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.