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Messages - james_c

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1
One issue I see is that that defense becomes a very weak stat which effectively does nothing because the formula for it limits it to being 50 % DR since the max player value is 255 (and unlike for enemies, where one can easily get higher defense modifiers (It seems like for enemies, the defense values listed in scene.bin get multiplied by 2 before they are used with the formulas; whereas for player characters are hard limited at 255 and even changing the value of their 4100 battle address won't let the value go any higher than that.)

I think this needs formula change; I'd like it to be (256 - def) instead of 512 minus def (I'm assuming I can just change 0x200 to a 0x0FF with a hex editor somewhere in the EXE wherever these formulas are) -- that part is easy.

Does anyone know how to remove the multiplier that takes place for enemy defense stats, and just make it 1 instead of 2, that way both stat ranges are standardized & I can make this formula modification to improve the value of the defensive stats.

EDIT:
Apparently what I need was mentioned in this thread:
http://forums.qhimm.com/index.php?topic=15960.0

defensing double takes place at 5D08CE.. this confuses me a bit as from the size of the executable it doesn't seem to have a 5D0 address (Last address is 59Cx), so there must be somekind of offset here between the indexes you guys are looking at and what shows up in HxD/the OS file size?

3
Hello,

For a mod I'm working on I'm attempting to do a difficulty rebalance I'm interested in making abilities which modify a characters stats in battle under specific conditions (For instance, Tifa parries attacks randomly and after a parry she gains speed) and I'm wondering if modifications made to stats through AI scripts work beyond the ordinary 255 cap.

I.e, let's say I want to give a character an innate trait where whenever they are hit, their attack increase. Attack is normally capped at 255 outside of battle; but there doesn't seem to be a reason why I couldn't just continue to increment it beyond that point via AI Script. I want to know if this will actually do anything? Str and out of battle Attack seem to be bytes, but the AI variables which hold these values do not seem to be.

Will these stats simply be set to 255 if they are over it for the purpose of damage calculations?

Thanks!

4
Hello,

I have two questions pertaining to a couple of features I'd like to have in an upcoming mod. I'll start with the more general question, and then move on to the Jump command.

I'm interested in adding the "Heat" and "Freeze" statuses from FFIX to FFVII. Freeze was pretty simple to do, I just made 4300 the virtual address for the effect, made it always inflict stop if its set
and made a little AI script that would inflict death if the character's physical counter script is activated. I'd like to add it to the menu so it shows up as a status effect, but I'm not sure how to do that (If anyone knows, I'd be interested)

Heat is trickier, since it requires inflicting death whenever a player character takes action, but from looking at the battle addresses there doesn't appear to be anyway to add behavior "on action taken", but it doesn't seem to work (I'm not sure exactly when this thing is called during battle. For enemies it seems to be called prior to their main scripts being active, is it on ATB guage = full for Playable characters?)

Regardless, I'd like to know if it's possible to edit the Menus in the game to display new status effects/rename them? I.e I'd like to display deathforce and rename it zombie, add a freeze status effect, etc.

EDIT:

I thought of a better way to implement jump:

Cid's change command becomes jump. When you activate change to jump into the back row, Cid will jump off screen and become undamageable. His main script takes over and activates the Throw command every turn for three turns. He then uses his change forward animation to return to the ground, main script is de-activated, and player control is re-assumed.

This implementation mostly works, I can just have the main script take over when Cid is in the back row and force change his row at the end of it; the only awkwardness is with the animation. There's a flag 402E which documentation claims makes actors invisible, but it doesn't actually seem to work.

Revised Questions:
Is there another way to force hide an actor from the Battle AI (or via editing the executable?)
If I create a new animation in Kimera, is it possible to set my idle animation ID equal to it? (I could use this to make Cid vanish)
If instead of creating a new Animation I replace an existing one, is it possible to disable the use of that command for only one character?

Thank you for your help!

EDIT:

So the above sort of works, the issue is that the game seems to use the scripts I thought were for row change (03 and 04 in rzaa) for throwing items as well. There has to be a script somewhere in the game executing item throw script in order by playing 03, 09, 04, and similar ones for the change motions. Does anyone know where this information might be/if it is possible to swap out these animations or get rid of them? If I could just duplicate these animations and have one set used for item throw and another for row change, I'd be in good shape =p. These scripts should also have information about where on the battle scene to perform the animation. If you have ANY information about this please let me know!

5
Hello everyone,

I'm having a strange issue with ulgp 1.2. I've created a lot of custom battle models (in the style of the new threat) mod for various encounters I'm hoping to add to the game, running all the way up to uaaa in the indexing system. The ua(aa) model is a copy of another model (th(aa) which is itself just a colored copy of the sphere model used in the bottomswell fight.

I have a boss fight with some pretty cool/innovative mechanics that uses these spheres as "gravity fields" that determine the bosses behavior/attacks used against the party. After recompiling the lgp with no issues, if I use the thaa copy of the model in the fight everything works smoothly. If I use the uaaa copy (which I plan to modify later to look like a gravity field), the game crashes as soon as the fight starts (by changing the animation pack pointed to in the scene.bin with proud clod). This makes absolutely no sense to me because they are file for file the exact same model just renamed! Every other model in the lgp works, and when I decompile it I can see the uaaa files still sitting there.

Any idea what might cause this?

Thank you!

6
Yeah, I noticed that (as shown in your video) eventually the actor in question will get super large and revert back to their original size (or even smaller). I'm not sure what threshold this happens at (I know the int is treated as signed, but setting it to say 128 - 255 doesn't seem to do anything at all). Even if I could just get the actor to revert to a small size via bad assignment it would probably work, I'd just have to shift the boss mechanic from "manage the size of these gravity fields" to "destroy them before they get too big"

I'm not the same person as any other forum user to the best of my knowledge. =p

This would be a really nice way to make complex boss mechanics visual.

7
Hello guys,

I'm trying to make a battle where the boss behaves differently depending on how "big" or "small" another actor is. I've generally not had any trouble with scripting but I'm encountering some erratic behavior.

Basically:

I can increase the size of models just fine with:

12 2060
11 4098
80
02 2060
01 4098
80
60 08
30
90

This works fine. When the conditional triggers (7 turns pass), this execute and the model size grows. Now I also want the model size to decrease by 8 (up to two times) whenever the actor is struck by a magical attack. So I put this in the magic counter section:

12 2060
11 4098
80
02 2060
01 4098
80
60 08
31
90

Now the problem is for some reason -- The monster's size STILL increases even though the 4098 address is being set to a smaller number. This always seems to happen, even if I directly set the 2060.4098 to 8, the model size increases instead of decreases when a magic attack is triggered.

Any idea what could be causing this?

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