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13375K31C43R

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New patch: Invisible Zombie tweak
« on: June 13, 2015, 10:58:09 PM »
Hi! It's been a while since I uploaded a new patch, mainly because I've already uploaded all the patches I thought I was going to, but this patch now addresses a logical issue noticed by Xenovant, which I've dubbed the "Invisible Zombie". In a nutshell, it is possible for enemies to become Zombified, and they disappear when they do, as if they had actually died. However, they will still be able to attack entities on the battlefield. Even though it matches the behaviour of Zombified party members, the fact that an invisible Zombified enemy can attack is rather illogical, so this patch fixes that behaviour by preventing the Zombified enemy from attacking.
« Last Edit: June 17, 2015, 01:43:28 AM by 13375K31C43R »
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Xenovant

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Re: New patch: Invisible Zombie Glitch fix
« Reply #1 on: June 14, 2015, 09:38:27 AM »
...And there goes another fix... Thanks a lot!   If I see any issues, I'll post them :)

*For those using HatZen08's "True Duel": This patch ISN'T compatible, but don't worry. Simply, apply this one (even over "True Duel", it doesn't matter, since it only modifies 1 byte and this patch overwrites it), go to the offset 20B39 (headered rom), change the value 8B to 00, and you are done :)

13375K31C43R

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Re: New patch: Invisible Zombie Glitch fix
« Reply #2 on: June 14, 2015, 11:00:06 AM »
That's offset 20B39 for a headered ROM, or 20939 for a non-headered ROM.

And, you're welcome. :) There are a few more issues I hope to address soon.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Xenovant

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Re: New patch: Invisible Zombie Glitch fix
« Reply #3 on: June 14, 2015, 12:10:45 PM »
What are you planning to fix? If I may ask... :P

13375K31C43R

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Re: New patch: Invisible Zombie Glitch fix
« Reply #4 on: June 14, 2015, 12:16:29 PM »
One bug I want to fix is that it's possible to defeat Wrexsoul without actually killing him, by X-Zoning his Soul Saver friends. Another is that an Undead character with Life 3 status will die after being revived after being killed by an insta-kill weapon, such as Striker or Assassin.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Xenovant

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Re: New patch: Invisible Zombie Glitch fix
« Reply #5 on: June 14, 2015, 12:47:32 PM »
Quote
One bug I want to fix is that it's possible to defeat Wrexsoul without actually killing him, by X-Zoning his Soul Saver friends.

I thought this one was fixed (with Terii's "Vanish/Doom" fix), but now that I see that they haven't death immunity...

Quote
Another is that an Undead character with Life 3 status will die after being revived after being killed by an insta-kill weapon, such as Striker or Assassin.

Wut? This one is really hard to see xD

TheNattak

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Re: New patch: Invisible Zombie Glitch fix
« Reply #6 on: June 14, 2015, 06:16:47 PM »
I'm wondering, might there be a way possibly to make the enemy stay on the screen, but be zombified and attack random targets with just physical attacks? To mimic the character zombie status more? Or is that what this patch does...? I've yet to try it, but I'm assuming you "fixed" it by making the monster just dead. I'd then like to say take it a step further even to have it then die if it is the last monster in the pack, but that may be too much. As it is, having it disappear and not attack seems more like break or doom, minus the status flag check of course which does make it count as different. Having it stay on the screen but attack random targets seems like a good idea imo, but I'm not sure how hard it would be to implement.

13375K31C43R

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Re: New patch: Invisible Zombie Glitch fix
« Reply #7 on: June 15, 2015, 01:32:57 AM »
That's not what this patch does. Assassin also had that idea, but he's told me that modifying the graphics display to produce a palette change instead of destroying the enemy's sprite is pretty difficult, and in fact I haven't a clue about how to do it. I actually had an alternative idea in mind for my "Dead in the Air" patch, whereby a character simply falls back to the ground without landing on any targets if the Countdown hits 0 while they are in the air, but then again, I'd have to figure out how to make the graphics display reflect this.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

koala_knight

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Re: New patch: Invisible Zombie Glitch fix
« Reply #8 on: June 17, 2015, 01:35:15 AM »
I agree with Gi on this one. It would be better to simply prevent the enemy from disappearing since it seems like that was the original intended effect.
There's no need for a palette change if it's a difficult thing to do. Most status altering effects don't cause a visual indicator on enemies anyway so why even worry about it?
I think it would be better to preserve the functionality of the spell instead of adding another instant death especially considering that there's not a really good reason for zombify to kill in a game that has plenty of undead monsters to fight.

13375K31C43R

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Re: New patch: Invisible Zombie tweak
« Reply #9 on: June 17, 2015, 01:41:03 AM »
Yeah, I did get around to thinking that, even though it's not entirely logical for a Zombified enemy to be invisible, at least the player can probably deduce that an enemy is unseen because they've been Zombified (through Rippler, Sketch etc). And you're right, it probably was intended for the enemy to still be around to attack everyone (including other enemies), even if you don't see them.

So, description revised. This patch isn't a bugfix patch, but rather a logic tweak. It's essentially a workaround, because I don't know how to make the enemy stay on the screen.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

koala_knight

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Re: New patch: Invisible Zombie tweak
« Reply #10 on: June 17, 2015, 05:23:51 AM »
Do they actually attack their own in that state? If so then that's cool.
I'm curious to see the code for this now.