Game Development Reference
In-Depth Information
The Dark Master and the Final Battle
We want to use a troop event that triggers as soon as the battle starts to check and see if the player has the Orb of Light
in his/her inventory. If the player does, we apply a state to the Dark Master that lowers all of his stats except AGI, MHP,
and MMP by 50%. If he/she doesn't, the player has the unenviable task of somehow beating an enemy that has nearly
twice the power as the game's superboss. See Figure 13-22 for the Dark Master's relevant information.
Figure 13-22. Screenshot of the Dark Master's relevant information. Darkness, Double Attack, and Burst are used when
he is below 50% HP. Nuclear and Triple Attack are added when he drops below 25% HP
You will notice that defeating the Dark Master awards no EXP, gold, or items. Given that the game will end after
defeating the final boss, there isn't much of a point in the player earning any of that. Action Times+ is a special feature
that increases the number of actions that an enemy can take in a single turn. Each instance of Action Times+ allows
an extra action at X%, where X is the percentage probability of using the extra action on any given turn. So, if an enemy
has three Action Times+ entries, it can potentially act four times each turn.
This is not to be confused with atk Times+, which influences how many extra times the enemy attacks when it
uses the normal attack skill.
Note
Following, you will find the first page of the final boss's troop event:
Condition: Turn No. 0
Span: Battle
@>Change Enemy State: [1. Dark Master], + [Immortal]
@>Conditional Branch: [Orb of Light] in Inventory
@>Text: -, -, Normal, Bottom
: : The Orb of Light shines bright!
@>Change Enemy State: Entire Troop, + [Orb Debuff]
@>Text: -, -, Normal, Top
: : Accursed light!
 
 
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