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Monsters Countering One Attack As If It Were A Different Attack

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About a year ago, I was here asking for help with a Painful Chainsaw patch I was having problems with (thank you so much for the help, the ReadMe for my hack already has this in the Special Thanks section in order to give credit where due!) - and now I return with a new problem. (Yes, despite that this isn't exactly a Brave New World size/type hack, progress with my hack has been slow, heh. But it's picking up steam again, at least!) Here's an example of one of my boss scripts that is acting up on me, as dropped into a text file by FF3usME:

Quote:[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=300, "Ultros", nb. bytes=146
FC 15 00 00 ; If VAR000 has all the following bit cleared: 0
F3 0C 00 ; Text: " OPUS, KIDS_<D> "
F9 00 00 00 ; VAR000 toggle bit: 0
EE ; Battle
EF ; Special
FE ; End If and reset targeting
FC 15 00 01 ; If VAR000 has all the following bit cleared: 1
FC 0B 0A 00 ; If timer has reached/passed 10 (locks timer)
FC 0F 00 00 ; If Terra (all allies if N/A)'s level is greater or equal than 0 (random target if many)
F3 0D 00 ; Text: " I'm STARVED!<D> "
D0 ; Tentacle
F9 00 00 01 ; VAR000 toggle bit: 1
FB 00 00 ; has battle timer set to 0
FE ; End If and reset targeting
FC 15 00 02 ; If VAR000 has all the following bit cleared: 2
FC 0B 0A 00 ; If timer has reached/passed 10 (locks timer)
FC 0F 05 00 ; If Sabin (all allies if N/A)'s level is greater or equal than 0 (random target if many)
F3 0E 00 ; Text: " I hate you!!<D> "
D0 ; Tentacle
F9 00 00 02 ; VAR000 toggle bit: 2
FB 00 00 ; has battle timer set to 0
FE ; End If and reset targeting
F3 03 00 ; Text: " Get lost, pretty boy!<D> "
F1 04 ; Targeting: Edgar (all allies if N/A)
D0 ; Tentacle
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F1 43 ; Targeting: allies
D0 ; Tentacle
F1 44 ; Targeting: random ally
F0 EE EF EF ; Rand. spell: Battle or Special or Special
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EF ; Special
F0 EE EF EF ; Rand. spell: Battle or Special or Special
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EF ; Special
EF ; Special
FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F3 4D 00 ; Text: " T-time to die!!<D> "
F1 0E ; Targeting: Banon (all allies if N/A)
D0 ; Tentacle
F1 00 ; Targeting: Terra (all allies if N/A)
D0 ; Tentacle
FF ; End first wave of attack
FC 12 00 00 ; If following monster is/are dead:
D0 ; Tentacle
D0 ; Tentacle
F5 04 03 00 ; Monsters are hidden and their HP restored, in water
F3 09 00 ; Text: " _Uh, th-th-th-that's all, folks!<D>"
F7 0A ; Trigger event: defeated Ultros at Leet river w/ Sabin, Edgar, Terra and Banon, fades to black
FE ; End If and reset targeting
FC 02 5E 5E ; If monster has been attacked by spell: AuraCannon or AuraCannon, will target attacker
EF ; Special
D0 ; Tentacle
FE ; End If and reset targeting
FC 01 0A 0A ; If monster has been attacked by cmd: Blitz or Blitz, will target attacker
EF ; Special
F1 47 ; Targeting: use normal targeting
EF ; Special
FE ; End If and reset targeting
FC 04 01 00 ; If monster as been attacked by element: Fire
F3 0B 00 ; Text: " !<D> "
EF ; Special
D0 ; Tentacle
FE ; End If and reset targeting
FC 05 00 00 ; If monster has been attacked
EF ; Special
FF ; End

(Don't mind the part dealing with Edgar during the normal, non-counterattack portion of his AI; I'll refine that later so that Ultros will only go through that part once, much as his individual attacks on Sabin and Terra in base game.)
Ultros keeps wanting to ignore his "If monster has been attacked" counter in favor of his "If monster has been attacked by cmd: Blitz" counter or even sometimes "If monster has been attacked by spell: AuraCannon" (this is just a renamed AuraBolt, if necessary to know for clarity's sake) counter, even going as far as always attacking the previous attacker instead of the current attacker. But it only seems to happen when Edgar uses his Tools (Edgar uses AutoCrossBow, Ultros uses Special+Tentacle on Sabin or Special on Sabin, Special on random ally); I don't believe my beta testers ever encountered this issue with just a standard Fight (well, now "Attack", but anyway) command, that I recall at least. I'm aware of a bug with FC 05 that makes it counter anything that targets the creature rather than *only* being dealt either HP or MP damage (And honestly, I'm not too concerned with my bosses using this type of counter to respond to even non-damaging moves, at least not at this moment anyway.), but it doesn't appear to me to be related to this problem. Correct me if I'm wrong, of course (as I...believe there is a patch by Master ZED that covers this, so I could implement that easily if it's as simple as that to fix my problem). Otherwise, can any one of you shed light on why my Ultros would be adamant about using the wrong counter in such a situation?
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Monsters Countering One Attack As If It Were A Different Attack - by BohepansTheFirst - 05-23-2015, 06:06 PM

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