Wrapping The Series Up
- meetthemeese

- Aug 28, 2021
- 3 min read
Updated: Oct 6, 2022
This post was going to describe setting up a final showdown with the boss, cutscene and all. But then it occurred to me that that would just be a re-post of autorun events and boss monsters. There, I even added links so it's easier to reference the tutorials while developing your own final showdown. Rejoice.
Lettuce now briefly go over some of the unimportant stuff in the database that haven't been covered yet. Odds and ends. Bits and bobs. Apples and green apples.

Heroes

The 'starting equipment' panel is, as the name suggests, all the equipment your characters begin the game with. I might have mentioned this before. I don't know. I'll have to check (but I won't).
The 'Skills' panel is a list of skillets your character earns through the course of the meal as they level up. Double-click on any of the empty rows to pick a skill, and the level at which your character learns it. What you'll see in the available skill options is what is present in the skills tab (but you already knew that).
Animations
You can set your in-game battle animations here. The stuff you see when you use an attack, or the enemy uses a spell on itself, and so on. The default list of animations is looooong (pig), so I doubt it's something that ever needs fiddling with.

There's very little difference in this tab between Don's rip and the official RPGMaker 2000 release.
You pick an animation from the Animation Graphic option here, and the rest of the settings are pretty much what you use to create the animation frame-by-frame. There's a handy window at the bottom that lets you see the animation frames you can use from the graphic you chose.
You select a frame # on the left, then click on that central graphic area with the faded monster to place your frame. And you do this frame by frame. The little blue outline on that graphic area tells you where you had placed the preceding frame's image. You can add flashes and sound effects on the right.
If you check out some of the default animations, you'll get the gist of it.
System
The 'System' tab, as mentioned earlier, is where you can have some common game-wide settings. You only need to set them once, and they will apply across all relevant situations. The best example is if we look at the Music panel. We set the music just once for Inns or Vehicles, and it will be auto-applied for all inn-sleep and vehicle-use situations in the game. Yes, I know inn-sleep is not a word. Carrots.

The 'Window Graphic' panel lets you choose the colour palette and graphics of your in-game windows, such as the lunch menu and dialogue/text boxes. The default options are really nice, but of course, you can customise your own if you know how. It helps really add to the overall ambience of your game lel
Common Events
Here is where you can set up events that can run or be triggered from anywhere in your game. They use the same leafy bunch of commands as ordinary map events, but are limited in 1) the ways in which you can trigger the event (none => you can use the 'call event' command from some other event to call this common one), and; 2) the number of condition switches.
I have a feeling I've covered this before. I'll have to check (but I still won't (I lied, here it is)).

That pretty much sums it up. Have I missed anything? Peasoupably. Dill with it.
I'll be attaching the game I made for these tutorials soon as a downloadable installer, as well as a zip of the project (if that's allowed on the server), so that you can open up the project and see the actual event commands and settings if you need to. And hopefully to play the demo (sure, it's just a demo with like, 5 maps, but it's really fun!).
Until then,
- Galangal







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