Game Development Reference
In-Depth Information
The Anti-Earth barrier is automatically removed at the end of a battle but will also auto-remove itself if five turns
have passed. As per its name, someone affected by this state will sustain no damage from Earth-based attacks. You can
copy this state to do the same for Anti-Thunder and Anti-Water. The common event isn't much more of a hassle, to be
honest. We want the skill, when used, to change the monster's active barrier, as previously noted. The relevant listing
follows. You'll quickly notice the Jump to Label command used to great effect. A cursory look at the common event
will show that Anti-Water Barrier would be up pretty much permanently, if we did not have those label jumps, as the
conditions for each branch are met in the branch preceding it. The blank 1 in Change Enemy State represents the first
enemy placed in a particular troop. For ease of use, we'll have our Spirit Essence be an army of one.
@>Conditional Branch: [1. ] is [Anti-Earth Barrier] Inflicted
@>Change Enemy State: [1. ], - [Anti-Earth Barrier]
@>Change Enemy State: [1. ], + [Anti-Thunder Barrier]
@>Jump to Label: Done
@>
: Branch End
@>Conditional Branch: [1. ] is [Anti-Thunder Barrier] Inflicted
@>Change Enemy State: [1. ], - [Anti-Thunder Barrier]
@>Change Enemy State: [1. ], + [Anti-Water Barrier]
@>Jump to Label: Done
@>
@>Conditional Branch: [1. ] is [Anti-Water Barrier] Inflicted
@>Change Enemy State: [1. ], - [Anti-Water Barrier]
@>Change Enemy State: [1. ], + [Anti-Earth Barrier]
@>Jump to Label: Done
@>
: Branch End
@>Label: Done
Last, let's create a troop containing a single Spirit Essence and then add the following troop event:
Condition: Turn No. 0
Span: Battle
@>Change Enemy State: [1. Spirit Essence], + [Anti-Water Barrier]
@>Force Action: [1. Spirit Essence], [Barrier Change], Random
@>
We want the initial barrier to be Anti-Earth. However, if we apply the state without using the Barrier Change skill,
we won't get the skill use message. So, we intentionally start one step away at Anti-Water and then force the Spirit
Essence to use Barrier Change as the battle starts, setting it on the correct state. You can Battle Test this new troop
with a Noah at level 15 or so (so that he has access to the elements that the Spirit Essence can block) and then use
the elemental spells, to make sure that the monster is shifting barriers correctly. It's time for something a little more
complicated.
Sneaky Like Ninjas: Creating the Smoke Bomb
I once had occasion to want to create an item that allows the player to escape combat without fail. My initial attempts
were functional but overly complex. After getting quite a bit of help, I learned of a solution that requires only a tiny bit
of scripting. Suffice it to say that using the Escape effect available for items and skills is actually a bad idea. See, that will
allow the player to flee any battle. Fighting the final boss? I'd rather not. Let's just Smoke Bomb out of there like ninjas.
As you can already see, that's a terrible idea. We want the player to be able to use the Smoke Bomb at any time he/she would
be able to select the normal Escape command in the battle menu. As already noted, if you give an item the special
 
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