D
DynamixDJ
Guest
lol, no it doesn't, that was a runscript error in my head lol
What's going on 'ere with the 2-Faced? It seems as though the 2-Faced should have a 100% chance of countering with one of its two attacks if it is the last enemy alive, however, after testing, that's not the case:
Code: [Select]
I *think* the problem lies with the use of 2050, which is "Active Actors". This means that the initial script for the first check only runs if the 2-Faced is the last actor alive, which abviously can't happen becuase you'd get a game over before that.
If 2050 was changed to 2090 ("Active Enemies") would that fix the problem? I'm gonna test to find out. I've noted down 2090 as active enemies, although technically 2090 is "all actors that the current actor regards as an ally", but to make it easier in my mind I've just jotted it as active enemies (and 20B0 as Active Players).
What one earth?? Why is the vanilla steam version giving my formation IDs that are 4 out? I'm fighting the Mt. Corel Bridge enemies and the forced Cokatolis battle in Corel Prison, all the ID#s are -4. The Formation in the well was #516 1x 2-Face and 2x Bandit instead of #520 4- 2 Faced Pnicer Attack.
What's up with that? I've checked the flevel.lgp in C:\Steam Library\steamapps\common\FINAL FANTASY VII\data\field and the formation IDs are correct.
Regardless, chenging 2050 to 2090 did not work, so I've no clue what's going on here....
Ah, maybe it is correct but it's only triggering the script if it's the last *2-Faced* alive, not the last enemy. I guess I'll have to fight the Land Worm #524 to get the 4x 2-Faced #520 lol
What's going on 'ere with the 2-Faced? It seems as though the 2-Faced should have a 100% chance of countering with one of its two attacks if it is the last enemy alive, however, after testing, that's not the case:
Code: [Select]
Code:
0x000LocalVar:0000 <- (BitCount(BattleAddr(&2060).BattleAddr(&4060)) == BattleAddr(&2050).BattleAddr(&4060)) 0x014LocalVar:0000 <- LocalVar:0000 AND NOT BattleAddr(&2060)0x020LocalVar:0020 <- (LocalVar:0000.BattleAddr(&4120) == 107) 0x02E If ( ( (LocalVar:0000.BattleAddr(&4000) == 1) And (LocalVar:0020.BattleAddr(&4000) == 0) ) )0x02E {0x046 If (Not (Random MOD 2) )0x046 {0x04E BattleAddr(&2070) <- RandomBit(BattleAddr(&20A0))0x056 Perform("Self-destruct"[01ED], EnemyAttack)0x05C BattleAddr(&2060).BattleAddr(&4020) <- 00x066 BattleAddr(&2060).BattleAddr(&4023) <- 00x070 BattleAddr(&2060).BattleAddr(&4022) <- 00x07A BattleAddr(&2060).BattleAddr(&4024) <- 00x084 }0x084 Else0x084 {0x087 BattleAddr(&2070) <- BattleAddr(&20A0)0x08E Perform("Cure3"[0002], EnemyAttack)0x093 BattleAddr(&2060).BattleAddr(&4020) <- 00x09D BattleAddr(&2060).BattleAddr(&4023) <- 00x0A7 BattleAddr(&2060).BattleAddr(&4022) <- 00x0B1 BattleAddr(&2060).BattleAddr(&4024) <- 00x0BB }0x0BB Else0x0BB {0x0BE If (Random MOD 8 == 0)0x0BE {0x0C7 BattleAddr(&2070) <- RandomBit(BattleAddr(&20A0))0x0CF Perform("Self-destruct"[01ED], EnemyAttack)0x0D5 BattleAddr(&2060).BattleAddr(&4020) <- 00x0DF BattleAddr(&2060).BattleAddr(&4023) <- 00x0E9 BattleAddr(&2060).BattleAddr(&4022) <- 00x0F3 BattleAddr(&2060).BattleAddr(&4024) <- 00x0FD }0x0FD Else0x0FD {0x100 }0x100 Else0x100 {0x103 If (Random MOD 8 == 1)0x103 {0x108 BattleAddr(&2070) <- BattleAddr(&20A0)0x10F Perform("Cure3"[0002], EnemyAttack)0x114 BattleAddr(&2060).BattleAddr(&4020) <- 00x11E BattleAddr(&2060).BattleAddr(&4023) <- 00x128 BattleAddr(&2060).BattleAddr(&4022) <- 00x132 BattleAddr(&2060).BattleAddr(&4024) <- 00x13C }0x13C Else0x13C {0x13F }0x13F Else0x13F {0x142 }0x142 Else0x142 {0x145 POP(Random MOD 8)0x146SCRIPT END
If 2050 was changed to 2090 ("Active Enemies") would that fix the problem? I'm gonna test to find out. I've noted down 2090 as active enemies, although technically 2090 is "all actors that the current actor regards as an ally", but to make it easier in my mind I've just jotted it as active enemies (and 20B0 as Active Players).
What one earth?? Why is the vanilla steam version giving my formation IDs that are 4 out? I'm fighting the Mt. Corel Bridge enemies and the forced Cokatolis battle in Corel Prison, all the ID#s are -4. The Formation in the well was #516 1x 2-Face and 2x Bandit instead of #520 4- 2 Faced Pnicer Attack.
What's up with that? I've checked the flevel.lgp in C:\Steam Library\steamapps\common\FINAL FANTASY VII\data\field and the formation IDs are correct.
Regardless, chenging 2050 to 2090 did not work, so I've no clue what's going on here....
Ah, maybe it is correct but it's only triggering the script if it's the last *2-Faced* alive, not the last enemy. I guess I'll have to fight the Land Worm #524 to get the 4x 2-Faced #520 lol
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