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Titan Extreme

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Titan Extreme
(Monster AI Upgrade Demo)
[hrc]orange[/hrc]

Introduction:
High above a world in ruin, the fanatics of Cult Kefka have built a tower to honor their god of destruction. A strange and mysterious ailment falls on those who enter the tower: their strength is drained so much so that wielding even a paintbrush becomes impossible. Yet all hope is not lost, for magic flourishes on the tower and those who can manipulate the strange force can make the perilous climb towards the architectural summit. Until recent times it has been a mystery as to why the tower was built and why it was created to sap physical prowess...

During the early days of Kefka's reign, he purged the world of other powerful beings... stealing their power or outright crushing it. Yet one ancient Esper, which was unearthed at the world's end, refused to be silenced. The noticeably absent, iconic Titan stood his ground and could not be vanquished, even with the power of the Triad at Kefka's call. It was as if this Esper drew his strength from something older than even the three. Titan's ties to the earth allowed him to break free from his own mineralized remains, and all attempts to entrap the ancient failed.

The Cult of Kefka then resurrected a tower so high it would be able to separate the Esper from its source of strength. Kefka himself cursed the tower so that no energy but his own magical force could thrive inside hoping to further cripple the ancient Esper Titan. Finally, Titan could be sealed and bound to his magicite, so long as he remained locked away at the pinnacle of the tower, where his strength was weakest. However, the balance is delicate and easily interrupted...

[hrc]orange[/hrc]

The Patch:
Introducing Titan Extreme Mode (Titan EX)! This boss hack was designed to showcase the new Monster AI Upgrade patch I will be releasing shortly. Titan is a beast, and with new scripting options, learning the fight will be imperative! Titan EX is based off of his FFXIV counterpart, tho heavily adapted for FFVI's lore and mechanics. He has 1.3 million HP and has 5 phases to battle through.

Here's a quick overview of the upgraded functionality featured in this fight:

General Mechanic changes:
  • 24-bit monster HP patch by cklein0001 (bugfixed by myself)
  • ignore 50%,25%,12.5%,6.25% defense (independently selectable)

Script changes:
  • target front row
  • target back row
  • target highest HP
  • target lowest HP
  • target none (only works if the party or monsters have invalid targets)
  • change music
  • change background
  • enable/disable Fanatics / setup morph timer (long/short/permanent)
  • check status (major update including checking for stances like Row/Defend, and relic effects like Offering/True Knight)
  • if under or equal to high hp byte (for 24-bit monster HP)
  • Quick Detect
  • Script Branch bytes (used for "end-if and continue", else, looping, etc...)

The battle takes place on the Fanatics tower and replaces the normal Magimaster fight... HOWEVER, it uses a different event bit, so if you already did the tower on your save, no worries, Titan will still be there. Also, as an unfortunate side-effect of one of Titans mechanics, you can fail the battle without the game knowing you failed causing you to be spit out like you won... Titan won't still be at the top so don't climb again... it is strongly encouraged you keep a savestate before the fight... you will be restoring a LOT while you learn.

Download the patch here. The patch is for a headered, expanded ROM.

[hrc]orange[/hrc]

The Fight:
While not wanting to give away too much, I feel I should inform you that there is going to be a learning curve for the fight. The battle can be very unforgiving at times, but if you learn how Titan chooses his moves, and play proactively, the fight is quite manageable. Also, be informed that Titan REALLY doesn't like it when you enter the battle with certain relics or statuses.

It was not designed to be the end-all be-all of boss fights, just a showcase of what the upgraded AI can do and hopefully do justice to the FFXIV Primal fight he was based off of. And yes, Psyco Cyan and Gau's Charm work... use them if you want, tho it kinda defeats the purpose of the fight, plus you'll miss out on seeing the new scripting options in action.

Screenshots:
[Image: Phase1-2_zps6f090cda.png]
The fight starts in the Fanatics Tower, where Titan's power is limited and your party can only use magic.

[Image: Phase4-5_zps5d2e796c.png]
But the Esper will not want to remain there, meaning your party will get their attacks and abilities back!
spoiler: the music changed too.

The Script:
The Script is now fully translated to include my custom code! The logic can be a little hairy to follow at times with all the jumps, but it is traceable now.

Code:
[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=358, "Titan", nb. bytes=1106
FC 0C 00 01    ; If variable VAR000 is less than to 1
FA 09 00 06    ; Play sound: (Quake)
F3 6A 00       ; Text: " heresies shall not go unpunished!<D> I wreak a terrible vengeance!<D>"
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 19       ; Branch forward 25 bytes
FC 08 43 1F    ; If target allies is affected by status Float
F1 43          ; Targeting: allies
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 43 16    ; If target allies is affected by status Safe
F1 43          ; Targeting: allies
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
F8 00 01       ; Set VAR000 to 1
FC 15 03 07    ; If VAR003 has all the following bit cleared: 7
FC 08 48 07    ; If target ally #1 is affected by status Death
A4             ; Inter
F9 01 03 07    ; VAR003 set bit: 7
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 15 03 06    ; If VAR003 has all the following bit cleared: 6
FC 08 49 07    ; If target ally #2 is affected by status Death
A4             ; Inter
F9 01 03 06    ; VAR003 set bit: 6
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 15 03 05    ; If VAR003 has all the following bit cleared: 5
FC 08 4A 07    ; If target ally #3 is affected by status Death
A4             ; Inter
F9 01 03 05    ; VAR003 set bit: 5
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 15 03 04    ; If VAR003 has all the following bit cleared: 4
FC 08 4B 07    ; If target ally #4 is affected by status Death
A4             ; Inter
F9 01 03 04    ; VAR003 set bit: 4
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0D 05 03    ; If variable VAR005 is greater than or equal to 3
F3 70 00       ; Text: " of the earth!<D> "
AC             ; EarthnFury
2B             ; <MG>Quick
F8 05 00       ; Set VAR005 to 0
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
F8 05 81       ; 1 added to VAR005
FC 08 48 1A    ; If target ally #1 is affected by status Life3
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 49 1A    ; If target ally #2 is affected by status Life3
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 4A 1A    ; If target ally #3 is affected by status Life3
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 4B 1A    ; If target ally #4 is affected by status Life3
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 43 22    ; If target allies is affected by status Protection from Death
F1 43          ; Targeting: allies
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 43 80    ; If target allies is affected by status Offering
F1 43          ; Targeting: allies
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 43 04    ; If target allies is affected by status Clear
F1 43          ; Targeting: allies
D7             ; Shrapnel
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 48 1F    ; If target ally #1 is affected by status Float
EE             ; Battle
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 49 1F    ; If target ally #2 is affected by status Float
EE             ; Battle
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 4A 1F    ; If target ally #3 is affected by status Float
EE             ; Battle
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 4B 1F    ; If target ally #4 is affected by status Float
EE             ; Battle
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
F1 47          ; Targeting: use normal targeting
EE             ; Battle
F0 FE EE 10    ; Rand. spell: Nothing or Battle or <MB>Demi
FC 0C 01 01    ; If variable VAR001 is less than to 1
FC 0D 01 00    ; If variable VAR001 is greater than or equal to 0
F1 4E          ; Targeting: front row
D9             ; Mt.<$EF>Buster
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 01 02    ; If variable VAR001 is less than to 2
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 21       ; Branch forward 33 bytes
FC 15 03 00    ; If VAR003 has all the following bit cleared: 0
FC 17 4F 00    ; If target back row is valid, set it, and
E8             ; Landslide
FB 11 11       ; Branch forward 17 bytes
FE             ; End If and reset targeting
FC 14 03 00    ; If VAR003 has all the following bit set: 0
FC 17 4E 00    ; If target front row is valid, set it, and
E8             ; Landslide
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
F1 52          ; Targeting: none
E8             ; Landslide
F9 00 03 00    ; VAR003 toggle bit: 0
FC 0C 01 03    ; If variable VAR001 is less than to 3
FC 0D 01 02    ; If variable VAR001 is greater than or equal to 2
F1 44          ; Targeting: random ally
D2             ; Stone<$EF>Gaol
FC 0D 00 05    ; If variable VAR000 is greater than or equal to 5
F1 44          ; Targeting: random ally
D2             ; Stone<$EF>Gaol
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 01 05    ; If variable VAR001 is less than to 5
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
F1 50          ; Targeting: highest HP
EF             ; Special
F1 47          ; Targeting: use normal targeting
EE             ; Battle
EE             ; Battle
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 15       ; Branch foward 21 bytes
FC 0D 00 04    ; If variable VAR000 is greater than or equal to 4
EE             ; Battle
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0D 00 05    ; If variable VAR000 is greater than or equal to 5
EE             ; Battle
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
F1 51          ; Targeting: lowest HP
EE             ; Battle
FC 0C 01 04    ; If variable VAR001 is less than to 4
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 27       ; Branch foward 39 bytes
FC 08 48 14    ; If target ally #1 is affected by status Stop
72             ; Cave In
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 49 14    ; If target ally #2 is affected by status Stop
72             ; Cave In
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 4A 14    ; If target ally #3 is affected by status Stop
72             ; Cave In
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 08 4B 14    ; If target ally #4 is affected by status Stop
72             ; Cave In
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
F1 43          ; Targeting: allies
D7             ; Shrapnel
FC 0C 01 06    ; If variable VAR001 is less than to 6
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
F1 43          ; Targeting: allies
11             ; <MB>Quartr
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 01 08    ; If variable VAR001 is less than to 8
FC 0D 01 07    ; If variable VAR001 is greater than or equal to 7
F1 43          ; Targeting: allies
F3 70 00       ; Text: " of the earth!<D> "
AC             ; EarthnFury
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 01 09    ; If variable VAR001 is less than to 9
FC 0D 01 08    ; If variable VAR001 is greater than or equal to 8
F1 43          ; Targeting: allies
11             ; <MB>Quartr
C3             ; 50 Gs
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 01 0A    ; If variable VAR001 is less than to 10
FC 0D 01 09    ; If variable VAR001 is greater than or equal to 9
F1 43          ; Targeting: allies
D3             ; GroundZero
FB 0E 50       ; Change music to song 80
FB 0F 0A       ; Change background to BG 10 (Caves: Brown)
F3 6C 00       ; Text: " To the last,<D> I grapple with thee!<D>"
F8 00 04       ; Set VAR000 to 4
F8 02 01       ; Set VAR002 to 1
F8 01 00       ; Set VAR001 to 0
FB 0C 13       ; Monster loses status: Haste
FB 0C 15       ; Monster loses status: Shell
FB 0C 16       ; Monster loses status: Safe
FE             ; End If and reset targeting
FC 0C 00 03    ; If variable VAR000 is less than to 3
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 19       ; Branch forward 25 bytes
FC 0D 01 03    ; If variable VAR001 is greater than or equal to 3
F8 01 00       ; Set VAR001 to 0
FB 11 0F       ; Branch foward 15 bytes
FE             ; End If and reset targeting
F8 01 81       ; 1 added to VAR001
FC 0D 01 01    ; If variable VAR001 is greater than or equal to 1
F8 01 04       ; Set VAR001 to 4
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 00 04    ; If variable VAR000 is less than to 4
FC 0D 00 03    ; If variable VAR000 is greater than or equal to 3
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 4D       ; Branch foward 77 bytes
FC 0C 04 01    ; If variable VAR004 is less than to 1
F8 01 03       ; Set VAR001 to 3
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 04 02    ; If variable VAR004 is less than to 2
FC 0D 04 01    ; If variable VAR004 is greater than or equal to 1
F8 01 00       ; Set VAR001 to 0
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 04 03    ; If variable VAR004 is less than to 3
FC 0D 04 02    ; If variable VAR004 is greater than or equal to 2
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 16       ; Branch foward 22 bytes
FC 15 03 01    ; If VAR003 has all the following bit cleared: 1
F8 01 08       ; Set VAR001 to 8
F9 01 03 01    ; VAR003 set bit: 1
FB 11 08       ; Branch foward 8 bytes
FE             ; End If and reset targeting
F8 01 09       ; Set VAR001 to 9
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0D 04 03    ; If variable VAR004 is greater than or equal to 3
F8 01 02       ; Set VAR001 to 2
F8 04 00       ; Set VAR004 to 0
FE             ; End If and reset targeting
F8 04 81       ; 1 added to VAR004
FC 0D 00 04    ; If variable VAR000 is greater than or equal to 4
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 4F       ; Branch foward 79 bytes
FC 15 03 03    ; If VAR003 has all the following bit cleared: 3
FB 11 4B       ; Branch foward 75 bytes
FE             ; End If and reset targeting
FC 0C 01 01    ; If variable VAR001 is less than to 1
F8 01 04       ; Set VAR001 to 4
FB 11 0C       ; Branch foward 12 bytes
FE             ; End If and reset targeting
FC 0C 01 02    ; If variable VAR001 is less than to 2
F8 01 05       ; Set VAR001 to 5
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 01 05    ; If variable VAR001 is less than to 5
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
F8 01 06       ; Set VAR001 to 6
F9 02 03 03    ; VAR003 clear bit: 3
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 01 06    ; If variable VAR001 is less than to 6
FC 0D 01 05    ; If variable VAR001 is greater than or equal to 5
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 0F       ; Branch foward 15 bytes
F8 01 00       ; Set VAR001 to 0
FC 0C 00 05    ; If variable VAR000 is less than to 5
F9 02 03 03    ; VAR003 clear bit: 3
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FB 11 21       ; Branch forward 33 bytes
FC 0C 01 05    ; If variable VAR001 is less than to 5
FC 0D 01 04    ; If variable VAR001 is greater than or equal to 4
F9 01 03 03    ; VAR003 set bit: 3
F8 01 01       ; Set VAR001 to 1
FB 11 0F       ; Branch foward 15 bytes
FE             ; End If and reset targeting
FC 0D 01 07    ; If variable VAR001 is greater than or equal to 7
F8 01 00       ; Set VAR001 to 0
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
F8 01 81       ; 1 added to VAR001
FC 0C 00 04    ; If variable VAR000 is less than to 4
FC 0D 00 03    ; If variable VAR000 is greater than or equal to 3
FE             ; End If and reset targeting
FC 0C 00 02    ; If variable VAR000 is less than to 2
FE             ; End If and reset targeting
FC 0C 02 01    ; If variable VAR002 is less than to 1
FC 0D 02 00    ; If variable VAR002 is greater than or equal to 0
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 0E       ; Branch foward 14 bytes
FC 15 03 02    ; If VAR003 has all the following bit cleared: 2
F1 43          ; Targeting: allies
C3             ; 50 Gs
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
F1 47          ; Targeting: use normal targeting
15             ; <MB>Quake
FC 0C 02 02    ; If variable VAR002 is less than to 2
FC 0D 02 01    ; If variable VAR002 is greater than or equal to 1
F1 44          ; Targeting: random ally
CA             ; Targetting
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 02 03    ; If variable VAR002 is less than to 3
FC 0D 02 02    ; If variable VAR002 is greater than or equal to 2
F1 4D          ; Targeting: that was last targeted by Targeting
D8             ; Plume
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FC 0C 00 05    ; If variable VAR000 is less than to 5
FC 0D 00 04    ; If variable VAR000 is greater than or equal to 4
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 10       ; Branch foward 16 bytes
FC 0C 02 01    ; If variable VAR002 is less than to 1
F8 02 02       ; Set VAR002 to 2
F9 00 03 02    ; VAR003 toggle bit: 2
FE             ; End If and reset targeting
F8 02 C1       ; 1 subtracted from VAR002
FE             ; End If and reset targeting
F8 02 81       ; 1 added to VAR002
FC 0D 02 02    ; If variable VAR002 is greater than or equal to 2
F8 02 00       ; Set VAR002 to 0
FC 0D 00 05    ; If variable VAR000 is greater than or equal to 5
F9 00 03 02    ; VAR003 toggle bit: 2
FF             ; End first wave of attack
FC 0C 00 02    ; If variable VAR000 is less than to 2
FC 1D 36 11    ; If target self has less than or equal to 1,179,647 HP (11FFFF)
F3 6E 00       ; Text: " beneath my heel, mortal!<D> "
15             ; <MB>Quake
F8 00 81       ; 1 added to VAR000
FB 0B 15       ; Monster gains hidden status: Shell
FE             ; End If and reset targeting
FC 0C 00 03    ; If variable VAR000 is less than to 3
FC 0D 00 02    ; If variable VAR000 is greater than or equal to 2
FC 1D 36 0F    ; If target self has less than or equal to 1,048,575 HP (0FFFFF)
FA 0D 00 00    ; Background gets darker, sounds like boss dying
F3 6B 00       ; Text: " _Indeed_<D> and thee with me!<D> "
FB 0E 1F       ; Change music to song 31
FA 09 00 BB    ; Play sound: wall breaking
FB 0F 07       ; Change background to BG 7 (sky)
F8 00 03       ; Set VAR000 to 3
F8 01 02       ; Set VAR001 to 2
F8 02 00       ; Set VAR002 to 0
F8 04 00       ; Set VAR004 to 0
F9 02 03 00    ; VAR003 clear bit: 0
FB 0B 13       ; Monster gains hidden status: Haste
FB 0B 16       ; Monster gains hidden status: Safe
FB 10 02       ; Set Morph to long-timer and Fanatics to off
FE             ; End If and reset targeting
FC 0C 00 05    ; If variable VAR000 is less than to 5
FC 0D 00 04    ; If variable VAR000 is greater than or equal to 4
FC 1D 36 06    ; If target self has less than or equal to 458,751 HP (06FFFF)
FB 0E 51       ; Change music to song 81
F3 6F 00       ; Text: " is unending,<D> unyeilding!<D> "
FB 0B 13       ; Monster gains hidden status: Haste
FB 0B 15       ; Monster gains hidden status: Shell
FB 0B 16       ; Monster gains hidden status: Safe
F8 00 05       ; Set VAR000 to 5
F8 01 06       ; Set VAR001 to 6
F9 02 03 03    ; VAR003 clear bit: 3
FE             ; End If and reset targeting
FC 12 00 00    ; If following monster is/are dead:
F3 6D 00       ; Text: " She will not be denied_<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 FF FF    ; If monster has been attacked
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 33       ; Branch forward 51 bytes
FC 04 02 FF    ; If monster as been attacked by element: Ice
FB 11 2C       ; Branch forward 44 bytes
FE             ; End If and reset targeting
F8 06 81       ; 1 added to VAR006
FC 04 04 FF    ; If monster as been attacked by element: Lightn.
FB 11 04       ; Branch forward 4 bytes
FE             ; End If and reset targeting
FB 11 15       ; Branch foward 21 bytes
FC 0C 06 03    ; If variable VAR006 is less than to 3
F8 06 81       ; 1 added to VAR006
FB 11 13       ; Branch forward 19 bytes
FE             ; End If and reset targeting
F1 43          ; Targeting: allies
C9             ; R.Polarity
F8 06 00       ; Set VAR006 to 0
FB 11 09       ; Branch forward 9 bytes
FE             ; End If and reset targeting
FC 0D 06 04    ; If variable VAR006 is greater than or equal to 4
FB 11 EF       ; Branch backwards 17 bytes
FE             ; End If and reset targeting
FC 1C FF FF    ; Executes commands, even if Quick is in effect
FC 05 FF FF    ; If monster has been attacked
F8 05 00       ; Set VAR005 to 0
F0 FE FE EE    ; Rand. spell: Nothing or Nothing or Battle
F0 FE EE 10    ; Rand. spell: Nothing or Battle or <MB>Demi
FC 1E FE EE    ; If quick is in effect
F1 43          ; Targeting: allies
E8             ; Landslide
FB 11 01       ; Branch forward 1 bytes
FE             ; End If and reset targeting
FF             ; End


Oh... and one last minor detail. To make some space for the sprite, I had to make a small, innocuous change to another monster I'm sure no one else will even notice...

Good luck and Happy Hacking!
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#2
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Finally, something interesting!!! Wink

Here's a bunch of questions:

1) Expanded rom to 28 mbit, or 32?

2) Can i use my save, used for make videos about my Czar challenge? that would mean that i can farm exp, gold and Ap in no time, basically for decide in a few time the level, parameters and skills of my party.
Other thing that you should know about that save is that everyone can equip moogle charm, but that won't affect the battle, does it? Laugh
Many healing items are 99x, just tell me... and i'll rid off the excessive numer of elixirs, or anything else that should be normally in lower quantities.
If something unexpected will happen, using my save, i'll just use a normal save... always if you'll allow me to use my save, anyway...

3) ??? commands/status/etc in your script are stuff edited by you, but not recognized from ff3usme, or are commands that you realized how to use them, by testing?

4) tell me more about that Monster AI Upgrade patch that you're gonna release... it's the first time that i hear about this;


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
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#3
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Quote: Oh... and one last minor detail. To make some space for the sprite, I
had to make a small, innocuous change to another monster I'm sure no one
else will even notice...



Spoiler (Click to Hide)
[Image: what_zps54489a9b.png]

...what?

LOL! Laugh


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#4
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(07-08-2014, 12:51 PM)Tenkarider Wrote: 1) Expanded rom to 28 mbit, or 32?

32

(07-08-2014, 12:51 PM)Tenkarider Wrote: 2) Can i use my save, used for make videos about my Czar challenge? that would mean that i can farm exp, gold and Ap in no time, basically for decide in a few time the level, parameters and skills of my party.
Other thing that you should know about that save is that everyone can equip moogle charm, but that won't affect the battle, does it? Laugh
Many healing items are 99x, just tell me... and i'll rid off the excessive numer of elixirs, or anything else that should be normally in lower quantities.
If something unexpected will happen, using my save, i'll just use a normal save... always if you'll allow me to use my save, anyway...

Use whatever you want, this isn't an official thing. Tho 4xPaladin shield would probably be a little broken. It was designed with the original game's progression and itemization in mind.

(07-08-2014, 12:51 PM)Tenkarider Wrote: 3) ??? commands/status/etc in your script are stuff edited by you, but not recognized from ff3usme, or are commands that you realized how to use them, by testing?

almost all of the ??? were coded by me (which is why they are unrecognized). Although I did discover statuses 18-1F were already perfectly functioning, FF3usME didn't put them in.

(07-08-2014, 12:51 PM)Tenkarider Wrote: 4) tell me more about that Monster AI Upgrade patch that you're gonna release... it's the first time that i hear about this;

Well, its going to have that huge list of things that's featured in the Titan fight, plus maybe a few extras (I'm open to suggestions). Its not designed to be a standalone hack but an optional patch for other hackers to expand their boss options. So essentially it'll be the Titan patch minus Titan and any other cosmetic changes.
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Landslide... landslide EVERYWHERE!!!

http://www.mediafire.com/view/myfiles/#5882qlnrzohhu53

http://www.mediafire.com/view/myfiles/#npj3jksgwiyjrzy

http://www.mediafire.com/view/myfiles/#nc4blz1e82jug89

[Image: #1x6x6j0sd5st8f2]

http://www.mediafire.com/view/myfiles/#


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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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Yea... I probably should have made a separate move for "you did something wrong" and the Landslide that is part of his skill rotation.
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Yup, makes me sick to see 9/10 times pink/purple glowing landslide forever and ever...

I'll study the condition that triggers landslide better, when i'll have more time...
Not enough elements for a first approssimate judge.


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What happens when Madsiur tweaks your account? This full game hack will show that!
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I'm not sure what to do to not have him cast that right away before I have a chance to Life 3 that 1st Landslide. I figured it is status ailment or equipment the characters have, but stripping down to empty seems to not yield any mercy lol.

EDIT: I dropped his magic power just to test him out more, got the menu bug to happen and then while choosing an item it froze on me where I could not select an item or exit the item menu. Probably related to each other I'd guess. Then it unfroze itself and the menu was okay again, I noticed the battle background kinda changing/glitching when it happened.

This dude's a beast though indeed. I love the sprite and all the spells you did as well. I did manage to see/hear the switch music and background, it was a nice sight to behold. =)

MORE EDIT: yeah I keep having the item menu freeze up on me, mostly when he goes in for an attack while I'm in it. Usually it's the Mountain Buster move. Swapping out a weapon for another seems to unstick that one. It's all probably related to the 1st bug that happened though, causing these other ones for me. To sum it all up though, the background and menu seem to be glitching when I am in a menu scrolling the spells while he is doing one of his attacks.

Keep up the awesome work, I hope these bugs aren't too much of a headache to solve. Looking much forward to the AI patch. I'll keep testing here as well.


We are born, live, die and then do the same thing over again.
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First Death landslide is triggered at 100% from equip safety bit, offering, miracle shoes, anything that gives auto protect, auto float...
Looks like it accepts ribbon, sprint shoes, cure ring.
I'd had bet more on ribbon, but safety bit was banned instead because blocks dischord added effect to one of the custom moves, i don't remember which one anyway...

I liked/hated a lot the inter attack... actually i considered to do something similar with Czar(while i was creating him) on latest forms, but i aborted the idea, because gameover isn't triggered if someone leaves the battle before the party gets annihilated...


One question: i cannot figure out how to make display images on my posts(checked also the help section... no use). Could you tell me how to do it?


THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
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DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
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http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
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(07-08-2014, 04:48 PM)Tenkarider Wrote: I liked/hated a lot the inter attack... actually i considered to do something similar with Czar(while i was creating him) on latest forms, but i aborted the idea, because gameover isn't triggered if someone leaves the battle before the party gets annihilated...

If I'm understanding Tenka correctly, you used something to the effect of the Zone Eater's inhale (except that it is an attack and not a gimmick)?

I know FF6 is the Best Game Ever did something similar, and to provide a true death, he used a move to remove Life 3, killed the character in a way that can't be avoided, and then blew them away.

I was meaning to say that this looks very interesting, and I can't wait to see the new scripting options in action (sorry I didn't reply to the PM)


Confused Moogles FTW
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