[FINISHED!!!] Ultimate Czar dragon boss fight - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Hacks, Resources and Tutorials (https://www.ff6hacking.com/forums/forum-1.html) +--- Forum: Jidoor Auction House (https://www.ff6hacking.com/forums/forum-4.html) +---- Forum: Boss Hacks (https://www.ff6hacking.com/forums/forum-28.html) +---- Thread: [FINISHED!!!] Ultimate Czar dragon boss fight (/thread-2593.html) |
[FINISHED!!!] Ultimate Czar dragon boss fight - Tenkarider - 05-31-2014 The final version of Ultimate Czar Dragon challenge has been released!!! The ultimate battle is finally completed!!! some minor fix, little change, a little bit more hard... and a completely new atmosphere!!! Are you ready for this one? here's the link: There are both ITA and US versions inside, open the folder of the desired language and choose between Classic(upgraded 1.0 version) and Uber(the true final version) http://www.mediafire.com/download/x8kdeaze7rrhz24/FF6+Ultimate+Czar+Dragon+Final+Version.rar - Rom version: 1.0 - headered - Evade bux fix patch applied - Sketch bug fix patch applied PS. don't save changes with editors on the patched rom: for some reason some data will be deleted... which is even better, since a cheater will be discovered immediately XD UPDATE!!! i posted any possible useful link for get any information about my hack, they're already in the topic, but you won't have to search it for your own anymore: Video to customized desperations: (available only in the final version) https://www.youtube.com/watch?v=StLL5zJQuVE Screenshots of my hack: http://www.mediafire.com/view/7bb232chafxpz/Screenshots#m1bev18caexs1ff http://www.mediafire.com/view/426e5wory5eyd/Screenshots#t7o8uzownll1bnq Czar battle unique behaviors and rules: https://www.youtube.com/watch?v=eWf6hTXEDog Czar short battle until the infamous merton spam form + hall of fame and other information: https://www.youtube.com/watch?v=_vknVrINvUQ If you don't have a save file next to the boss search here: http://fantasyanime.com/finalfantasy/ff6/ff6saves.htm this site has all save files, the ones you might like to pick are save 29 or save 30 Unused stuff, cutted from version 1.0, except seeing some nice idea i had, you may catch some information about an advanced part of the battle(this stuff may return in the final version of my hack if i'll be able to to that) : https://www.youtube.com/watch?v=tHu8xxdo318 Download links below are obsolete, so i'll close them inside a spoiler window. Spoiler (Click to View) The official attempters of my challenge, you may learn some useful tactic from their battles: https://www.youtube.com/watch?v=t6UQ7XryjVs (lost at form#3) https://www.youtube.com/watch?v=83IFtpHjXN0 (lost at form#12) Actually i already wrote a thread about my hack, but i realized later the existence of a sector of the site created for single boss fight hacks... so i'll put a thread here too, maybe it will be spreaded better There we are!!! everything is in my youtube channel... read this post and then follow my link! Czar script: lenght: 4200 bytes, i doubt i'll create again something so big in ff6 Big Grin this guy has 1.300.000 HP, 20 HP bars 1 bar = 65000 HP... each bar has a different attack route, counter attack, trigger events, etc... the battle conditions will change in a snap, it will never be the same fight, except for his first 2 HP bars, they're more like a warm-up. Many bugs of the game are heavily countered... if still you manage to use a bug, the challenge attempt won't be valid. BRUTAL COUNTERS: if you make piss-off the Czar, you'll be sorry: - Jump -> Land Slide, you won't abuse of jump dodge... - Ultima -> ultima, no more cheap mage: magic 100 meteor will be ok; - Charm/entice(one of them) -> 3x ultima, just to not risk an AI crush Haha; - cyan/gogo as imp -> 5x ultima, no psycho in my hack, that will probably force you to equip them with ribbon and safety bit, too bad... Czar will use only powerful attacks, he doesn't rely very much on elemental attacks, just at the beginning... THE CHALLENGE: in my videos there are all details about the challenge, plus the hall of fame, archievements and records you may break... do you have what it takes to claim victory? Intro link: https://www.youtube.com/watch?v=eWf6hTXEDog Challenge link: https://www.youtube.com/watch?v=_vknVrINvUQ Please, spread as much as you can my challenge, especially among ff6 hacker comunity Wink Reply my video with your video attempt, i don't care if it's a failure... do it Smile the simple try means much for me. you can't use equip farmed by Czar for win the challenge, but if you wanna make a video with a super equipped party, just for fun, i'll apreciate it. YOU WOULD LIKE TO TRY, BUT IT TAKES TOO MUCH FOR GRIND THE PARTY AND ARRIVE AT THE END OF THE GAME? Don't worry, the hack is designed for arrive to Czar fight with a maxed out party in a snap, how? - Leafer and peepers in 6x forms that gives 65535 exp/gold, 254 AP, drop/steal moogle charm, exp egg and megalixir Big Grin; - Everybody can equip moogle charm; - Easy Elisir/Megalixir farming; That means that you'll be ready for fight in ABOUT 2 DAYS!!! Here there are all the contents of my hack: Hack features: Monsters: - Leafer gives 65535 exp and gold, drop: moogle charm; steal: exp. egg - Peepers gives 65535 exp and gold, drop: exp. egg(common), moogle charm(rare); steal: x-potion(common), megalixir(rare) - Black dragon drops safety bit(common) - Invincible guardian AI changed(czar dragon event) - Czar dragon is finally a true boss Wink - Storm dragon is powered up - Dirt dragon is powered up Items: - Tack star costs 10000 gold - X-potion costs 32767 gold - X-ether costs 32767 gold - Elixir costs 32767 gold - Megalixir costs 32767 gold - Titanium costs 32767 gold - Moogle charm equippable for everyone Shop: - Jidoor(wor) item shop sells totally different stuff at 2x price Colosseum: - Brachosaur at colosseum gives megalixir instead of cat hood Forms: - Form 6 changed(leafer x6) 254 magic points - Form 189(grenade) swapped with form 564(filled with invincible guardian) and gives 254 magic points - Form 192(peepers x2) gives 254 magic points - Form 193 changed(peepers x6) 254 magic points - Form 194 gives 254 magic points - Form 195(black drgn) gives 254 magic points - Form 210(intangir) gives 254 magic points - Form 561(czar dragon) edited for battle (last form) - Form 563 filled for czar battle(czar revealed) - Form 564 now has ex grenade form 189 inside Packs: - Pack 27 slot #4 swapped with form 564 - Pack 161 slot #4 changed into form 189(invincible guardian) Text: - Modified crusader's description text and created Tenkarider's signature - Modified rare item "books" description text WHAT/WHO'S POWERED UP/NERFED? - Multi attack spammers are hindered by Czar script, check intro video; - Inventory in-battle is very handy, you'll be able to fill it in no time; - Terra: no change, but morph may have a key role in certain moments; - Locke: Stealing Czar rare equip is actually a GREAT strategy!!! Big Grin ; - Edgar: if you manage to make him deal 9999 even with crossbow... Smile ; - Sabin: blitz random choice is nerfed, but heal with blitz is handy Haha ; - Celes: runic is a cheap lifesaver, keep in mind Wink ; - Gau: we may say he's nerfed, wind god is useless and charm nerfed Hmm ; - Cyan: swordtch allows multi hit without relics, but nerfed psycho; - Shadow: he's very reliable, but Interceptor may ruin your attempt surprised ; - Setzer: slot is nerfed, joker doom blocked, but Gold rain damage is ensured by 65535 gold drops of my hack Tongue ; - Strago: lore may cover any field in this battle, powerful; - Relm: try to use sketch on Czar, you may be surprised. Blocked Control; - Mog: Dance is a suicide, but scarf + controllable ally is a great combo; - Umaro: Big Grin sorry, but i'm afraid it's impossible to use it properly, if you use it and manage to win... i may consider that like a bonus that may let you rise your position in the hall of fame... why not? Huh I heard about setzer that may screw hp loop script with multi-hit fixed dice... i don't know if it works even on my script(created only by me, without consulting other scripts), if that or other problems will crush my hp loop script... please tell me surprised PS. the challenge is won only if Czar dies with boss death animation. THAT'S ALL, NOW GO TO CLAIM YOUR VICTORY!!!! here's the script: get ready!!! Whole system: 4200 bytes Piece #1: Face (it could have been any other monster) ____________________________________________________________ Code: bytes=14 Piece #2: Guardian Code: bytes=88 Piece #3 Czar Dragon [code] bytes=3070 FC 15 00 00 ; If VAR000 has all the following bit cleared: 0 F3 4C 00 ; Text: " or_<D> I am Czar_<D> Prepare yourselves!<D>" F8 01 14 ; Set VAR001 to 20 F8 02 01 ; Set VAR002 to 1 F8 03 00 ; Set VAR003 to 0 F3 07 00 ; Text: " Act I - Genesis<D>" E1 ; Phantasm DE ; Goner F9 01 00 00 ; VAR000 set bit: 0 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 10 ; If variable VAR001 is greater than or equal to 16 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 09 FF 27 ; Play sound: loud sound FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies A0 ; Quasar F8 02 01 ; Set VAR002 to 1 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 11 ; If variable VAR001 is greater than or equal to 17 FC 0C 01 12 ; If variable VAR001 is less than to 18 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FC 0C 03 01 ; If variable VAR003 is less than to 1 FA 09 FF D6 ; Play sound: ??? FB 0F 12 ; ??? FA 09 FF E9 ; Play sound: ??? F2 00 35 82 ; Call form. #565 (CzarDragon, Red Dragon, Ice Dragon, Speck), gets max HP 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 F3 0F 00 ; Text: " Act II - Inertia<D>" F1 43 ; Targeting: allies 49 ; Carbunkl F9 01 00 02 ; VAR000 set bit: 2 F8 03 81 ; 1 added to VAR003 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 0B ; If variable VAR001 is greater than or equal to 11 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 09 FF BD ; Play sound: ??? FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies 13 ; <MB>Meteor F8 02 01 ; Set VAR002 to 1 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 0E ; If variable VAR001 is greater than or equal to 14 FC 0C 01 0F ; If variable VAR001 is less than to 15 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 0C 03 02 ; If variable VAR003 is less than to 2 FC 10 00 00 ; If only one type of monster is alive FA 09 FF 5F ; Play sound: (CleanSweep) FB 0F 23 ; ??? FA 09 FF E9 ; Play sound: ??? F2 00 36 82 ; Call form. #566 (CzarDragon, Blue Drgn, Gold Drgn, Speck), gets max HP 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 F3 10 00 ; Text: " Act III - Penance<D>" F9 01 00 03 ; VAR000 set bit: 3 F8 03 81 ; 1 added to VAR003 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 0E ; If variable VAR001 is greater than or equal to 14 FC 0C 01 0F ; If variable VAR001 is less than to 15 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 0C 03 02 ; If variable VAR003 is less than to 2 F1 37 ; Targeting: all monsters except self CB ; Sneeze FA 09 FF 5F ; Play sound: (CleanSweep) FB 0F 23 ; ??? FA 09 FF E9 ; Play sound: ??? F2 00 36 82 ; Call form. #566 (CzarDragon, Blue Drgn, Gold Drgn, Speck), gets max HP 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 F3 10 00 ; Text: " Act III - Penance<D>" F9 01 00 03 ; VAR000 set bit: 3 F8 03 81 ; 1 added to VAR003 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 0C ; If variable VAR001 is greater than or equal to 12 FC 0C 01 0D ; If variable VAR001 is less than to 13 FC 15 00 04 ; If VAR000 has all the following bit cleared: 4 FC 0C 03 03 ; If variable VAR003 is less than to 3 FC 10 00 00 ; If only one type of monster is alive FA 09 FF 67 ; Play sound: ??? FB 0F 1C ; ??? FA 09 FF E9 ; Play sound: ??? F2 00 37 82 ; Call form. #567 (CzarDragon, White Drgn, Skull Drgn, Speck), gets max HP 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 F3 14 00 ; Text: " Act IV - Nihilism" F9 01 00 04 ; VAR000 set bit: 4 F8 03 81 ; 1 added to VAR003 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 0C ; If variable VAR001 is greater than or equal to 12 FC 0C 01 0D ; If variable VAR001 is less than to 13 FC 15 00 04 ; If VAR000 has all the following bit cleared: 4 FC 0C 03 03 ; If variable VAR003 is less than to 3 F1 37 ; Targeting: all monsters except self CB ; Sneeze FA 09 FF 67 ; Play sound: ??? FB 0F 1C ; ??? FA 09 FF E9 ; Play sound: ??? F2 00 37 82 ; Call form. #567 (CzarDragon, White Drgn, Skull Drgn, Speck), gets max HP 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 F3 14 00 ; Text: " Act IV - Nihilism" F9 01 00 04 ; VAR000 set bit: 4 F8 03 81 ; 1 added to VAR003 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 FC 0C 01 0B ; If variable VAR001 is less than to 11 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 FC 0C 03 04 ; If variable VAR003 is less than to 4 FC 10 00 00 ; If only one type of monster is alive FA 09 FF C9 ; Play sound: ??? FB 0F 33 ; ??? FA 09 FF 12 ; Play sound: land breaking apart when the world ends (Alexandr) F1 43 ; Targeting: allies E0 ; Revenger F1 44 ; Targeting: random ally 35 ; <MW>Life 3 F1 43 ; Targeting: allies A4 ; SoulCrush FB 05 36 ; Target self loses invincibility F2 00 D7 81 ; Call form. #471 (Face), gets max HP F5 00 03 01 ; Monsters #1 are hidden and their HP restored, suddently FE ; End If and reset targeting FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 FC 0C 01 0B ; If variable VAR001 is less than to 11 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 FC 0C 03 04 ; If variable VAR003 is less than to 4 F1 37 ; Targeting: all monsters except self CB ; Sneeze FA 09 FF C9 ; Play sound: ??? FB 0F 33 ; ??? FA 09 FF 12 ; Play sound: land breaking apart when the world ends (Alexandr) F1 43 ; Targeting: allies E0 ; Revenger F1 44 ; Targeting: random ally 35 ; <MW>Life 3 F1 43 ; Targeting: allies A4 ; SoulCrush FB 05 36 ; Target self loses invincibility F2 00 D7 81 ; Call form. #471 (Face), gets max HP F5 00 03 01 ; Monsters #1 are hidden and their HP restored, suddently FE ; End If and reset targeting FC 0D 01 06 ; If variable VAR001 is greater than or equal to 6 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 09 FF 14 ; Play sound: (Phoenix) FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies A1 ; GrandTrain F8 02 01 ; Set VAR002 to 1 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 09 ; If variable VAR001 is greater than or equal to 9 FC 0C 01 0A ; If variable VAR001 is less than to 10 FC 15 00 04 ; If VAR000 has all the following bit cleared: 4 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 E1 ; Phantasm F1 31 ; Targeting: monster #2 (random ally if N/A) 1F ; <MG>Haste F1 32 ; Targeting: monster #3 (random ally if N/A) 1F ; <MG>Haste F1 38 ; Targeting: all monsters 91 ; Big Guard 49 ; Carbunkl 47 ; Kirin F1 43 ; Targeting: allies 94 ; L.5 Doom F9 01 00 04 ; VAR000 set bit: 4 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 FA 09 FF AE ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red FB 01 36 ; Target self becomes invincible F9 01 00 07 ; VAR000 set bit: 7 FB 00 00 ; has battle timer set to 0 FE ; End If and reset targeting FC 0B F0 00 ; If timer has reached/passed 240 (locks timer) FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 DB ; Discard F3 12 00 ; Text: " I tire of this!<D> " 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 28 ; <MG>Slow 2 5B ; 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently FB 00 00 ; has battle timer set to 0 F9 02 00 02 ; VAR000 clear bit: 2 F9 02 00 03 ; VAR000 clear bit: 3 F9 02 00 04 ; VAR000 clear bit: 4 F9 02 00 05 ; VAR000 clear bit: 5 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 05 ; If VAR000 has all the following bit cleared: 5 FC 0B D2 00 ; If timer has reached/passed 210 (locks timer) FA 09 FF AE ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red FB 01 36 ; Target self becomes invincible F9 01 00 05 ; VAR000 set bit: 5 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 04 ; If VAR000 has all the following bit cleared: 4 FC 0B 96 00 ; If timer has reached/passed 150 (locks timer) FA 09 FF AE ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red FB 05 36 ; Target self loses invincibility F9 01 00 04 ; VAR000 set bit: 4 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 0B 5A 00 ; If timer has reached/passed 90 (locks timer) FA 09 FF AE ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red FB 01 36 ; Target self becomes invincible F9 01 00 03 ; VAR000 set bit: 3 FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 FC 0C 01 09 ; If variable VAR001 is less than to 9 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FC 0B 2D 00 ; If timer has reached/passed 45 (locks timer) FA 09 FF AE ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red FB 05 36 ; Target self loses invincibility F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 07 ; If variable VAR001 is greater than or equal to 7 FC 0C 01 08 ; If variable VAR001 is less than to 8 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 F1 44 ; Targeting: random ally C8 ; Seize F9 01 00 02 ; VAR000 set bit: 2 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 06 ; If variable VAR001 is greater than or equal to 6 FC 0C 01 07 ; If variable VAR001 is less than to 7 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FA 09 FF 05 ; Play sound: 1st Ultima sound (Ultima) FA 0B 00 00 ; Monsters palette flashes to yellow F5 0E 00 C8 ; Monsters #4 , if hidden/dead, brought in with their HP restored, in light & flashes FB 07 33 ; Target monster #4 (random ally if N/A) becomes untargetable F3 22 00 ; Text: " He started to absorb magic!<D>" F9 01 00 02 ; VAR000 set bit: 2 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 FC 0C 01 06 ; If variable VAR001 is less than to 6 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 FC 0C 03 05 ; If variable VAR003 is less than to 5 FA 09 FF C9 ; Play sound: ??? FB 0F 34 ; ??? FA 09 FF A5 ; Play sound: ??? F1 43 ; Targeting: allies E0 ; Revenger F1 44 ; Targeting: random ally 35 ; <MW>Life 3 F1 43 ; Targeting: allies A4 ; SoulCrush FB 05 36 ; Target self loses invincibility F2 0D 00 82 ; Call form. #512 (Magic), gets max HP F5 00 03 01 ; Monsters #1 are hidden and their HP restored, suddently FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 FC 0C 01 06 ; If variable VAR001 is less than to 6 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FC 19 01 00 ; If monster is in slot: #1 FB 05 31 ; Target monster #2 (random ally if N/A) loses invincibility FB 05 32 ; Target monster #3 (random ally if N/A) loses invincibility F9 01 00 02 ; VAR000 set bit: 2 FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 0C 01 04 ; If variable VAR001 is less than to 4 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 C0 ; Fallen One F9 01 00 02 ; VAR000 set bit: 2 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 09 FF B0 ; Play sound: ??? FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies DF ; Meteo F8 02 01 ; Set VAR002 to 1 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 FC 0C 01 05 ; If variable VAR001 is less than to 5 FC 0C 02 01 ; If variable VAR002 is less than to 1 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 E1 ; Phantasm F9 01 00 02 ; VAR000 set bit: 2 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 0C 01 04 ; If variable VAR001 is less than to 4 FC 14 00 06 ; If VAR000 has all the following bit set: 6 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 FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 FC 0C 01 04 ; If variable VAR001 is less than to 4 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 C8 ; Seize F9 01 00 03 ; VAR000 set bit: 3 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 0C 01 03 ; If variable VAR001 is less than to 3 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 15 00 02 ; If VAR000 has all the following bit cleared: 2 FA 09 FF E9 ; Play sound: ??? F5 00 03 02 ; Monsters #2 are hidden and their HP restored, suddently F5 0B 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal F9 00 00 02 ; VAR000 toggle bit: 2 F9 01 00 03 ; VAR000 set bit: 3 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 FC 0C 01 03 ; If variable VAR001 is less than to 3 FC 15 00 03 ; If VAR000 has all the following bit cleared: 3 FC 14 00 02 ; If VAR000 has all the following bit set: 2 FA 09 FF E9 ; Play sound: ??? F5 00 03 04 ; Monsters #3 are hidden and their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom F9 00 00 02 ; VAR000 toggle bit: 2 F9 01 00 03 ; VAR000 set bit: 3 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting FC 0D 01 01 ; If variable VAR001 is greater than or equal to 1 FC 0D 02 02 ; If variable VAR002 is greater than or equal to 2 FA 09 FF 25 ; Play sound: (Terrato) FA 0B 00 00 ; Monsters palette flashes to yellow F1 43 ; Targeting: allies 14 ; <MB>Ultima F3 27 00 ; Text: " Act VII - Apocalypse<D>" F9 02 00 06 ; VAR000 clear bit: 6 FA 09 FF E9 ; Play sound: ??? F5 00 03 02 ; Monsters #2 are hidden and their HP restored, suddently F5 0B 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, diagonal F5 00 03 04 ; Monsters #3 are hidden and their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom F1 31 ; Targeting: monster #2 (random ally if N/A) 1F ; <MG>Haste F1 32 ; Targeting: monster #3 (random ally if N/A) 1F ; <MG>Haste FA 09 FF AE ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red 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 F4 03 03 03 ; Rand. cmd.: Morph or Morph or Morph FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly FA 03 01 00 ; Monsters #1 moves back 1 step quickly F8 02 01 ; Set VAR002 to 1 FB 05 36 ; Target self loses invincibility FE ; End If and reset targeting 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 06 36 FF ; If target self has less or equal than 32640 HP FC 15 00 06 ; If VAR000 has all the following bit cleared: 6 FA 09 FF 0C ; Play sound: loud, whatever it is. FA 0B 00 00 ; Monsters palette flashes to yellow F5 0D 04 01 ; Monsters #1 are hidden without affecting their HP, with blinking F5 0E 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, in light & flashes F5 0D 04 06 ; Monsters #2, #3 are hidden without affecting their HP, with blinking F5 0E 02 06 ; Monsters #2, #3 , if hidden, brought in without affecting their HP, in light & flashes F9 01 00 06 ; VAR000 set bit: 6 FE ; End If and reset targeting 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 06 36 80 ; If target self has less or equal than 16384 HP FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 FA 09 FF 05 ; Play sound: 1st Ultima sound (Ultima) F5 0E 02 C8 ; Monsters #4 , if hidden, brought in without affecting their HP, in light & flashes FB 07 33 ; Target monster #4 (random ally if N/A) becomes untargetable F3 22 00 ; Text: " He started to absorb magic!<D>" F9 01 00 07 ; VAR000 set bit: 7 FE ; End If and reset targeting FC 06 36 C0 ; If target self has less or equal than 24576 HP FC 0D 02 01 ; If variable VAR002 is greater than or equal to 1 FC 0C 02 02 ; If variable VAR002 is less than to 2 FA 09 FF 00 ; Play sound: Lore magic cast sound F8 02 00 ; Set VAR002 to 0 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 14 ; If variable VAR001 is greater than or equal to 20 EE ; Battle F0 EE FE FE ; Rand. spell: Battle or Nothing or Nothing FE ; End If and reset targeting FC 0D 01 13 ; If variable VAR001 is greater than or equal to 19 EE ; Battle F0 EF EE EE ; Rand. spell: Special or Battle or Battle FE ; End If and reset targeting FC 0D 01 12 ; If variable VAR001 is greater than or equal to 18 EE ; Battle F0 EF EE EE ; Rand. spell: Special or Battle or Battle F0 B7 10 E3 ; Rand. spell: WaveCannon or <MB>Demi or Shock Wave FE ; End If and reset targeting FC 0D 01 11 ; If variable VAR001 is greater than or equal to 17 EE ; Battle F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle AB ; Megazerk FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle D7 ; Shrapnel FE ; End If and reset targeting FC 0D 01 10 ; If variable VAR001 is greater than or equal to 16 17 ; <MB>Merton FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF 82 82 ; Rand. spell: Special or Megahit or Megahit FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle F0 EE EE 57 ; Rand. spell: Battle or Battle or F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle FE ; End If and reset targeting FC 0D 01 0F ; If variable VAR001 is greater than or equal to 15 F0 28 86 AB ; Rand. spell: <MG>Slow 2 or Bio Blast or Megazerk F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle F0 EF E3 EE ; Rand. spell: Special or Shock Wave or Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 17 15 8D ; Rand. spell: <MB>Merton or <MB>Quake or CleanSweep D7 ; Shrapnel 82 ; Megahit FE ; End If and reset targeting FC 0D 01 0E ; If variable VAR001 is greater than or equal to 14 86 ; Bio Blast 88 ; Confuser 28 ; <MG>Slow 2 AB ; Megazerk FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) E9 ; Scar Beam 65 ; Wind Slash 8D ; CleanSweep 15 ; <MB>Quake FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) D7 ; Shrapnel B7 ; WaveCannon 82 ; Megahit 5A ; FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EF 87 ; Rand. spell: Battle or Special or Heal Force FE ; End If and reset targeting FC 0D 01 0D ; If variable VAR001 is greater than or equal to 13 D2 ; Train F0 EE EF 87 ; Rand. spell: Battle or Special or Heal Force F0 E3 D7 57 ; Rand. spell: Shock Wave or Shrapnel or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 28 8B 5A ; Rand. spell: <MG>Slow 2 or Condemned or B2 ; Cyclonic FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 3A ; Targeting: random monster (self if N/A) 87 ; Heal Force F1 47 ; Targeting: use normal targeting F0 87 87 57 ; Rand. spell: Heal Force or Heal Force or F0 87 57 57 ; Rand. spell: Heal Force or or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 58 ; 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0D 01 0C ; If variable VAR001 is greater than or equal to 12 4B ; Sraphim 4F ; Starlet FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 45 ; Crusader F1 43 ; Targeting: allies 49 ; Carbunkl FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 45 4B 4F ; Rand. spell: Crusader or Sraphim or Starlet FE ; End If and reset targeting FC 0D 01 0B ; If variable VAR001 is greater than or equal to 11 C4 ; Mind Blast FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 CF D2 28 ; Rand. spell: Cold Dust or Train or <MG>Slow 2 5A ; FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 AB 88 86 ; Rand. spell: Megazerk or Confuser or Bio Blast D6 ; Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) CF ; Cold Dust B1 ; Blaster F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0B 50 00 ; If timer has reached/passed 80 (locks timer) FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 F0 EF 82 D7 ; Rand. spell: Special or Megahit or Shrapnel FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 1A ; <MG>Rasp FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 45 ; Crusader FE ; End If and reset targeting FC 0D 01 0A ; If variable VAR001 is greater than or equal to 10 15 ; <MB>Quake FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 17 ; <MB>Merton FE ; End If and reset targeting FC 0D 01 09 ; If variable VAR001 is greater than or equal to 9 F0 57 82 5A ; Rand. spell: or Megahit or F0 D7 E3 11 ; Rand. spell: Shrapnel or Shock Wave or <MB>Quartr FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 1A D2 CF ; Rand. spell: <MG>Rasp or Train or Cold Dust F0 B7 EF EE ; Rand. spell: WaveCannon or Special or Battle FE ; End If and reset targeting FC 0D 01 08 ; If variable VAR001 is greater than or equal to 8 F1 43 ; Targeting: allies F0 EE EE 28 ; Rand. spell: Battle or Battle or <MG>Slow 2 F0 EE EE D2 ; Rand. spell: Battle or Battle or Train EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B2 ; Cyclonic FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) C4 ; Mind Blast F0 9B D6 D6 ; Rand. spell: Dischord or Disaster or Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0D 01 07 ; If variable VAR001 is greater than or equal to 7 F1 37 ; Targeting: all monsters except self 87 ; Heal Force 87 ; Heal Force FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EE 57 ; Rand. spell: Battle or Battle or F0 EE 57 57 ; Rand. spell: Battle or or EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 0F ; <MB>Flare F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust F0 EE EE 8B ; Rand. spell: Battle or Battle or Condemned FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently 58 ; 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EE 9B ; Rand. spell: Battle or Battle or Dischord F0 EE EE EF ; Rand. spell: Battle or Battle or Special EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) DF ; Meteo FE ; End If and reset targeting FC 0D 01 06 ; If variable VAR001 is greater than or equal to 6 59 ; F0 82 82 EE ; Rand. spell: Megahit or Megahit or Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 44 ; Targeting: random ally F0 EE EE 59 ; Rand. spell: Battle or Battle or F0 57 57 59 ; Rand. spell: or or F0 EF EF 59 ; Rand. spell: Special or Special or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle EE ; Battle F0 EE EE EF ; Rand. spell: Battle or Battle or Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) A0 ; Quasar F1 3C ; Targeting: random dead ally A6 ; ChokeSmoke A6 ; ChokeSmoke FE ; End If and reset targeting FC 0D 01 05 ; If variable VAR001 is greater than or equal to 5 9B ; Dischord FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE 82 ; Rand. spell: Battle or Battle or Megahit F0 EE EE 0F ; Rand. spell: Battle or Battle or <MB>Flare FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 C4 D6 D6 ; Rand. spell: Mind Blast or Disaster or Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF 5A C4 ; Rand. spell: Special or or Mind Blast FE ; End If and reset targeting FC 0D 01 04 ; If variable VAR001 is greater than or equal to 4 FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly 58 ; FA 07 01 00 ; Monsters #1 steps back 3 steps quickly D6 ; Disaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 C4 D6 D6 ; Rand. spell: Mind Blast or Disaster or Disaster F0 EE EE EF ; Rand. spell: Battle or Battle or Special EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 5A ; FA 08 01 00 ; Monsters #1 steps forward 3 steps quickly 58 ; FA 07 01 00 ; Monsters #1 steps back 3 steps quickly FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 6D ; Land Slide C4 ; Mind Blast F0 EE EE 59 ; Rand. spell: Battle or Battle or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) DE ; Goner CF ; Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster F0 59 EF D6 ; Rand. spell: or Special or Disaster FE ; End If and reset targeting FC 0D 01 03 ; If variable VAR001 is greater than or equal to 3 EE ; Battle EE ; Battle EE ; Battle F0 EE EE 5A ; Rand. spell: Battle or Battle or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 0F 0F DE ; Rand. spell: <MB>Flare or <MB>Flare or Goner F0 C4 CF CF ; Rand. spell: Mind Blast or Cold Dust or Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster 9B ; Dischord FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 6D 6D 13 ; Rand. spell: Land Slide or Land Slide or <MB>Meteor C4 ; Mind Blast FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) EE ; Battle EE ; Battle EE ; Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) A0 ; Quasar EF ; Special F0 EF EF D1 ; Rand. spell: Special or Special or HyperDrive FE ; End If and reset targeting FC 0D 01 02 ; If variable VAR001 is greater than or equal to 2 EE ; Battle EE ; Battle EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 6D 0F A1 ; Rand. spell: Land Slide or <MB>Flare or GrandTrain FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) 9B ; Dischord 59 ; CF ; Cold Dust CF ; Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) B1 ; Blaster F0 EF EF D1 ; Rand. spell: Special or Special or HyperDrive F0 EF EF D1 ; Rand. spell: Special or Special or HyperDrive FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) DF ; Meteo F0 EE EE 0F ; Rand. spell: Battle or Battle or <MB>Flare F0 EE EE 6D ; Rand. spell: Battle or Battle or Land Slide FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF EF C0 ; Rand. spell: Special or Special or Fallen One F9 02 00 03 ; VAR000 clear bit: 3 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 F1 43 ; Targeting: allies F0 EE EE 6D ; Rand. spell: Battle or Battle or Land Slide F0 EE 6D 6D ; Rand. spell: Battle or Land Slide or Land Slide 6D ; Land Slide FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies DE ; Goner DE ; Goner FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies A0 ; Quasar A0 ; Quasar 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 FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies EE ; Battle EE ; Battle EE ; Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies 13 ; <MB>Meteor 13 ; <MB>Meteor FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies DF ; Meteo DF ; Meteo 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 F1 43 ; Targeting: allies 9B ; Dischord F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE 0F ; Rand. spell: Battle or Battle or <MB>Flare F0 EE EE 6D ; Rand. spell: Battle or Battle or Land Slide FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies A0 ; Quasar F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special F0 EE EE EF ; Rand. spell: Battle or Battle or Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies B1 ; Blaster 13 ; <MB>Meteor 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 FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies CF ; Cold Dust CF ; Cold Dust FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies A1 ; GrandTrain 0F ; <MB>Flare 0F ; <MB>Flare FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 B1 B1 C0 ; Rand. spell: Blaster or Blaster or Fallen One 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 F1 43 ; Targeting: allies EE ; Battle EE ; Battle D7 ; Shrapnel D7 ; Shrapnel FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies B1 ; Blaster FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust F0 EE EE CF ; Rand. spell: Battle or Battle or Cold Dust EF ; Special FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies DE ; Goner EE ; Battle EE ; Battle EE ; Battle EE ; Battle FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies F0 EE EE 59 ; Rand. spell: Battle or Battle or F0 EE EE 59 ; Rand. spell: Battle or Battle or F0 EE EE 59 ; Rand. spell: Battle or Battle or FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F1 43 ; Targeting: allies 5A ; FE ; End If and reset targeting FF ; End first wave of attack FC 0C 01 01 ; If variable VAR001 is less than to 1 FC 15 00 07 ; If VAR000 has all the following bit cleared: 7 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 F5 0E 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, in light & flashes FA 09 FF 3F ; Play sound: (Merton) FA 00 FF 00 ; Monsters palette flashes to red F1 43 ; Targeting: allies DF ; Meteo 13 ; <MB>Meteor 14 ; <MB>Ultima FB 0F 35 ; ??? FA 0D 00 00 ; Background gets darker, sounds like boss dying FB 0E 36 ; ??? F3 42 00 ; Text: " It's time to end this battle!<D> " FB 05 31 ; Target monster #2 (random ally if N/A) loses invincibility FB 05 32 ; Target monster #3 (random ally if N/A) loses invincibility F2 00 35 82 ; Call form. #565 (CzarDragon, Red Dragon, Ice Dragon, Speck), gets max HP 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 F1 31 ; Targeting: monster #2 (random ally if N/A) 59 ; F5 0A 04 02 ; Monsters #2 are hidden without affecting their HP, in checkers (does not work on bigger graphics) F1 32 ; Targeting: monster #3 (random ally if N/A) 59 ; F5 0A 04 04 ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics) FA 09 FF 27 ; Play sound: loud sound FA 00 FF 00 ; Monsters palette flashes to red F2 00 36 82 ; Call form. #566 (CzarDragon, Blue Drgn, Gold Drgn, Speck), gets max HP 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 F1 31 ; Targeting: monster #2 (random ally if N/A) 59 ; F5 0A 04 02 ; Monsters #2 are hidden without affecting their HP, in checkers (does not work on bigger graphics) F1 32 ; Targeting: monster #3 (random ally if N/A) 59 ; F5 0A 04 04 ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics) FA 09 FF BD ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red F2 00 37 82 ; Call form. #567 (CzarDragon, White Drgn, Skull Drgn, Speck), gets max HP FA 09 FF BB ; Play sound: ??? F5 00 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom F1 31 ; Targeting: monster #2 (random ally if N/A) 59 ; FA 09 FF BB ; Play sound: ??? F5 00 04 02 ; Monsters #2 are hidden without affecting their HP, suddently F1 32 ; Targeting: monster #3 (random ally if N/A) 59 ; F5 0A 04 04 ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics) FA 09 FF 14 ; Play sound: (Phoenix) FA 00 FF 00 ; Monsters palette flashes to red F2 00 33 82 ; Call form. #563 (CzarDragon, Storm Drgn, Dirt Drgn, Speck), gets max HP FA 09 FF BB ; Play sound: ??? F5 00 00 02 ; Monsters #2 , if hidden/dead, brought in with their HP restored, suddently F5 09 00 04 ; Monsters #3 , if hidden/dead, brought in with their HP restored, from bottom F1 31 ; Targeting: monster #2 (random ally if N/A) 59 ; FA 09 FF BB ; Play sound: ??? F5 00 04 02 ; Monsters #2 are hidden without affecting their HP, suddently F1 32 ; Targeting: monster #3 (random ally if N/A) 59 ; F5 0A 04 04 ; Monsters #3 are hidden without affecting their HP, in checkers (does not work on bigger graphics) FA 09 FF B0 ; Play sound: ??? FA 00 FF 00 ; Monsters palette flashes to red F2 00 38 82 ; Call form. #568 (CzarDragon, Speck, Speck, Speck, SpeckSpeck), gets max HP FA 09 FF 3F ; Play sound: (Merton) FA 00 FF 00 ; Monsters palette flashes to red FA 00 FF 00 ; Monsters palette flashes to red F3 30 00 ; Text: " You cannot win!!<D>" D9 ; LastBreath FB 01 36 ; Target self becomes invincible FB 07 36 ; Target self becomes untargetable FA 09 FF E3 ; Play sound: ??? F2 00 30 82 ; Call form. #560 (??????), gets max HP FA 09 FF 50 ; Play sound: 2nd Shock sound (Shock) F9 01 00 07 ; VAR000 set bit: 7 FE ; End If and reset targeting FC 12 01 00 ; If following monster is/are dead: #1 F5 00 00 01 ; Monsters #1 , if hidden/dead, brought in with their HP restored, suddently F9 01 00 01 ; VAR000 set bit: 1 FC 0C 02 01 ; If variable VAR002 is less than to 1 F8 01 C1 ; 1 subtracted from VAR001 F8 02 02 ; Set VAR002 to 2 DB ; Discard FB 00 00 ; has battle timer set to 0 F9 02 00 01 ; VAR000 clear bit: 1 F9 02 00 02 ; VAR000 clear bit: 2 F9 02 00 03 ; VAR000 clear bit: 3 F9 02 00 04 ; VAR000 clear bit: 4 F9 02 00 05 ; VAR000 clear bit: 5 F9 02 00 07 ; VAR000 clear bit: 7 F5 00 04 C8 ; Monsters #4 are hidden without affecting their HP, suddently FB 01 36 ; Target self becomes invincible FE ; End If and reset targeting FC 0D 02 01 ; If variable VAR002 is greater than or equal to 1 FC 14 00 01 ; If VAR000 has all the following bit set: 1 FC 1C 00 00 ; Executes commands, even if Quick is in effect FA 09 FF A5 ; Play sound: ??? F3 06 00 ; Text: " trategy!!!<D> " 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F1 43 ; Targeting: allies 28 ; <MG>Slow 2 5B ; 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 F5 00 02 01 ; Monsters #1 , if hidden, brought in without affecting their HP, suddently F9 02 00 01 ; VAR000 clear bit: 1 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 targe RE: Ultimate Czar dragon boss fight - Tenkarider - 05-31-2014 Part 2 of Ultimate Czar Dragon AI system: 2nd part of Czar Dragon battle script(standard counter attack) Code: FC 05 00 00 ; If monster has been attacked Piece #4 Magic Code: bytes=36 Piece #5 Sleep Code: bytes=63 Piece #6 ?????? Code: bytes=103 Piece #7 Kaiser Code: bytes=836 Czar's allies: Red dragon Code: bytes=99 Code: bytes=36 Code: bytes=130 Code: bytes=57 Code: bytes=25 Code: bytes=60 Code: bytes=79 Code: bytes=80 __________________________________ Total battle code: 4766 bytes __________________________________ PS. Classic mode has a similar size, just a little smaller End of the code RE: Ultimate Czar dragon boss fight - Tenkarider - 06-01-2014 in the case(almost sure ) i forgot to write it before, your video attempt, before the fight, must show your party equips, relics, and status in order to judge if the attempt is valid(don't worry, the timer will start only in the moment in which the guardian will appear on the screen). RE: Ultimate Czar dragon boss fight - Tenkarider - 06-02-2014 probably i'm gonna post some screenshot of my hack, just to show you something more RE: Ultimate Czar dragon boss fight - Vanya - 06-03-2014 Wow that's some crazy insane battle script. I'm intrigued to see it in action. RE: Ultimate Czar dragon boss fight - Tenkarider - 06-03-2014 If u check my 2 links that lead to my 2 videos about the boss, u can see a fraction of the fight(the easier part ). Anyway Lockirby2 already contacted me for attempt the challenge, so he may create a video of the full fight sooner or later But, if u are brave enough, you can try my hack. Just to remember: even a failure battle is a good video that you may send as a reply to my challenge... actually it is a GREAT video The more the failures, the more the popularity of my hack, the more the glory of the winner RE: Ultimate Czar dragon boss fight - Tenkarider - 06-03-2014 here's some screenshot about the hack: The site doesn't directly show my screenshots, sounds like it would collapse, if it shows them So right click the rectangles and open images in another page... RE: Ultimate Czar dragon boss fight - Cyprus - 06-03-2014 Umm.... The Images Are Broken. RE: Ultimate Czar dragon boss fight - Tenkarider - 06-03-2014 As i said in the above post, right click the rectangles and open the images into another page, sounds like the site cannot handle all tha immages RE: Ultimate Czar dragon boss fight - madsiur - 06-03-2014 (06-03-2014, 09:40 PM)tenkarider Wrote: As i said in the above post, right click the rectangles and open the images into another page, sounds like the site cannot handle all tha immages Since they all point out to the same folder in mediafire, why not just link the first image? It's faster scrolling the folder in mediafire than right-clicking on each of the 25 images you posted. Not to mention that the limit is 10 images per post, I wonder now how you were able to post 25... There should have been a message saying you need to reduce the number of imagelinks. |