Game Development Reference
In-Depth Information
@>Text: -, -, Normal, Bottom
: : Let loose the monsters of war!!
@>Battle Processing: Wisp*3
: If Win
@>Recover All: Entire Party
@>Text: -, -, Normal, Bottom
: : They have done it!
@>Control Switches: [0013:ArenaWin] = ON
@>Jump to Label: Return
@>
: If Lose
@>Recover All: Entire Party
@>Text: -, -, Normal, Bottom
: : Aww. So close, yet so far!
: : They have lost the final match!
: : Better luck next time!
@>Control Switches: [0012:ArenaLoss] = ON
@>Jump to Label: Return
@>
: Branch End
As noted before, the Autorun event on the second map starts with a Fadein Screen (if we didn't do this, the
screen would stay black). When you toggle the Continue When Loser check box, the Battle Processing event
command as displayed splits into If Win and If Lose . Note the differing switches that are flipped depending on
whether the player wins or loses. We heal the player's party after every battle, win or lose. You can see the rest of the
event, following.
@>
: If Lose
@>Recover All: Entire Party
@>Text: -, -, Normal, Bottom
: : Ouch. Well, at least they won 1 out of 3.
: : Better luck next time.
@>Control Switches: [0012:ArenaLoss] = ON
@>Jump to Label: Return
@>
: Branch End
@>
: If Lose
@>Recover All: Entire Party
@>Text: -, -, Normal, Bottom
: : It appears they have been trounced in
: : their very first match!
@>Text: 'Actor4', 0, Normal, Bottom
: : …
@>Text: -, -, Normal, Bottom
: : Better luck next time!
@>Control Switches: [0012:ArenaLoss] = ON
@>Jump to Label: Return
@>
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