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BTB's Enemy Scripting Tutorial
11-19-2015, 01:48 AM
Excellent work! I love how concise and well-formatted this is. And you did a great job explaining the piranha death command too.
A few things:
For most of the FA commands, byte 3 is the monster(s) that will be affected by the animation, one bit for each monster.
FA 09: Byte 3 is the pan value for the sound effect.
FA 0D: This is the final Kefka death animation (where he crumbles into a million pieces). Normal boss death is F5 0C.
FB 08: Fill's the target's ATB gauge.
FB 09: Ends the battle after Gau returns from the veldt.
FC 06: The HP value is multiplied by 128.
FC 13: I haven't tested this, but I think if you test the number of characters alive, it tests >= instead of <= (see C2/1CFA).
Target 4D is the last target from the "Targetting" attack.
A few things:
For most of the FA commands, byte 3 is the monster(s) that will be affected by the animation, one bit for each monster.
FA 09: Byte 3 is the pan value for the sound effect.
FA 0D: This is the final Kefka death animation (where he crumbles into a million pieces). Normal boss death is F5 0C.
FB 08: Fill's the target's ATB gauge.
FB 09: Ends the battle after Gau returns from the veldt.
FC 06: The HP value is multiplied by 128.
FC 13: I haven't tested this, but I think if you test the number of characters alive, it tests >= instead of <= (see C2/1CFA).
Target 4D is the last target from the "Targetting" attack.
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