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Kaiser Dragon Script

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Script: Kaiser Dragon (Dragon's Den)
Length: 553 bytes
AI Level: Guru
By: Lord Envoy
Description:
This is the script from the Kaiser Dragon in FF6A Dragon's Den. Unlike Omega Weapon, the Kaiser Dragon's script is the longest and most complex in the FF6A game. It too utilizes the "HP/Life Loop" sequence, which gives it multiple lives and allows for more complex commands to be incorporated on each life. This script is quite unique since it utilizes every known Command Sequence listed on my "AI Command Sequences 101" thread.

Note: This script has been updated. After careful observation, I was able to isolate and locate a few unnecessary bytes in the script. This newly updated script is 30 bytes shorter, from the original's 583 to the newly designed 553 bytes. This change will help save needed space as well as allow for smoother operation of it's AI.


HEX script:
FC,15,24,00,
F3,4C,00,
F9,00,24,00,
F1,36,
C1,
FB,00,00,
FE,
FC,0D,03,04,
FC,0B,0F,00,
F1,43,
F0,C0,C0,FE,
F0,C4,FE,FE,
FB,00,00,
FE,
FC,0D,04,02,
F1,47,
EE,
EE,
EF,
F8,04,40,
FE,
FC,0D,03,04,
F1,47,
F0,17,15,D1,
FD,
F1,47,
F0,BE,E6,BB,
F8,04,81,
FE,
FC,0C,03,04,
FC,0B,1E,00,
FC,19,01,00,
F5,00,00,01,
F1,36,
C1,
F8,03,81,
FB,00,00,
FE,
FC,0C,03,04,
FC,1A,36,00,
F1,47,
F0,EE,EE,E3,
FD,
F1,47,
EE,
EE,
EE,
FD,
F1,47,
F0,D7,B1,D2,
FE,
FC,0C,03,04,
FC,1A,36,80,
F1,47,
8E,
8E,
6F,
FD,
F1,47,
8D,
8D,
BE,
FE,
FC,0C,03,04,
FC,1A,36,40,
F1,47,
EE,
EE,
EE,
FD,
F1,47,
EE,
EE,
EF,
FD,
F1,47,
EF,
EF,
FE,
FC,0C,03,04,
FC,15,1C,00,
FC,1A,36,20,
F1,43,
24,
97,
FD,
F1,36,
1C,
25,
1F,
F9,01,1C,00,
FE,
FC,0C,03,04,
FC,14,1C,00,
FC,1A,36,20,
F1,47,
F0,EE,EE,98,
F0,EE,0E,0E,
F0,0E,FE,FE,
FE,
FC,0C,03,04,
FC,1A,36,10,
F1,47,
F0,EE,EE,8F,
FD,
F1,47,
F0,EE,EE,16,
FD,
F1,47,
F0,EE,EE,B2,
FE,
FC,0C,03,04,
FC,1A,36,08,
F1,47,
A7,
A5,
8B,
FD,
F1,47,
A8,
A6,
D6,
FD,
F1,47,
DC,
FE,
FC,0C,03,04,
FC,1A,36,04,
F1,47,
F0,70,70,0B,
FD,
F1,47,
F0,0B,B9,B9,
FE,
FC,0C,03,04,
FC,1A,36,02,
F1,47,
F0,0A,0A,BB,
FD,
F1,47,
F0,74,74,C5,
FE,
FC,0C,03,04,
FC,1A,36,01,
F1,47,
F0,09,09,13,
FD,
F1,47,
F0,0F,17,C6,
FE,
FF,
FC,0D,03,04,
FC,12,00,00,
F1,47,
14,
F5,0C,01,FF,
FE,
FC,19,01,00,
FC,12,00,00,
F5,00,00,01,
F1,36,
C1,
F8,03,81,
FB,00,00,
FE,
FC,0D,03,04,
FC,05,00,00,
F0,EF,FE,92,
FE,
FC,0C,03,04,
FC,1A,36,01,
FC,05,00,00,
F0,CC,CC,FE,
FE,
FC,0C,03,04,
FC,1A,36,02,
FC,05,00,00,
F0,CF,CF,FE,
FE,
FC,0C,03,04,
FC,1A,36,04,
FC,05,00,00,
F0,B7,B7,FE,
FE,
FC,0C,03,04,
FC,1A,36,80,
FC,05,00,00,
F0,A9,A9,FE,
FE,
FC,0C,03,04,
FC,1A,36,08,
FC,05,00,00,
F0,08,08,FE,
FE,
FC,0C,03,04,
FC,1A,36,10,
FC,05,00,00,
F0,65,65,FE,
FE,
FC,0C,03,04,
FC,1A,36,40,
FC,05,00,00,
F1,47,
F0,15,15,FE,
FE,
FC,0C,03,04,
FC,1A,36,20,
FC,05,00,00,
F0,D1,D1,FE,
FE,
FC,0C,03,04,
FC,1A,36,00,
FC,05,00,00,
F0,EE,EE,FE,
FF,


TEXT script:
If VAR036 has all the following bit cleared: 0
Text: "Mwa. ha ha Humans and their desires! I'm free at last! I bring you destruction I bring you terror I am Czar Prepare yourselves! "
VAR036 toggle bit: 0
Targeting: self
Lore: WallChange
has battle timer set to 0
End If and reset targeting
If variable VAR003 is greater than or equal to 4
If timer has reached/passed 15 (locks timer)
Targeting: allies
Rand. spell: Fallen One or Fallen One or Nothing
Rand. spell: Mind Blast or Nothing or Nothing
has battle timer set to 0
End If and reset targeting
If variable VAR004 is greater than or equal to 2
Targeting: use normal targeting
Lore: Battle
Lore: Battle
Lore: Special
Set VAR004 to 0
End If and reset targeting
If variable VAR003 is greater than or equal to 4
Targeting: use normal targeting
Rand. spell: Merton or Quake or HyperDrive
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Rand. spell: Flash Rain or Gale Cut or Absolute 0
1 added to VAR004
End If and reset targeting
If variable VAR003 is less than to 4
If timer has reached/passed 30 (locks timer)
If monster is in slot: #1
Monsters #1 , if hidden/dead, brought in with their HP restored, suddently
Targeting: self
Lore: WallChange
1 added to VAR003
has battle timer set to 0
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements:
Targeting: use normal targeting
Rand. spell: Battle or Battle or Shock Wave
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Lore: Battle
Lore: Battle
Lore: Battle
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Rand. spell: Shrapnel or Blaster or Train
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Water
Targeting: use normal targeting
Lore: Aqua Rake
Lore: Aqua Rake
Lore: El Nino
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Lore: CleanSweep
Lore: CleanSweep
Lore: Flash Rain
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Earth
Targeting: use normal targeting
Lore: Battle
Lore: Battle
Lore: Battle
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Lore: Battle
Lore: Battle
Lore: Special
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Lore: Special
Lore: Special
End If and reset targeting
If variable VAR003 is less than to 4
If VAR028 has all the following bit cleared: 0
If target self is weak against elements: Pearl
Targeting: allies
Spell: Rflect
Lore: Reflect???
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: self
Spell: Safe
Spell: Shell
Spell: Haste
VAR028 set bit: 0
End If and reset targeting
If variable VAR003 is less than to 4
If VAR028 has all the following bit set: 0
If target self is weak against elements: Pearl
Targeting: use normal targeting
Rand. spell: Battle or Battle or L? Holy
Rand. spell: Battle or Holy or Holy
Rand. spell: Holy or Nothing or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Wind
Targeting: use normal targeting
Rand. spell: Battle or Battle or Aero
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Rand. spell: Battle or Battle or W.Wind
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Rand. spell: Battle or Battle or Cyclonic
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Poison
Targeting: use normal targeting
Lore: Schiller
Lore: Venomist
Lore: Condemned
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Lore: Lullaby
Lore: Crypt Dust
Lore: Disaster
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Lore: Overcast
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Lightn.
Targeting: use normal targeting
Rand. spell: Plasma or Plasma or Bolt 3
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Rand. spell: Bolt 3 or Gigavolt or Gigavolt
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Ice
Targeting: use normal targeting
Rand. spell: Ice 3 or Ice 3 or Absolute 0
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Rand. spell: Avalanche or Avalanche or N. Cross
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Fire
Targeting: use normal targeting
Rand. spell: Fire 3 or Fire 3 or Meteor
Wait until the attack sequence is called upon again, then continue (reset targeting)
Targeting: use normal targeting
Rand. spell: Flare or Merton or Flare Star
End If and reset targeting
End first wave of attack
If variable VAR003 is greater than or equal to 4
If following monster is/are dead:
Targeting: use normal targeting
Spell: Ultima
Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
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
Targeting: self
Lore: WallChange
1 added to VAR003
has battle timer set to 0
End If and reset targeting
If variable VAR003 is greater than or equal to 4
If monster has been attacked
Rand. spell: Special or Nothing or Revenge
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Fire
If monster has been attacked
Rand. spell: S. Cross or S. Cross or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Ice
If monster has been attacked
Rand. spell: Cold Dust or Cold Dust or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Lightn.
If monster has been attacked
Rand. spell: WaveCannon or WaveCannon or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Water
If monster has been attacked
Rand. spell: Acid Rain or Acid Rain or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Poison
If monster has been attacked
Rand. spell: Bio or Bio or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Wind
If monster has been attacked
Rand. spell: Wind Slash or Wind Slash or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Earth
If monster has been attacked
Targeting: use normal targeting
Rand. spell: Quake or Quake or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements: Pearl
If monster has been attacked
Rand. spell: HyperDrive or HyperDrive or Nothing
End If and reset targeting
If variable VAR003 is less than to 4
If target self is weak against elements:
If monster has been attacked
Rand. spell: Battle or Battle or Nothing
End


Battling Kaiser Dragon:
The Czar Dragon is actually a monster found in the deep depths of FF6's monster library. Although it did exist, It wasn't coded as part of the main adventure. This meant that gamers have never seen or heard of this boss until the FF6 remake. It was originally intended to be the "Kaiser Dragon" monster which is now available to battle in FF6 Advance. It's speculated that due to deadline quotas, the SNES game was shipped before the dragon could be completed. Sadly, we were unable to see such an awesome monster when the game was experienced for the first time. So, in dedication to all FF gamers out there, I decided to make it a slay-able monster in FF6 SNES. It's scripted move set is identical to the Kaiser Dragon in the FF6 remake, with the exception being it's opening quote. It has over 553 bytes in it's script which includes all 8 elemental "Wall Change" sequences, a non-elemental "Wall Change" sequence, and a final sequence which utilizes brutal spells and counterattacks. Easily the most difficult opponent in the entire game (barring Omega Weapon), Kaiser Dragon has 327,500 HP and never seems to run out of MP. It has 65,500 HP per stage with about four stages. He moves onto the next stage when he Wall Changes. He Wall Changes after a period of time or if you are able to completely deplete his HP in a turn. The attacks, spells, and counters Kaiser Dragon employs are dependent on the results of Wall Change and what life he is on.
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