Not sure what surprises me more - that you actually came up with that code or that it works on FF-J original version Great job! I assigned one high 16-bit number and one low in init of two rooms and walked between each and it worked as expected. I noticed the string didn't appear for enemies that say stuff though such as "intruders" in the first reactor. Also by default it seems to be over 50..
I had a bunch of help from NFITC1 and Sithlord getting that together (well, that and the code already in the game). I was told that there's four variables used for B. Love Points: 80, 81, 82, 83 and that they're set to start at 100. In Makou I set it to 0 and tried it at above 50; I remember testing it and I think it worked (triggers above 50, doesn't trigger below 50), but I can't commit to that because it was a while ago. Not sure about the text string interference either, you might need to test it at different points of the game to make sure.
1. So Bank [1] 80 is the battle points love variable? Is this the only one we can use? Or is there a few like 81, 82? Also, is it overwritten (or increased?) when the battle is finished (so we need to overwrite it to 0 again?)
2. How would I begin experimenting and adjusting HP values? I'm not familiar (at all) with the opcodes FF7 uses.. I think basically I would want it to read if the variable is higher than 50 (or whatever to trigger it), and then have another variable act as the HP value (i.e. so it doesn't set the HP variable everytime, only when I tell it).
3. If Cloud is not in the party, does it all fall apart, or can I add it to all party members somehow?
4. Could you pass a string "variable" to say different things? I think the string function is kind of cool as well.
1. Sith told me that 80, 81, 82, and 83 are used and that they're set to 100 by default. You can set them lower through Makou; I usually give random NPCs on the Highwind codes like this in their talk script to quickly trigger it. As far as using others go, I guess any can be used so long as they're not already in use (I'm still trying to clean that up in my mod).
2. There's an OPCode list but I think the one I snagged is out of date by now. As far as adjusting HP goes, it depends on what you want to do; what is it specifically you're after? Because the HP value will generally be bigger than 255, it needs to be stored in the actual AI somewhere and pushed into the enemy from there (unless we're multiplying Enemy HP, but I've never had much luck with multiplying and multiplying enemy HP tends to go south eventually). I'll upload that OPCode file in any case.
3. There are scripts in there that 'link with scripts on character 0' (Cloud being Character 0) that should have other characters run his scripts whether he's in the current party or not. NFITC1 warned me that I'd need to find a way to make this only run once, but there might be ways to make it so that it doesn't matter if the script is run 2-3 times in one battle. You'd want:
60 00
75
73
In Barret, Tifa, Cid, and Yuffie pre-battle AI. I think that covers everyone. Also, I'm not sure if pre-battle runs if a character starts a fight dead; assuming there's no kernel mishaps, if you can put that small code into all 9 characters then I guess that'd completely cover it.
4. Dunno what you mean, it's just for making text appear. If you want the string to have a pause after it displays, then enter it like this:
93 TEXT
60 24
60 00
92
Seems to do the trick. To have a character's name appear, it's {EA000#H} where the # replaces the character's ID (Cloud is 0, Barret is 1, etc.) So it'd be written as: '{EA0000H}: "{EA0001H}! Attack while it's tail's up!"' However, using EAs makes a bunch of 60 00s appear for some reason. Probably to handle space or something. Not sure how the character AI will react to it either, it handles differently from the older Proud Clod versions I use.