MGQ3 GC345's patch testing

Summary
Ok, it looks like the patch have reached the beta stage. So I can share this version with anyone for testing.

Magnet link: magnet:?xt=urn:btih:8ED8B7466C49329CE2DFE53AB97D7808BF387B04&dn=Test.7z&tr=http%3a%2f%2fretracker.ip.ncnet.ru%2fannounce

Unpack these 3 files in the MGQ3 directory. 0.txt is the uncompressed game script, system\face_x00a.bmp and system\face_x06.bmp must be there for the petrification support (see below). Then just start the game, the patch will apply automatically.

To uninstall this patch - just delete 0.txt.

Spin-off stories

 * You can use plugin effects with bg, sp, sp_del, sp_non_alpha commands.
 * The example: 102="bg,bg045,99,1000,3"


 * 102 - line number.
 * bg - bg command.
 * bg045 - background file name.
 * 99 - force custom effect.
 * 1000 - effect duration.
 * new parameter - effect library. Values are:
 * "1" - uses "system\breakup.dll/urb" - standard monster sealing.
 * "2" - uses "system\breakup.dll/lrB" - angel sealing.
 * "3" - uses "system\lngtwave.dll/vwi" - wave like Ilias in a dreams.
 * "4" - uses "system\trvswave.dll/h" - Black Alice's wave.
 * You can define the library.
 * Others commands use the same method - 99, duration, library name or "1"-"4".

Spin-off stories battles, new parameters

 * Custom announcements are working now for all skills (include Meditation, Quadruple Giga, Flash Kill). Use [hero_skill4] for Meditation, [hero_skill15] for Quadruple Giga and [hero_skill19] for Flash Kill. All 5 levels of Sylph and Undine use [hero_skill7] and [hero_skill10] now. [Hero_skill25] section is added for Quad Spirit Summon.
 * [Hero_sel]/hero_attack1-3 are used only with standard attack and self-damage (when confused). [Hero_sel]/hero_mogaku1-3 are used only when you try to break bind w/o Gnome. New keys are added in [hero_sel]:
 * hero_kaisin1 - hero_kaisin3 - used with critical hits.
 * hero_miss1 - hero_miss3 - used if hero missed.
 * hero_stblade1 - hero_stblade3 - used for Blade of Still Water.
 * hero_mogaku_hit1 - hero_mogaku_hit3 - used if you try to attack in a standard bind.
 * hero_mogaku_win1 - hero_mogaku_win3 - used when hero breaks a standard bind w/o Gnome.
 * hero_mogaku_earth1 - hero_mogaku_earth3 - used if you try to break a bind with Gnome.
 * hero_mogaku_earth_win1 - hero_mogaku_earth_win3 - used if you break a bind with Gnome.
 * hero_uncharge1 - hero_uncharge3 - used when you break a special bind (kousoku_type=1).
 * hero_freedom1 - hero_freedom3 - used when you break a special bind (kousoku_type=2).
 * hero_konran4 - hero_konran6 are added, so now you can custom up to 6 confuse messages.
 * The game uses default messages if custom ones aren't defined in [hero_skillX] and [hero_sel].
 * You can define custom messages partially (only 2 from 3 as the example).
 * Skill_tikei key was added in [hero_skill5] section. Demon Skull Beheading is activated if this key is defined. You can use "1", "2", "3", "4", "5" to select the predefined message or set the message completedly.
 * "1" - " climbs the mast and jumps off from the top!"
 * "2" - " climbs a tree and jumps off from the top!"
 * "3" - " climbs onto the ceiling and jumps off!"
 * "4" - " climbs a pillar and jumps off from the top!"
 * "5" - " climbs a building and jumps off from the top!"
 * Preemptive key is added in [data] section. Possible values are "a1" - "a8", "tame0", "counter0". Enemy uses defined skill before hero's first turn (as the example - battle with Slime).

Spin-off Stories battles, monster skills

 * 3rd binding query (skill_kouka=5) is working now. After hero was hit by this attack - monster attacks constantly (with skilld1 - skilld4), you can't do anything.
 * If skill_kousoku_anno and skill_kousoku_anno0 aren't defined - there is no wait state now.
 * "Attack to free from" binds support is fixed. Differences between kousoku_type=1 ("charged" bind) and kousoku_type=2 ("special" bind) - the "charged" one always need 1 attack to free and the enemy attacks afrer you break the bind. And now you can't struggle from "charged" bind. To add a finisher for these binds - use followup trigger (see below).
 * Mogaku_anno1-4, mogaku_sel1-5, mogaku_dassyutu1-2, mogaku_earth_dassyutu1-2, mogaku_kaisin1-2 keys can be defined for each binding skill (skill_kouka=3 or 4). Used if an enemy have 2 different binding stances. After hero breaks the bind - all these keys reset to [anno] and [sel] values.
 * Counter start (skillcounter0) and charged attack (skilltame0) are moved to the start of the query. So - now you can use these 2 in "after x turns exactly" mode.
 * Status attacks are used only if hero's status is clear. P.S. You must have 1 attack in the query w/o status/countdown.
 * Skill_status_hit key is added for status attacks (skill_kouka=2). With this key you can define hero's message after the status attack hits. If this key is absent - the game uses default message.
 * If all attacks in a query are countdowned - enemy will pass 1 turn.
 * Enemy healing is added. Use skill_kouka=7. 2nd and 3rd hit in the attack are ignored.
 * Enemy can now damage you and use more than 1 attacks in a counterstance. [Skillcounter2] - [skillcounter5] sections define these skills. These attacks can't be status or binding attacks and don't have cooldowns. All other keys are same as for [skillaX]. 1 new key - skill_counter_tatie. This key defone the counterstance sprite.
 * Followup key can be used with enemy skills. Possible values:
 * "counter2" - "counter5" if in counterstance.
 * "a1" - "a8", "tame0", "tame1", "counter0", "counter1" if not binded.
 * "b1" - "b4" for the 1st bind query.
 * "c1" - "c4" for the 2nd bind query.
 * "d1" - "d4" for the OHKOs query.
 * The algorytm is - enemy attacks. If the attack not evaded / countered - the game reads the followup value. If this value isn't empty - the game remembers it. Then hero have 1 turn. If the followup value and binding/counter type are matching after hero's turm - the enemy use skill with remembered name.


 * Example 1: standard charged bind ("attack or die") - [skilla1] with skill_kouka="3", skill_kousoku_type="1" and followup="b4". [Skillb4] with skill_kakuritu="0". After skilla1 hits - hero is binded in a "charged" bind. If hero attacks - the bind is gone, followup="b4" isn't used. If hero still in bind - the game uses skillb4 (skill_kakuritu is ignored).


 * Example 2: skill chain - [skilla1] with followup="a2", skilla2 with followup="a3", skilla3 with followup="a4". All skills without binding. The result is - enemy uses skilla1 - skilla2 - skilla3 - skilla4 chain if you don't break it with evade / Daystar.


 * Example 3: OHKO - [skilld1] with followup="d1" and [skilld2] with followup="d2". The result is - after the game choose skilld1 or skilld2 - it will use selected skill only.