Jumping Imps, Land! - 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: Jumping Imps, Land! (/thread-4146.html) |
Jumping Imps, Land! - C-Dude - 09-18-2021 This is a vanilla-in-principle bug, as it's an error in how the jump code is handled but it is created by a situation that cannot happen in Vanilla. The jump command can be set to be imp-restricted... But if you do that, you'll get an edge case where an imp jumps up... and doesn't come down. Instead, they'll attack as if they used the fight command and become untargetable for the rest of the fight. This happens with enemies, too, which can cause a disastrous soft-lock in the Dadaluma fight (if you had access to Imp at that point in the game, that is!). To make the Jump command play better with the editor, Serity suggested this fix and I scrapped together some code to make it happen. Code: ==================================== Jump MUST be permitted if the Imp is airborne, because the landing command--while queued separately--is handled as a jump command and the imp blocker will stop it otherwise. No .ips patch for this one, and apologies that it's not in one continuous block. You'll have to recalculate the backwards branch (or make it a forwards branch) if you put the two pieces in an adjoining spot. For your convenience, that branch calculation has already been done if you place the second section immediately before the third [C2/FBFA with these default addresses]. |