cloud = { on_start = function(self) return 0; end; on_action = function(self) return 0; end; script4 = function(self) temp0 = ""; -- self_id used mask 0x2060 probably attacked unit in this case if bu[800f83e0 + self_id * 0x68 + 0x17] == 0x13 then temp0 = "1_80"; else if bu[800f83e0 + self_id * 0x68 + 0x17] == 0x12 then temp0 = "1_81"; else if bu[800f83e0 + self_id * 0x68 + 0x17] == 0x15 then temp0 = "1_82"; else if bu[800f83e0 + self_id * 0x68 + 0x17] == 0x11 then temp0 = "1_83"; end; if temp0 ~= "" then byte_to_change_old = game:variable_get(temp0); byte_to_change = byte_to_change_old + 3; if byte_to_change > 200 then byte_to_change = 200; end; game:variable_set(temp0, byte_to_change); printf("LOVEPARA CHR:%d, %d->%d", bu[800f83e0 + self_id * 0x68 + 0x17] - 16, byte_to_change_old, byte_to_change); end; return 0; end; script6 = function(self) for unit_id = 0, 2, 1 do if unit_dead(unit_id) == true then temp0 = ""; if bu[800f83e0 + unit_id * 0x68 + 0xc] == 0x13 then temp0 = "1_80"; else if bu[800f83e0 + unit_id * 0x68 + 0xc] == 0x12 then temp0 = "1_81"; else if bu[800f83e0 + unit_id * 0x68 + 0xc] == 0x15 then temp0 = "1_82"; else if bu[800f83e0 + unit_id * 0x68 + 0xc] == 0x11 then temp0 = "1_83"; end; if temp0 ~= "" then byte_to_change_old = game:variable_get(temp0); byte_to_change = byte_to_change_old - 5; if byte_to_change < 50 then byte_to_change = 50; end; game:variable_set(temp0, byte_to_change); printf("LOVEPARA CHR:%d, %d->%d", bu[800f83e0 + unit_id * 0x68 + 0x17] - 16, byte_to_change_old, byte_to_change); end; end; end; end; }; sephiroth = { on_start = function(self) activate folowing bits 800f83e0 + 4 activate on_action script 0x00000100; 0x00000200; 0x00000400; return 0; end; on_action = function(self) temp0 = 2; search_for_units_that_strong_to_earth_and_store_them_to_target_mask; if bu[0x800f83e0 + attacked_units * 0x68 + 0xb] >= 0x5 then printf("RESIST EARTH MONSTER"); temp8 = 1; end; if young_cloud_is_dead == true then attack_mask = young_cloud_mask; temp4 = 8; -- life2 else if there_only_one_opponent == true then SetRandomOpponentToAttack(); if bu[0x800f83e0 + attacked_units * 0x68 + 0x4e] >= 0x10 then temp4 = 0x1d; -- fire3 else temp0 = 1; end; else store_all_oponents_as_targets; rand = math.random(3) + temp8; if rand == 1 then temp4 = 0x26; -- quake3 temp8 = 1; else if rand == 2 then temp4 = 0x20; -- ice3 else temp4 = 0x23; -- bolt3 end; end end; battle:run_command(temp0, temp4); -- type, attack_id return 0; end; };