T
Tirlititi
Guest
About the frogs, it's in the scripts of the ponds:
1) In the "SpeakBTN" functions of the catchable frogs (Baby, Male, Female, Gold), there's a switch for the appearance of Quale:
Code: [Select]
2) In the "Main_Loop", there's most of the cutscene's code, in particular the line "if ( GetFrogAmount == 99 ) {" triggering the battle.
The other rewards are also there, a bit after that line (in the "else" branch).
About the enemy targeting only Zombie characters, you can use that in an enemy script (the ATB function typically):
Code: [Select]
1) In the "SpeakBTN" functions of the catchable frogs (Baby, Male, Female, Gold), there's a switch for the appearance of Quale:
Code: [Select]
Code:
switchex 8 ( GetFrogAmount ) { case 2 ; 5 ; 9 ; 15 ; 23 ; 33 ; 45 ; 99: set VAR_GlobUInt8_64 = 2 break default: break }
The other rewards are also there, a bit after that line (in the "else" branch).
About the enemy targeting only Zombie characters, you can use that in an enemy script (the ATB function typically):
Code: [Select]
Code:
if ( ((GetRandom % 100) < 50) && ( FirstOf(SV_FunctionEnemy[MP]) >= 18 ) ) { // Example: 50% of chances to cast Life if there's a Zombie character and if the enemy has 18 MP or more set SV_Target = Matching( SV_PlayerTeam[STATUS_CURRENT_A], 64 ) // All the Zombie characters if ( #SV_Target ) { // Same as "if ( SV_Target ) {" or "if ( (#SV_Target) != 0 ) {" set SV_Target = RandomInTeam(SV_Target) // Pick only one of them Attack( ... ) // Cast Life return }}// etc... do something else if Life is not chosen for any reason
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