Lufia II: Rise of the Sinistrals
Lufia 2 Monster Discussion *SPOILERS*
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I think while most monsters are pretty basic and don't have any special things, there are at least a few monsters with some special and even sometimes quite obscure properties. I will take the data from Reli and as you can see the monsters seems also to have a level as well as some other mysterious property which is 50 in most but not in all cases. I in fact think this other property is the level as the result of some testing, however, it's pointless as both values don't seem to have any effect in any way. So let's start. 00: Name: Goblin Level: 13 ???: 50 Sprite: $01 Palette: 0 Max HP: 102 Max MP: 30 ATP: 70 DFP: 64 AGL: 20 INT: 12 GUT: 14 MGR: 22 EXP: 105 GOLD: 227 Gift: Short sword Prob.: 10.0 % Action script: no Reaction script: no Note: Nothing special here, but note that there are three different kinds of Goblins. This is the regular monster, two other versions exist solely for some boss battles. (The battles before Tia are technically boss battles despite the normal music.) 01: Name: Armor goblin Level: 16 ???: 54 Sprite: $02 Palette: 0 Max HP: 92 Max MP: 30 ATP: 88 DFP: 76 AGL: 20 INT: 12 GUT: 14 MGR: 22 EXP: 155 GOLD: 200 Gift: Tough hide Prob.: 10.0 % Action script: no Reaction script: no Note: Again nothing special. Though it may be strange that they (as well as the Goblins above and a lot of other monsters as well) have a few MP which they just cannot consume. 02: Name: Regal Goblin Level: 18 ???: 50 Sprite: $03 Palette: 0 Max HP: 102 Max MP: 30 ATP: 74 DFP: 82 AGL: 20 INT: 12 GUT: 14 MGR: 22 EXP: 182 GOLD: 220 Gift: Franshiska Prob.: 10.0 % Action script: yes Reaction script: no -ACTION SCRIPT- 32 01 28 01 32 01 28 00 Note: Ah, our first action scrtipt. Though nothing wild, just attacking twice instead of once. (32 01 means targeting one random enemy, 28 means a regular attack, 01 means continuing after the action and 00 means stopping after the action.) And lol @ the bad romanization of francisca. 03: Name: Goblin Mage Level: 20 ???: 50 Sprite: $04 Palette: 0 Max HP: 122 Max MP: 30 ATP: 65 DFP: 120 AGL: 80 INT: 12 GUT: 14 MGR: 22 EXP: 272 GOLD: 277 Gift: Hi-Magic Prob.: 7.5 % Action script: yes Reaction script: no -ACTION SCRIPT- 32 06 13 81 00 08 81 1E 00 -j label 0- 2C 19 04 -j label 0- 00 -l label 0- 32 01 05 80 -j label 1- 2C 00 04 -j label 1- 00 -l label 1- 28 00 Note: Finally someone who can actually use its MP. If his HP are lower than 30, he will try casting Strong to heal for 32 HP (like that would help to save your miserable existence...), otherwise he will use either Flash or a regular attack on a single enemy. If he cannot perform magic due to not having MP or being silenced, this will be checked and he'll do another move (regular attack). Oddly all (or at least most) regular monsters have this check, whereas a lot of bosses miss it so that they can't do anything but waste their turn if they wanted to perform magic but failed. That's it for now, more (and more interesting) cases are coming... --- You won't find adobe here in Nairobi. | |
04: Name: Troll Level: 31 ???: 50 Sprite: $05 Palette: 0 Max HP: 252 Max MP: 0 ATP: 192 DFP: 120 AGL: 48 INT: 54 GUT: 54 MGR: 60 EXP: 798 GOLD: 900 Gift: Multi sword Prob.: 7.5 % Action script: yes Reaction script: yes -ACTION SCRIPT- 32 01 28 27 03 14 (20% chance for paralysis) 01 25 00 32 (???) 00 -REACTION SCRIPT- 0C 54 00 00 (protection against paralysis) 42 00 00 (weak against fire) 00 Note: Okay, this one has something a little bit strange. The "25 00 32" part of the attack script is strange. This stuff starting with 25 means increasing or decreasing stats like ATP or AGL. For example, Tarantula's Spiderweb which lowers everyone's agility has something like this in its scripts. However, as far as I understand this has to be read as "increase HP by 25%", but nothing like this happens to a target. Another example is the Trick spell which has the following code: 25 04 28 25 means increasing or decreasing a stat, 04 means ATP in this case, and 28 means increasing by 20% on the first usage (or increasing by 40% if you spam it). So again, about the 25 00 32: The 00 part should as far as I understand address the current HP, but considering that "buffing the HP" doesn't make sense really, the combination "25 00" (with 32 being the percentage) should do absolutely nothing. Also considering the 01 right before, this is a new action right after the regular attack. So we have: 32 01 28 27 03 14 01 (regular attack with 20% chance of paralysing against one enemy; first action) 25 00 32 00 (???; second action) So the question, what is the sense behind that? --- You won't find adobe here in Nairobi. | |
I guess the Troll was supposed to regenerate or something? --- http://www.warsworldnews.com | Advance Wars website and community Visit our IRC channel: http://embed.mibbit.com/?server=cthulhu.arg-irc.net&channel=%23wwn | |
Yeah, that might make sense. But, if that's the case, it's really bad implemented. However, considering that there are quite a few things which are very badly implemented, it's not too farfetched. --- You won't find adobe here in Nairobi. | |
Yeah, trolls were said to quickly regenerate from any wound except for fire. Ingame Trolls aren't especially sturdy, so it's not like regaining 63 HP per round would have done much. Perhaps they wanted the regeneration to be visible yet not use any spell windows, but they weren't sure how to implement that with the battle system they had? | |
Well, but they should have at least targeted the Troll itself, because, in the way it is done, the effect would affect the target of the previous physical attack - regardless of how the rest is implemented. Also noteworthy is that these are the normal enemies, and the boss trolls don't have stuff like this in their behaviour. Well, some more: 05: Name: Ork Level: 19 ???: 50 Sprite: $06 Palette: 0 Max HP: 122 Max MP: 30 ATP: 100 DFP: 82 AGL: 20 INT: 12 GUT: 14 MGR: 22 EXP: 225 GOLD: 231 Gift: Jet Helm Prob.: 2.5 % Action script: yes Reaction script: no -ACTION SCRIPT- 05 C8 -j label 0- 1E 46 41 00 -l label 0- 05 C8 -j label 1- 1E 47 41 00 -l label 1- 32 01 28 00 Note: Nothing special, they just have two checking situation moves. And orc is spelled wrong btw. 06:Name: Fighter ork Level: 20 ???: 50 Sprite: $07 Palette: 0 Max HP: 122 Max MP: 62 ATP: 110 DFP: 88 AGL: 30 INT: 30 GUT: 30 MGR: 20 EXP: 253 GOLD: 235 Gift: Power gourd Prob.: 12.5 % Action script: no Reaction script: no Note: Do they have anything special? A clue: no. 07: Name: Ork Mage Level: 22 ???: 50 Sprite: $08 Palette: 0 Max HP: 145 Max MP: 78 ATP: 82 DFP: 107 AGL: 40 INT: 60 GUT: 34 MGR: 20 EXP: 353 GOLD: 280 Gift: Hi-Magic Prob.: 7.5 % Action script: yes Reaction script: no -ACTION SCRIPT- 32 01 05 80 -j label 0- 32 05 2C 04 04 -j label 0- 00 -l label 0- 05 80 -j label 1- 32 06 2C 19 04 -j label 1- 00 -l label 1- 32 01 28 00 Note: They can cast Fireball or Strong. The latter without caring for their actual HP. 08: Name: Lizardman Level: 22 ???: 50 Sprite: $09 Palette: 0 Max HP: 140 Max MP: 12 ATP: 141 DFP: 90 AGL: 60 INT: 40 GUT: 40 MGR: 40 EXP: 320 GOLD: 281 Gift: Big boomer Prob.: 12.5 % Action script: no Reaction script: yes -REACTION SCRIPT- 0C 4E 00 00 (protection against poisoning) 42 00 00 (weak to fire) 00 Note: The non-boss version of the lizard man. Spelled as one word unlike the boss monster. 09: Name: Skull Lizard Level: 26 ???: 50 Sprite: $0A Palette: 0 Max HP: 180 Max MP: 180 ATP: 142 DFP: 93 AGL: 48 INT: 54 GUT: 48 MGR: 60 EXP: 552 GOLD: 463 Gift: item $00F9 Prob.: 2.5 % Action script: yes Reaction script: yes -ACTION SCRIPT- 32 01 05 40 -j label 0- 2C 07 04 -j label 0- 00 -l label 0- 05 40 -j label 1- 2C 10 04 -j label 1- 00 -l label 1- 05 40 -j label 2- 2C 11 04 -j label 2- 00 -l label 2- 28 00 -REACTION SCRIPT- 0C 4E 00 00 (poison protected) 42 03 00 (weak to ice) 00 Note: They can cast Deflect, Vortex or Dread. They are also poison protected, however considering the dropped item protects against silence, you might have expected they were silence protected as well. But a clue: no. I guess these ones are really boring. --- You won't find adobe here in Nairobi. | |
Just for the sake of breaking this up... what's going on with the 'I label 1' and 'j label 2 stuff?' Are they conditionals? The Skull Lizard can drop a 'item $00F9'. What's that? | |
-j label 0- means "jump to label 0" and -l label 0- is the destination to which is jumped. These jumps are used with the following (right before the jump order): 03: jump at probability 100% 04: jump if the action failed (e. g. if no MP are available to cast a spell) 05 xx: jump at probabilität xx/255 % (for example 40 (40 hexadecimal =64 in decimal) means probability 64/255 ~= 25%) And I forgot the replace the proper item when copying the data. The correct item Skull Lizards are dropping is the Mage Shield. --- You won't find adobe here in Nairobi. | |
So if I'm reading the script right, the 32 01 at the start tells it to target one random enemy. Then, it goes to the first part of the jump command, which tells it to skip everything until it reaches the actual jump command (04), 40% of the time, and jump to the next label down. I assume that labels are separated/defined by the 'end turn' string 00, but I assume that 01 would work as well. The intervening line between the jumping stuff simply define the spell that it would use otherwise. It repeats twice more for the other two spells; then, the 28 at the bottom is just a vanilla physical attack. Is that all right? | |
About the enemy targeting you are right. We have the following possibilities: 32 01: target one enemy 32 01 32 05: target all enemies 32 01 32 04: target all enemies including the fallen ones (however, no enemy actually uses this) 32 06: target self 32 06 32 05: target own party The first part (32 01 or 32 06) and the second part (32 05 or 32 04) can even be separated by something like a jump command. This will be seen later as well in cases where enemies can perform both, single- and multi-targeted attacks. Then the second part will only be added in case of a multi-targeting move. The fully jumping commands looks like this: 03 xx xx (jump to position xx xx with probability 100%) 04 xx xx (jump to position xx xx only if the action (e. g. spell) right before failed) 05 yy xx xx (jump to position xx xx with some probability; the higher yy, the higher the probability) In the given monster scripts the "xx xx"-part is replaced by the "-j label" part. Whereas for the "-l label"-part (which is the destination) there exists nothing in the code, it's just written there for better visualizing. And these different jump command don't have to be separated by anything. Theoretically the following is possible: 32 01 (target one enemy) 05 80 xx xx (go to xx xx with 50% prob.) - this shall be called label 1) 05 80 zz zz (go to zz zz with 50% prob.) - this shall be called label 2) 2c 07 (cast Vortex spell - Vortex is spell number 07) 04 xx xx (go to xx xx if the spell fails) 00 (perform the action and don't continue) ... (no code, but here's the destination if jumping to xx xx/label 1) 28 (physical attack) 00 (perform the action and don't continue) ... (no code, but here's the destination if jumping to zz zz/label 2) 32 05 (target all enemies) 28 (physical attack) 00 (perform the action and don't continue) Assuming the enemy can cast a spell, he will use Vortex with 25% probability. Otherwise he will use a physical attack on one enemy with 50% probability (or if the spell fails) or a physical attack which hits the whole party in the remaining 25%. The intervening line between the jumping stuff simply define the spell that it would use otherwise. It repeats twice more for the other two spells; then, the 28 at the bottom is just a vanilla physical attack. Is that all right? Exactly. --- You won't find adobe here in Nairobi. |
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