All bugs list and fix? - 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: All bugs list and fix? (/thread-2931.html) |
RE: All bugs list and fix? - Tenkarider - 08-09-2015 Well... looks like my patch hunt ends here, after i checked also Novalia Spirit's patches, unfortunately most of the bugs yet to fix are still without a patch. Despite that it's not too much a problem, actually i already found a way to live with it and to reduce my problem to only 3 patches, which are: - Corrupted drop due to formation swap and mismatching monster slots; - Command FC 02 - Command FC 03 since it's annoying searching their description on Master ZED's gamefaq, i'll report here the description, in the case it might give you a clue on what could solve those bugs: ______________________________________ Spell counters become omni-counters until another spell is used - // FC 02 bug FC 02, the spell counterattack conditional command in the enemy command scripts, simply counters one of two spells from the game's spell list, which contains a majority of usable attacks. However, whenever this counter is tripped, the variable that holds the spell used isn't cleared, so when an attack not on the spell list is used on the same target using FC 02, the FC 02 counter is triggered again. A normal game example of this is the living SrBehemoth and his Flare/Pearl counter. He should launch Meteo only when one of those two spells hits, but when one of the spells is followed up by something like Fight, Special, Jump, Steal or a few other possibilities, he'll launch Meteo again even though neither Flare or Pearl were used. ______________________________________ Item counters supercede all counters until another Item is used - // FC 03 bug Akin to the related FC 02 bug (see Spell counters become omni-counters until another spell is used under 2. In battle - Miscellaneous), if an Item counter (FC 03) is triggered, the item variable it uses is not cleared, making it counter anything as if it were the same item until another item it won't counter is used on the target. The only two in-game examples of this are Umaro and a returning Gau from the Veldt, however, Umaro's Green Cherry counter is preceded by a variable check (meaning he never makes it to his FC 03 twice) and while Gau's FC 03 Dried Meat counter precedes his variable check, the only way you would ever actually see the bug's effect is in a code trace. RE: All bugs list and fix? - Catone - 08-09-2015 The part in both of those descriptions "the bit is not cleared" seems an awful lot like the FC05 bug, if my memory is correct, could be fixed with the same adjustments that are in that patch, adapted to the other two FC's. Correct me if I'm incorrect, but really, same issue different location is what I see there. |