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About desperation moves...

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[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


"You don't have to be a vampire to die like one... b*t*h." -Simon Belmont
Quote  



Messages In This Thread
About desperation moves... - by Tenkarider - 07-05-2014, 10:54 AM
RE: About desperation moves... - by Gi Nattak - 07-05-2014, 01:47 PM
RE: About desperation moves... - by Tenkarider - 07-05-2014, 06:17 PM
RE: About desperation moves... - by Gi Nattak - 07-05-2014, 06:32 PM
RE: About desperation moves... - by Tenkarider - 07-05-2014, 09:00 PM
RE: About desperation moves... - by madsiur - 07-06-2014, 01:30 PM
RE: About desperation moves... - by Tenkarider - 07-07-2014, 09:28 AM
RE: About desperation moves... - by BTB - 07-07-2014, 10:08 AM
RE: About desperation moves... - by Tenkarider - 07-07-2014, 11:43 AM
RE: About desperation moves... - by Gi Nattak - 07-07-2014, 05:56 PM
RE: About desperation moves... - by Tenkarider - 07-07-2014, 07:28 PM
RE: About desperation moves... - by Gi Nattak - 07-07-2014, 07:35 PM
RE: About desperation moves... - by Tenkarider - 07-07-2014, 07:48 PM
RE: About desperation moves... - by BTB - 07-07-2014, 11:18 PM
RE: About desperation moves... - by Tenkarider - 07-08-2014, 12:43 AM
RE: About desperation moves... - by madsiur - 07-08-2014, 12:46 AM
RE: About desperation moves... - by BTB - 07-08-2014, 03:04 AM
RE: About desperation moves... - by Tenkarider - 07-08-2014, 04:32 AM
RE: About desperation moves... - by BTB - 07-08-2014, 04:35 AM
RE: About desperation moves... - by Tenkarider - 07-08-2014, 04:37 AM
RE: About desperation moves... - by BTB - 07-08-2014, 05:18 AM
RE: About desperation moves... - by Tenkarider - 07-08-2014, 06:43 AM
RE: About desperation moves... - by BTB - 07-08-2014, 08:52 AM
RE: About desperation moves... - by Tenkarider - 07-08-2014, 10:41 AM
RE: About desperation moves... - by BTB - 07-12-2014, 03:37 AM
RE: About desperation moves... - by Tenkarider - 07-12-2014, 04:27 AM
RE: About desperation moves... - by BTB - 07-12-2014, 07:30 AM
RE: About desperation moves... - by Tenkarider - 07-12-2014, 08:16 AM
RE: About desperation moves... - by BTB - 07-12-2014, 10:04 AM
RE: About desperation moves... - by Tenkarider - 07-12-2014, 10:26 AM
RE: About desperation moves... - by BTB - 07-12-2014, 12:25 PM
RE: About desperation moves... - by Tenkarider - 07-12-2014, 12:40 PM
RE: About desperation moves... - by BTB - 07-12-2014, 12:41 PM
RE: About desperation moves... - by Tenkarider - 07-12-2014, 01:01 PM
RE: About desperation moves... - by BTB - 07-12-2014, 06:59 PM
RE: About desperation moves... - by Tenkarider - 07-12-2014, 08:28 PM
RE: About desperation moves... - by BTB - 07-13-2014, 06:56 AM
RE: About desperation moves... - by Tenkarider - 07-13-2014, 08:59 AM

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