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- ## Unless otherwise noted, all boss weapons have an accuracy of 99%.
- ---------------------------------------
- [57: Mantis Ant]
- ---------------------------------------
- ## Kama Swing has a Power of 07.
- ## Kama Throw has a Power of 10 and causes Knocked Out (99% Chance).
- ## Acid Breath has a Power of 12.
- ## Black Magic Spell Power: 12
- ## White Magic Spell Power: 12
- AI:Setup {
- Spawn Monster: Scared Elliot.
- }
- AI: Movement {
- Select Closest Opponent.
- If (Target.Distance == Close Range) Then
- If (1/3) Chance Then
- If (1/3) Chance Then
- Set Animation: Guard Pose
- Else
- Set Animation: Idle
- End If
- Else
- If (Target.Direction == North)
- Use <Jump>.
- Else
- Walk Towards Target.
- End If
- End If
- Else
- If (Target.Direction == North)
- Use <Jump>.
- Else
- Walk Towards Target.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (Target.Distance != Extreme Range) Then
- If (Target.Distance == Long Range) Then
- If (50% Chance) Then
- Cast Spell: 'Gem Missile' On Target.
- Else
- Use <Kama Throw> On Target.
- End If
- ElseIf (Target.Distance == Mid-Range) Then
- Use Skill: <Acid Breath> On Target.
- Else
- Use <Kama Swing> On Target.
- End If
- End If
- }
- ---------------------------------------
- [58: Wall Face]
- [6C: Chamber Eye]
- ---------------------------------------
- ## Spawning Wall Face on any map other then his normal one will likely
- ## get you instantly killed by his Desperation attack.
- ## Leaden Glare has a Power of 22 and causes Tangle (50% Chance).
- ## Flash Beam has a Power of 11.
- ## Wall Face Black Magic Power: 02.
- ## Wall Face White Magic Power: 02.
- ## Chamber's Eye Black Magic Power: 02.
- ## Chamber's Eye White Magic Power: 02.
- AI:Setup {
- TempVar:IsDesperate == False
- TempVar:TurnCounter == 0
- TempVar:LeftEyeDead == 0
- TempVar:RightEyeDead == 0
- Spawn Monster: Left Chamber Eye.
- Spawn Monster: Right Chamber Eye.
- }
- AI:Movement {
- if (TempVar:IsDesperate == True) Then
- Select Wall Face.
- Target.YCoordinate = Target.YCoordinate + 1
- If (Target.YCoordinate >= 280) Then
- Select Randi.
- Target.CurrentHitPoints == 0.
- Select Purim.
- Target.CurrentHitPoints == 0.
- Select Popoie.
- Target.CurrentHitPoints == 0.
- End If
- End If
- }
- AI:Attack {
- If (TempVar:IsDesperate == True) Then
- TempVar:TurnCounter == 0
- End If
- If (TempVar:TurnCounter > 2) Then
- TempVar:TurnCounter == 0
- End If
- Select Left Chamber Eye.
- If (Target.StatusEffects == Dead) Then
- TempVar:LeftEyeDead == True
- End If
- Select Right Chamber Eye.
- If (Target.StatusEffects == Dead) Then
- TempVar:RightEyeDead == True
- End If
- If (TempVar:TurnCounter == 0) Then
- If (TempVar:LeftEyeDead == True & TempVar:RightEyeDead == True)
- TempVar:IsDesperate == True
- ElseIf (TempVar:LeftEyeDead == True)
- If (1/3 Chance) Then
- Select Left Chamber Eye.
- Cast Spell: Revivifer On Target.
- TempVar:LeftEyeDead == False
- End If
- End If
- ElseIf (TempVar:RightEyeDead == True)
- If (1/3 Chance) Then
- Select Right Chamber Eye.
- Cast Spell: Revivifer On Target.
- TempVar:RightEyeDead == False
- End If
- End If
- End If
- If (TempVar:TurnCounter == 1) Then
- If (TempVar:LeftEyeDead == True)
- TempVar:TurnCounter++
- Return To Top Of Script
- Else
- If (1/3 Chance) Then
- Select Closest Opponent.
- Use Skill: <Leaden Glare> On Target.
- ElseIf (1/3 Chance) Then
- Select Closest Opponent.
- Use Skill: <Flash Beam> On Target.
- Else
- Select Wall Face.
- Cast Spell: 'Cure Water' on Target.
- End If
- End If
- End If
- If (TempVar:TurnCounter == 2) Then
- If (TempVar:RightEyeDead == True)
- TempVar:TurnCounter++
- Return To Top Of Script
- Else
- If (50% Chance) Then
- Select Closest Opponent.
- Cast Spell: 'Energy Absorb' On Target.
- Else
- Select Closest Opponent.
- Cast Spell: 'Freeze' On Target.
- End If
- End If
- End If
- TempVar:TurnCounter++
- }
- ---------------------------------------
- [5A: Minotaur]
- ---------------------------------------
- ## Note: Due to the way Minotaur calculates distance, he can only cast spells
- ## if you are extremely North or South of him.
- ## Suplex has a Power of 98 and causes Knocked Out (99% Chance).
- ## Punch has a Power of 70.
- ## Gore Horn has a Power of 84.
- ## Horn Charge has a Power of 94.
- ## Black Magic Spell Power: 01
- ## White Magic Spell Power: 64
- AI:Setup {
- TempVar:IsAngry == False.
- }
- AI:Movement {
- Select Closest Opponent.
- If (Target.Distance == Close Range) Then
- If (2/3) Chance Then
- Set Animation: Guard Pose.
- Else
- Set Animation: Idle.
- End If
- Else
- Walk Towards Target.
- End If
- }
- AI:Attack {
- If (TempVar:IsAngry != True) Then
- If (Minotaur.CurrentHitPoints <= 50% Minotaur.MaxHitPoints) Then
- TempVar:IsAngry == True.
- Set Animation: Angry.
- End If
- End If
- If (TempVar:IsAngry != True) Then
- Select Closest Opponent.
- If (Target.Distance == Extreme Close Range) Then
- If (50% Chance) Then
- Use <Suplex> On Target.
- Else
- If (50% Chance) Then
- Use <Punch> On Target.
- Else
- Use <Gore Horn> On Target.
- End If
- End If
- Else If (Target.Distance == Close Range) Then
- If (50% Chance) Then
- Use <Punch> On Target.
- Else
- Use <Gore Horn> On Target.
- End If
- Else If (Target.Distance == Extreme North/South) Then
- If (10% Chance) Then
- If (1/3 Chance) Then
- Cast Spell: 'Earth Slide' On Target.
- Else
- Select Self.
- Cast Spell: 'Defender' On Target.
- End If
- End If
- End If
- Else
- If (Target.Distance == Extreme Close Range) Then
- If (50% Chance) Then
- Use <Suplex> On Target.
- Else
- Use <Horn Charge> On Target.
- End If
- Else If (Target.Distance == Extreme North/South) Then
- If (10% Chance) Then
- If (1/3 Chance) Then
- Cast Spell: 'Earth Slide' On Target.
- Else
- Select Self.
- Cast Spell: 'Defender' On Target.
- End If
- End If
- Else
- Use <Horn Charge> On Target.
- End If
- End If
- }
- ---------------------------------------
- [5B: Spikey Tiger]
- ---------------------------------------
- ## Spikey Tiger's movement script contains nothing interesting as
- ## his platform jumping is controlled by his attack script.
- ## Pinball has a Power of 34 and causes Knocked Out (50% Chance).
- ## Ball Slam has a Power of 36 and causes Knocked Out (33% Chance).
- ## Fire Breath has a Power of 35 and causes Engulf (99% Chance).
- ## Bite has a Power of 33.
- ## Black Magic Spell Power: 13
- ## White Magic Spell Power: 13
- AI:Setup {
- TempVar:OnPillar == False.
- }
- AI:Attack {
- If (TempVar:OnPillar == False) Then
- If (1/3 Chance) Then
- If (50% Chance) Then
- Use <Move To Left Pillar> On Self.
- Else
- Use <Move To Right Pillar> On Self.
- End If
- Else
- Select Closest Opponent.
- If (Target.Distance == Mid-Range OR Target Is North Of Spikey Tiger) Then
- If (50% Chance) Then
- Use <Ball Slam> On Target.
- Else
- Use <Pinball> On Target.
- End If
- Else
- If (Target.Distance == Close Range) Then
- Use <Bite> On Target.
- End If
- End If
- End If
- Else
- If (1/3 Chance) Then
- Use <Return To Battleground> On Self.
- Else
- Select Closest Opponent.
- If (1/3 Chance) Then
- Cast Spell: 'Fire Bouquet' On Target.
- Else
- Use Skill: <Fire Breath> On Target.
- End If
- End If
- }
- AI:Action:MoveToLeftPillar {
- Set Animation: Ball Jump.
- Select Self.
- Target.XCoordinate == 0x0070.
- Target.YCoordinate == 0x00C0.
- TempVar:OnPillar == True.
- Set Animation: Ball Slam.
- Set Animation: Ball Bounce.
- }
- AI:Action:MoveToRightPillar {
- Set Animation: Ball Jump.
- Select Self.
- Target.XCoordinate == 0x0130.
- Target.YCoordinate == 0x00C0.
- TempVar:OnPillar == True.
- Set Animation: Ball Slam.
- Set Animation: Ball Bounce.
- }
- AI:Action:ReturnToBattleground {
- Set Animation: Ball Jump.
- Select Self.
- Target.XCoordinate == 0x00D0.
- Target.YCoordinate == 0x00E0.
- TempVar:OnPillar == False.
- Set Animation: Ball Slam.
- Set Animation: Ball Bounce.
- }
- ---------------------------------------
- [5E: Frost Gigas]
- ---------------------------------------
- # The Gigas Family seems to be the only boss to randomly target opponents.
- # And they only do it to determine who they re-appear on.
- ## Claw Smash has a Power of 34.
- ## Black Magic Spell Power: 36
- ## White Magic Spell Power: 36
- AI:Setup {
- TempVar:Disassembled == False.
- TempVar:DisassembleWait == 0.
- }
- AI:Movement {
- If (TempVar:Disassembled == False) Then
- If (25% Chance) Then
- Select Random Opponent.
- Use <Disassemble> On Self.
- TempVar:Disassembled == True.
- Else
- If (FrostGigas.Direction == South) Then
- Set Animation: Idle.
- ElseIf (FrostGigas.Direction == East) Then
- Set Animation: Walk East.
- Else
- Set Animation: Walk West.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (Target.Distance == Mid-Range) Then
- Select All Opponents.
- Cast Spell: 'Freeze' On Target.
- Use <Claw Smash> On Target.
- Else
- If (1/3 Chance) Then
- Use Skill: <Freeze Breath> On Target.
- Else
- If (50% Chance) Then
- Select All Opponents.
- Cast Spell: 'Ice Saber' On Target.
- Else
- Select All Opponents.
- Cast Spell: 'Acid Storm' On Target.
- End If
- End If
- End If
- }
- AI:Special {
- If (TempVar:Disassembled == True) Then
- TempVar:DisassembleWait == 74.
- Halt Movement Script().
- Halt Attack Script().
- While (TempVar:DisassembleWait != 0)
- Set Animation: Random Orb Movement.
- TempVar:DisassembleWait--.
- End While
- Enable Movement Script().
- Enable Attack Script().
- FrostGigas.XCoordinate == Target.XCoordinate.
- FrostGigas.YCoordinate == Target.YCoordinate.
- Use <Appear> On Self.
- End If
- }
- ---------------------------------------
- [5F: Snap Dragon]
- ---------------------------------------
- ## Swallow Whole has a Power of 52.
- ## Black Magic Spell Power: 29
- ## White Magic Spell Power: 02
- AI:Setup {
- TempVar:SwallowedOpponent == False.
- Enable Special Death Handling For Snap Dragon.
- }
- AI:Movement {
- If (TempVar:SwallowedOpponent == True) Then
- Use <Throw Up Target> On Self.
- TempVar:SwallowedOpponent == False
- Else
- Select Closest Opponent.
- If (Target.Distance == Long-Range) Then
- Walk Towards Target.
- ElseIf (Target.Distance == Mid-Range) Then
- Set Animation: Idle.
- Else
- Hop Towards Target.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (Target.Distance <= 0x0002) Then
- If (50% Chance) Then
- Hop Towards Target.
- Else
- If (Target.Distance > 0x0004 OR Target.Distance > 0x0008) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenX > 64 OR Self.ScreenX > 192) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenY > 64 OR Self.ScreenY > 160) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.CurrentFloor != Self.CurrentFloor) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.0060 != 0) Then (I dunno what this address is used for)
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.ActiveAnimation == Suprised Animation) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- Else
- Use <Swallow Whole> On Target.
- End If
- End If
- Else
- If (Target.Distance > 0x0004 OR Target.Distance > 0x0008) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenX > 64 OR Self.ScreenX > 192) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenY > 64 OR Self.ScreenY > 160) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.CurrentFloor != Self.CurrentFloor) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.0060 != 0) Then (I dunno what this address is used for)
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.ActiveAnimation == Suprised Animation) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Cast Spell: 'Cure Water' On Target.
- End If
- Else
- Use <Swallow Whole> On Target.
- End If
- End If
- }
- AI:Damage {
- If (TempVar:SwallowedOpponent == True) Then
- Set Animation: Damaged Spit-Up.
- Remove Swallowed From Target.
- Else
- Set Animation: Damaged.
- End If
- }
- AI:Death {
- Set Animation: Dead Lizard.
- Remove Swallowed From Target.
- Use <Fade Away> On Self.
- }
- AI:Action:SwallowWhole {
- Target.ActiveAnimation == Surprised Animation.
- Target.StatusEffects == Stunned.
- Target.StunTimer == 36.
- SetAnimation: Full Belly.
- Target.SpriteFlags == Invisible.
- TempVar:SwallowedTarget == True.
- }
- ---------------------------------------
- [60: Mech Rider I]
- ---------------------------------------
- ## Geshtar you poor poor thing. You really insist on maintaining the same
- ## Y-Axis alignment as your target. You even have a special targeting system
- ## just for you.
- ## Of note: Missile Barrage fires 3 missiles. Damage is per missile.
- ## Straight Bike Impale has a Power of 44 and causes Knocked Out. (33% Chance)
- ## Missile has a Power of 60.
- ## Black Magic Spell Power: 07
- ## White Magic Spell Power: 07
- AI:Setup {
- TempVar:EscapeTimer == 24.
- Select Mech Rider I.
- Target.ZCoordinate == 0x0020.
- Enable Special Death Handling For Target().
- }
- AI:Movement {
- Select Closest Y-Axis Opponent.
- If (Target Is South Of Mech Rider) Then
- Use <Align Y-Axis To Target> On Self.
- ElseIf (Target.YDistance > 0x0020) Then
- Use <Align Y-Axis To Target> On Self.
- Else
- Set Animation: Idle.
- End If
- }
- AI:Attack {
- Select Closest Y-Axis Opponent.
- If (Target Is South Of Mech Rider OR Target.YDistance > 0x0020) Then
- If (Mech Rider I Has No Buffs) Then
- Select Self.
- Cast Spell: 'Speed Up' On Target.
- Else
- Use <Missile Barrage> On Target.
- End If
- Else
- Use <Straight Bike Impale> On Target.
- End If
- }
- AI:Death {
- Select Self.
- Target.HorizontalFlip == !Target.HorizontalFlip.
- Target.EnableNoClip == True.
- Target.XSpeed == 5.
- Set Animation: Turn Tail.
- Set Death Throws Target: Mech Rider Bike.
- Set Boss Palette: Explosion.
- While (TempVar:EscapeTimer != 0) Then
- TempVar:EscapeTimer--.
- End While
- Play Event: 7F8. (Victory!)
- }
- ---------------------------------------
- [61: Doom Wall]
- [7E: Doom Eye]
- ---------------------------------------
- ## Leaden Glare has a Power of 22 and causes Tangle (50% Chance).
- ## Confuse Hoops has a Power of 00 and causes Confusion (50% Chance).
- ## Cave-In has a Power of 35.
- ## Rock Assault has a Power of 35.
- ## Doom's Wall Black Magic Spell Power: 04
- ## Doom's Wall White Magic Spell Power: 04
- ## Doom's Eye Black Magic Spell Power: 04
- ## Doom's Eye White Magic Spell Power: 04
- AI:Setup {
- TempVar:IsDesperate == False
- TempVar:TurnCounter == 0
- TempVar:LeftEyeDead == 0
- TempVar:RightEyeDead == 0
- Spawn Monster: Left Doom Eye.
- Spawn Monster: Right Doom Eye.
- }
- AI:Attack {
- If (TempVar:IsDesperate == True) Then
- TempVar:TurnCounter == 0
- If (50% Chance) Then
- Select Closest Opponent.
- Use Skill: <Cave-In> On Target.
- Else
- Select Farthest Opponent.
- If (Target.Distance < Long Range) Then
- Use <Rock Assault> On Target.
- End If
- End If
- End If
- If (TempVar:TurnCounter > 2) Then
- TempVar:TurnCounter == 0
- End If
- Select Left Doom Eye.
- If (Target.StatusEffects == Dead) Then
- TempVar:LeftEyeDead == True
- End If
- Select Right Doom Eye.
- If (Target.StatusEffects == Dead) Then
- TempVar:RightEyeDead == True
- End If
- If (TempVar:TurnCounter == 0) Then
- If (TempVar:LeftEyeDead == True & TempVar:RightEyeDead == True)
- TempVar:IsDesperate == True
- ElseIf (TempVar:LeftEyeDead == True)
- If (1/3 Chance) Then
- Select Left Doom Eye.
- Cast Spell: Revivifer On Target.
- TempVar:LeftEyeDead == False
- End If
- End If
- ElseIf (TempVar:RightEyeDead == True)
- If (1/3 Chance) Then
- Select Right Doom Eye.
- Cast Spell: Revivifer On Target.
- TempVar:RightEyeDead == False
- End If
- End If
- End If
- If (TempVar:TurnCounter == 1) Then
- If (TempVar:LeftEyeDead == True)
- TempVar:TurnCounter++
- Return To Top Of Script
- Else
- If (1/3 Chance) Then
- Select Closest Opponent.
- Use Skill: <Leaden Glare> On Target.
- ElseIf (1/3 Chance) Then
- Select Closest Opponent.
- Use Skill: <Confuse Hoops> On Target.
- Else
- Select Wall Face.
- Cast Spell: 'Cure Water' on Target.
- End If
- End If
- End If
- If (TempVar:TurnCounter == 2) Then
- If (TempVar:RightEyeDead == True)
- TempVar:TurnCounter++
- Return To Top Of Script
- Else
- If (50% Chance) Then
- Select Closest Opponent.
- Cast Spell: 'Energy Absorb' On Target.
- Else
- Select Closest Opponent.
- Cast Spell: 'Thunderbolt' On Target.
- End If
- End If
- End If
- TempVar:TurnCounter++
- }
- ---------------------------------------
- [62: Vampire]
- ---------------------------------------
- ## Jump Kick has a Power of 85 and causes Knocked Out (33% Chance).
- ## Claw Swipe has a Power of 76 and causes Poison (99% Chance).
- ## Blood Drain has a Power of 81.
- ## Sleep Ring has a Power of 81 and causes Knocked Out (99% Chance).
- ## Black Magic Spell Power: 13
- ## White Magic Spell Power: 13
- AI:Setup {
- TempVar:Flying = False
- }
- AI:Movement {
- If (TempVar:Flying = True) Then
- If (25% Chance) Then
- TempVar:Flying = False
- Use <Land> On Self.
- End If
- Else
- If (1/3 Chance) Then
- TempVar:Flying = False
- Use <Fly> On Self.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (TempVar:Flying = True) Then
- If (1/3 Chance) Then
- Cast Spell: 'Energy Absorb' On Target.
- ElseIf (1/3 Chance) Then
- Cast Spell: 'Freeze' On Target.
- Else
- Use Skill: <Sleep Ring> On Target.
- End If
- Else
- If (Target.Distance == Long Range) Then
- Use <Jump Kick> On Target.
- ElseIf (Vampire.Direction == North) Then
- Use <Jump Kick> On Target.
- Else
- If (1/3 Chance) Then
- Use <Blood Drain> On Target.
- Else
- Use <Claw Swipe> On Target.
- End If
- End If
- End If
- }
- ---------------------------------------
- [63: Metal Mantis]
- ---------------------------------------
- ## Couple Of Flaws In Metal Mantis AI.
- ## He uses the same Kama Swing and Kama Throw as Mantis Ant, making the attacks harmless.
- ## He has Flash Beam in his Command Set, but his AI tells him to use Fire Beam or Fire Beam
- ## I guess his sky high spell power is to make up for his worthless physical attacks.
- ## Kama Swing has a Power of 07.
- ## Kama Throw has a Power of 10 and causes Knocked Out (99% Chance).
- ## Fire Beam has a Power of 11 and causes Engulf (99% Chance).
- ## Flash Beam has a Power of 12.
- ## Black Magic Spell Power: 85
- ## White Magic Spell Power: 85
- AI: Movement {
- Select Closest Opponent.
- If (Target.Distance == Close Range) Then
- If (1/3) Chance Then
- If (1/3) Chance Then
- Set Animation: Guard Pose
- Else
- Set Animation: Idle
- End If
- Else
- If (Target.Direction == North)
- Use <Jump>.
- Else
- Walk Towards Target.
- End If
- End If
- Else
- If (Target.Direction == North)
- Use <Jump>.
- Else
- Walk Towards Target.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (Target.Distance == Long Range) Then
- If (2/3 Chance) Then
- Use <Kama Throw> On Target.
- Else
- If (50% Chance) Then
- Select All Opponents.
- Cast Spell: 'Gem Missile' On Target.
- Else
- Select Self.
- Cast Spell: 'Lunar Boost' On Target.
- End If
- End If
- ElseIf (Target.Distance = Mid-Range) Then
- If (50% Chance) Then
- Use Skill: <Fire Beam> On Target.
- Else
- Use Skill: <Fire Beam> On Target.
- End If
- Else
- Use <Kama Swing> On Target.
- End If
- }
- ---------------------------------------
- [64: Mech Rider II]
- ---------------------------------------
- ## Mech Rider's insane Y-Axis tracking exposes him to a bug on this map.
- ## If you stand in the corner of one of the lower overhangs his AI will get stuck.
- ## His Y-Axis follow halts his Movement & Attack Scripts til he's lined up. But standing there
- ## you will both be below him and in a small enough space so he can't squeeze down there.
- ## Has a result he'll just rock back and forth vainly trying to line himself up with you.
- ## He'll get one attack everytime you damage him. (Either Missile Barrage or Wave Cannon) then
- ## go back to being stuck. The missiles will miss you roughly half the time while standing there.
- ## Of note: Missile Barrage fires 3 missiles. Damage is per missile.
- ## For some reason, Mech Rider II has the highest black magic power in the game.
- ## If only he had any spells to use it with.
- ## Straight Bike Impale has a Power of 44 and causes Knocked Out. (33% Chance)
- ## Psycho Bike Impale has a Power of 46 and causes Knocked Out. (33% Chance)
- ## Bike Drift has a Power of 44 and causes Knocked Out. (33% Chance)
- ## Missile has a Power of 60.
- ## Wave Cannon has a Power of 93.
- ## Black Magic Spell Power: 105
- ## White Magic Spell Power: 02
- AI:Setup {
- TempVar:EscapeTimer == 24.
- Select Mech Rider II.
- Target.ZCoordinate == 0x0020.
- Enable Special Death Handling For Target().
- }
- AI:Movement {
- Select Closest Y-Axis Opponent.
- If (Target Is South Of Mech Rider) Then
- Use <Align Y-Axis To Target> On Self.
- ElseIf (Target.YDistance > 0x0020) Then
- Use <Align Y-Axis To Target> On Self.
- Else
- Set Animation: Idle.
- End If
- }
- AI:Attack {
- Select Closest Y-Axis Opponent.
- If (Target Is South Of Mech Rider OR Target.YDistance > 0x0020) Then
- If (Mech Rider II Has No Buffs) Then
- Select Self.
- Cast Spell: 'Speed Up' On Target.
- Else
- Select Self.
- If (Target.CurrentHitPoints > 50% Target.MaxHitPoints) Then
- Select Closest Y-Axis Opponent.
- Use <Missile Barrage> On Target.
- Else
- If (50% Chance) Then
- Select Closest Y-Axis Opponent.
- Use <Missile Barrage> On Target.
- Else
- Select Closest Y-Axis Opponent.
- Use Skill: <Wave Cannon> On Target.
- End If
- End If
- End If
- Else
- If (33% Chance) Then
- Use <Straight Bike Impale> On Target.
- ElseIf (33% Chance) Then
- Use <Psycho Bike Impale> On Target.
- Else
- Use <Bike Drift> On Target.
- End If
- End If
- }
- AI:Death {
- Select Self.
- Target.HorizontalFlip == !Target.HorizontalFlip.
- Target.EnableNoClip == True.
- Target.XSpeed == 5.
- Set Animation: Turn Tail.
- Set Death Throws Target: Mech Rider Bike.
- Set Boss Palette: Explosion.
- While (TempVar:EscapeTimer != 0) Then
- TempVar:EscapeTimer--.
- End While
- Play Event: 7F8. (Victory!)
- }
- ---------------------------------------
- [65: Kilroy]
- ---------------------------------------
- ## Moogle Hammer Smash has a Power of 48 and causes Moogle (33% Chance)
- ## Moogle Hammer Swing has a Power of 43 and causes Moogle (33% Chance)
- ## Hammer Spin has a Power of 52 and causes Moogle (33% Chance)
- ## Black Magic Spell Power: 26
- ## White Magic Spell Power: 26
- AI:Setup {
- TempVar:AIPattern == 0.
- Spawn Monster: Kilroy Legs.
- }
- AI:Movement {
- If (TempVar:AIPattern != 8) Then
- If (Kilroy.CurrentHitPoints <= 50% Kilroy.MaxHitPoints) Then
- TempVar:AIPattern == 8.
- End If
- End If
- If (TempVar:AIPattern == 8) Then
- Kilroy.Speed == 4.
- Else
- Kilroy.Speed == 2.
- End If
- }
- AI:Attack {
- If (TempVar:AIPattern != 8) Then
- If (Kilroy.CurrentHitPoints <= 50% Kilroy.MaxHitPoints) Then
- TempVar:AIPattern == 8.
- End If
- End If
- If (TempVar:AIPattern != 8) Then
- Select Closest Opponent.
- If (Target.Distance == Long Range) Then
- If (50% Chance) Then
- Select Self.
- Cast Spell: 'Lunar Boost' On Target.
- End If
- Else
- If (1/3 Chance) Then
- Use <Moogle Hammer Smash> On Target.
- ElseIf (1/3 Chance) Then
- Use <Moogle Hammer Swing> On Target.
- Else
- Use <Hammer Spin> On Target.
- End If
- End If
- Else
- Select Closest Opponent.
- If (Target.Distance == Long Range) Then
- If (50% Chance) Then
- Select Self.
- Cast Spell: Lunar Boost On Target.
- End If
- Else
- If (1/3 Chance) Then
- Use <Moogle Hammer Smash> On Target.
- ElseIf (1/3 Chance) Then
- Use <Moogle Hammer Swing> On Target.
- Else
- Use <Hammer Spin> On Target.
- End If
- End If
- End If
- }
- ---------------------------------------
- [66: Gorgon Bull]
- ---------------------------------------
- ## Note: Due to the way Gorgon Bull calculates distance, he can only cast spells
- ## if you are extremely North or South of him.
- ## Also, strangely, Gorgon Bull can only use Petrify Gas if you are within Suplex range.
- ## Suplex has a Power of 98 and causes Knocked Out (99% Chance).
- ## Petrify Gas has a Power of 65 and causes Petrify (99% Chance).
- ## Arm Claw Rush has a Power of 101 and causes Knocked Out (33% Chance).
- ## Punch has a Power of 70.
- ## Horn Charge has a Power of 94.
- ## Claw Punch has a Power of 94.
- ## Black Magic Spell Power: 100 (Why Gorgon Bull has higher black magic power then Dark Lich I'll never know).
- ## White Magic Spell Power: 01
- AI:Setup {
- TempVar:IsAngry == False.
- }
- AI:Movement {
- Select Closest Opponent.
- If (Target.Distance == Close Range) Then
- If (2/3) Chance Then
- Set Animation: Guard Pose.
- Else
- Set Animation: Idle.
- End If
- Else
- Walk Towards Target.
- End If
- }
- AI:Attack {
- If (TempVar:IsAngry != True) Then
- If (GorgonBull.CurrentHitPoints <= 50% GorgonBull.MaxHitPoints) Then
- TempVar:IsAngry == True.
- Set Animation: Arm Blade Show Off.
- End If
- End If
- If (TempVar:IsAngry != True) Then
- Select Closest Opponent.
- If (Target.Distance == Extreme Close Range) Then
- If (50% Chance) Then
- If (50% Chance) Then
- Use <Suplex> On Target.
- Else
- Use Skill: <Petrify Gas> On Target.
- End If
- Else
- If (50% Chance) Then
- Use <Punch> On Target.
- Else
- Use <Horn Charge> On Target.
- End If
- End If
- Else If (Target.Distance == Close Range) Then
- If (50% Chance) Then
- Use <Punch> On Target.
- Else
- Use <Horn Charge> On Target.
- End If
- Else If (Target.Distance == Extreme North/South) Then
- If (10% Chance) Then
- If (1/3 Chance) Then
- Select All Opponents.
- Cast Spell: 'Earth Slide' On Target.
- Else
- Select Self.
- Cast Spell: 'Defender' On Target.
- End If
- End If
- End If
- Else
- If (Target.Distance == Extreme Close Range) Then
- If (50% Chance) Then
- If (50% Chance) Then
- Use <Suplex> On Target.
- Else
- Use Skill: <Petrify Gas> On Target.
- End If
- Else
- If (50% Chance) Then
- Use <Claw Punch> On Target.
- Else
- Use <Arm Claw Rush> On Target.
- End If
- End If
- Else If (Target.Distance == Close Range) Then
- If (50% Chance) Then
- Use <Claw Punch> On Target.
- Else
- Use <Arm Claw Rush> On Target.
- End If
- Else If (Target.Distance == Extreme North/South) Then
- If (10% Chance) Then
- If (1/3 Chance) Then
- Select All Opponents.
- Cast Spell: 'Earth Slide' On Target.
- Else
- Select Self.
- Cast Spell: 'Defender' On Target.
- End If
- End If
- End If
- End If
- }
- ---------------------------------------
- [6B: Blue Spike]
- ---------------------------------------
- ## Blue Spike's movement script contains nothing interesting as
- ## his platform jumping is controlled by his attack script.
- ## Blue Spike continues the sad tradition of using the base bosses weapons.
- ## Pinball has a Power of 34 and causes Knocked Out (50% Chance).
- ## Ball Slam has a Power of 36 and causes Knocked Out (33% Chance).
- ## Moogle Glare has a Power of 22 and causes Moogle (99% Chance).
- ## Acid Bubbles has a Power of 37.
- ## Bite has a Power of 33.
- ## Black Magic Spell Power: 22
- ## White Magic Spell Power: 02
- AI:Setup {
- TempVar:FakedDeath == False.
- TempVar:OnPillar == False.
- }
- AI:Attack {
- Select Self.
- If (Target.CurrentHitPoints < 33% Target.MaxHitPoints) Then
- If (TempVar:FakedDeath == False) Then
- Use <False Demise> On Self.
- End If
- End If
- If (TempVar:OnPillar == False) Then
- If (1/3 Chance) Then
- If (50% Chance) Then
- Use <Move To Left Pillar> On Self.
- Else
- Use <Move To Right Pillar> On Self.
- End If
- Else
- Select Closest Opponent.
- If (Target.Distance == Mid-Range OR Target Is North Of Blue Spike) Then
- If (50% Chance) Then
- Use <Ball Slam> On Target.
- Else
- Use <Pinball> On Target.
- End If
- Else
- If (Target.Distance == Close Range) Then
- Use <Bite> On Target.
- End If
- End If
- End If
- Else
- If (1/3 Chance) Then
- TempVar:OnPillar == False
- Use <Return To Battleground> On Self.
- Else
- Select Closest Opponent.
- If (1/3 Chance) Then
- Cast Spell: 'Fireball' On Target.
- ElseIf (1/3 Chance) Then
- Use Skill: <Moogle Glare> On Target.
- Else
- Use Skill: <Acid Bubbles> On Target.
- End If
- End If
- }
- AI:Action:MoveToLeftPillar {
- Set Animation: Ball Jump.
- Select Self.
- Target.XCoordinate == 0x0080.
- Target.YCoordinate == 0x0130.
- TempVar:OnPillar == True.
- Set Animation: Ball Slam.
- Set Animation: Ball Bounce.
- }
- AI:Action:MoveToRightPillar {
- Set Animation: Ball Jump.
- Select Self.
- Target.XCoordinate == 0x0160.
- Target.YCoordinate == 0x00F0.
- TempVar:OnPillar == True.
- Set Animation: Ball Slam.
- Set Animation: Ball Bounce.
- }
- AI:Action:ReturnToBattleground {
- Set Animation: Ball Jump.
- Select Self.
- Target.XCoordinate == 0x00F0.
- Target.YCoordinate == 0x0120.
- TempVar:OnPillar == False.
- Set Animation: Ball Slam.
- Set Animation: Ball Bounce.
- }
- AI:Action:FalseDemise {
- Halt Movement Script().
- Halt Attack Script().
- TempVar:FakedDeath == True.
- TempVar:ExplosionTimer == 60.
- Set Animation: Lost Head.
- Set Boss Palette: Explosion.
- While (TempVar:ExplosionTimer != 0)
- Set Boss Animation: Death Explosions.
- TempVar:ExplosionTimer--.
- End While
- Set Boss Palette: Blue Spike Palette.
- Set Animation: Grow New Head.
- Enable Movement Script().
- Enable Attack Script().
- }
- ---------------------------------------
- [6E: Aegagropilon]
- ---------------------------------------
- ## Devour can never be used. The Angry flag is set by his Legless AI, but reset by the Grow Legs command.
- ## Also, his Movement script casting Burst is cheating as the movement script isn't bound by the Attack Wait Timer.
- ## Devour has a Power of 100.
- ## Pinball has a Power of 111.
- ## Jump has a Power of 120.
- ## Black Magic Spell Power: 11
- ## White Magic Spell Power: 01
- AI:Setup {
- TempVar:HasLegs == True.
- TempVar:Angry == False.
- Spawn Monster: Aegagropilon Left Leg.
- Spawn Monster: Aegagropilon Right Leg.
- Aegagropilon.ActiveWeapon == 'Aegagropilon Jump'.
- }
- AI:Movement {
- If (TempVar:HasLegs == True) Then
- If (TempVar:Angry == True) Then
- Select Closest Opponent.
- Cast Spell: 'Burst' On Target.
- Else
- If (1/3 Chance) Then
- Select Closest Opponent.
- Cast Spell: 'Burst' On Target.
- Else
- Walk South.
- End If
- End If
- Else
- Set Animation: Mouth Chomping.
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (TempVar:HasLegs == True) Then
- If ([TempVar:Angry == True] &&
- [Aegagropilon.Direction == South] &&
- [Target.Distance == Close Range]) Then
- Use <Devour> On Target.
- Else
- If (Aegagropilon.Direction == Any North or East) Then
- Use <Remove Legs> On Self.
- Else
- If (Aegagropilon Does Not Have Wall Status) Then
- Select Self.
- Cast Spell: 'Wall' On Target.
- Else
- If (Target.StatusEffects == NoStatusEffects) Then
- If (50% Chance) Then
- Cast Spell: 'Burst' On Target.
- Else
- Cast Spell: 'Sleep Flower' On Target.
- End If
- Else
- Cast Spell: 'Burst' On Target.
- End If
- End If
- End If
- End If
- Else
- If (TempVar:Angry == True) Then
- Use <Grow Legs> On Self.
- Else
- TempVar:Angry == True.
- If (50% Chance) Then
- Use <Grow Legs> On Self.
- Else If (25% Chance) Then
- Use <Pinball> On Target.
- Else If (25% Chance) Then
- Use <Jump> On Target.
- End If
- End If
- End If
- }
- ---------------------------------------
- [6F: Hexas]
- ---------------------------------------
- ## Hexas Movement AI is horrible. For some reason it controls his element changes.
- ## Note that the directions here aren't completely correct, but close enough.
- ## Stay below him and he'll never even change elements forcing him to spam Dispel & Pygmus Glare.
- ## As a result of his terra-bad AI, his Sylphid form goes unused.
- ## Hexas has a constant hit box around him. Touching him will damage you.
- ## Tail Whip has a Power of 71.
- ## Black Magic Spell Power: 16
- ## White Magic Spell Power: 01
- AI:Setup {
- TempVar:ForceElementChange == False.
- Spawn Monster: Hexas Serpent Body.
- }
- AI:Movement {
- Select Closest Opponent.
- If (Target.Distance = Long Range) Then
- Set Animation: Idle
- ElseIf (Target.Distance = Mid-Range) Then
- If (Target.Direction == North-West) Then
- Hexas.Element == 'Undine'
- ElseIf (Target.Direction == North) Then
- Hexas.Element == 'Gnome'
- If (Target.Direction == North-East) Then
- Hexas.Element == 'Salamando'
- ElseIf (Target.Direction == West) Then
- Hexas.Element == 'Luna'
- Else
- Walk Towards Target.
- End If
- Else
- Walk Away From Target.
- End If
- }
- AI:Attack {
- If (1/3 Chance) Then
- If (TempVar:ForceElementChange == True) Then
- TempVar.RandomElement = GetRandomElement().
- If (TempVar.RandomElement != Hexas.Element) Then
- Hexas.Element = TempVar.RandomElement
- End If
- End If
- End If
- Select Closest Opponent.
- If (Hexas.Element == 'Luna') Then
- If (50% Chance) Then
- Cast Spell: 'Dispel Magic' On Target.
- Else
- Use Skill: <Pygmus Glare> On Target.
- Hexas.ActiveWeapon == TailWhip.
- End If
- ElseIf (Hexas.Element == 'Undine') Then
- If (1/3 Chance) Then
- Cast Spell: 'Freeze' On Target.
- ElseIf (1/3 Chance) Then
- Cast Spell: 'Acid Storm' On Target.
- Else
- Cast Spell: 'Freeze' On Target.
- Cast Spell: 'Acid Storm' On Target.
- ElseIf (Hexas.Element == 'Gnome') Then
- If (1/3 Chance) Then
- Cast Spell: 'Gem Missile' On Target.
- ElseIf (1/3 Chance) Then
- Cast Spell: 'Earth Slide' On Target.
- Else
- Cast Spell: 'Gem Missile' On Target.
- Cast Spell: 'Earth Slide' On Target.
- ElseIf (Hexas.Element == 'Salamando') Then
- If (1/3 Chance) Then
- Cast Spell: 'Fireball' On Target.
- ElseIf (1/3 Chance) Then
- Cast Spell: 'Lava Wave' On Target.
- Else
- Cast Spell: 'Fireball' On Target.
- Cast Spell: 'Lava Wave' On Target.
- Else
- If (1/3 Chance) Then
- Cast Spell: 'Air Blast' On Target.
- ElseIf (1/3 Chance) Then
- Cast Spell: 'Silence' On Target.
- Else
- Cast Spell: 'Air Blast' On Target.
- Cast Spell: 'Silence' On Target.
- End If
- }
- ---------------------------------------
- [70: Kettle Kin]
- ---------------------------------------
- ## Kettle Kin has an unfinished attack in his Command Set.
- ## Judging by Id Numbers it should be Doom Beam.
- ## Knockout Hammer has a Power of 106 and causes Knocked Out. (33% Chance)
- ## Hammer Spin has a Power of 111 and causes Knocked Out. (50% Chance)
- ## Black Magic Spell Power: 13
- ## White Magic Spell Power: 02
- AI:Setup {
- TempVar:AIPattern == 0.
- Spawn Monster: Kilroy Legs.
- }
- AI:Movement {
- If (TempVar:AIPattern != 8) Then
- If (KettleKin.CurrentHitPoints <= 50% KettleKin.MaxHitPoints) Then
- TempVar:AIPattern == 8.
- End If
- End If
- If (TempVar:AIPattern == 8) Then
- KettleKin.Speed == 4.
- Else
- KettleKin.Speed == 2.
- End If
- }
- AI:Attack {
- If (TempVar:AIPattern != 8) Then
- If (KettleKin.CurrentHitPoints <= 50% KettleKin.MaxHitPoints) Then
- TempVar:AIPattern == 8.
- End If
- End If
- If (TempVar:AIPattern != 8) Then
- Select Closest Opponent.
- If (Target.Distance == Long Range) Then
- If (50% Chance) Then
- Select Self.
- Cast Spell: 'Lunar Boost' On Target.
- End If
- Else
- If (1/3 Chance) Then
- Use <Knockout Hammer> On Target.
- Else If (1/3 Chance) Then
- Use <Hammer Spin> On Target.
- Else
- Select Self.
- Cast Spell: 'Lunar Boost' On Target.
- End If
- End If
- Else
- Select Closest Opponent.
- If (Target.Distance == Long Range) Then
- If (50% Chance) Then
- Select Self.
- Cast Spell: 'Lunar Boost' On Target.
- End If
- Else
- If (1/3 Chance) Then
- Use <Knockout Hammer> On Target.
- Else If (1/3 Chance) Then
- Use <Hammer Spin> On Target.
- Else
- Select Self.
- Cast Spell: 'Lunar Boost' On Target.
- End If
- End If
- End If
- }
- ---------------------------------------
- [72: Mech Rider III]
- ---------------------------------------
- ## No escape this time. Special Death Handling is disabled.
- ## Mech Rider IIIs AI is backwords. He uses Diffuser Cannon at <50% HP but
- ## Diffuser Cannon is weaker then Wave Cannon for some reason.
- ## Of course that doesn't matter since the bug in his spell AI effectly makes
- ## it impossible for him to use either skill. Making Diffuser Cannon unused.
- ## Geshtar lost some brain cells when Thantos made him a zombie.
- ## He's more then happy to cast Speed Up while he has Wall active.
- ## Straight Bike Impale has a Power of 44 and causes Knocked Out. (33% Chance)
- ## Psycho Bike Impale has a Power of 46 and causes Knocked Out. (33% Chance)
- ## Bike Drift has a Power of 44 and causes Knocked Out. (33% Chance)
- ## Wave Cannon has a Power of 93.
- ## Diffuser Cannon has a Power of 69.
- ## Black Magic Spell Power: 37
- ## White Magic Spell Power: 02
- AI:Setup {
- Select Mech Rider III.
- Target.ZCoordinate == 0x0020.
- Disable Special Death Handling For Target().
- }
- AI:Movement {
- Select Closest Y-Axis Opponent.
- If (Target Is South Of Mech Rider) Then
- Use <Align Y-Axis To Target> On Self.
- ElseIf (Target.YDistance > 0x0020) Then
- Use <Align Y-Axis To Target> On Self.
- Else
- Set Animation: Idle.
- End If
- }
- AI:Attack {
- Select Closest Y-Axis Opponent.
- If (Target Is South Of Mech Rider OR Target.YDistance > 0x0020) Then
- If (Mech Rider III Does Not Have Wall Status) Then
- Select Self.
- Cast Spell: 'Wall' On Target.
- ElseIf (Mech Rider III Has No Buffs) Then
- Select Self.
- Cast Spell: 'Speed Up' On Target.
- Else
- Select Self.
- If (Target.CurrentHitPoints > 50% Target.MaxHitPoints) Then
- Select Closest Y-Axis Opponent.
- Use Skill: <Wave Cannon> On Target.
- Else
- Select Closest Y-Axis Opponent.
- Use Skill: <Diffuser Cannon> On Target.
- End If
- End If
- Else
- If (33% Chance) Then
- Use <Straight Bike Impale> On Target.
- ElseIf (33% Chance) Then
- Use <Psycho Bike Impale> On Target.
- Else
- Use <Bike Drift> On Target.
- End If
- End If
- }
- ---------------------------------------
- [71: Tonpole]
- ---------------------------------------
- ## Tonpole uses the same special death handling as Biting Lizard,
- ## So if you remove all his HP before he can transform you can skip
- ## the secondary boss battle.
- ## Tonpole never selects a target and just hops around randomly, but if he
- ## collides with you he'll still manage to do some damage.
- ## Tonpole Hop has a Power of 35.
- ## Black Magic Spell Power: 20
- ## White Magic Spell Power: 20
- AI:Setup {
- Enable Special Death Handling For Tonpole.
- }
- AI:Movement {
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Use <Transform> On Self.
- Else
- Use <RandomHop> On Self.
- End If
- }
- AI:Attack {
- Use <RandomHop> On Self.
- }
- AI:Action:Transform {
- Set Animation: Tonpole Explosion.
- Spawn Monster: Biting Lizard.
- Despawn Self.
- }
- ---------------------------------------
- [74: Fire Gigas]
- ---------------------------------------
- ## Why does the weakest Gigas have the highest spell power of the bunch?
- ## Claw Smash has a Power of 34.
- ## Black Magic Spell Power: 42
- ## White Magic Spell Power: 42
- AI:Setup {
- TempVar:Disassembled == False.
- TempVar:DisassembleWait == 0.
- }
- AI:Movement {
- If (TempVar:Disassembled == False) Then
- If (25% Chance) Then
- Select Random Opponent.
- Use <Disassemble> On Self.
- TempVar:Disassembled == True.
- Else
- If (FrostGigas.Direction == South) Then
- Set Animation: Idle.
- ElseIf (FrostGigas.Direction == East) Then
- Set Animation: Walk East.
- Else
- Set Animation: Walk West.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (Target.Distance == Mid-Range) Then
- Select All Opponents.
- Cast Spell: 'Exploder' On Target.
- Use <Claw Smash> On Target.
- Else
- If (1/3 Chance) Then
- Use Skill: <Fire Breath> On Target.
- Else
- If (50% Chance) Then
- Select All Opponents.
- Cast Spell: 'Lava Wave' On Target.
- Else
- Select All Opponents.
- Cast Spell: 'Fireball' On Target.
- End If
- End If
- End If
- }
- AI:Special {
- If (TempVar:Disassembled == True) Then
- TempVar:DisassembleWait == 74.
- Halt Movement Script().
- Halt Attack Script().
- While (TempVar:DisassembleWait != 0)
- Set Animation: Random Orb Movement.
- TempVar:DisassembleWait--.
- End While
- Enable Movement Script().
- Enable Attack Script().
- FireGigas.XCoordinate == Target.XCoordinate.
- FireGigas.YCoordinate == Target.YCoordinate.
- Use <Appear> On Self.
- End If
- }
- ---------------------------------------
- [78: Buffy]
- ---------------------------------------
- ## Buffy uses the same weapons for his Jump Kicks/Claws/Blood Drain as Vampire does.
- ## Jump Kick has a Power of 85 and causes Knocked Out (33% Chance).
- ## Claw Swipe has a Power of 76 and causes Poison (99% Chance).
- ## Blood Drain has a Power of 81.
- ## Bat Attack has a Power of 95. (I've never seen him use this. Guess I shouldn't annihilate him with Lucent Beam so quickly)
- ## Leaden Glare has a power of 76 and causes Tangle (99% Chance).
- ## Black Magic Spell Power: 57
- ## White Magic Spell Power: 01
- AI:Setup {
- TempVar:Flying = False
- }
- AI:Movement {
- If (TempVar:Flying = True) Then
- If (25% Chance) Then
- TempVar:Flying = False
- Use <Land> On Self.
- End If
- Else
- If (1/3 Chance) Then
- TempVar:Flying = False
- Use <Fly> On Self.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (TempVar:Flying = True) Then
- If (1/6 Chance) Then
- Cast Spell: 'Energy Absorb' On Target.
- ElseIf (1/6 Chance) Then
- Cast Spell: 'Freeze' On Target.
- ElseIf (1/6 Chance) Then
- Cast Spell: 'Dark Force' On Target.
- ElseIf (1/6 Chance) Then
- Cast Spell: 'Dispel Magic' On Target.
- ElseIf (1/6 Chance) Then
- Use Skill: <Leaden Glare> On Target.
- Else
- Use <Bat Attack> On Target.
- End If
- Else
- If (Target.Distance == Long Range) Then
- Use <Jump Kick> On Target.
- ElseIf (Buffy.Direction == North) Then
- Use <Jump Kick> On Target.
- Else
- If (1/3 Chance) Then
- Use <Blood Drain> On Target.
- Else
- Use <Claw Swipe> On Target.
- End If
- End If
- End If
- }
- ---------------------------------------
- [79: Dark Lich]
- ---------------------------------------
- ## Skeletal Squeeze ties the Mana Sword for most power attack in the entire game.
- ## Dark Lich will alternate between using a skill and casting a spell.
- ## His spell-casting is extremely telegraphed. Everyone of his spells has a unique
- ## animation used only for that spell.
- ## The "Head Bang" bug is caused by lack of options. Dark Lich cannot attack when his
- ## skull is out. (Probably an oversight, as that animation equips his skeleton hands weapon, but there is no hitbox)
- ## Dark Lich is also one of the few bosses to have personal collison disabled. You can walk right though him.
- ## The skull and hands (including the sleeves) are the actual boss. The body is just a background prop.
- ## Skeletal Squeeze has a Power of 127 and causes Knocked Out (99% Chance).
- ## Black Magic Spell Power: 44
- ## White Magic Spell Power: 44
- AI:Setup {
- TempVar:Underground == False.
- TempVar:HeadVisible == False.
- TempVar:CanCastSpell == True.
- Spawn Prop: Dark Lich Body.
- }
- AI:Movement {
- If (TempVar:Underground == True) Then
- Select Closest Opponent.
- If (TempVar:HeadVisible == True) Then
- If (Target.Direction == East OR Target.Direction == West) Then
- If (50% Chance) Then
- Use <Vanish Skull> On Self.
- Else
- Set Animation: Idle.
- End If
- Else
- Move Towards Target.
- End If
- Else
- If (20% Chance) Then
- Use <Appear> On Self.
- ElseIf (Target.Direction == East OR Target.Direction == West) Then
- If (50% Chance) Then
- Use <Skull Appear> On Self.
- Else
- Set Animation: Idle.
- End If
- Else
- Move Towards Target.
- End If
- End If
- Else
- Select Closest Opponent.
- If (20% Chance) Then
- Use <Vanish> On Self.
- Else
- If (Target.Distance == LongRange) Then
- Float Towards Target.
- Else
- If (Target.Direction == North OR Target.Direction == South) Then
- Set Animation: Idle.
- Else
- Set Animation: Look At Target.
- End If
- End if
- End If
- End If
- }
- AI:Attack {
- If (TempVar:Underground == True) Then
- If (TempVar:HeadVisible == False) Then
- Select Closest Opponent.
- Use <Skeletal Squeeze> On Target.
- End If
- Else
- Select Closest Opponent.
- TempVar:CanCastSpell == !TempVar:CanCastSpell.
- If (TempVar:CanCastSpell) Then
- If (1/7 Chance) Then
- Cast Spell: 'Evil Gate' On Target.
- ElseIf (1/7 Chance) Then
- Cast Spell: 'Energy Absorb' On Target.
- ElseIf (1/7 Chance) Then
- Cast Spell: 'Dark Force' On Target.
- ElseIf (1/7 Chance) Then
- Cast Spell: 'Dispel Magic' On Target.
- ElseIf (1/7 Chance) Then
- Cast Spell: 'Thunderbolt' On Target.
- ElseIf (1/7 Chance) Then
- Cast Spell: 'Earth Slide' On Target.
- ElseIf (1/7 Chance) Then
- Cast Spell: 'Freeze' On Target.
- Else
- If (2/9 Chance) Then
- Use Skill: <Petrify Beam> On Target.
- ElseIf (1/9 Chance) Then
- Use Skill: <Freeze Beam> On Target.
- ElseIf (1/9 Chance) Then
- Use Skill: <Poison Gas> On Target.
- ElseIf (1/9 Chance) Then
- Use Skill: <Sleep Gas> On Target.
- ElseIf (1/9 Chance) Then
- Use Skill: <Leaden Glare> On Target.
- ElseIf (1/9 Chance) Then
- Use Skill: <Pygmus Glare> On Target.
- ElseIf (1/9 Chance) Then
- Use Skill: <Confuse Hoops> On Target.
- ElseIf (1/9 Chance) Then
- Use Skill: <Balloon Ring> On Target.
- End If
- End If
- }
- AI:Damaged {
- If (TempVar:Underground == True) Then
- Set Animation: Skeletal Flinch.
- Else
- Set Animation: Floating Flinch.
- End If
- }
- AI:Action:Vanish {
- Halt Movement Script().
- Halt Attack Script().
- TempVar:FadeTimer == 36.
- Select Self.
- Set Animation: Invisible.
- Target.IsAttacking == False.
- Set Boss Palette: Dark Lich Fade Out.
- Select Dark Lich Body.
- Target.Visible == False.
- Select Self.
- While (TempVar:FadeTimer != 0) Then
- TempVar:FadeTimer--.
- End While
- Set Animation: Invisible.
- Target.IsAttacking == False.
- Set Boss Palette: Dark Lich Hand Fade In.
- TempVar:FadeTimer == 36.
- While (TempVar:FadeTimer != 0) Then
- TempVar:FadeTimer--.
- End While
- Set Animation: Skeletal Hands Idle.
- TempVar:Underground == True.
- Enable Movement Script().
- Enable Attack Script().
- }
- AI:Action:Appear {
- Halt Movement Script().
- Halt Attack Script().
- TempVar:FadeTimer == 36.
- Select Self.
- Set Animation: Invisible.
- Target.IsAttacking == False.
- Set Boss Palette: Dark Lich Hand Fade Out.
- While (TempVar:FadeTimer != 0) Then
- TempVar:FadeTimer--.
- End While
- Set Animation: Invisible.
- Target.IsAttacking == False.
- Set Boss Palette: Dark Lich Fade In.
- TempVar:FadeTimer == 36.
- Select Dark Lich Body.
- Target.Visible == False.
- Select Self.
- While (TempVar:FadeTimer != 0) Then
- TempVar:FadeTimer--.
- End While
- Set Animation: Idle.
- TempVar:Underground == False.
- Enable Movement Script().
- Enable Attack Script().
- }
- AI:Action:SkullAppear {
- TempVar:HeadVisible == True.
- Equip Boss Weapon: Skeletal Hands.
- Set Animation: Head Peak.
- }
- AI:Action:VanishSkull {
- TempVar:HeadVisible == False.
- Set Animation: Head Vanishing.
- }
- ---------------------------------------
- [7A: Biting Lizard]
- ---------------------------------------
- ## Swallow Whole has a Power of 38.
- ## Black Magic Spell Power: 14
- ## White Magic Spell Power: 14
- AI:Setup {
- TempVar:SwallowedOpponent == False.
- Enable Special Death Handling For Biting Lizard.
- }
- AI:Movement {
- If (TempVar:SwallowedOpponent == True) Then
- Use <Throw Up Target> On Self.
- TempVar:SwallowedOpponent == False
- Else
- Select Closest Opponent.
- If (Target.Distance == Long-Range) Then
- Walk Towards Target.
- ElseIf (Target.Distance == Mid-Range) Then
- Set Animation: Idle.
- Else
- Hop Towards Target.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (Target.Distance <= 0x0002) Then
- If (50% Chance) Then
- Hop Towards Target.
- Else
- If (Target.Distance > 0x0004 OR Target.Distance > 0x0008) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenX > 64 OR Self.ScreenX > 192) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenY > 64 OR Self.ScreenY > 160) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.CurrentFloor != Self.CurrentFloor) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.0060 != 0) Then (I dunno what this address is used for)
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.ActiveAnimation == Suprised Animation) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- Else
- Use <Swallow Whole> On Target.
- End If
- End If
- Else
- If (Target.Distance > 0x0004 OR Target.Distance > 0x0008) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenX > 64 OR Self.ScreenX > 192) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Self.ScreenY > 64 OR Self.ScreenY > 160) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.CurrentFloor != Self.CurrentFloor) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.0060 != 0) Then (I dunno what this address is used for)
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- ElseIf (Target.ActiveAnimation == Suprised Animation) Then
- Select Self.
- If (Target.CurrentHP < 50% Target.MaxHP) Then
- Select All-Allies.
- Cast Spell: 'Cure Water' On Target.
- End If
- Else
- Use <Swallow Whole> On Target.
- End If
- End If
- }
- AI:Damage {
- If (TempVar:SwallowedOpponent == True) Then
- Set Animation: Damaged Spit-Up.
- Remove Swallowed From Target.
- Else
- Set Animation: Damaged.
- End If
- }
- AI:Death {
- Set Animation: Dead Lizard.
- Remove Swallowed From Target.
- Use <Fade Away> On Self.
- }
- AI:Action:SwallowWhole {
- Target.ActiveAnimation == Surprised Animation.
- Target.StatusEffects == Stunned.
- Target.StunTimer == 36.
- SetAnimation: Full Belly.
- Target.SpriteFlags == Invisible.
- TempVar:SwallowedTarget == True.
- }
- ---------------------------------------
- [7D: Thunder Gigas]
- ---------------------------------------
- ## Claw Smash has a Power of 34.
- ## Black Magic Spell Power: 37
- ## White Magic Spell Power: 01
- AI:Setup {
- TempVar:Disassembled == False.
- TempVar:DisassembleWait == 0.
- }
- AI:Movement {
- If (TempVar:Disassembled == False) Then
- If (25% Chance) Then
- Select Random Opponent.
- Use <Disassemble> On Self.
- TempVar:Disassembled == True.
- Else
- If (FrostGigas.Direction == South) Then
- Set Animation: Idle.
- ElseIf (FrostGigas.Direction == East) Then
- Set Animation: Walk East.
- Else
- Set Animation: Walk West.
- End If
- End If
- }
- AI:Attack {
- Select Closest Opponent.
- If (Target.Distance == Mid-Range) Then
- Cast Spell: Thunderbolt On Target.
- Use <Claw Smash> On Target.
- Else
- If (1/3 Chance) Then
- Use Skill: <Blitz Breath> On Target.
- Else
- If (1/3 Chance) Then
- Cast Spell: 'Air Blast' On Target.
- ElseIf (1/3 Chance) Then
- Cast Spell: 'Thunder Saber' On Target.
- Else
- If (Target.StatusEffects == NoStatusEffects)
- Cast Spell: 'Silence' On Target.
- End If
- End If
- End If
- }
- AI:Special {
- If (TempVar:Disassembled == True) Then
- TempVar:DisassembleWait == 74.
- Halt Movement Script().
- Halt Attack Script().
- While (TempVar:DisassembleWait != 0)
- Set Animation: Random Orb Movement.
- TempVar:DisassembleWait--.
- End While
- Enable Movement Script().
- Enable Attack Script().
- ThunderGigas.XCoordinate == Target.XCoordinate.
- ThunderGigas.YCoordinate == Target.YCoordinate.
- Use <Appear> On Self.
- End If
- }
- ---------------------------------------
- [7F: Mana Beast]
- ---------------------------------------
- ## Thanks to Crow! for pointing out my mistake.
- ## Mana Beast has Defender, Lunar Boost, Speed Up and Lucid Barrier in his spell
- ## list, but has no way to actually cast them.
- ## Spell Casting AI only. Mode 7 Boss.
- ## The Mana Beast has an Agility Score of 01. Thus he attacks very slowly.
- ## Black Magic Spell Power: 45
- ## White Magic Spell Power: 45
- AI:Attack {
- Select Self.
- Target.MaxManaPoints == 99.
- Target.CurrentManaPoints == 99.
- If (Mana Beast Does Not Have Wall Status) Then
- Select Self.
- Cast Spell: 'Wall' On Target.
- Else
- Select Closest Opponent.
- If (Target Has Wall Status) Then
- Cast Spell: 'Dispel Magic' on Target.
- Else
- If (1/3 Chance) Then
- Cast Spell: 'Lucent Beam' On Target.
- End If
- End If
- End If
- }
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