Game Development Reference
In-Depth Information
Dragging on a monster placed in a troop allows you to change its in-battle position. This is
merely for aesthetic purposes and has no actual effect on combat. You can use Arrange to
return all monsters to their default positions.
Events return with a vengeance in the Troops tab, in the form of
Battle Events . They have six
different conditionals, available from the drop-down menu.
1.
If you don't use any of the conditionals, the event will default to Don't Run .
As implied, an event with Don't Run will never trigger.
2.
When the end of turn - An event with this conditional will trigger after all battlers
(party members and enemies) have taken their turn.
3.
Turn No . Allows you to set a determined turn for the event to trigger. You will see that
there are two number boxes. The first determines the turn in which the event triggers,
while the second defines the interval at which the event repeats. (You can leave that
blank, and the event will only trigger once.)
4.
Enemy's HP is X% or Below . You have to specify a specific enemy within the troop
for this conditional. When that enemy reaches the HP value you designated, the event
will trigger.
5.
Actor's HP is X% or Below . Same as the preceding, but for actors instead of enemies.
You can declare an actor that doesn't even exist within your game (as long as the actor
exists within the Database), so be mindful of that.
6.
Switch X is ON . Switches! This is really useful for a boss monster in the style of Zoma
from Dragon Quest 3 , who was nigh unbeatable, unless you used the Orb of Light.
You can flip a switch, based on any relevant conditions elsewhere that causes your
boss monster to be a weaker version of its peers (by lowering their stats permanently,
for example).
Battle Events also have three types of
Span , determining how many times the event triggers.
1.
Battle . An event with the Battle span triggers only once per battle, even if its
conditions continue to be met throughout combat.
2.
Turn . An event with this span triggers once per turn, even if its conditions are met
multiple times within the same turn.
3.
Moment . An event with this span triggers repeatedly, once conditions are met.
I rarely use this type of span, as it has a fair chance of causing your game to hang in an
infinite loop if you mess up.
Playing with the Database
There you have it. We have seen most of the Database by now, so let's integrate into an exercise all that we have learned.
Objectives:
Change Eric so that he can use bows as well as axes.
Erase skill 126 (Mystic Spell) and create a skill that requires the use of a bow.
Give Eric the skill that you have created.
Erase items 15 and 16 (Speed Up/Luck Up). Create a normal item that can be used to attack
enemies and is consumed on use and a key item.
 
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