Omega Weapon Script - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Hacks, Resources and Tutorials (https://www.ff6hacking.com/forums/forum-1.html) +--- Forum: Jidoor Auction House (https://www.ff6hacking.com/forums/forum-4.html) +---- Forum: AI Scripts (https://www.ff6hacking.com/forums/forum-65.html) +---- Thread: Omega Weapon Script (/thread-832.html) |
Omega Weapon Script - Lord Envoy - 12-23-2010 Script: Omega Weapon (Dragon's Den) Length: 337 bytes AI Level: Expert By: Lord Envoy Description: This is the script from Omega Weapon in FF6A Dragon's Den. Omega Weapon's script is long and complex, and it took me a long time to perfectly replicate it down to the exact byte. This script utilizes the "HP/Life Loop" sequence design that correlates with Battle Commands and Timer Commands. Omega Weapon's AI is quite dependent on which life it's on. For those of you who wish to custom design a powerful super boss of their own, a look at Omega Weapon's script design can give you clues only if you already have knowledge in designing Advance scripts. HEX script: FC,15,24,00, F9,00,24,00, F1,43, 98, FE, FC,0D,03,02, FC,0B,1E,00, F3,41,00, FB,0B,16, FB,0B,15, FB,0B,13, FA,0C,01,00, F0,FE,FE,FE, FD, FA,0B,01,00, F1,43, DE, FB,00,00, FE, FC,0D,03,01, FC,0B,1E,00, F3,41,00, FB,0B,16, FB,0B,15, FB,0B,13, FA,0C,01,00, F0,FE,FE,FE, FD, FA,0B,01,00, F1,43, C4, FB,00,00, FE, FC,0B,1E,00, F3,41,00, FB,0B,16, FB,0B,15, FB,0B,13, FA,0C,01,00, F0,FE,FE,FE, FD, FA,0B,01,00, F1,43, A1, FB,00,00, FE, FC,0D,03,02, F1,47, F0,B4,BB,AF, F0,13,96,98, FD, F1,47, F0,B7,D4,BC, F0,15,94,16, FD, F1,47, F0,D7,B1,CD, F0,8F,95,8D, FE, FC,0D,03,01, F1,47, F0,B4,BB,AF, FD, F1,47, F0,B7,D4,BC, FD, F1,47, F0,D7,B1,CD, FE, FC,06,36,FA, F1,47, F0,13,13,C6, FD, F1,47, F0,15,15,16, FD, F1,47, F0,8F,8F,8D, FE, F0,13,96,C6, FD, F0,15,94,16, FD, F0,8F,95,8D, FF, FC,0D,03,02, FC,12,00,00, F5,0C,01,FF, FE, FC,0D,03,01, FC,19,01,00, FC,12,00,00, F5,00,00,01, FA,0B,01,00, F1,43, C0, F8,03,81, FE, FC,19,01,00, FC,12,00,00, F5,00,00,01, FA,0B,01,00, F1,43, E0, F8,03,81, FE, FC,0D,03,02, FC,05,00,00, F0,EF,CF,FE, F0,EF,B1,FE, FE, FC,0D,03,01, FC,05,00,00, F0,EE,DD,DD, F0,DD,DD,B1, FE, FC,05,00,00, F0,9B,CF,CF, FE, FF, TEXT script: If VAR036 has all the following bit cleared: 0 VAR036 toggle bit: 0 Targeting: allies Lore: L? Holy End If and reset targeting If variable VAR003 is greater than or equal to 2 If timer has reached/passed 30 (locks timer) Text: "Focusing energy. " Monster gains hidden status: Safe Monster gains hidden status: Shell Monster gains hidden status: Haste Monsters palette flashes to yellow briefly Rand. spell: Nothing or Nothing or Nothing Wait until the attack sequence is called upon again, then continue (reset targeting) Monsters palette flashes to yellow Targeting: allies Lore: Forsaken has battle timer set to 0 End If and reset targeting If variable VAR003 is greater than or equal to 1 If timer has reached/passed 30 (locks timer) Text: "Focusing energy. " Monster gains hidden status: Safe Monster gains hidden status: Shell Monster gains hidden status: Haste Monsters palette flashes to yellow briefly Rand. spell: Nothing or Nothing or Nothing Wait until the attack sequence is called upon again, then continue (reset targeting) Monsters palette flashes to yellow Targeting: allies Lore: Mind Blast has battle timer set to 0 End If and reset targeting If timer has reached/passed 30 (locks timer) Text: "Focusing energy. " Monster gains hidden status: Safe Monster gains hidden status: Shell Monster gains hidden status: Haste Monsters palette flashes to yellow briefly Rand. spell: Nothing or Nothing or Nothing Wait until the attack sequence is called upon again, then continue (reset targeting) Monsters palette flashes to yellow Targeting: allies Lore: GrandTrain has battle timer set to 0 End If and reset targeting If variable VAR003 is greater than or equal to 2 Targeting: use normal targeting Rand. spell: Atomic Ray or Absolute 0 or Delta Hit Rand. spell: Meteor or L.3 Muddle or L? Holy Wait until the attack sequence is called upon again, then continue (reset targeting) Targeting: use normal targeting Rand. spell: WaveCannon or Grav Bomb or Magnitude8 Rand. spell: Quake or L.5 Death or W.Wind Wait until the attack sequence is called upon again, then continue (reset targeting) Targeting: use normal targeting Rand. spell: Shrapnel or Blaster or Launcher Rand. spell: Aero or L.4 Flare or CleanSweep End If and reset targeting If variable VAR003 is greater than or equal to 1 Targeting: use normal targeting Rand. spell: Atomic Ray or Absolute 0 or Delta Hit Wait until the attack sequence is called upon again, then continue (reset targeting) Targeting: use normal targeting Rand. spell: WaveCannon or Grav Bomb or Magnitude8 Wait until the attack sequence is called upon again, then continue (reset targeting) Targeting: use normal targeting Rand. spell: Shrapnel or Blaster or Launcher End If and reset targeting If target self has less or equal than 32000 HP Targeting: use normal targeting Rand. spell: Meteor or Meteor or Flare Star Wait until the attack sequence is called upon again, then continue (reset targeting) Targeting: use normal targeting Rand. spell: Quake or Quake or W.Wind Wait until the attack sequence is called upon again, then continue (reset targeting) Targeting: use normal targeting Rand. spell: Aero or Aero or CleanSweep End If and reset targeting Rand. spell: Meteor or L.3 Muddle or Flare Star Wait until the attack sequence is called upon again, then continue (reset targeting) Rand. spell: Quake or L.5 Death or W.Wind Wait until the attack sequence is called upon again, then continue (reset targeting) Rand. spell: Aero or L.4 Flare or CleanSweep End first wave of attack If variable VAR003 is greater than or equal to 2 If following monster is/are dead: Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss End If and reset targeting If variable VAR003 is greater than or equal to 1 If monster is in slot: #1 If following monster is/are dead: Monsters #1 , if hidden/dead, brought in with their HP restored, suddently Monsters palette flashes to yellow Targeting: allies Lore: Fallen One 1 added to VAR003 End If and reset targeting If monster is in slot: #1 If following monster is/are dead: Monsters #1 , if hidden/dead, brought in with their HP restored, suddently Monsters palette flashes to yellow Targeting: allies Lore: Vengeance 1 added to VAR003 End If and reset targeting If variable VAR003 is greater than or equal to 2 If monster has been attacked Rand. spell: Special or Cold Dust or Nothing Rand. spell: Special or Blaster or Nothing End If and reset targeting If variable VAR003 is greater than or equal to 1 If monster has been attacked Rand. spell: Battle or Missile or Missile Rand. spell: Missile or Missile or Blaster End If and reset targeting If monster has been attacked Rand. spell: Dischord or Cold Dust or Cold Dust End If and reset targeting End Battling Omega Weapon: It has about 65,500 HP (since it actually has three lives, it has about 196,500 HP) and a script about 337 bytes long. I designed it just for the purpose of other players to challenge it. Especially if they don't have the FF6A game. Omega Weapon begins by casting Lv? Holy. From then on, as long as its HP is above 32,000, every turn it has a one in three chance of using one of three spells. The first turn, the spells are Meteor, Lv3 Muddle, and Flare Star. The second turn, the spells are Quake, Lv5 Death and W. Wind, and the third turn, the spells are Aero, Lv4 Flare and Cleansweep. This three-turn cycle repeats until Omega Weapon has less than 32,000 HP. At this time, the first spell listed will be cast 2 out of 3 times, and the "Lv" attacks will be omitted. Every thirty seconds, it will focus Energy, give itself Shell, Protect and Haste, then cast "GrandTrain". It counters all attacks with Dischord or Cold Dust, and when killed it casts Vengeance which removes all buffs from the party. For its "second life", Omega Weapon still has the pattern of a three-turn cycle with a 1/3 chance of casting a particular spells. The spells are Atomic Ray, Absolute 0, and Delta Hit for the first turn, Wave Cannon, Grav Bomb and Magnitude 8 for the second, and Shrapnel, Blaster and Launcher for the second. The likelihood of which attack it will use does not change. It still focuses energy every thirty seconds, but it casts Mind Blast instead of GrandTrain. When attacked it may counter with a physical, Missile, or Blaster, and when killed it casts Fallen One, taking the party's HP to one. In its final form, Omega Weapon still has a cycle of one of three attacks each turn in a three turn loop. This time however, the attacks and the likelihood of their casting are the same as its first two forms. This time, the "charged" attack is Forsaken, and it will counter attacks with Blaster or Cold Dust, or its special OmegaDrive, a powerful physical. |