Game Development Reference
In-Depth Information
Figure 8-5. Tweaked stats for the Ogre enemy
The Ogre's Club is a weapon that has identical ATK to the Crimson Axe in the default database but gives its user a
25% penalty to his/her HIT and -10 DEF. In exchange, it gives the user 20% CRI.
as the player cannot escape from the Ogre battle, you can flip the SQ1Completed switch as soon as the battle
begins. No need to make the Ogre immortal, as we did with Gemini, unless you want to have the party (or the boss) talk
at the end of the fight.
Tip
Make sure you change the Battle BGM back after the Ogre is defeated. Given the fact that the well has no
random encounters, you could “cheat” and add a Change Battle BGM command to the map's transfer event. a conditional
branch requiring SQ1Completed to be on should be enough to ensure you don't get boss music against the Sahagins.
Note
Page 2 of the boss trigger event requires that SQ1Completed be toggled (alternatively, you could have the event
flip a self-switch and then require said switch to be on instead), is Below Characters/Action Button, and has no event
commands. If we don't have a page 2, the player will not be able to leave the area (as he/she would keep getting
turned around and forced to fight another Ogre).
Last, but not least, we have the Sahagin encounters, which are standard-fare static battles, as described in
Chapter 5. For the sake of completeness, here's the relevant eventing:
@>Text: -, -, Normal, Bottom
: : The fishman makes a slurping noise and attacks!
@>Battle Processing: Sahagin
: If Win
@>Control Self Switch: A =ON
@>
 
 
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