the switch flipped in the Parallel Process event.
The second page has a conditional that is met right before the boss attacks the party, while
the third requires that the boss be defeated to be automatically executed. Last, the fourth
page is the one that remains after the boss is defeated.
3.
A simple event meant to hold the boss graphic and nothing else . This exists until the
boss has finished talking after the battle and then disappears.
 
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