Pony Fantasy VI Remake - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Dragons' Den (https://www.ff6hacking.com/forums/forum-13.html) +--- Thread: Pony Fantasy VI Remake (/thread-3106.html) Pages:
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RE: Pony Fantasy VI Remake - DrakeyC - 02-05-2017 Another AI script problem. This is my Doom replacement, Hurricane. He hasn't been working right. This is despite the fact his AI script is identical to Doom's, just with different attacks and a couple extra blows tossed in too. All the ifs, end ifs, variable sets, are the same. According to the playtester who tested this, Hurricane would do the Aeroslice/Dark Bolt/Dark Ice move, then use Polarize, and cycled through those same two turns. Here's Hurricane's AI. Code: [script #-1] ; orig idx=295, "Hurricane", nb. bytes=148 And here's Doom's for comparison. Code: [script #-1] ; orig idx=295, "Doom", nb. bytes=140 RE: Pony Fantasy VI Remake - Tenkarider - 02-05-2017 You said they have more life bars your 3 god statues, right? When you kill a life bar, the AI script restarts from the beginning, so turn based attacks will start from the first turn. Assuming he's able to kill a life in 2 turns, then he will always see the same AI, since you told their AI won't change during the battle There's also another thing i noticed, R.polarity is triggered after the timer reaches 20, which is not very much... if you're able to buy enough time, and make him act few turns(i don't know if battle/message speed settings can affect this), then he might be forced from his script to use R.polarity after one action after he casted it the previous time... RE: Pony Fantasy VI Remake - DrakeyC - 02-05-2017 The reported pattern occurred when he wasn't attacking at all, so it isn't HP. Besides, I removed the revival variable from the posted AI script, so Hurricane has the same HP as Doom. R.Polarity is not on a timer, that's Aeroshield/ForceField, which is further set to an variable that triggers at partial HP. Anyone else have ideas? RE: Pony Fantasy VI Remake - DrakeyC - 02-07-2017 Used Doom's script entirely unedited, apparently he never uses Force Field at all and keeps using his other attack with Reverse Polarity. Someone please help, I've exhausted all means of troubleshooting I know. RE: Pony Fantasy VI Remake - Gi Nattak - 02-08-2017 (02-07-2017, 02:47 PM)DrakeyC Wrote: Used Doom's script entirely unedited, apparently he never uses Force Field at all and keeps using his other attack with Reverse Polarity. Playing it here everything seems to be working correctly. It starts with this part: F0 0D E3 E9 ; Rand. spell: <MB>Gust or Dark Ice or Dark Bolt FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 0D 16 16 ; Rand. spell: <MB>Gust or <MB>Cyclon or <MB>Cyclon FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 BE E9 E3 ; Rand. spell: Flash Rain or Dark Bolt or Dark Ice FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 A9 16 16 ; Rand. spell: Acid Rain or <MB>Cyclon or <MB>Cyclon FF ; End first wave of attack until this part: FC 06 36 FF ; If target self has less or equal than 32640 HP FC 15 24 01 ; If VAR036 has all the following bit cleared: 1 FA 0C 01 00 ; Monsters palette flashes to yellow briefly FA 0C 01 00 ; Monsters palette flashes to yellow briefly F3 88 00 ; Text: " Hurricane summoned the wind!<D>" F1 36 ; Targeting: self FB 0B 0A ; Monster gains hidden status: Image FB 0B 17 ; Monster gains hidden status: Reflect FB 0B 13 ; Monster gains hidden status: Haste F9 01 24 00 ; VAR036 set bit: 0 F9 01 24 01 ; VAR036 set bit: 1 then it goes to: FC 14 24 00 ; If VAR036 has all the following bit set: 0 F0 EF CA CA ; Rand. spell: Special or Targetting or Targetting FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF CA CA ; Rand. spell: Special or Targetting or Targetting FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF EF CA ; Rand. spell: Special or Special or Targetting FD ; Wait until the attack sequence is called upon again, then continue (reset targeting) F0 EF CA CA ; Rand. spell: Special or Targetting or Targetting FE ; End If and reset targeting so then this will trigger, which it does: FC 17 4D 00 ; If target that was last targeted by Targeting is valid, set it, and EF ; Special EF ; Special EF ; Special FE ; End If and reset targeting and does this every 20 seconds until 8 times: FC 14 24 00 ; If VAR036 has all the following bit set: 0 FC 0B 14 00 ; If timer has reached/passed 20 (locks timer) FC 0C 02 08 ; If variable VAR002 is less than to 8 9A ; Aeroshield F8 02 81 ; 1 added to VAR002 FB 00 00 ; has battle timer set to 0 FE ; End If and reset targeting and does this after being attacked 8 times: FC 0D 03 08 ; If variable VAR003 is greater than or equal to 8 F8 03 00 ; Set VAR003 to 0 F1 43 ; Targeting: allies C9 ; Polarize F1 48 ; Targeting: ally #1 EF ; Special F1 49 ; Targeting: ally #2 EF ; Special F1 4A ; Targeting: ally #3 EF ; Special F1 4B ; Targeting: ally #4 EF ; Special FE ; End If and reset targeting I gotta ask, have you tested it and can confirm it as an issue or is it purely going off the tester's account thus far? And if so that, can any more people confirm it? For me the original Doom script is working right with your hack, he (or is it she?) is doing the Forcefield when/as the script indicates. So I'm not too sure what to think if it's not there. I'm assuming this is the latest patch I'm using, from page 1 download. RE: Pony Fantasy VI Remake - DrakeyC - 02-08-2017 Testing it myself, yeah it seems okay. I'm not sure why the tester kept having errors but I've learned not to question these things. Thanks for the simple idea to just check myself. Just in case I'll have a third party try it out too. RE: Pony Fantasy VI Remake - DrakeyC - 03-15-2017 A more advanced question this time. Due to me not wanting to chop up my new Bahamut sprite as the game does, his sprite was always misaligned with the Mega Flare animation. One player joked it looks like he's farting fire on enemies. So I downloaded the battle animations document and looked at how to move the placement of the animation and the sprite to make the mouth line up with the source of the flames. These were the two pieces I played around with to change the coordinates. Code: D0/4C01: A5 CD 4A 00 DE FF 80 00 init circle at (205,74) Code: D0/4C4E: 80 2E C0 40 move to (192,64) After changing the coordinates, it mostly works. The new sprite and Mega Flare align properly in their new places when summoned normally, but in a side attack they revert to their original alignment. I'm not sure how to fix that, or if it can be fixed? RE: Pony Fantasy VI Remake - Gi Nattak - 03-17-2017 That's a good question, I myself have no idea. You might wanna shoot Everything ( https://www.ff6hacking.com/forums/member.php?action=profile&uid=1978#comments/1) a PM regarding this. He is the one who is responsible for that document and just might have this knowledge. RE: Pony Fantasy VI Remake - madsiur - 03-17-2017 (03-15-2017, 11:34 AM)DrakeyC Wrote: I'm not sure how to fix that, or if it can be fixed? A good indication would be the vanilla animation (pincer both sides / normal). If it's the same animation (outise summon sprite position), then you can't do anything but if the animation is different it mean those coordinate are relative to either: 1) the summon sprite, 2) the battle scene where enemies stand (which has a different size and ending position in a pincer attack). Then playing with the script might worth a shot. RE: Pony Fantasy VI Remake - DrakeyC - 03-17-2017 Ah well then. Thanks anyway. At least I got this much fixed. I'll shoot Everything a PM just in case. |