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[FINISHED!!!] Ultimate Czar dragon boss fight
05-31-2014, 04:13 PM
(This post was last modified: 12-07-2014, 10:41 AM by Tenkarider.)
Part 2 of Ultimate Czar Dragon AI system:
2nd part of Czar Dragon battle script(standard counter attack)
Everything revolves around this code...
Piece #4 Magic
Why it's necessary? i'll answer only if someone will ask it to me
Piece #5 Sleep
Why it's necessary? i'll answer only if someone will ask it to me
Piece #6 ??????
The part in which Czar transforms and reveal his true nature
Piece #7 Kaiser
Dark Kaiser last form.
Czar's allies:
Red dragon
Ice Dragon
Blue Dragon
Gold Dragon
White Dragon
Skull Dragon
Storm Dragon
Dirt Dragon
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
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
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
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
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
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
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
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
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
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
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
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
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
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
__________________________________
Total battle code: 4766 bytes
__________________________________
PS. Classic mode has a similar size, just a little smaller
End of the code
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