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In this tutorial you will learn...
How to create an enemy
How the options affect them
How to set up 'troops'
Right, then! An RPG wouldn't be an RPG without those annoying random battles. But before we set up the battles, we need to make the
enemies. Head over to the Enemies tab on your database, and we'll get started. The pane should look like this...
This is where you create enemies in your game. Create a new entry in the list, and you can make an enemy.
1 - The name of the enemy. This will appear at the top of the battle screen when you select which enemy to attack.
2 - The graphic for the enemy. Double-click to change this.
3 - The parameters for the enemy. They're pretty obviously labelled: Maximum HP (MaxHP), Maximum SP (MaxSP), Strength (STR),
Dexterity (DEX), Agility (AGI), Intelligence (INT), Attack (ATK), Physical defence (PDEF), Magical defence (MDEF), and Evasion
(EVA).
4 - The animation played for the enemy when the enemy attacks, and the animation played on the target when the enemy attacks.
5 - The experience gained when the enemy is defeated, the gold gained when the enemy is defeated, and the treasure found. You can
set the probability of finding a treasure by clicking on the arrow next to where it says (None) at the moment. You'll see a window
like this...
Here you can set what type of treasure you find (Item, Weapon or Armour) and the probability of finding it at the end of the battle.
The probability is set as a percentage (E.g. 25 would be a 1 in 4 chance of finding the treasure at the end of the battle).
6 - This determines the enemy's strengths and weaknesses. A high letter (E.g. A, B) means that that element is really strong
against the enemy. A low letter (E.g. E, F) means that the element is not very effective against the enemy. C is normal. The
state efficiency is how easy it is for the enemy to apply states (just like in the classes section).
7 - This box is for what the enemy can do in battle, and how likely it is to do it. You can add things in by right-clicking and
selecting 'Edit'. You'll get a box like this...
The conditions allow the enemy to only do the action defined below if they are met. For example, if you wanted an enemy to be able
to use an attack only when its HP was 25% or lower, you could check the HP box and set the value to 25, and then put the attack in
the box below. The slider is how likely the enemy is to use that attack. When the conditions are met, the attack with the highest
priority rating will be the standard (most used) attack, and those within two points of it will be used too. Attacks one
point away from the standard will be used with a 2 in 3 chance, and the attacks that are two points away will be used with a 1 in
3 chance.
So, I'll create an enemy, and then we can use it when we move on to dealing with troops. You can have a look at the creature I've
created as an example to get some hints if you like.
Now, let's move onto making the actual battles! Head over to the Troops tab on your database and create a new entry. You'll be presented
with a pane like this...
1 - The name of the battle. This isn't displayed anywhere in-game.
2 - The Autoname button names the troop based on the names of the enemies within it. The [ED] Battleback... button changes the
battle background in the database only and no effect on the what happens in-game. And finally, the Battle Test... button lets you
test the battle without having to playtest the game separately. You can choose the battlers and their levels etc. using this
box (displayed when you click on the Battle Test... button)...
Here you can change which level the players are, what equipment they have and so on. The initialize button is basically a reset button
that changes everything back to the default.
3 - Here is where you set up the battle. You can select enemies from the list and use the '<' button to add the enemy to the
troop. You can chage their position and you can also use the '>' button to remove the selected enemy from the troop. The 'A'
button lines up all the enemies across the screen, and the 'C' button deletes them all from the troop (presumably they stand for
'Align' and 'Clear').
So, let's use my Fire Griffin to make a troop. The Battle Event box at the bottom takes a bit more explaining and is more event
stuff than database stuff, so I'll come back to it in my event tutorials. Here's a picture of my Fire Griffin troop...
So, in the next tutorial we'll be covering the penultimate thing to do with battles: states.
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