So on a whim I decided to run another lets-add-Prism Flowers/Zeon Guards to the bonus boss battle. The last time I tried this the game froze on the new flower's first turn. I'm not sure what's all's changed since then because when I added one last night it actually worked ... kind of.
I added some spawning monsters to the fight but doing so with Zeon's head spawned makes the game scroll down and to the right for awhile and the graphics glitch pretty hard. It clears up after a battle scene when the whole shebang is re-drawn. To prevent this I changed the win conditions to Kill Everything and made Zeon a triggerable spawn.
Long story short when added to that map Prism Flowers/Zeon Guards fire to the right horizontally but only when appended to the end of the monster list. If I try to change a monster with an ID number lower then the two default flowers the game won't freeze but the new flower just sits around doing nothing.
My best guess is there's a logic switch buried in battle scripting that needs to set a certain way to make the flowers behave as they're supposed to.
I added some spawning monsters to the fight but doing so with Zeon's head spawned makes the game scroll down and to the right for awhile and the graphics glitch pretty hard. It clears up after a battle scene when the whole shebang is re-drawn. To prevent this I changed the win conditions to Kill Everything and made Zeon a triggerable spawn.
Long story short when added to that map Prism Flowers/Zeon Guards fire to the right horizontally but only when appended to the end of the monster list. If I try to change a monster with an ID number lower then the two default flowers the game won't freeze but the new flower just sits around doing nothing.
My best guess is there's a logic switch buried in battle scripting that needs to set a certain way to make the flowers behave as they're supposed to.
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