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Piranha battle
(08-23-2015, 01:26 PM)Everything Wrote: I don't really know much about the special event data. It looks like it's at $D0FD00 and they're 18 bytes each. Does anyone know how this works?
24 bytes each actually, Lenophis and co. deciphered that data a while back: http://mnrogar.slickproductions.org/phpB...nemy#p5393
And in this thread we document a bit of it further, like which one's which: https://www.ff6hacking.com/forums/showth...tle+events
Very interesting factoid about the removable float status, I did not know.
We are born, live, die and then do the same thing over again.
08-23-2015, 04:28 PM
Actually i believe no one knew it before...
That's just wonderful! this info is really cool, i mean, some AI behavior now can be explained and AI can be improved too, the aspect at least.
Basically it's counter after death... i've already some idea for CotG, besides if i did use that status as far it was intended as removable float, some shit could have happened
Besides i remember there's a bug when you hide with AI command a monster: even i can confirm that sometimes a manually hidden monster while still alive, can keep attack the party, while it's hidden... what if that monster has piranha flag set? would he die and stop attack?(sure, you can still hide him, using the kill command with animation, anyway...)
but then there's another doubt: what it that flag is set and the monster...
1) jumps... dead midair?
2) Wrexsoul uses Zinger... i dunno if he's hidden after the spell, but what happens to mid while/after the target is possessed?
3) Is Chadarnook?
4) Is Ultros? (Opera battle, the formation contains 4 Ultros, but 3 of them are always hidden and the one visible is swapped during the battle from his AI) i mean, would his death script be triggered immediately from the 3 hidden copies and(maybe) make him escape immediately?
The next one is quite interesting: is it possible somehow to set this status to allies too? that might lead to some interesting event, like triggering Gameover due to Sneeze, killing an ally which jumps(some specific evil attack from certain enemies), killing characters which run away and so trigger gameover even in that case, killing with Engulf(i guess this one has just estetique purposes, but it's fine)
That's just wonderful! this info is really cool, i mean, some AI behavior now can be explained and AI can be improved too, the aspect at least.
Basically it's counter after death... i've already some idea for CotG, besides if i did use that status as far it was intended as removable float, some shit could have happened
Besides i remember there's a bug when you hide with AI command a monster: even i can confirm that sometimes a manually hidden monster while still alive, can keep attack the party, while it's hidden... what if that monster has piranha flag set? would he die and stop attack?(sure, you can still hide him, using the kill command with animation, anyway...)
but then there's another doubt: what it that flag is set and the monster...
1) jumps... dead midair?
2) Wrexsoul uses Zinger... i dunno if he's hidden after the spell, but what happens to mid while/after the target is possessed?
3) Is Chadarnook?
4) Is Ultros? (Opera battle, the formation contains 4 Ultros, but 3 of them are always hidden and the one visible is swapped during the battle from his AI) i mean, would his death script be triggered immediately from the 3 hidden copies and(maybe) make him escape immediately?
The next one is quite interesting: is it possible somehow to set this status to allies too? that might lead to some interesting event, like triggering Gameover due to Sneeze, killing an ally which jumps(some specific evil attack from certain enemies), killing characters which run away and so trigger gameover even in that case, killing with Engulf(i guess this one has just estetique purposes, but it's fine)
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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08-24-2015, 10:33 PM
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