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 5 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.

Beta 5 fixes: enemy pass turn support, attacks in counterstance.

Beta 5 new features: up to 9 hits in attack, frames for each hit, frames can be constant, multiple rape scenes, syasei_non_alpha.

Download link: http://www.4shared.com/archive/YMwdHvqoce/MGQ3_July_2014_patch_beta_5.html

Magnet link: magnet:?xt=urn:btih:BEA5B60C885BEA08F14BDBC2AB3BA63E43BF327C&dn=MGQ3%20July%202014%20patch%20beta%205.7z&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).

Mod\Endiel\story.ini is the another demo Spin-off story. OHKO query, custom surrender announcements, plugin effects, EOL/@ support, 5 skill_sel/anno, armor piercing, attacks in counterstance, 5-hit attack, 2 frames per attack, constant frame, multiple rape scenes, syasei_non_alpha.

Warning - these stories can't work properly without this 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.
 * (+) Syasei_non_alpha command. Used for full-screen bukkake scenes.

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.
 * Difficult key is added in [data] section. It 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.
 * 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.
 * (+) 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.
 * (+) Multiple rape scenes are supported. Use skill_lose_scene="xxx" key. If this key is defined - the game go to the section [losexxx] after hero have lose.
 * (+) You can define up to 9 hits in any attack. Use skill_anno4_X...skill_anno9_X, skill_se4...skill_se9 and skill_damage4_X...skill_damage9_X keys.
 * (+) Each hit can show different frame (ct) if you want. Keys are skill_ct1_1...skill_ct1_9. The syntax is same as for skill_ct1. Frames use coordinates from skill_ctx and skill_cty. If you add ,0 to this command - the frame will not be drawn (effect 0), it can be useful if you want draw the frame and a binding sprite simultaneously.
 * (+) By default all frames are removed after enemy skill ends. If you want make the frame constant - use skill_ct_stay="1" key.

Bug tracker
Use this page/section to report.

Use comments to this page.

I will try to fix.

Tnx.

GC345 (talk) 05:04, July 29, 2014 (UTC)