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Omega Weapon Script

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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.
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