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Wouldn't any battle initiated by NPC contact be subject to this bug?
The problem is the game checks for monster AI first, before checking to see if the party is wiped out.One is to add a condition to the "Kefka death" animation of his script that someone has to be alive in the partyIf not done properly, Kefka will just instantly die then (without his fancy fadeout).
Quoteand the other is to make the animation void party annihilation.I have another idea. Upon death, set his HP to full, and then check to see if the party is alive. If so, fancy death. That way, he doesn't insta-die, but then he'll still go through the animation if you win.
The ghost npc battles on the ghost train come to mind. I've yet to test if this patch fixes those as well, but I was hoping so as it looks just as bad as the camera can go past the normal map mask/border, I think.
That's awesome, LeetSketcher. Is this a general fix for all instances or does it only apply to the White Drgn one? (and no, I can't remember offhand what the others were, but there are a few).
March 11, 2017
March 12, 2017
March 13, 2017
March 14, 2017
June 24, 2017
June 25, 2017
October 3, 2017- how do the $86 and $87 bitmasks in Functions C0/7CE1 and C0/7D03 work? what are the criteria for choosing different ones?
- sometimes, the direction in $087E,Y can be above 4, but apparently not when C0/5263 is called. any idea what these higher values/bits mean, or in what contexts they are or aren't stripped out?
- there is weirdness with the Opera House rats encounter triggering:
http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?f=2&t=236&p=2680#p2680
or maybe it'll make things worse, as entities "occupying" two tiles at a time increases their chances of colliding.
now, even if it is the latter answer, it'd be hard to blame your patch, as the idea that an entity straddling two tiles is in both seems pretty sound to me... and it's ultimately the limited tile-based placement system that's probably at the root of things.