Users browsing this thread: 1 Guest(s)
[FINISHED!!!] Ultimate Czar dragon boss fight

#2
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
Part 2 of Ultimate Czar Dragon AI system:

2nd part of Czar Dragon battle script(standard counter attack)
Code:
FC 05 00 00    ; If monster has been attacked
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FE             ; End If and reset targeting
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
D1             ; HyperDrive
FE             ; End If and reset targeting
FF             ; End
Everything revolves around this code...

Piece #4 Magic
Code:
bytes=36
F9 01 00 00    ; VAR000 set bit: 0
F9 01 00 07    ; VAR000 set bit: 7
F8 01 0A       ; Set VAR001 to 10
F8 02 02       ; Set VAR002 to 2
F8 03 04       ; Set VAR003 to 4
F2 00 33 82    ; Call form. #563 (CzarDragon, Storm Drgn, Dirt Drgn, Speck), gets max HP
FB 0E 25       ; ???
FB 0F 07       ; ???
F3 20 00       ; Text: " playing around with you.<D> Act V - Decadence<D>"
F1 43          ; Targeting: allies
DC             ; Overcast
27             ; <MG>Haste2
FF             ; End first wave of attack
FF             ; End
Why it's necessary? i'll answer only if someone will ask it to me Wink
Piece #5 Sleep
Code:
bytes=63
FC 0D 03 0A    ; If variable VAR003 is greater than or equal to 10
F5 00 03 01    ; Monsters #1 are hidden and their HP restored, suddently
FE             ; End If and reset targeting
F9 01 00 00    ; VAR000 set bit: 0
F9 01 00 07    ; VAR000 set bit: 7
F8 01 05       ; Set VAR001 to 5
F8 02 02       ; Set VAR002 to 2
F8 03 05       ; Set VAR003 to 5
F2 00 33 82    ; Call form. #563 (CzarDragon, Storm Drgn, Dirt Drgn, Speck), gets max HP
FB 0E 50       ; ???
FB 0F 1F       ; ???
F3 25 00       ; Text: " Act VI - Attrition<D>"
F1 43          ; Targeting: allies
DC             ; Overcast
FA 09 FF E9    ; Play sound: ???
F5 0B 00 02    ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal
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
DA             ; Zinger
FF             ; End first wave of attack
FF             ; End
Why it's necessary? i'll answer only if someone will ask it to me Wink

Piece #6 ??????
Code:
bytes=103
FA 09 FF E3    ; Play sound: ???
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
FA 09 FF B2    ; Play sound: ???
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 00 38 82    ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP
F2 00 30 82    ; Call form. #560 (??????), gets max HP
F2 02 39 82    ; Call form. #569 (Kaiser), gets max HP
FA 09 FF 3F    ; Play sound: (Merton)
FA 0B 00 00    ; Monsters palette flashes to yellow
F8 03 0A       ; Set VAR003 to 10
F3 2A 00       ; Text: " we must run away!!<D> "
FB 06 36       ; Target self becomes targetable
F2 00 01 82    ; Call form. #513 (Sleep), gets max HP
F5 00 03 01    ; Monsters #1 are hidden and their HP restored, suddently
FF             ; End first wave of attack
FF             ; End
The part in which Czar transforms and reveal his true nature

Piece #7 Kaiser
Code:
bytes=836
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FC 13 00 04    ; If 4 ally(ies) or more remain
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 05       ; Set VAR001 to 5
FE             ; End If and reset targeting
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FC 13 00 03    ; If 3 ally(ies) or more remain
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 04       ; Set VAR001 to 4
FE             ; End If and reset targeting
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FC 13 00 02    ; If 2 ally(ies) or more remain
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 03       ; Set VAR001 to 3
FE             ; End If and reset targeting
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 15 00 05    ; If VAR000 has all the following bit cleared: 5
FB 0E 1F       ; ???
FB 0F 21       ; ???
FB 01 36       ; Target self becomes invincible
F3 66 00       ; Text: " Mwa ha ha__<D>You can't run!<D>"
F3 2B 00       ; Text: " he hell!!<D> Final act - Extinction<D>"
F9 01 00 05    ; VAR000 set bit: 5
F8 01 02       ; Set VAR001 to 2
FE             ; End If and reset targeting
FC 08 02 05    ; If target Cyan (all allies if N/A) is affected by status Imp
FA 09 FF A5    ; Play sound: ???
F3 29 00       ; Text: " work with me, die!!<D> "
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
FE             ; End If and reset targeting
FC 08 0C 05    ; If target Gogo (all allies if N/A) is affected by status Imp
FA 09 FF A5    ; Play sound: ???
F3 29 00       ; Text: " work with me, die!!<D> "
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
FE             ; End If and reset targeting
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
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)
FB 0F 19       ; ???
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: " W-what?!<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> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
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
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
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
FB 07 36       ; Target self becomes untargetable
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FB 0F 19       ; ???
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: " W-what?!<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> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
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
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
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
FB 07 36       ; Target self becomes untargetable
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FB 0F 19       ; ???
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: " W-what?!<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> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
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
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
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)
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)
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)
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
FB 07 36       ; Target self becomes untargetable
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FB 0F 19       ; ???
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
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: " W-what?!<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> "
FB 06 36       ; Target self becomes targetable
FB 05 36       ; Target self loses invincibility
FB 0B 07       ; Monster gains hidden status: Death
FE             ; End If and reset targeting
FF             ; End first wave of attack
FC 12 01 00    ; If following monster is/are dead: #1
F8 03 00       ; Set VAR003 to 0
F5 0C 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FA 09 FF C9    ; Play sound: ???
FB 0F 33       ; ???
FE             ; End If and reset targeting
FC 01 0D 0D    ; If monster has been attacked by cmd: Sketch or Sketch, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 07 36 C8    ; If target self has less or equal than 200 MP
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
59             ;  
FE             ; End If and reset targeting
FC 02 F0 F2    ; If monster has been attacked by spell: Riot Blade or Back Blade, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F3 F4    ; If monster has been attacked by spell: ShadowFang or RoyalShock, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F5 F6    ; If monster has been attacked by spell: TigerBreak or Spin Edge, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 F9 FA    ; If monster has been attacked by spell: Red Card or MoogleRush, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 FB FB    ; If monster has been attacked by spell: X-Meteo or X-Meteo, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
FE             ; End If and reset targeting
FC 02 CE CE    ; If monster has been attacked by spell: Charm or Charm, will target attacker
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
28             ; <MG>Slow 2
5B             ;  
5B             ;  
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
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
FC 1C 00 00    ; Executes commands, even if Quick is in effect
6D             ; Land Slide
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
FC 1C 00 00    ; Executes commands, even if Quick is in effect
F1 43          ; Targeting: allies
14             ; <MB>Ultima
FE             ; End If and reset targeting
FF             ; End
Dark Kaiser last form.

Czar's allies:

Red dragon
Code:
bytes=99
FC 08 48 17    ; If target ally #1 is affected by status Reflect
F1 48          ; Targeting: ally #1
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 08 49 17    ; If target ally #2 is affected by status Reflect
F1 49          ; Targeting: ally #2
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 08 4A 17    ; If target ally #3 is affected by status Reflect
F1 4A          ; Targeting: ally #3
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 08 4B 17    ; If target ally #4 is affected by status Reflect
F1 4B          ; Targeting: ally #4
EF             ; Special
F3 76 00       ; Text: " Remove [Rflect]"
F0 CC 95 C6    ; Rand. spell: S. Cross or L.4 Flare or Flare Star
FE             ; End If and reset targeting
FC 06 36 85    ; If target self has less or equal than 17024 HP
F1 47          ; Targeting: use normal targeting
F0 0F 09 0F    ; Rand. spell: <MB>Flare or <MB>Fire 3 or <MB>Flare
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 0F 09 0F    ; Rand. spell: <MB>Flare or <MB>Fire 3 or <MB>Flare
FE             ; End If and reset targeting
F0 05 B3 05    ; Rand. spell: <MB>Fire 2 or Fire Ball or <MB>Fire 2
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 05 05 B3    ; Rand. spell: <MB>Fire 2 or <MB>Fire 2 or Fire Ball
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
Ice Dragon
Code:
bytes=36
F0 EE C5 C5    ; Rand. spell: Battle or N. Cross or N. Cross
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE BB BB    ; Rand. spell: Battle or Absolute 0 or Absolute 0
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE 74 BB    ; Rand. spell: Battle or Surge or Absolute 0
FE             ; End If and reset targeting
FF             ; End first wave of attack
FC 12 00 00    ; If following monster is/are dead:
F0 FE FE 74    ; Rand. spell: Nothing or Nothing or Surge
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 FE FE EE    ; Rand. spell: Nothing or Nothing or Battle
FF             ; End
Blue Dragon
Code:
bytes=130
FC 08 48 13    ; If target ally #1 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 48          ; Targeting: ally #1
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 08 49 13    ; If target ally #2 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 49          ; Targeting: ally #2
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 08 4A 13    ; If target ally #3 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 4A          ; Targeting: ally #3
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 08 4B 13    ; If target ally #4 is affected by status Haste
FC 09 36 13    ; If target self is not affected by status Haste
FC 09 36 16    ; If target self is not affected by status Safe
F1 36          ; Targeting: self
19             ; <MG>Slow
F1 4B          ; Targeting: ally #4
9E             ; Rippler
8D             ; CleanSweep
FE             ; End If and reset targeting
FC 06 36 FF    ; If target self has less or equal than 32640 HP
F1 47          ; Targeting: use normal targeting
F0 EE 8E 8E    ; Rand. spell: Battle or Aqua Rake or Aqua Rake
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 EE BE BE    ; Rand. spell: Battle or Flash Rain or Flash Rain
FE             ; End If and reset targeting
F0 EE A9 A9    ; Rand. spell: Battle or Acid Rain or Acid Rain
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 EE EE A9    ; Rand. spell: Battle or Battle or Acid Rain
FF             ; End first wave of attack
FC 01 02 02    ; If monster has been attacked by cmd: Magic or Magic, will target attacker
F1 43          ; Targeting: allies
F0 FE FE 8D    ; Rand. spell: Nothing or Nothing or CleanSweep
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 FE FE EE    ; Rand. spell: Nothing or Nothing or Battle
FF             ; End
Gold Dragon
Code:
bytes=57
F1 43          ; Targeting: allies
0B             ; <MB>Bolt 3
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 36          ; Targeting: self
F0 07 07 02    ; Rand. spell: <MB>Bolt 2 or <MB>Bolt 2 or <MB>Bolt
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 36          ; Targeting: self
F0 FE 07 02    ; Rand. spell: Nothing or <MB>Bolt 2 or <MB>Bolt
F1 47          ; Targeting: use normal targeting
F0 B9 02 07    ; Rand. spell: Giga Volt or <MB>Bolt or <MB>Bolt 2
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 B9 02 02    ; Rand. spell: Giga Volt or <MB>Bolt or <MB>Bolt
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 07 02 02    ; Rand. spell: <MB>Bolt 2 or <MB>Bolt or <MB>Bolt
FF             ; End first wave of attack
FC 01 00 00    ; If monster has been attacked by cmd: Fight or Fight, will target attacker
F1 43          ; Targeting: allies
EF             ; Special
FE             ; End If and reset targeting
FC 01 02 02    ; If monster has been attacked by cmd: Magic or Magic, will target attacker
F1 43          ; Targeting: allies
F0 B9 02 07    ; Rand. spell: Giga Volt or <MB>Bolt or <MB>Bolt 2
FF             ; End
White Dragon
Code:
bytes=25
F0 0E 0E FE    ; Rand. spell: <MB>Pearl or <MB>Pearl or Nothing
F0 0E 0E FE    ; Rand. spell: <MB>Pearl or <MB>Pearl or Nothing
F0 0E FE FE    ; Rand. spell: <MB>Pearl or Nothing or Nothing
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
FF             ; End first wave of attack
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 EE EE 2C    ; Rand. spell: Battle or Battle or <MG>Dispel
FF             ; End
Skull Dragon
Code:
bytes=60
F1 47          ; Targeting: use normal targeting
F0 EE 8B 6B    ; Rand. spell: Battle or Condemned or Elf Fire
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 EE 8B 6C    ; Rand. spell: Battle or Condemned or Specter
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 47          ; Targeting: use normal targeting
F0 EE 8B 6B    ; Rand. spell: Battle or Condemned or Elf Fire
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 44          ; Targeting: random ally
D6             ; Disaster
FF             ; End first wave of attack
FC 12 00 00    ; If following monster is/are dead:
FC 1B 37 02    ; If monster is in formation #567
F5 0B 00 04    ; Monsters #3 , if hidden/dead, brought in with their HP restored, diagonal
F3 75 00       ; Text: " Skull Dragon lives on magic pwr!<D>"
FC 07 36 00    ; If target self has less or equal than 0 MP
F5 0B 01 04    ; Monsters #3 are killed, diagonal
FE             ; End If and reset targeting
FC 05 00 00    ; If monster has been attacked
F1 43          ; Targeting: allies
F0 FE EE FE    ; Rand. spell: Nothing or Battle or Nothing
FF             ; End
Storm Dragon
Code:
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
Dirt Dragon
Code:
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
8 Dragons total code: 566 bytes
__________________________________
Total battle code: 4766 bytes
__________________________________

PS. Classic mode has a similar size, just a little smaller

End of the code


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
  Find
Quote  



Messages In This Thread
RE: Ultimate Czar dragon boss fight - by Tenkarider - 05-31-2014, 04:13 PM
RE: Ultimate Czar dragon boss fight - by Vanya - 06-03-2014, 04:59 AM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-03-2014, 09:37 PM
RE: Ultimate Czar dragon boss fight - by madsiur - 06-03-2014, 10:03 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-03-2014, 10:17 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-04-2014, 07:17 AM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-04-2014, 12:07 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-08-2014, 01:35 AM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-08-2014, 04:12 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-08-2014, 06:20 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-08-2014, 09:50 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-09-2014, 04:15 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-09-2014, 04:56 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-09-2014, 06:35 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-11-2014, 05:24 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-11-2014, 06:01 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-11-2014, 07:03 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-11-2014, 08:49 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-13-2014, 05:34 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-13-2014, 10:14 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-13-2014, 10:49 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-16-2014, 02:18 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-16-2014, 06:45 PM
RE: Ultimate Czar dragon boss fight - by Cyprus - 06-16-2014, 08:06 PM
RE: Ultimate Czar dragon boss fight - by SSJ Rick - 07-03-2014, 07:05 PM
RE: Ultimate Czar dragon boss fight - by SSJ Rick - 07-03-2014, 09:48 PM
RE: Ultimate Czar dragon boss fight - by B-Run - 07-04-2014, 07:24 AM
RE: Ultimate Czar dragon boss fight - by madsiur - 07-04-2014, 03:06 PM
RE: Ultimate Czar dragon boss fight - by madsiur - 11-15-2014, 01:26 PM

Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite