Talk:MGQ3 GC345's patch testing/@comment-6002884-20170314155555/@comment-24213553-20170317230804

Sorry, I was busy with another goals.

Now I have returned to the patch process.

1) Yes, you can use any combination of var_ld and var_cal to choose the result. So just use "var_ld,vX,wind" and execute the complete water evade if %water and %wind both aren't zero.

Half damage if Undine was summoned... I not see the easy way to do this (reconstruct enemy attack as a custom evade but with different damade isn't the easy way). So it looks like I need something like the "defence" variable for hero...

2) The bug. The %player variable not resets after a fight. Will be fixed. To quickfix - change if %player>0 && %player<>99 skip 9 to if %mon_labo_on=0 && %player>0 skip 9 in *syutugen, syutugen_plural and *syutugen2 subroutines (lines 296924, 296989 and 297052 in the beta 13.02 script).

3) The bug. Will be fixed. To quickfix - replace strsp 607,"Fallen Angel Dance - 2" to strsp 607,$menu_list1 in the *cmd_skillx1 subroutine (lines 299876 and 299877 in the beta 13.02 script).

4) Will check this.

5) NScripter have this feature (the "loopbgm" command). Will be added.

6) Hmm... It's easy for HPs (1 more variable - "maxhp"). Will be added.

But - SPs drawing supports 0-15 SPs only. If you try to draw 16 - no SP icons at all... Maybe the best way is - 16+ SPs are displayed as number...

Err... Complete customizable Skills menu - already here. Use [ruka]\skill=22 and overload or hide needed entries. The only limit is - 13 skills only.

7) No, "Monster Lord's Cruelty" and "Vaporizing Rebellion Sword" use the standard 500 ms version. Plus I try to minimize the number of commands.

IMHO - it will be possible as DIY after I add the string variable (for easy drawing of enemy HPs).

8) Yes, can't skip "fanfale.ogg" and the "Were/was defeated/chased away!" message. Will be added.