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Author Topic: FF6 Battle scripts optimisation  (Read 1256 times)

CurlyLover

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FF6 Battle scripts optimisation
« on: May 12, 2010, 02:02:29 PM »
I know I arrive eight years too late, but it was a way to learn battle script mechanics. And here are my other optimisations:

#34 Ptedoron

Change
"If variable VAR000 is greater than or equal to 3
   Set VAR000 to 0
   Targeting: Banon (all allies if N/A)
   Rand. spell: Battle or Battle or Nothing
 End If and reset targeting
 
 Lore: Battle
 1 added to VAR000
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: Battle or Battle or Special
 1 added to VAR000
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: Battle or Battle or Fire Ball
 1 added to VAR000
 End first wave of attack
 End"

By

"Lore: Battle
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: Battle or Battle or Special
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: Battle or Battle or Fire Ball
 Targeting: Banon (all allies if N/A)
 Rand. spell: Battle or Battle or Nothing
 End first wave of attack
 End"

#37 Doom Drgn

Change
"Rand. spell: S. Cross or Battle or Battle
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: S. Cross or Battle or Battle
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: S. Cross or Battle or Battle
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: S. Cross or Battle or Battle
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: N. Cross or Flare Star or Battle
 Targeting: self
 Rand. spell: Special or Special or Nothing
 End first wave of attack

 If following monster is/are dead:
 End If and reset targeting

 If monster has been attacked
   Targeting: allies
   Rand. spell: Fallen One or Nothing or Nothing
 End"

By
"If variable VAR000 is less than to 4
   Rand. spell: S. Cross or Battle or Battle
   Wait until the attack sequence is called upon again, then continue (reset targeting)
   1 added to VAR000
 End If and reset targeting

 Rand. spell: N. Cross or Flare Star or Battle
 Targeting: self
 Rand. spell: Special or Special or Nothing
 Set VAR000 to 0
 End first wave of attack

 If monster has been attacked
    Targeting: allies
   Rand. spell: Fallen One or Nothing or Nothing
 End"

#71 Flan

Change

"Rand. spell: Battle or Battle or Special
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: Battle or Battle or Slimer
 End first wave of attack

 If following monster is/are dead:
 If monster is in formation #356
 If monster is in slot: #1
   Monsters #1 are hidden and their HP restored, from top
   Monsters #2, #6 , if hidden/dead, brought in with their HP restored, jumps in
   Monsters #1 are killed, suddently
 End If and reset targeting

 If following monster is/are dead:
 If monster is in formation #356
 If monster is in slot: #2
 If 0 monster(s) or less remain
   Monsters #2 are hidden and their HP restored, from top
   Monsters #3, #4, #5 , if hidden/dead, brought in with their HP restored, jumps in
   Monsters #2 are killed, suddently
 End If and reset targeting

 If following monster is/are dead:
 If monster is in formation #356
 If monster is in slot: #6
 If 0 monster(s) or less remain
   Monsters #6 are hidden and their HP restored, from top
   Monsters #3, #4, #5 , if hidden/dead, brought in with their HP restored, jumps in
   Monsters #6 are killed, suddently
 End"

By

"Rand. spell: Battle or Battle or Special
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell: Battle or Battle or Slimer
 End first wave of attack

 If following monster is/are dead: #1
 If monster is in formation #356
 If monster is in slot: #1
   Monsters #1 are hidden and their HP restored, from top
   Monsters #2, #3 , if hidden/dead, brought in with their HP restored, jumps in
   Monsters #1 are killed, suddently
 End If and reset targeting

 If following monster is/are dead: #2, #3
 If monster is in formation #356
 If monster is in slot: #2, #3
 If 0 monster(s) or less remain
   Monsters #2 are hidden and their HP restored, from top
   Monsters #3 are hidden and their HP restored, from top
   Monsters #4, #5, #6 , if hidden/dead, brought in with their HP restored, jumps in
   Monsters #2, #3 are killed, suddently
 End"

* "From top" disappearance doesn't work on multiple enemies at the same time. I would have to add another line of code to correct the "Flans sticking for too long" bug. Like this, I keep the same lenght for this script and this corrects the bug.

#163 Intangir

Change
"If target self has less or equal than 1280 HP
   Targeting: self
   Lore: Escape
 End If and reset targeting

 If VAR036 has all the following bit set: 0
   Lore: Meteo
   Targeting: self
   Lore: Special
   VAR036 clear bit: 0
 End If and reset targeting

 End first wave of attack

 If following monster is/are dead:
   Lore: Meteo
 End If and reset targeting

 If monster has been attacked
   VAR036 set bit: 0
 End"

By
"If target self has less or equal than 1280 HP
   Targeting: self
   Lore: Escape
 End If and reset targeting

 End first wave of attack

 If following monster is/are dead:
   Lore: Meteo
 End If and reset targeting

 If monster has been attacked
   Lore: Meteo
   Targeting: self
   Lore: Special
 End"

#282 Kefka

Delete his entire script

#362 to & 365 Phunbaba

Delete 363 to 365 scripts to compress all of them in 362

"If monster is in formation #420
 If VAR000 has all the following bit cleared: 0
   Target self becomes invincible
   VAR000 set bit: 0
 End If and reset targeting

 If monster is in formation #421
 If target self has less or equal than 20480 HP
   Targeting: self
   Lore: Escape
 End If and reset targeting

 If monster is in formation #422
 If target self has less or equal than 15360 HP
   Targeting: random ally
   Lore: BabaBreath
   Targeting: random ally
   Lore: BabaBreath
   Ends battle
 End If and reset targeting

 Rand. spell: Battle or Battle or Special
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell:  Bolt 2 or  Bolt 2 or  Bolt 3
 Wait until the attack sequence is called upon again, then continue (reset targeting)
 Rand. spell:  Bolt 2 or Blow Fish or Special
 End first wave of attack

 If monster is in formation #423
 If monster has been attacked
   Rand. spell:  Bolt 2 or Nothing or Nothing
 End If and reset targeting

 If following monster is/are dead:
   Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
 End"