T
Tirlititi
Guest
The Max HP of Gizamaluke is rewritten at the beginning of the fight.
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It is set to 65535 and "VAR_B15_1" keeps memory of the initial HP gave to him. When Gizamaluke's HP gets under "VAR_B15_1", he does his death stuff.
"VAR_B15_3" is a threshold for his Water attack. Under 1/3 of his HP (as seen from the player's perspective), he casts Water on the team instead of 1 target.
As an example, let's say you set his Max HP to 10000 in the editor.
After the start of the battle, the variables will be set like these :
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So yeah, Gizamaluke has the same kind of system than the other bosses but it is more hidden in the script (Kraken and his tentacles also use this kind of system).
Code: [Select]
Code:
SET VAR_B15_1 = ( 65535L - Op2B(SV_FunctionEnemy[HP]) ) SET VAR_B15_3 = ( ( ( 65535L - VAR_B15_1 ) / 3 ) + VAR_B15_1 ) SET SV_FunctionEnemy[MAX_HP] =$ 65535L SET SV_FunctionEnemy[HP] =$ 65535L
"VAR_B15_3" is a threshold for his Water attack. Under 1/3 of his HP (as seen from the player's perspective), he casts Water on the team instead of 1 target.
As an example, let's say you set his Max HP to 10000 in the editor.
After the start of the battle, the variables will be set like these :
Code: [Select]
Code:
// Actual Max HPSV_FunctionEnemy[MAX_HP] -> 65535SV_FunctionEnemy[HP] -> 65535// Death thresholdVAR_B15_1 -> 55535// Multi-Water thresholdVAR_B15_3 -> 55535 + 10000 / 3 = 58868
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