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Messages - CurlyLover

Pages: 1
1
Game Modification Station / FF6 Improvement Project
« on: November 15, 2011, 12:57:46 PM »
I'm sure this is a known issue, but I don't know where to look for these, but with the 1.03 complete patch, all my right-hand, armor and relic 2 slots are being filled with Paladin Shld at random, even if I don't have anything in them... The "Dispelled curse" message appears in combat as well each time that happens.


2
Game Modification Station / Re: FF6 Improvement Project
« on: October 29, 2011, 05:18:19 AM »
Hi, I got a problem with patching my ROM.

I patched the 1.03 complete patch over with Lunar IPS some headerless ROMs (3 145 728 bytes) whose CRC32 are C4C2D400, F03640FB and A27F1C7A. I also tried to just put them with the same name as the patch in the same folder so that ZSNES 1.51 can auto-patch. Each time, the game froze right at the start with green horizontal lines at the top (everything else is black).

What did I do wrong? Thank you in advance.

3
Pandora's Box / Re: Demo 2 Problems
« on: March 21, 2011, 05:00:49 PM »
Item menu doesn't automatically update after stealing.


4
Pandora's Box / Re: Demo 2 Problems
« on: March 21, 2011, 08:58:17 AM »
It seems that Cat's Bell doesn't work, or maybe it's a new formula that takes level or stamina into account...  :hmm:

5
Pandora's Box / Re: Make an FC command!
« on: January 22, 2011, 12:26:16 PM »
Is it possible to include an Else command? That would extremely helpful!

6
Game Modification Station / 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"

7
Pandora's Box / Re: Make an FC command!
« on: May 12, 2010, 01:56:35 PM »
Ok, so I'll restart my optimization as soon as I have some time. (I work two full-time jobs). But, nonetheless adding FC 11 after FC 05 instead of having "FC 12, Nothing, then End if" still save one byte.

I started another topic in game modification station since it's more appropriate to discuss about that subject. Any news on the FC commands you want to create?

8
Pandora's Box / Re: Make an FC command!
« on: May 09, 2010, 09:46:19 AM »
Ummmm... It's :cookie: time!

I'm currently working (in my spare time, which is next to no time at all) on a optimization of the battle scripts. Up to date, I freed 536 bytes. It goes fast with all these "If these monsters are dead /Nothing/ End if". Plus, it fixes the "Flan stays for too long" bug.

9
Pandora's Box / Re: Make an FC command!
« on: May 08, 2010, 10:34:24 PM »
1 - If Monster #3 Item (rare) has been stolen
  • Set normal attack look --> unarmed (if it's a weapon)
  • Set att. power
  • Set defense (if it's a piece of armor), etc.

To reflect the loss of the item

So FC XX YY ZZ, XX is the number of the command, obviously. YY is the item stolen, 0 for common, anything else for rare. ZZ are the targets.

2 - If formation pack zoning is 54 then
  • Set Monster #4, #6 level to 22
  • Set Monster #4, #6 hidden status: Safe etc.


In order to reflect that certains areas have certains effects on monsters, eg. near Kefka's Tower, monsters are more powerful and use stronger magic or monsters sometimes attack themselves when they are near the Magic Tower (because the power of the tower makes you become crazy)...

3 - If current background is Grass Wob then

Can be used by "geomancers" enemies (like evil moogles).

4 - If Terra has command Summon available then
5 - If monster #5 is controlled then
6 - If esper Bahamut has been gotten then
7 - If game time hour is 58 then
8 - If 2 players are playing then
9 - If party contains 3 characters then
10 - If battle is in back row attack then  :edit:
11 - If ally #1 ATB is full then
12 - If allies are all in "ready" stance (everybody selected a command and is waiting to attack) then
13 - If Edgar is using Def Command then
14 - If ally #2, #4 is/are trying to run away then
15 - If Relm has Cat Hood equipped then
16 - If Gogo is in the sky, waiting to jump then

That's all I can think of! I think everything can fit into 3 or 4 bytes. Oh, and hi everybody by the way!

And, it's not an FC command but, may you please have Undead protected from Death has immunity against Phoenix Down, Elixir and Revivify?

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