Ultimate Czar dragon boss fight - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Darill's Tomb (https://www.ff6hacking.com/forums/forum-42.html) +--- Thread: Ultimate Czar dragon boss fight (/thread-2589.html) Pages:
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Ultimate Czar dragon boss fight - Tenkarider - 05-27-2014 Hello guys, i'm new on this site, so i'll start thanking ff6 hack comunity for all their work, since they motivated me to create something too with ff3usme. At the moment i don't have enough time to create an entire hack of the game, so i decided to concentrate all my work in the AI script of my custom Czar dragon boss fight... i can anticipate you that it will be one of the hardest fight that you may see among ff6 hacks of all times. his battlescript is long 2550 bytes, anyway... i'll add more information later and, finally, a video, download link, etc... stay tuned [/color][/size][/font] RE: Ultimate Czar dragon boss fight - madsiur - 05-28-2014 Since it more a personal projet thread, I moved this in a more suitable sub-forum. RE: Ultimate Czar dragon boss fight - Tenkarider - 05-28-2014 Since i still have to declare the challenge and the eventual hall of fame, i haven't posted the patch at the moment... Anyway i opened my youtube channel and put the first video that shows a little part of my boss fight, take a look! https://www.youtube.com/watch?v=eWf6hTXEDog PS. first 2 HP bars are a warm-up, it's nothing compared to the next ones. RE: Ultimate Czar dragon boss fight - Cyprus - 05-29-2014 So far so good, Keep up the good Work! RE: Ultimate Czar dragon boss fight - Tenkarider - 05-29-2014 thanks!! actually everything is already finished, i just have to put stuff on internet, i'll do as fast as i can!! RE: Ultimate Czar dragon boss fight - Tenkarider - 05-29-2014 Tomorrow there should be everything online... stay tuned!! RE: Ultimate Czar dragon boss fight - Tenkarider - 05-30-2014 There we are!!! everything is in my youtube channel... read this post and then follow my link! Czar script: lenght: 2550 bytes, i doubt i'll create again something so big in ff6 this guy has 1.300.000 HP, 20 HP bars 1 bar = 65000 HP... each bar has a different attack route, counter attack, trigger events, etc... the battle conditions will change in a snap, it will never be the same fight, except for his first 2 HP bars, they're more like a warm-up. Many bugs of the game are heavily countered... if still you manage to use a bug, the challenge attempt won't be valid. BRUTAL COUNTERS: if you make piss-off the Czar, you'll be sorry: - Jump -> Land Slide, you won't abuse of jump dodge... - Ultima -> ultima, no more cheap mage: magic 100 meteor will be ok; - Charm/entice(one of them) -> 3x ultima, just to not risk an AI crush ; - cyan/gogo as imp -> 5x ultima, no psycho in my hack, that will probably force you to equip them with ribbon and safety bit, too bad... Czar will use only powerful attacks, he doesn't rely very much on elemental attacks, just at the beginning... here's the script: get ready!!! CzarDragon - Made by Tenkarider: [script #-1] ; orig idx=311, "CzarDragon", nb. bytes=2550 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F3 4C 00 ; Text: " or_<D> I am Czar_<D> Prepare yourselves!<D>" F8 01 14 ; Set VAR001 to 20 F8 02 01 ; Set VAR002 to 1 E1 ; Phantasm DE ; Goner F9 01 00 00 ; VAR000 set bit: 0 FE ; End If and reset targeting FC 0D 01 10 ; If variable VAR001 is greater than or equal to 16 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies A0 ; Quasar F8 02 01 ; Set VAR002 to 1 FE ; End If and reset targeting FC 0D 01 11 ; If variable VAR001 is greater than or equal to 17 FC 0C 01 12 ; If variable VAR001 is less than to 18 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FA 09 00 00 ; Play sound: Lore magic cast sound F5 0B 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 0B ; If variable VAR001 is greater than or equal to 11 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies 13 ; <MB>Meteor F8 02 01 ; Set VAR002 to 1 FE ; End If and reset targeting FC 0D 01 0D ; If variable VAR001 is greater than or equal to 13 FC 0C 01 0E ; If variable VAR001 is less than to 14 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FA 09 00 00 ; Play sound: Lore magic cast sound F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom F9 01 00 03 ; VAR000 set bit: 3 FE ; End If and reset targeting FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 FC 0C 01 0B ; If variable VAR001 is less than to 11 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 F1 43 ; Targeting: allies DC ; Overcast 27 ; <MG>Haste2 F9 01 00 07 ; VAR000 set bit: 7 FE ; End If and reset targeting FC 0D 01 06 ; If variable VAR001 is greater than or equal to 6 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies A1 ; GrandTrain F8 02 01 ; Set VAR002 to 1 FE ; End If and reset targeting FC 0D 01 09 ; If variable VAR001 is greater than or equal to 9 FC 0C 01 0A ; If variable VAR001 is less than to 10 FC 15 00 04 ; If VAR000 has all the following bit cleared: 4 FA 09 00 00 ; Play sound: Lore magic cast sound F5 00 03 02 ; Monsters #2 are hidden and their HP restored, suddently F5 0B 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal F5 00 03 04 ; Monsters #3 are hidden and their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom E1 ; Phantasm F1 31 ; Targeting: monster #2 (random ally if N/A) 1F ; <MG>Haste F1 32 ; Targeting: monster #3 (random ally if N/A) 1F ; <MG>Haste F1 38 ; Targeting: all monsters 91 ; Big Guard 49 ; Carbunkl 47 ; Kirin F1 43 ; Targeting: allies 94 ; L.5 Doom F9 01 00 04 ; VAR000 set bit: 4 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow FB 01 36 ; Target self becomes invincible F9 01 00 07 ; VAR000 set bit: 7 FB 00 00 ; has battle timer set to 0 FE ; End If and reset targeting FC 0B F0 00 ; If timer has reached/passed 240 (locks timer) FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 DB ; Discard F3 12 00 ; Text: " I tire of this!<D> " F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 5B ; F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently FB 00 00 ; has battle timer set to 0 F9 02 00 02 ; VAR000 clear bit: 2 F9 02 00 03 ; VAR000 clear bit: 3 F9 02 00 04 ; VAR000 clear bit: 4 F9 02 00 05 ; VAR000 clear bit: 5 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 05 ; If VAR000 has all the following bit cleared: 5 FC 0B D2 00 ; If timer has reached/passed 210 (locks timer) FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow FB 01 36 ; Target self becomes invincible F9 01 00 05 ; VAR000 set bit: 5 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 04 ; If VAR000 has all the following bit cleared: 4 FC 0B 96 00 ; If timer has reached/passed 150 (locks timer) FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow FB 05 36 ; Target self loses invincibility F9 01 00 04 ; VAR000 set bit: 4 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 0B 5A 00 ; If timer has reached/passed 90 (locks timer) FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow FB 01 36 ; Target self becomes invincible F9 01 00 03 ; VAR000 set bit: 3 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FC 0B 2D 00 ; If timer has reached/passed 45 (locks timer) FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow FB 05 36 ; Target self loses invincibility F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 07 ; If variable VAR001 is greater than or equal to 7 FC 0C 01 08 ; If variable VAR001 is less than to 8 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 F1 44 ; Targeting: random ally C8 ; Seize F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 06 ; If variable VAR001 is greater than or equal to 6 FC 0C 01 07 ; If variable VAR001 is less than to 7 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow F5 0E 00 E0 ; Monsters #6 , if hidden/dead, brought in with their HP restored, in light & flashes FB 07 35 ; Target monster #6 (random ally if N/A) becomes untargetable F3 22 00 ; Text: " A Speck absorbs magic!<D> " F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 FC 0C 01 06 ; If variable VAR001 is less than to 6 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 F1 43 ; Targeting: allies DC ; Overcast FA 09 00 00 ; Play sound: Lore magic cast sound F5 00 03 02 ; Monsters #2 are hidden and their HP restored, suddently F5 0B 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal F5 00 03 04 ; Monsters #3 are hidden and their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom FB 01 31 ; Target monster #2 (random ally if N/A) becomes invincible FB 01 32 ; Target monster #3 (random ally if N/A) becomes invincible F9 01 00 07 ; VAR000 set bit: 7 DA ; Zinger FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 FC 0C 01 06 ; If variable VAR001 is less than to 6 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FC 19 01 00 ; If monster is in slot: #1 FB 05 31 ; Target monster #2 (random ally if N/A) loses invincibility FB 05 32 ; Target monster #3 (random ally if N/A) loses invincibility F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 0C 01 04 ; If variable VAR001 is less than to 4 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 C0 ; Fallen One F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies DF ; Meteo F8 02 01 ; Set VAR002 to 1 FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 FC 0C 01 05 ; If variable VAR001 is less than to 5 FC 0C 02 01 ; If variable VAR002 is less than to 1 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 E1 ; Phantasm F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 0C 01 04 ; If variable VAR001 is less than to 4 FC 14 00 06 ; If VAR000 has all the following bit set: 6 F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F9 00 00 06 ; VAR000 toggle bit: 6 FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 0C 01 04 ; If variable VAR001 is less than to 4 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 C8 ; Seize F9 01 00 03 ; VAR000 set bit: 3 FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 0C 01 03 ; If variable VAR001 is less than to 3 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FA 09 00 00 ; Play sound: Lore magic cast sound F5 00 03 02 ; Monsters #2 are hidden and their HP restored, suddently F5 0B 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal F9 00 00 02 ; VAR000 toggle bit: 2 F9 01 00 03 ; VAR000 set bit: 3 FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 0C 01 03 ; If variable VAR001 is less than to 3 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 14 00 02 ; If VAR000 has all the following bit set: 2 FA 09 00 00 ; Play sound: Lore magic cast sound F5 00 03 04 ; Monsters #3 are hidden and their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom F9 00 00 02 ; VAR000 toggle bit: 2 F9 01 00 03 ; VAR000 set bit: 3 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies 14 ; <MB>Ultima FA 09 00 00 ; Play sound: Lore magic cast sound F5 00 03 02 ; Monsters #2 are hidden and their HP restored, suddently F5 0B 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal F5 00 03 04 ; Monsters #3 are hidden and their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom F1 31 ; Targeting: monster #2 (random ally if N/A) 1F ; <MG>Haste F1 32 ; Targeting: monster #3 (random ally if N/A) 1F ; <MG>Haste FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow FB 01 31 ; Target monster #2 (random ally if N/A) becomes invincible FB 01 32 ; Target monster #3 (random ally if N/A) becomes invincible F4 03 03 03 ; Rand. cmd.: Morph or Morph or Morph FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly F8 02 01 ; Set VAR002 to 1 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 0C 01 02 ; If variable VAR001 is less than to 2 FC 06 36 FF ; If target self has less or equal than 32640 HP FC 15 00 04 ; If VAR000 has all the following bit cleared: 4 FA 09 00 00 ; Play sound: Lore magic cast sound FA 0B 00 00 ; Monsters palette flashes to yellow F5 0D 04 01 ; Monsters #1 are hidden without affecting their HP, with blinking F5 0E 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, in light & flashes F5 0D 04 06 ; Monsters #2, #3 are hidden without affecting their HP, with blinking F5 0E 02 06 ; Monsters #2, #3 , if hidden, brought in without affecting their HP, in light & flashes F9 01 00 04 ; VAR000 set bit: 4 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 0C 01 02 ; If variable VAR001 is less than to 2 FC 06 36 80 ; If target self has less or equal than 16384 HP FC 15 00 05 ; If VAR000 has all the following bit cleared: 5 FA 09 00 00 ; Play sound: Lore magic cast sound F5 0E 02 E0 ; Monsters #6 , if hidden, brought in without affecting their HP, in light & flashes FB 07 35 ; Target monster #6 (random ally if N/A) becomes untargetable F3 22 00 ; Text: " A Speck absorbs magic!<D> " F9 01 00 05 ; VAR000 set bit: 5 FE ; End If and reset targeting FC 0C 01 01 ; If variable VAR001 is less than to 1 FC 14 00 07 ; If VAR000 has all the following bit set: 7 FC 15 00 05 ; If VAR000 has all the following bit cleared: 5 F3 66 00 ; Text: " Mwa ha ha__<D>You can't run!<D>" F9 01 00 05 ; VAR000 set bit: 5 F4 03 03 03 ; Rand. cmd.: Morph or Morph or Morph FE ; End If and reset targeting FC 06 36 C0 ; If target self has less or equal than 24576 HP FC 0D 02 01 ; If variable VAR002 is greater than or equal to 1 FC 0C 02 02 ; If variable VAR002 is less than to 2 FA 09 00 00 ; Play sound: Lore magic cast sound F8 02 00 ; Set VAR002 to 0 FE ; End If and reset targeting FC 08 02 05 ; If target Cyan (all allies if N/A) is affected by status Imp F3 2F 00 ; Text: " No use!<D>" F1 43 ; Targeting: allies 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima FE ; End If and reset targeting FC 08 0C 05 ; If target Gogo (all allies if N/A) is affected by status Imp F3 2F 00 ; Text: " No use!<D>" F1 43 ; Targeting: allies 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima FE ; End If and reset targeting FC 0D 01 14 ; If variable VAR001 is greater than or equal to 20 EE ; Battle F0 EE FE FE ; Rand. spell: Battle or Nothing or Nothing FE ; End If and reset targeting FC 0D 01 13 ; If variable VAR001 is greater than or equal to 19 EE ; Battle F0 EF EE EE ; Rand. spell: Special or Battle or Battle FE ; End If and reset targeting FC 0D 01 12 ; If variable VAR001 is greater than or equal to 18 EE ; Battle F0 EF EE EE ; Rand. spell: Special or Battle or Battle F0 B7 10 E3 ; Rand. spell: WaveCannon or <MB>Demi or Shock Wave FE ; End If and reset targeting FC 0D 01 11 ; If variable VAR001 is greater than or equal to 17 EE ; Battle F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle AB ; Megazerk FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle D7 ; Shrapnel FE ; End If and reset targeting FC 0D 01 10 ; If variable VAR001 is greater than or equal to 16 17 ; <MB>Merton FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF 82 82 ; Rand. spell: Special or Megahit or Megahit FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle F0 EE EE 57 ; Rand. spell: Battle or Battle or F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle FE ; End If and reset targeting FC 0D 01 0F ; If variable VAR001 is greater than or equal to 15 F0 28 86 AB ; Rand. spell: <MG>Slow 2 or Bio Blast or Megazerk F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 17 15 8D ; Rand. spell: <MB>Merton or <MB>Quake or CleanSweep D7 ; Shrapnel 82 ; Megahit FE ; End If and reset targeting FC 0D 01 0E ; If variable VAR001 is greater than or equal to 14 86 ; Bio Blast 88 ; Confuser 28 ; <MG>Slow 2 AB ; Megazerk FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) E9 ; Scar Beam 65 ; Wind Slash 8D ; CleanSweep 15 ; <MB>Quake FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) D7 ; Shrapnel B7 ; WaveCannon 82 ; Megahit 5A ; FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EF 87 ; Rand. spell: Battle or Special or Heal Force FE ; End If and reset targeting FC 0D 01 0D ; If variable VAR001 is greater than or equal to 13 D2 ; Train F0 EE EF 87 ; Rand. spell: Battle or Special or Heal Force F0 E3 D7 57 ; Rand. spell: Shock Wave or Shrapnel or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 28 8B 5A ; Rand. spell: <MG>Slow 2 or Condemned or B2 ; Cyclonic FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 3A ; Targeting: random monster (self if N/A) 87 ; Heal Force F1 47 ; Targeting: use normal targeting F0 87 87 57 ; Rand. spell: Heal Force or Heal Force or F0 87 57 57 ; Rand. spell: Heal Force or or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 58 ; F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0D 01 0C ; If variable VAR001 is greater than or equal to 12 4B ; Sraphim 4F ; Starlet FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 45 ; Crusader F1 43 ; Targeting: allies 49 ; Carbunkl FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 45 4B 4F ; Rand. spell: Crusader or Sraphim or Starlet FE ; End If and reset targeting FC 0D 01 0B ; If variable VAR001 is greater than or equal to 11 C4 ; Mind Blast FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 CF D2 27 ; Rand. spell: Cold Dust or Train or <MG>Haste2 5A ; FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 AB 88 86 ; Rand. spell: Megazerk or Confuser or Bio Blast D6 ; Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) CF ; Cold Dust B1 ; Blaster F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0B 50 00 ; If timer has reached/passed 80 (locks timer) FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 F0 EF 82 D7 ; Rand. spell: Special or Megahit or Shrapnel FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 1A ; <MG>Rasp FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 45 ; Crusader FE ; End If and reset targeting FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 15 ; <MB>Quake FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 17 ; <MB>Merton FE ; End If and reset targeting FC 0D 01 09 ; If variable VAR001 is greater than or equal to 9 F0 57 82 5A ; Rand. spell: or Megahit or F0 D7 E3 11 ; Rand. spell: Shrapnel or Shock Wave or <MB>Quartr FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 1A D2 CF ; Rand. spell: <MG>Rasp or Train or Cold Dust F0 B7 EF EE ; Rand. spell: WaveCannon or Special or Battle FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 F1 43 ; Targeting: allies F0 EE EE 28 ; Rand. spell: Battle or Battle or <MG>Slow 2 F0 EE EE D2 ; Rand. spell: Battle or Battle or Train EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B2 ; Cyclonic FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) C4 ; Mind Blast F0 9B D6 D6 ; Rand. spell: Dischord or Disaster or Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0D 01 07 ; If variable VAR001 is greater than or equal to 7 F1 37 ; Targeting: all monsters except self 87 ; Heal Force 87 ; Heal Force FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EE 57 ; Rand. spell: Battle or Battle or F0 EE 57 57 ; Rand. spell: Battle or or EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 0F ; <MB>Flare F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust F0 EE EE 8B ; Rand. spell: Battle or Battle or Condemned FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 58 ; F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EE 9B ; Rand. spell: Battle or Battle or Dischord F0 EE EE EF ; Rand. spell: Battle or Battle or Special EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) DF ; Meteo FE ; End If and reset targeting FC 0D 01 06 ; If variable VAR001 is greater than or equal to 6 59 ; F0 82 82 EE ; Rand. spell: Megahit or Megahit or Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 44 ; Targeting: random ally F0 EE EE 59 ; Rand. spell: Battle or Battle or F0 57 57 59 ; Rand. spell: or or F0 EF EF 59 ; Rand. spell: Special or Special or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle EE ; Battle F0 EE EE EF ; Rand. spell: Battle or Battle or Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) A0 ; Quasar F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 9B ; Dischord FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE 82 ; Rand. spell: Battle or Battle or Megahit F0 EE EE 0F ; Rand. spell: Battle or Battle or <MB>Flare FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 C4 D6 D6 ; Rand. spell: Mind Blast or Disaster or Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF 5A C4 ; Rand. spell: Special or or Mind Blast FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly 58 ; FA 07 01 00 ; Monsters #1 steps back 3 steps quickly D6 ; Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 C4 D6 D6 ; Rand. spell: Mind Blast or Disaster or Disaster F0 EE EE EF ; Rand. spell: Battle or Battle or Special EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 5A ; FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly 58 ; FA 07 01 00 ; Monsters #1 steps back 3 steps quickly FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 6D ; Land Slide C4 ; Mind Blast F0 EE EE 59 ; Rand. spell: Battle or Battle or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) DE ; Goner CF ; Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster F0 59 EF D6 ; Rand. spell: or Special or Disaster FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 EE ; Battle EE ; Battle EE ; Battle F0 EE EE 5A ; Rand. spell: Battle or Battle or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 0F 0F DE ; Rand. spell: <MB>Flare or <MB>Flare or Goner F0 C4 CF CF ; Rand. spell: Mind Blast or Cold Dust or Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster 9B ; Dischord FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 6D 6D 13 ; Rand. spell: Land Slide or Land Slide or <MB>Meteor C4 ; Mind Blast FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle EE ; Battle EE ; Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) A0 ; Quasar EF ; Special F0 EF EF D1 ; Rand. spell: Special or Special or HyperDrive FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 EE ; Battle EE ; Battle EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 6D 0F A1 ; Rand. spell: Land Slide or <MB>Flare or GrandTrain 5A ; FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 9B ; Dischord 59 ; CF ; Cold Dust CF ; Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster F0 EF EF D1 ; Rand. spell: Special or Special or HyperDrive F0 EF EF D1 ; Rand. spell: Special or Special or HyperDrive FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) DF ; Meteo F0 EE EE 0F ; Rand. spell: Battle or Battle or <MB>Flare F0 EE EE 6D ; Rand. spell: Battle or Battle or Land Slide FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF EF C0 ; Rand. spell: Special or Special or Fallen One F9 02 00 03 ; VAR000 clear bit: 3 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 06 36 80 ; If target self has less or equal than 16384 HP F1 43 ; Targeting: allies F0 EE EE 6D ; Rand. spell: Battle or Battle or Land Slide F0 EE 6D 6D ; Rand. spell: Battle or Land Slide or Land Slide 6D ; Land Slide FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies DE ; Goner DE ; Goner FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies A0 ; Quasar A0 ; Quasar FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F9 00 00 06 ; VAR000 toggle bit: 6 FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies EE ; Battle EE ; Battle EE ; Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies 13 ; <MB>Meteor 13 ; <MB>Meteor FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies DF ; Meteo DF ; Meteo FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F9 00 00 06 ; VAR000 toggle bit: 6 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 06 36 FF ; If target self has less or equal than 32640 HP F1 43 ; Targeting: allies 9B ; Dischord F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE 0F ; Rand. spell: Battle or Battle or <MB>Flare F0 EE EE 6D ; Rand. spell: Battle or Battle or Land Slide FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies A0 ; Quasar F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies B1 ; Blaster 13 ; <MB>Meteor FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F9 00 00 06 ; VAR000 toggle bit: 6 FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies CF ; Cold Dust CF ; Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies A1 ; GrandTrain 0F ; <MB>Flare 0F ; <MB>Flare FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 B1 B1 C0 ; Rand. spell: Blaster or Blaster or Fallen One FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F9 00 00 06 ; VAR000 toggle bit: 6 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 F1 43 ; Targeting: allies EE ; Battle EE ; Battle D7 ; Shrapnel D7 ; Shrapnel FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies B1 ; Blaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies DE ; Goner EE ; Battle EE ; Battle EE ; Battle EE ; Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE 59 ; Rand. spell: Battle or Battle or F0 EE EE 59 ; Rand. spell: Battle or Battle or F0 EE EE 59 ; Rand. spell: Battle or Battle or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies 5A ; FE ; End If and reset targeting FC 0C 01 01 ; If variable VAR001 is less than to 1 FC 14 00 05 ; If VAR000 has all the following bit set: 5 EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle DE ; Goner FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 28 ; <MG>Slow 2 CF ; Cold Dust CF ; Cold Dust CF ; Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle EE ; Battle A0 ; Quasar FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F3 0A 00 ; Text: " Come on.<D> What's the matter?<D>" FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) C4 ; Mind Blast B1 ; Blaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle EE ; Battle EE ; Battle EE ; Battle 13 ; <MB>Meteor FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F3 21 00 ; Text: " Guwooo!!<D>" FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 9B ; Dischord 9B ; Dischord 57 ; 57 ; 57 ; 57 ; FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle EE ; Battle A1 ; GrandTrain FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F3 21 00 ; Text: " Guwooo!!<D>" FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) D1 ; HyperDrive D1 ; HyperDrive D1 ; HyperDrive FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) DF ; Meteo DF ; Meteo E0 ; Revenger FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F3 21 00 ; Text: " Guwooo!!<D>" FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EF ; Special EF ; Special EF ; Special EF ; Special EF ; Special EF ; Special EF ; Special EF ; Special EF ; Special EF ; Special FB 07 36 ; Target self becomes untargetable FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) FA 0D 00 00 ; Background gets darker, sounds like boss dying FA 0D 00 00 ; Background gets darker, sounds like boss dying F3 12 00 ; Text: " I tire of this!<D> " FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 14 ; <MB>Ultima 5B ; FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F3 8C 00 ; Text: " The end comes_beyond chaos.<D>" F5 0E 00 E0 ; Monsters #6 , if hidden/dead, brought in with their HP restored, in light & flashes FB 07 35 ; Target monster #6 (random ally if N/A) becomes untargetable 14 ; <MB>Ultima F3 08 00 ; Text: " Wh_whew!!<D>" 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima F3 03 00 ; Text: " I_I'm invincible!!<D> " 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima F3 7A 00 ; Text: " This can't be__<D> " F5 0C 01 FF ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss FE ; End If and reset targeting FF ; End first wave of attack FC 07 36 C8 ; If target self has less or equal than 200 MP F1 43 ; Targeting: allies 29 ; <MG>Osmose FE ; End If and reset targeting FC 0C 01 01 ; If variable VAR001 is less than to 1 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently F5 0E 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, in light & flashes F5 00 04 06 ; Monsters #2, #3 are hidden without affecting their HP, suddently F5 0E 02 06 ; Monsters #2, #3 , if hidden, brought in without affecting their HP, in light & flashes FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies DF ; Meteo 13 ; <MB>Meteor 14 ; <MB>Ultima F3 42 00 ; Text: " Off with ya now!<D> " FB 05 31 ; Target monster #2 (random ally if N/A) loses invincibility FB 05 32 ; Target monster #3 (random ally if N/A) loses invincibility F1 31 ; Targeting: monster #2 (random ally if N/A) 59 ; F5 0A 04 02 ; Monsters #2 are hidden without affecting their HP, in checkers (does not work on bigger graphics) F3 65 00 ; Text: " Vast energy focused<D>" F1 32 ; Targeting: monster #3 (random ally if N/A) 59 ; F5 0A 04 04 ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics) F3 65 00 ; Text: " Vast energy focused<D>" FA 0B 00 00 ; Monsters palette flashes to yellow FA 0B 00 00 ; Monsters palette flashes to yellow F3 30 00 ; Text: " Won't let you pass!!<D>" FB 01 36 ; Target self becomes invincible F9 01 00 07 ; VAR000 set bit: 7 F2 08 31 82 ; Call form. #561 (CzarDragonSpeck), gets max HP FE ; End If and reset targeting FC 12 01 00 ; If following monster is/are dead: #1 F5 00 00 01 ; Monsters #1 , if hidden/dead, brought in with their HP restored, suddently F9 01 00 01 ; VAR000 set bit: 1 FC 0C 02 01 ; If variable VAR002 is less than to 1 F8 01 C1 ; 1 subtracted from VAR001 F8 02 02 ; Set VAR002 to 2 DB ; Discard FB 00 00 ; has battle timer set to 0 F9 02 00 01 ; VAR000 clear bit: 1 F9 02 00 02 ; VAR000 clear bit: 2 F9 02 00 03 ; VAR000 clear bit: 3 F9 02 00 04 ; VAR000 clear bit: 4 F9 02 00 05 ; VAR000 clear bit: 5 F9 02 00 07 ; VAR000 clear bit: 7 F5 00 04 E0 ; Monsters #6 are hidden without affecting their HP, suddently FE ; End If and reset targeting FC 0D 02 01 ; If variable VAR002 is greater than or equal to 1 FC 14 00 01 ; If VAR000 has all the following bit set: 1 F3 00 00 ; Text: " System error!<D>" F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 5B ; F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F9 02 00 01 ; VAR000 clear bit: 1 FE ; End If and reset targeting FC 02 CE CE ; If monster has been attacked by spell: Charm or Charm, will target attacker F1 43 ; Targeting: allies 14 ; <MB>Ultima 14 ; <MB>Ultima 14 ; <MB>Ultima FE ; End If and reset targeting FC 02 14 14 ; If monster has been attacked by spell: <MB>Ultima or <MB>Ultima, will target attacker F1 43 ; Targeting: allies 14 ; <MB>Ultima FE ; End If and reset targeting FC 01 16 16 ; If monster has been attacked by cmd: Jump or Jump, will target attacker 6D ; Land Slide FE ; End If and reset targeting FC 05 00 00 ; If monster has been attacked FC 0D 01 14 ; If variable VAR001 is greater than or equal to 20 F0 EE EE 57 ; Rand. spell: Battle or Battle or FE ; End If and reset targeting FC 0D 01 13 ; If variable VAR001 is greater than or equal to 19 F1 43 ; Targeting: allies E9 ; Scar Beam F0 EE EE 57 ; Rand. spell: Battle or Battle or F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 5F ; Suplex F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 07 01 00 ; Monsters #1 steps back 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently FE ; End If and reset targeting FC 0D 01 12 ; If variable VAR001 is greater than or equal to 18 F1 43 ; Targeting: allies F0 EE EE 57 ; Rand. spell: Battle or Battle or F0 EE EE 57 ; Rand. spell: Battle or Battle or 15 ; <MB>Quake 86 ; Bio Blast FE ; End If and reset targeting FC 0D 01 11 ; If variable VAR001 is greater than or equal to 17 F1 43 ; Targeting: allies 8D ; CleanSweep F0 EE D7 57 ; Rand. spell: Battle or Shrapnel or 82 ; Megahit 88 ; Confuser FE ; End If and reset targeting FC 0D 01 10 ; If variable VAR001 is greater than or equal to 16 F1 43 ; Targeting: allies 17 ; <MB>Merton FE ; End If and reset targeting FC 0D 01 0F ; If variable VAR001 is greater than or equal to 15 F0 EE 57 57 ; Rand. spell: Battle or or D7 ; Shrapnel F1 43 ; Targeting: allies D7 ; Shrapnel FE ; End If and reset targeting FC 0D 01 0E ; If variable VAR001 is greater than or equal to 14 F1 3A ; Targeting: random monster (self if N/A) 87 ; Heal Force F1 43 ; Targeting: allies F0 EE EE 82 ; Rand. spell: Battle or Battle or Megahit FE ; End If and reset targeting FC 0D 01 0D ; If variable VAR001 is greater than or equal to 13 F1 43 ; Targeting: allies F0 28 28 CF ; Rand. spell: <MG>Slow 2 or <MG>Slow 2 or Cold Dust FE ; End If and reset targeting FC 0D 01 0C ; If variable VAR001 is greater than or equal to 12 F1 47 ; Targeting: use normal targeting F0 4F 4F 4B ; Rand. spell: Starlet or Starlet or Sraphim FE ; End If and reset targeting FC 0D 01 0B ; If variable VAR001 is greater than or equal to 11 F1 43 ; Targeting: allies 8B ; Condemned FE ; End If and reset targeting FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 F1 43 ; Targeting: allies EE ; Battle 8D ; CleanSweep EE ; Battle FE ; End If and reset targeting FC 0D 01 09 ; If variable VAR001 is greater than or equal to 9 F1 3A ; Targeting: random monster (self if N/A) 87 ; Heal Force F1 43 ; Targeting: allies 82 ; Megahit FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 F1 43 ; Targeting: allies CF ; Cold Dust FE ; End If and reset targeting FC 0D 01 07 ; If variable VAR001 is greater than or equal to 7 F1 43 ; Targeting: allies 57 ; FE ; End If and reset targeting FC 0D 01 06 ; If variable VAR001 is greater than or equal to 6 F1 43 ; Targeting: allies F0 82 82 CF ; Rand. spell: Megahit or Megahit or Cold Dust FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 F1 43 ; Targeting: allies F0 82 82 0F ; Rand. spell: Megahit or Megahit or <MB>Flare FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 F5 00 04 01 ; Monsters #1 are hidden without affecting their HP, suddently FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F9 00 00 06 ; VAR000 toggle bit: 6 F1 43 ; Targeting: allies F0 EE EE 9B ; Rand. spell: Battle or Battle or Dischord F0 0F EF EE ; Rand. spell: <MB>Flare or Special or Battle FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 F1 43 ; Targeting: allies F0 59 EF DE ; Rand. spell: or Special or Goner FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 F1 43 ; Targeting: allies F0 D1 D1 13 ; Rand. spell: HyperDrive or HyperDrive or <MB>Meteor FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 06 36 80 ; If target self has less or equal than 16384 HP F1 44 ; Targeting: random ally E0 ; Revenger F1 43 ; Targeting: allies DE ; Goner F0 EF EF D1 ; Rand. spell: Special or Special or HyperDrive FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F9 00 00 06 ; VAR000 toggle bit: 6 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 06 36 FF ; If target self has less or equal than 32640 HP F1 44 ; Targeting: random ally E0 ; Revenger F1 43 ; Targeting: allies F0 DE EF 0F ; Rand. spell: Goner or Special or <MB>Flare FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly F9 00 00 06 ; VAR000 toggle bit: 6 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 F1 43 ; Targeting: allies D1 ; HyperDrive FE ; End If and reset targeting FC 0C 01 01 ; If variable VAR001 is less than to 1 FC 14 00 06 ; If VAR000 has all the following bit set: 6 F1 43 ; Targeting: allies 14 ; <MB>Ultima FE ; End If and reset targeting FF ; End he has 2 allies too, they are powered up compared to their older versions: [script #-1] ; orig idx=331, "Storm Drgn", nb. bytes=79 FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 0C 01 02 ; If variable VAR001 is less than to 2 FC 0C 02 02 ; If variable VAR002 is less than to 2 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 F3 72 00 ; Text: " Storm Drgn undergoing changes!<D>" F4 03 03 03 ; Rand. cmd.: Morph or Morph or Morph FA 03 02 00 ; Monsters #2 moves back 1 step quickly FA 03 02 00 ; Monsters #2 moves back 1 step quickly FA 03 02 00 ; Monsters #2 moves back 1 step quickly F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 06 36 78 ; If target self has less or equal than 15360 HP F1 47 ; Targeting: use normal targeting F0 EE EE 8F ; Rand. spell: Battle or Battle or Aero FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 47 ; Targeting: use normal targeting F0 EE EF B2 ; Rand. spell: Battle or Special or Cyclonic FE ; End If and reset targeting F0 EE 65 67 ; Rand. spell: Battle or Wind Slash or Rage FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE 65 EE ; Rand. spell: Battle or Wind Slash or Battle FF ; End first wave of attack FC 05 00 00 ; If monster has been attacked F1 43 ; Targeting: allies F0 EE FE FE ; Rand. spell: Battle or Nothing or Nothing FF ; End [script #-1] ; orig idx=332, "Dirt Drgn", nb. bytes=80 FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 0C 01 02 ; If variable VAR001 is less than to 2 FC 0C 02 02 ; If variable VAR002 is less than to 2 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 F3 74 00 ; Text: " Dirt Dragon got mad!<D>" F4 03 03 03 ; Rand. cmd.: Morph or Morph or Morph FA 03 04 00 ; Monsters #3 moves back 1 step quickly FA 03 04 00 ; Monsters #3 moves back 1 step quickly FA 03 04 00 ; Monsters #3 moves back 1 step quickly F9 01 00 03 ; VAR000 set bit: 3 FE ; End If and reset targeting FC 08 44 1F ; If target random ally is affected by status ??? F1 43 ; Targeting: allies C3 ; 50 Gs FE ; End If and reset targeting F0 EE 15 15 ; Rand. spell: Battle or <MB>Quake or <MB>Quake FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE BC ED ; Rand. spell: Battle or Magnitude8 or Slide FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE BC 15 ; Rand. spell: Battle or Magnitude8 or <MB>Quake FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EE ED ; Rand. spell: Battle or Battle or Slide FE ; End If and reset targeting FF ; End first wave of attack FC 05 00 00 ; If monster has been attacked F1 43 ; Targeting: allies F0 FE FE EF ; Rand. spell: Nothing or Nothing or Special FF ; End the fight will be at Mt. Zozo, nearby the bridge. the battle will start with an invincible guardian seriously, don't worry... it's just for a cool intro [script #-1] ; orig idx=273, "Guardian", nb. bytes=90 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 FB 01 36 ; Target self becomes invincible F3 30 00 ; Text: " Won't let you pass!!<D>" F9 01 00 00 ; VAR000 set bit: 0 FE ; End If and reset targeting FF ; End first wave of attack FC 01 0F 0F ; If monster has been attacked by cmd: Slot or Slot, will target attacker F3 2E 00 ; Text: " No use!<D>" EE ; Battle FE ; End If and reset targeting FC 01 01 01 ; If monster has been attacked by cmd: Item or Item, will target attacker F3 2E 00 ; Text: " No use!<D>" EE ; Battle FE ; End If and reset targeting FC 02 45 45 ; If monster has been attacked by spell: Crusader or Crusader, will target attacker F3 87 00 ; Text: " Work load up 10 times!<D>" FA 0B 00 00 ; Monsters palette flashes to yellow F3 7D 00 ; Text: " Another monster appeared!<D>" FB 05 36 ; Target self loses invincibility F8 01 14 ; Set VAR001 to 20 F9 02 00 00 ; VAR000 clear bit: 0 F2 08 33 82 ; Call form. #563 (CzarDragon, Storm Drgn, Dirt DrgnSpeck), gets max HP FE ; End If and reset targeting FC 01 00 00 ; If monster has been attacked by cmd: Fight or Fight, will target attacker FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 F8 01 00 ; Set VAR001 to 0 F3 2F 00 ; Text: " No use!<D>" FE ; End If and reset targeting FC 01 00 00 ; If monster has been attacked by cmd: Fight or Fight, will target attacker F8 01 81 ; 1 added to VAR001 F3 2E 00 ; Text: " No use!<D>" EE ; Battle FF ; End cast Crusader and the fight will start... prepare yourself. THE CHALLENGE: in my videos there are all details about the challenge, plus the hall of fame, archievements and records you may break... do you have what it takes to claim victory? Intro link: https://www.youtube.com/watch?v=eWf6hTXEDog Challenge link: https://www.youtube.com/watch?v=_vknVrINvUQ Please, spread as much as you can my challenge, especially among ff6 hacker comunity Reply my video with your video attempt, i don't care if it's a failure... do it the simple try means much for me. you can't use equip farmed by Czar for win the challenge, but if you wanna make a video with a super equipped party, just for fun, i'll apreciate it. YOU WOULD LIKE TO TRY, BUT IT TAKES TOO MUCH FOR GRIND THE PARTY AND ARRIVE AT THE END OF THE GAME? Don't worry, the hack is designed for arrive to Czar fight with a maxed out party in a snap, how? - Leafer and peepers in 6x forms that gives 65535 exp/gold, 254 AP, drop/steal moogle charm, exp egg and megalixir ; - Everybody can equip moogle charm; - Easy Elisir/Megalixir farming; That means that you'll be ready for fight in ABOUT 2 DAYS!!! Here there are all the contents of my hack: Hack features: Monsters: - Leafer gives 65535 exp and gold, drop: moogle charm; steal: exp. egg - Peepers gives 65535 exp and gold, drop: exp. egg(common), moogle charm(rare); steal: x-potion(common), megalixir(rare) - Black dragon drops safety bit(common) - Invincible guardian AI changed(czar dragon event) - Czar dragon is finally a true boss - Storm dragon is powered up - Dirt dragon is powered up Items: - Tack star costs 10000 gold - X-potion costs 32767 gold - X-ether costs 32767 gold - Elixir costs 32767 gold - Megalixir costs 32767 gold - Titanium costs 32767 gold - Moogle charm equippable for everyone Shop: - Jidoor(wor) item shop sells totally different stuff at 2x price Colosseum: - Brachosaur at colosseum gives megalixir instead of cat hood Forms: - Form 6 changed(leafer x6) 254 magic points - Form 189(grenade) swapped with form 564(filled with invincible guardian) and gives 254 magic points - Form 192(peepers x2) gives 254 magic points - Form 193 changed(peepers x6) 254 magic points - Form 194 gives 254 magic points - Form 195(black drgn) gives 254 magic points - Form 210(intangir) gives 254 magic points - Form 561(czar dragon) edited for battle (last form) - Form 563 filled for czar battle(czar revealed) - Form 564 now has ex grenade form 189 inside Packs: - Pack 27 slot #4 swapped with form 564 - Pack 161 slot #4 changed into form 189(invincible guardian) Text: - Modified crusader's description text and created Tenkarider's signature - Modified rare item "books" description text WHAT/WHO'S POWERED UP/NERFED? - Multi attack spammers are hindered by Czar script, check intro video; - Inventory in-battle is very handy, you'll be able to fill it in no time; - Terra: no change, but morph may have a key role in certain moments; - Locke: Stealing Czar rare equip is actually a GREAT strategy!!! ; - Edgar: if you manage to make him deal 9999 even with crossbow... ; - Sabin: blitz random choice is nerfed, but heal with blitz is handy ; - Celes: runic is a cheap lifesaver, keep in mind ; - Gau: we may say he's nerfed, wind god is useless and charm nerfed ; - Cyan: swordtch allows multi hit without relics, but nerfed psycho; - Shadow: he's very reliable, but Interceptor may ruin your attempt ; - Setzer: slot is nerfed, joker doom blocked, but Gold rain damage is ensured by 65535 gold drops of my hack ; - Strago: lore may cover any field in this battle, powerful; - Relm: try to use sketch on Czar, you may be surprised. Blocked Control; - Mog: Dance is a suicide, but scarf + controllable ally is a great combo; - Umaro: sorry, but i'm afraid it's impossible to use it properly, if you use it and manage to win... i may consider that like a bonus that may let you rise your position in the hall of fame... why not? I heard about setzer that may screw hp loop script with multi-hit fixed dice... i don't know if it works even on my script(created only by me, without consulting other scripts), if that or other problems will crush my hp loop script... please tell me PS. the challenge is won only if Czar dies with boss death animation. THAT'S ALL, NOW GO TO CLAIM YOUR VICTORY!!!! RE: Ultimate Czar dragon boss fight - Cyprus - 05-30-2014 Wow, That Battle Script Scares Me.;[ I will take the challenge, just not until Mid-June because I'll be very busy until then. RE: Ultimate Czar dragon boss fight - Tenkarider - 05-30-2014 thanks!!! do it when u want PS. since i'm new on the forum and my youtube channel was opened about 3 days ago, i'm quite invisible on internet and in this site ... could you help to spread the voice about this hack, at least inside this site? i'd love to show it to the highest possible number of people!!! :3 RE: Ultimate Czar dragon boss fight - Cyprus - 05-30-2014 Sure Thing! |