Game Development Reference
In-Depth Information
@>Text: -, -, Normal, Top
: : The Dark Master's power is weakened!
@>
: Else
@>Text: -, -, Normal, Top
: : You dared to face me without the aid of the Orb?
: : Hahaha!
@>
: Branch End
@>
We make the Dark Master immortal at the start of the fight, so that we can trigger a troop event when he drops to
0% HP or less. Orb Debuff is the name of the negative state applied to the Dark Master. When the player manages to
defeat the Dark Master, the other troop event page is triggered.
Condition: Enemy [1. Dark Master]'s HP 0% or below
Span: Battle
@>Text: -, -, Normal, Top
: : Guh! Impressive...
@>Control Switches: [0037:FinalBossDefeated] = ON
@>Change Enemy State: [1. Dark Master], - [Immortal]
After the player defeats the final boss, we should have an Autorun event that leads into the credits. However, let's
entertain a “What if?” situation first. Mainly, what if the final boss had a second form?
Transform!
A hallmark of many classic RPGs is a final boss with multiple forms. Let's give our Dark Master a second form
(you can see its information in Figure 13-23 ). We'll use the EvilGod battle sprite. The final form of the final boss
deserves a special attack. So, I took Darkness as the base and made a new spell called Black Hole. It costs 80 MP and
has a damage formula of [250 + a.mat * 3 - b.mdf * 2] with 40 Variance. Much like Darkness, it is a Dark element
spell. Now, how do we switch our final boss to his second form? We can use the Enemy Transform command on page
3 of the event command list. In this case, when the player drops the Dark Master to 0 HP, we want him to transform
into his second form. You can also use Enemy Transform for several other neat enemy archetypes, such as an
unhatched egg that could turn into a dragon if you don't destroy it fast enough, or a jack-in-a-box-type monster that
randomly morphs into one of several others when a certain condition is met.
 
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