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.

Warning - beta 4 version is out. Please reupload if you have used the earlier versions.

Beta 2: have fixed OHKOs query bug (wrong skill_kakuritu target).

Beta 3: followups are fixed, Daystar counters a full attack. Skill_status_mid, skill_status_end and skill_status_anno are added.

Beta 4: Custom struggle announcements are fixed. EOL/@ support is added. The enemy skills query uses the old order (a1-a8, tame0, counter0) by default, the new one must be forced manually. Custom surrender announcements. Up to 10 skill_selX/skill_annoX_X can be used. Win2_del and win2_set commands for hide/show main text window. Armor ignoring attacks. Skill_kousoku_anno_0 can be used with [skilldX]. Hard difficulty (%nanido=2) can be forced. And yes, all above features WERE tested and ARE working. :)

Download link: http://www.4shared.com/archive/cT-p6y9eba/MGQ3_July_2014_patch_beta_4.html

Magnet link: magnet:?xt=urn:btih:8A9E8386A8F3874256786B7940F4A8FC45EEC2F2&dn=MGQ3%20July%202014%20patch%20beta%204.7z&tr=http%3a%2f%2fretracker.ip.ncnet.ru%2fannounce

Unpack these 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).

Mod\Medusa\story.ini is a little Spin-off story to demonstrate some of new features (petrification status, petrification trigger, Demon Skull Beheading support, OHKOs query, custom status attack messages, custom surrender announcements, plugin effects, EOL/@ support, 5 skill_sel/anno, win2_del, win2_end, armor piercing). Warning: this story can't work properly w/o the patch!

Add this spin-off story to the list, 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: 100="bg,bg045,99,1000,3"
 * 100 - 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 plugin string manually. Example: 100="sp_del,0,99,500,system\breackup.dll/lrB".
 * Others commands use the same method - 99, duration, library name or "1"-"4".


 * (+) Now 1 ending space is deleted automatically for "name" and "skillname" commands. And for plain text lines. You cau use both methods, with or without the ending space - the result will be same.
 * (+) You can use @, ~ and \ at the end of text lines in Spin-off story (Warning: not in battle messages). @ is the new line wait state, ~ just starts a new line w/o wait state. \ forces the default new page wait state (may be useful if the test line ends to ~ or @). Plus now the game removes all spaces after the last text symbol. As the example - "1234567  @      " result will be "1234567 " with the new line wait state.
 * Warning: Use @ and ~ with caution, you can easily break 4-strings limit and the game will crash.


 * (+) Win2_del and win2_set commands. The 1st one deletes the story text window, the 2nd one - restores it.

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).
 * (+) Kousan_anno1 and kousan_anno2 are added in [anno] section. Used when hero have surrendered. "Xxx completedly drops all resistance" is used by default.
 * (+) 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).
 * (+) Petrified key is added in [data] section. Possible values are "a1" - "a8". Enemy uses defined skill after hero petrifies completedly (see skill_status="6" below).
 * (+) Short_name key is added in [data] section. It's value used as the monster name after the battle start. As the example - [data]/name="Archangel Ariel", [data]/short_name="Ariel", [data]/type="0". Then we have "Archangel Ariel appears!" message at the battle start but "Ariel" as the nametag.
 * [Data]/difficult key sets the difficulty level to Hard. Use diffficult="1". The only difference is - 10% chance to fail a successful struggle.

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).
 * (+) You can define up to 10 skill_selX/skill_anno1_X/skill_anno2_X/skill_anno3_X.
 * 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.
 * (+) New skill query may be used. 1st: the counter start (skillcounter0) and the charged attack (skilltame0) are moved to the start of the query. So - now you can use these 2 in "after x turns exactly" mode. 2nd - cooldowned skills aren't used by selector. In short - you can use several skills with skill_kakuritu="100" and cooldown. To force the new query, use [data]/query_new="1".
 * (+) Status attacks are used only if hero's status is clear. P.S. You must have 1 attack in the query w/o status/cooldown.
 * (+) Skill_status_hit, skill_status_anno, skill_status_mid and skill_status_end keys are added for status attacks (skill_kouka=2). Skill_status_anno / skill_status_hit defines the announcement / the hero's message after the status attack hits. Skill_status_mid is used when hero pass turn because of the status. Skill_status_end is used when the status is timed out or (for skill_status=6) when hero is petrify completedly. If this key is absent - the game uses default values.
 * (-) If all attacks in a query are cooldowned - enemy will pass 1 turn - broken, will be fixed in beta 5.
 * 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 binding attacks and don't have cooldowns. All other keys are same as for [skillaX]. 1 new key - skill_counter_tatie. This key define the counterstance sprite - broken, will be fixed in beta 5.
 * (+) Any attack may be armor piercing - guarding, Gnome defence bonus, level bomus etc are ignored. Use ignoredef="1" key. Almost all OHKOs in the game use this.
 * (+) 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.


 * (+) Petrification status can be used now. Use skill_kouka="2" and skill_status="6". After countdown ends - hero will petrify and unable to move. The only way to cure this status is Alice's Eyes of Recovery.

Game script
GC345 (talk) 22:39, July 24, 2014 (UTC)
 * Monster girls can use all skills on Hell difficulty. The trouble was - all cooldowns were 10 on this difficulty and some skills use bigger values for skills (Laplace's charge etc).
 * Hero's minimal damage set to 1 (instead of 0).
 * Rightclick menu/Monsterpedia now don't break the story (%hanyo1 is remembered). As the example - start a new game, help Alice, after the backgroung changes to the temple - go to the Monsterpedia and look at some CG. Use only left button to change pictures. Then return to the story and - Alice will kill you. :)
 * You can inherit the MGQ1 complete save now.
 * Ilias forget to heal you after the battle tutorial. Well, she is EVIL goddess after all. :)
 * Some achievement are disabled for the EX difficulty. You can't gain "Defeated on the First Turn" after Edging. And no achievements for partial battles (Cirque de Croix (2), Cirque de Croix (3), Ilias (Final) from the final phase etc).
 * Cirque de Croix:
 * Bug with Fernandez/Harpy HPs=0 is fixed.
 * Now the Cirque restores HPs before stages. Amount of damage to win remains same for all stages.
 * Roza/Lamia use all 9 attack combinations (was 6)

Bug tracker
Use this page/section to report.

Use comments to this page.

I will try to fix.

Tnx.

GC345 (talk) 17:12, July 23, 2014 (UTC)