Users browsing this thread: 1 Guest(s)
About desperation moves...

#21
Posts: 259
Threads: 3
Thanks Received: 5
Thanks Given: 1
Joined: Jun 2013
Reputation: 6
Status
None
[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  

#22
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
I don't get why triggering hp refresh when he's still alive, there are some negative aspects, except if you wanted to do it on purpose:

- HP are random: they could be 150000 in one fight and 200000 in another one, according to how much hp will be left when the refresh triggers;

- If use it when still alive, it may give some unexpected results, if quick is active for example(if it exist in BNW), it won't be triggered in the first blocked turn, ecxept if is killed in one shot.

If used only when the guardian has 0 hp, death is absolute and will have the priority on everything else, without risking at all.


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!
  Find
Quote  

#23
Posts: 259
Threads: 3
Thanks Received: 5
Thanks Given: 1
Joined: Jun 2013
Reputation: 6
Status
None
I think the fact that you don't understand why I have an HP buffer is sort of proving the point I was trying to make to you: desperation attacks (and also counter-attacks, as I've recently learned) will not trigger the reactive half of the enemy script, and so it's possible for that damage to prematurely kill the enemy. You need a good HP buffer in place to minimize the possibility of that happening.

Also, Quick isn't in Brave New World because it's a shitty, broken-as-f**k piece of ass spell. So, at the very least I don't have to worry about it.


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

#24
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
Lol about quick... probably Czar battle may be one of the last chances of use it in one of my hacks(in the final release he'll counter even with quick, anyway)

Said that, i tested sword tech lv2 on Czar, but it still counters the counter.
I'll definitively have to do all the possibles tests, still i already found a way to avoid any kind of unexpected Czar's death.


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!
  Find
Quote  

#25
Posts: 259
Threads: 3
Thanks Received: 5
Thanks Given: 1
Joined: Jun 2013
Reputation: 6
Status
None
Retort is weird; it'd probably be best to test an actual counter-attack from a Black Belt and see fi you get the same results.


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

#26
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
Still have to do it, but i used it on Titan EX created from Edrin... he definitively almost never counterattacked, but i have the suspect that it's possible to make the monster counterattack the black belt, if you set the counterattack possible even when quick is active.
Make some test even with your hack, it could be your chance to give at the guardian and anyone else a more stable script Wink


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!
  Find
Quote  

#27
Posts: 259
Threads: 3
Thanks Received: 5
Thanks Given: 1
Joined: Jun 2013
Reputation: 6
Status
None
Well, sit down and think about it for a second; the game doesn't allow counter-attacks to be countered for the simple fact that it would otherwise possibly result in an infinite loop of counters. You kinda have to accept this as a limitation of the engine and work with it rather than against it.

What I do in Brave New World is include checks in the proactive (first) half of enemy scripts for any fight where this might be an issue to account for a case where the player is doing no proactive damage to the enemy (say, they've gotten caught up in a loop of healing and haven't been able to attack).


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

#28
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
I'd really like to see an infine loop until death of one of the two Laugh

Anyway i tested the black belt counter... while it's true that it's not counterable from monsters, i noticed anyway that my Czar reacts well to the counter:
When he dies, my hp loop works properly and the battle goes fluent without any unexpected results.

The loop is triggered when he dies, i don't need to make any buffer, or something Wink
Consider that, for your monsters too.

PS. despite this lack on Czar, it will barely change anything, that because:
- There aren't too much chance of counter;
- If you start a chain of 3+ counter attacks, then you'll seriously risk to trigger the error event and be squashed by Quadraslice;
- Your relic selection MUST be really accurate for the battle, anyone who reaches the second half of the fight should know what i'm talking about.


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!
  Find
Quote  

#29
Posts: 259
Threads: 3
Thanks Received: 5
Thanks Given: 1
Joined: Jun 2013
Reputation: 6
Status
None
Truth be told, counters aren't really the biggest concern in Brave New World - it's seizure damage. I have thoroughly examined its effects on enemy behavior and can say beyond a shadow of a doubt that periodic damage does not trigger counters (which, now that I think on it, is quite possibly because the game's code considers the source of periodic damage to be the target itself). I lump counter-attacks and desperation attacks in the same category because they behave the same way, as far as my experience goes.

I had, for example, someone defeat Dadaluma in BNW by doing nothing but counter-attacking him. Dadaluma has 25,000 HP but is set to die in the reactive part of his boss script at 10,000 HP remaining. This never happened, and Dadaluma finally died normally (instead of like a boss, as his script would have him do) to a counter-attack.


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

#30
Posts: 1,633
Threads: 56
Thanks Received: 13
Thanks Given: 84
Joined: Apr 2014
Reputation: 12
Status
Atma
Already tested desperate some day ago, it's treated like swdtech lv2, so it's countered as normal(from my Czar, at least...).

About Seizure and poison... already tested them too... they don't give any problem to my HP loop, goes normally to the next form Wink

I can say the same for suicide attacks, as merton/crusader.

PS. Dadaluma's death not like a boss was predictable, since we already confirmed that counterattack doesn't make trigger monster's counterattack(not the same for "if monster is dead" trigger).


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!
  Find
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite