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  1. [Script generated by: Final Fantasy 3us Multi Editor, Coded by Lord J]
  2. [FF3usME version: 6.7.0]
  3. [File version: 1.00]
  4. [Section: Monster Battle Scripts]
  5.  
  6. [script #-1] ; orig idx=36, "Arabus", nb. bytes=70
  7. FC 0D 02 01 ; If variable VAR002 is greater than or equal to 1
  8. F1 47 ; Targeting: use normal targeting
  9. F0 12 12 70 ; Rand. spell: <MB>Storm or <MB>Storm or Plasma
  10. FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
  11. F0 E9 E9 B7 ; Rand. spell: Dark Bolt or Dark Bolt or WaveCannon
  12. FE ; End If and reset targeting
  13. F0 BE BE B7 ; Rand. spell: Flash Rain or Flash Rain or WaveCannon
  14. FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
  15. F0 0A 12 12 ; Rand. spell: <MB>Bolt 3 or <MB>Storm or <MB>Storm
  16. FD ; Wait until the attack sequence is called upon again, then continue (reset targeting)
  17. F0 0A 0A B9 ; Rand. spell: <MB>Bolt 3 or <MB>Bolt 3 or Giga Volt
  18. FF ; End first wave of attack
  19. FC 12 00 00 ; If following monster is/are dead:
  20. F5 0C 01 FF ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
  21. FE ; End If and reset targeting
  22. FC 05 00 00 ; If monster has been attacked
  23. F8 01 81 ; 1 added to VAR001
  24. F0 0A 0A 0A ; Rand. spell: <MB>Bolt 3 or <MB>Bolt 3 or <MB>Bolt 3
  25. FE ; End If and reset targeting
  26. FC 0D 01 07 ; If variable VAR001 is greater than or equal to 7
  27. F8 02 01 ; Set VAR002 to 1
  28. FB 0B 16 ; Monster gains hidden status: Safe
  29. FB 0B 15 ; Monster gains hidden status: Shell
  30. FA 0C 01 00 ; Monsters palette flashes to yellow briefly
  31. FF ; End
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