K
Karifean
Guest
I seriously do not get how this works. As far as I can tell, there are two different lines that end up storing another enemy in a variable:
Code: [Select]
Both of them are used quite a bunch of times. The Rufus battle uses both; Rufus uses the top version, Dark Nation uses the bottom version. And yet, I can't quite see through it. Sometimes it randomly stops working, especially when using "manipulation" - as in changing the Self variable for a moment to have another enemy execute an attack. And what is does that line in the middle actually do?
To give a more concrete example, I have modified Dark Nation to use a custom skill (ID 03E9h/1001) on Rufus if it dies and Rufus is still alive. The following code comes into play:
Dark Nation's Pre-Battle Script:
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and Dark Nation's Death Counter Script, naturally:
Code: [Select]
And yet, Dark Nation did nothing. How come?
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Code:
LocalVar:00XX <- (AllyMask.EnemyID == ???) andLocalVar:00XX <- (BitCount(Self.FormationNumber) == ActiveMask.FormationNumber) LocalVar:00XX <- (LocalVar:00XX.EnemyID == ???)
To give a more concrete example, I have modified Dark Nation to use a custom skill (ID 03E9h/1001) on Rufus if it dies and Rufus is still alive. The following code comes into play:
Dark Nation's Pre-Battle Script:
Code: [Select]
Code:
0x000LocalVar:0020 <- (BitCount(Self.FormationNumber) == ActiveMask.FormationNumber) 0x014LocalVar:0020 <- (LocalVar:0020.EnemyID == 68) 0x022TargetMask <- AllyMask0x029Perform("Reflect"[0011], EnemyAttack)0x02FSCRIPT END
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Code:
0x000 If ( (LocalVar:0020.Status:Death == 0) )0x000 {0x00D TargetMask <- LocalVar:00200x014 Perform(1001, EnemyAttack)0x01ASCRIPT END