Game Development Reference
In-Depth Information
@>Text: 'Evil', 3, Normal, Bottom
: : It has been far too long...brother.
@>Text: 'Actor5', 6, Normal, Bottom
: : Gemini?
@>Text: 'Evil', 3, Normal, Bottom
: : Yes, my brother. I have heard of your
: : companion. Eric, is it not? The hero of
: : old. My dark master has requested this
: : boy's head.
@>Text: 'Actor4', 0, Normal, Bottom
: : I am not a boy, and you may not have it!
@>Text: 'Evil', 3, Normal, Bottom
: : Heh, think you can surpass the power
: : that has been granted to me? Prepare to
: : suffer!
@>Change Battle BGM: 'Dungeon9', 100, 100
@>Battle Processing: Gemini
@>
Page 1 of the boss event has an Action Button trigger, so the player has to walk up to the boss before it will act.
Note that we change the battle background music to something else before the fight. Feel free to replace the one I used
with another of your choosing (Battle5 and Battle9 are my favorites, although the latter is more for a final boss fight
against a particularly malevolent foe).
@>Change Battle BGM: 'Battle1', 100, 100
@>Text: 'Evil', 3, Normal, Bottom
: : Impossible. So, this is the power that the chosen one
: : holds...
@>Text: 'Actor5', 6, Normal, Bottom
: : It is a power greater than either of us
: : will ever be able to bear. Your time is
: : done, brother.
@>Fadeout Screen
@>Control Self Switch: A =ON
@>Wait: 120 frame(s)
@>Fadein Screen
Page 2 is an Autorun trigger with a switch conditional (BossDefeated = ON) . That particular switch, as you
will see in a few pages, will be toggled when Gemini is defeated by the player and before he dies. The last page has a
conditional of Self Switch A = ON and is otherwise completely blank with an Action Button trigger. Last, look below
to see the troop event for our first boss.
Page 1 of 2
Condition: Enemy [1. Gemini]'s HP 50% or below
Span: Battle
 
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