About desperation moves... - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: About desperation moves... (/thread-2623.html) |
RE: About desperation moves... - BTB - 07-08-2014 [Script generated by: Final Fantasy 3us Multi Editor, Coded by Lord J] [FF3usME version: 6.7.0] [File version: 1.00] [Section: Monster Battle Scripts] [script #-1] ; orig idx=274, "Guardian", nb. bytes=432 FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F9 00 00 00 ; VAR000 toggle bit: 0 F3 58 00 ; Text: " Battle Program = Hidon<D>" 95 ; Shield FB 04 00 ; Sets global battle timer to 0 FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F9 00 00 00 ; VAR000 toggle bit: 0 F3 57 00 ; Text: " Battle Program = Doom Gaze<D>" 0D ; <MB>Doom FB 04 00 ; Sets global battle timer to 0 FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F9 00 00 00 ; VAR000 toggle bit: 0 F3 56 00 ; Text: " Battle Program = Crane<D>" BF ; Barrier FB 04 00 ; Sets global battle timer to 0 FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F9 00 00 00 ; VAR000 toggle bit: 0 F3 55 00 ; Text: " Battle Program = Dadaluma<D>" FA 09 40 B8 ; Play sound: Dadaluma whisling F5 02 00 06 ; Monsters #2, #3 , if hidden/dead, brought in with their HP restored, jumps in F4 16 16 16 ; Rand. cmd.: Jump or Jump or Jump FB 04 00 ; Sets global battle timer to 0 FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F9 00 00 00 ; VAR000 toggle bit: 0 F3 54 00 ; Text: " Battle Program = Soul Train<D>" D3 ; Evil Toot FB 04 00 ; Sets global battle timer to 0 FE ; End If and reset targeting FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F9 00 00 00 ; VAR000 toggle bit: 0 F3 50 00 ; Text: " INTRUDERS DETECTED!<D> " F3 52 00 ; Text: " ENTERING BOSS RUSH MODE!<D>" F3 53 00 ; Text: " Battle Program = Ultros<D>" F5 06 04 01 ; Monsters #1 are hidden without affecting their HP, from water F5 06 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, from water F3 00 00 ; Text: " topus, kids!]<D> " F1 43 ; Targeting: allies D0 ; Tentacle FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 FC 16 1E 00 ; If the global battle timer is greater than 30 FB 04 00 ; Sets global battle timer to 0 A8 ; Quasar FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 FC 16 1E 00 ; If the global battle timer is greater than 30 FB 04 00 ; Sets global battle timer to 0 0D ; <MB>Doom FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 16 1E 00 ; If the global battle timer is greater than 30 FB 04 00 ; Sets global battle timer to 0 BC ; Magnitude FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 16 1E 00 ; If the global battle timer is greater than 30 FB 04 00 ; Sets global battle timer to 0 F6 01 31 31 ; Throw random item: <WSP>Spoon or <WSP>Spoon FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 16 1E 00 ; If the global battle timer is greater than 30 FB 04 00 ; Sets global battle timer to 0 D3 ; Evil Toot FE ; End If and reset targeting FC 16 1E 00 ; If the global battle timer is greater than 30 FB 04 00 ; Sets global battle timer to 0 F3 30 00 ; Text: " Would I lie to you?]<D> " 6F ; El Nino FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 F0 EE A9 A5 ; Rand. spell: Battle or Acid Rain or Virite FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE A9 92 ; Rand. spell: Battle or Acid Rain or Raid FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 F0 EE D8 8B ; Rand. spell: Battle or Condemn or Aero FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE D8 0B ; Rand. spell: Battle or Condemn or <MB>Bolt 3 FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 F0 EE 07 B4 ; Rand. spell: Battle or <MB>Bolt 2 or Atomic Ray FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE 05 B9 ; Rand. spell: Battle or <MB>Fire 2 or Giga Volt FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 F0 EE E3 AD ; Rand. spell: Battle or Shock Wave or Net FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE A9 AE ; Rand. spell: Battle or Acid Rain or Rock FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 F0 EE E3 6B ; Rand. spell: Battle or Shock Wave or Elf Fire FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE A9 6B ; Rand. spell: Battle or Acid Rain or Elf Fire FE ; End If and reset targeting F0 EE B0 70 ; Rand. spell: Battle or Entwine or Plasma FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE A6 70 ; Rand. spell: Battle or Imp Song or Plasma FF ; End first wave of attack FC 06 36 C8 ; If target self has less or equal than 25600 HP F5 00 00 01 ; Monsters #1 , if hidden/dead, brought in with their HP restored, suddently F9 00 00 00 ; VAR000 toggle bit: 0 F8 01 81 ; 1 added to VAR001 FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 F3 59 00 ; Text: " Battle Program = ???<D> " EE ; Battle EE ; Battle EE ; Battle EE ; Battle F3 5A 00 ; Text: " $D5> 15 magic points <$D5><D> " F5 0C 01 FF ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss FE ; End If and reset targeting FC 05 00 00 ; If monster has been attacked FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 0D 02 03 ; If variable VAR002 is greater than or equal to 3 F8 02 00 ; Set VAR002 to 0 FA 0C 01 00 ; Monsters palette flashes to yellow briefly EF ; Special FE ; End If and reset targeting FC 05 00 00 ; If monster has been attacked FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 F8 02 81 ; 1 added to VAR002 FE ; End If and reset targeting FC 01 07 0A ; If monster has been attacked by cmd: Bushido or Blitz, will target attacker F3 1F 00 ; Text: " [Hasta la vista_ <D>baby!]<D>" D0 ; Tentacle FE ; End If and reset targeting FC 01 09 16 ; If monster has been attacked by cmd: Tools or Jump, will target attacker F3 05 00 ; Text: " [Bad touch! I need an adult!]<D>" D0 ; Tentacle FE ; End If and reset targeting FC 02 0A 0E ; If monster has been attacked by spell: <MB>Ice 3 or <MB>Holy, will target attacker F3 04 00 ; Text: " [Careful! You might excite me!]<D>" D0 ; Tentacle FE ; End If and reset targeting FC 02 0B 0F ; If monster has been attacked by spell: <MB>Bolt 3 or <MB>Flare, will target attacker F3 2A 00 ; Text: " [How I've missed you so!]<D> " D0 ; Tentacle FE ; End If and reset targeting FC 05 00 00 ; If monster has been attacked FC 0D 02 03 ; If variable VAR002 is greater than or equal to 3 F8 02 00 ; Set VAR002 to 0 F3 03 00 ; Text: " [Time for a spanking!]<D> " F1 43 ; Targeting: allies D0 ; Tentacle FE ; End If and reset targeting FC 05 00 00 ; If monster has been attacked F8 02 81 ; 1 added to VAR002 FF ; End RE: About desperation moves... - Tenkarider - 07-08-2014 I don't get why triggering hp refresh when he's still alive, there are some negative aspects, except if you wanted to do it on purpose: - HP are random: they could be 150000 in one fight and 200000 in another one, according to how much hp will be left when the refresh triggers; - If use it when still alive, it may give some unexpected results, if quick is active for example(if it exist in BNW), it won't be triggered in the first blocked turn, ecxept if is killed in one shot. If used only when the guardian has 0 hp, death is absolute and will have the priority on everything else, without risking at all. RE: About desperation moves... - BTB - 07-08-2014 I think the fact that you don't understand why I have an HP buffer is sort of proving the point I was trying to make to you: desperation attacks (and also counter-attacks, as I've recently learned) will not trigger the reactive half of the enemy script, and so it's possible for that damage to prematurely kill the enemy. You need a good HP buffer in place to minimize the possibility of that happening. Also, Quick isn't in Brave New World because it's a shitty, broken-as-f**k piece of ass spell. So, at the very least I don't have to worry about it. RE: About desperation moves... - Tenkarider - 07-08-2014 Lol about quick... probably Czar battle may be one of the last chances of use it in one of my hacks(in the final release he'll counter even with quick, anyway) Said that, i tested sword tech lv2 on Czar, but it still counters the counter. I'll definitively have to do all the possibles tests, still i already found a way to avoid any kind of unexpected Czar's death. RE: About desperation moves... - BTB - 07-12-2014 Retort is weird; it'd probably be best to test an actual counter-attack from a Black Belt and see fi you get the same results. RE: About desperation moves... - Tenkarider - 07-12-2014 Still have to do it, but i used it on Titan EX created from Edrin... he definitively almost never counterattacked, but i have the suspect that it's possible to make the monster counterattack the black belt, if you set the counterattack possible even when quick is active. Make some test even with your hack, it could be your chance to give at the guardian and anyone else a more stable script RE: About desperation moves... - BTB - 07-12-2014 Well, sit down and think about it for a second; the game doesn't allow counter-attacks to be countered for the simple fact that it would otherwise possibly result in an infinite loop of counters. You kinda have to accept this as a limitation of the engine and work with it rather than against it. What I do in Brave New World is include checks in the proactive (first) half of enemy scripts for any fight where this might be an issue to account for a case where the player is doing no proactive damage to the enemy (say, they've gotten caught up in a loop of healing and haven't been able to attack). RE: About desperation moves... - Tenkarider - 07-12-2014 I'd really like to see an infine loop until death of one of the two Anyway i tested the black belt counter... while it's true that it's not counterable from monsters, i noticed anyway that my Czar reacts well to the counter: When he dies, my hp loop works properly and the battle goes fluent without any unexpected results. The loop is triggered when he dies, i don't need to make any buffer, or something Consider that, for your monsters too. PS. despite this lack on Czar, it will barely change anything, that because: - There aren't too much chance of counter; - If you start a chain of 3+ counter attacks, then you'll seriously risk to trigger the error event and be squashed by Quadraslice; - Your relic selection MUST be really accurate for the battle, anyone who reaches the second half of the fight should know what i'm talking about. RE: About desperation moves... - BTB - 07-12-2014 Truth be told, counters aren't really the biggest concern in Brave New World - it's seizure damage. I have thoroughly examined its effects on enemy behavior and can say beyond a shadow of a doubt that periodic damage does not trigger counters (which, now that I think on it, is quite possibly because the game's code considers the source of periodic damage to be the target itself). I lump counter-attacks and desperation attacks in the same category because they behave the same way, as far as my experience goes. I had, for example, someone defeat Dadaluma in BNW by doing nothing but counter-attacking him. Dadaluma has 25,000 HP but is set to die in the reactive part of his boss script at 10,000 HP remaining. This never happened, and Dadaluma finally died normally (instead of like a boss, as his script would have him do) to a counter-attack. RE: About desperation moves... - Tenkarider - 07-12-2014 Already tested desperate some day ago, it's treated like swdtech lv2, so it's countered as normal(from my Czar, at least...). About Seizure and poison... already tested them too... they don't give any problem to my HP loop, goes normally to the next form I can say the same for suicide attacks, as merton/crusader. PS. Dadaluma's death not like a boss was predictable, since we already confirmed that counterattack doesn't make trigger monster's counterattack(not the same for "if monster is dead" trigger). |