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Messages - Karifean

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Hello qhimm,

so there's a few ways to change characters' Attack/Magic/Defense/MDefense/Def% bonus values during battle. From what I know they're only controllable through the "Additional Effects" on Attacks, namely effects 0x15, 0x16, 0x17 and 0x1C. Now the problem here is that while 0x15 and 0x1C affect the target of the attack as is right (given that they're from Hero Drink and Dragon Force respectively), 0x16 and 0x17 affect the caster instead. I would like to add magic spells to the game akin to the Persona series' Tarukaja, Rakukaja and Sukukaja spells (if you don't know them, basically think Attack Buff, Defense Buff and Agility Buff) but the fact that these affect the caster instead of the target is a bit of a problematic wrench there. And from what I know there's no other way to affect these stats.

Is there a way to change these Effects so that they affect the target of the attack instead of the caster, like 0x15 and 0x1C? Or is there maybe a different way to affect stat bonus values altogether?

It should happen to every character that survives the end of the battle (meaning if they are dead at the end of the battle their limit bar will not be affected, but at that point it should be 0, right?). There may be some cases where this code doesn't activate, but I'm pretty sure it happens any time experience is gained (you didn't have all characters run from battle).

Well that's a problem, since your limit bar is saved as-is in those cases. Can something be done so it works on *all* battles?

Hmm... it seems to work only when it feels like it. Like I'm pretty certain I saw the Limit Bar go down at some point, but at another point both Cloud's and Barret's were nearly full at the end of a battle and they were both still that high when I entered the next battle.

Thanks man! And yeah I'm aware of the implications of this change, but that's part of the intent.

Too bad about the menu. I was really starting to get into that idea too. Oh well, gonna have to think of something...

The plan is to make it so that the Limit Gauge halves for all party members when a battle ends. So if they had a full bar and finish the battle it's now at 50%, if they enter another battle and finish it without getting hit at all, it's going to be at 25%.

Goddamnit. Why can't things ever be as simple as one would hope =P

Regarding max HP, I presume there's no way to modify the correct value then? To, like, call an outside script that can actually do it or something?

Regarding the limit bar, hmm, I haven't done direct .exe asm changes in FF7 before (only editing single hex values). Can you point me to a place where I can start educating myself on how to approach this?

Hey there. I've just had some ideas for a mod of mine to make the game balance a little different, but unfortunately I've run into problems with them.

First is to have a fraction of all damage you take persist to your max HP for that battle. Easily done with a Post-Attack Character AI script in WallMarket and works fine; only problem is that the max HP value does not update in the battle menu. It works - you cannot heal above the new max HP value - but the menu doesn't reflect that. Anybody know a way to deal with this issue in the PC version?

Secondly, I'd like to halve the party members' limit gauges after every battle to make it more of a challenge to use higher level Limit Breaks effectively. Fortunately there's a Post-Battle Character AI script I can (hopefully) use for that purpose. Unfortunately, I haven't found anything indicating the address on this address list or WallMarket/ProudClod's dat files. Tifa's Premium Heart uses the value for damage calculation so I'm guessing it's readable? Anybody know this one?

You describe exactly how I would've liked it to work, but Item Damage Formula is "Power x 16", and the 'Power' of the Attack Command is 16. The user's Level or Strength or Attack Damage are completely ignored.

Hmm, that's a possibility, I don't really know how those formulas work but I'll look into it.

So I had the idea of having Barret's and Vincent's guns work similar to FF XII, in that they completely ignore the enemy's defense, always hit, and mostly (in FFXII: completely) run off their own attack stat rather than the user's stats having much/any influence. So I turned to the item formula.

Now of course the problem I had already predicted would appear did indeed appear, which is that the attacks always deal between 240 and 256 damage, because Attack has an attack strength of 16, and nobody cares about the weapon's or character's strength. Is there an easy way to circumvent this problem or would that require rewriting the game's damage calculations? Or is there a good alternative? If it doesn't work out I guess I'll just go with the regular damage formula.

I have an answer for the PC side. Is that what you're using?

Even if that's not what you're using I'll explain anyway.
There's a table of bytes located at 0x91EAD0 (0x51D4D0) that is 16 x 10. These are either 0, 1, or 2 (other values will cause graphical glitches). When the Limit attack is chosen this is used to form the reel for the limit attack. 0 is miss, 1 is hit and 2 is yeah!. The entries on rows 3, 6, and 9 are all 0. That will make them all miss. Setting them to other values will re-populate them.

HOWEVER! Here's some bad news. It won't work. Due to restraints on the mechanics (which I won't bother going in to), there can only be 8 attacks chained at a time. Setting third limits will make a maximum of 10 so you would NEVER GET 3-2 AND HIGHER. This happened to me years ago when I was GS-ing the PSX game to enable all limits. If you tell the game Tifa has learned her X-3 limits it will bring up those full-miss reels. Even if you get Yeahs on all of the valid ones, it won't go higher than Dolphin Blow. I never saw Meteor Strike or Final Heaven until I played the PC version and legit'ly taught it to her.
Altering this would require a re-write of some core mechanics that aren't entirely known. It is possible, but not recommended.

Thank you very much! Exactly what I'm looking for. That second part shouldn't be a problem since I didn't actually add new Limit Breaks, but reorganized them so most characters have 3 Level 1 LBs, 2 Level 2 LBs, 1 Level 3 LB and 1 Level 4 LB. With some rebalancing of required HP loss for each Limit Level and added elemental attributes to some of her hits, it's worth thinking about which Limit Level you'll pick. If the enemy absorbs Water you'll want to get the MISS on Waterkick and Dolphin Blow anyways, you know?

So I've been experimenting with letting characters have 3 Limit Breaks on the LB Level 1. Problem is, Tifa's reels don't play along. The reel for her third Level 1 Limit Break is always a pure MISS reel. Is there any way to fix this?

FF7 Tools / Re: [REL 1.5.0/FINAL] Proud Clod
« on: 2014-04-14 00:17:18 »
I see. Well that's unfortunate.

FF7 Tools / Re: [REL 1.5.0/FINAL] Proud Clod
« on: 2014-04-13 13:09:06 »
So I've just noticed I was using this "outdated" version of ProudClod for a while now. This may be unrelated but it seems my formations got quite screwed up (and yes, I did check the scene.bin lookup table in the KERNEL, it's correct). Like for example instead of fighting Airbuster, I suddenly fought three Special Combatants that overlapped (as in, their position was the same). Or sometimes enemies in the back row would suddenly appear in the front (and you'd get an Out of Range if you tried attacking them O_o).

I redownloaded PC just yesterday so I should have the up-to-date version, and I had hoped that this PC simply read and stored values somewhat wrongly, but it seems the problem isn't quite that easily fixed. The strangest part being.. I never even tinkered with the formations at all. Just the enemies.

I'm posting this here because I can't think of anything else that could've caused this. Anyone know a way to fix this?

Releases / Re: [REL/FF7] Superboss Rush Challenge v1.1 PC
« on: 2014-01-19 12:11:31 »
I feel I should apologize for that. :( It may be the only tool, but it's not great.

I'll gladly overlook the flaws of the tool in favor of what the tool makes possible.

Also, does this affect the other boss encounters or is this just a battle arena battle string?

This does affect the actual encounters with the bosses in the main game. The battles are just together in one long string, Hojo-style.

Releases / Re: [REL/FF7] Superboss Rush Challenge v1.1 PC
« on: 2014-01-19 02:42:27 »
Do you have a list of how many bosses are fightable?

Guard Scorpion, Air Buster, Aps, Reno, Sample:H0512, Hundred Gunner, Heli Gunner, Rufus + Dark Nation, Motor Ball, Midgar Zolom, Bottomswell, Jenova:BIRTH, Dyne, Reno + Rude, Gi Nattak, Materia Keeper, Palmer, Red Dragon, Demon's Gate, Jenova:LIFE, Schizo, Jenova:DEATH, Corel Train, CMD Grand Horn, Carry Armor, Rude, Diamond WEAPON, Elena + Reno + Rude, Proud Clod, Lifeform Hojo N, Jenova:SYNTHESIS, Sephiroth.

Have you thought about moving them to previously empty or dummied out scenes so you could have this as an optional add-on to the game instead of a conversion? In theory you should be able to copy entire scenes and just adjust the battle called for that.

Well I kinda started modifying some bosses and it eventually evolved into what it became. Had I from the start decided to make ths a mod, I might've done that. Although I'm not sure if there would've been enough free spaces...

How long did it take you to create the new attacks, AI and(?) animations(if any)?

No new animations, just a lot of ProudClod'ing. As for AI, I always tried to at least keep the spirit of the original battle a little bit. Take Guard Scorpion for example. He still uses his Search Scope, but for one, it reduces your HP to 1, secondly, he casts Bolt3 on himself during his Tail Phase, and third, his Rifle inflicts Berserk which might cause a character to trigger his counter. Aps was a lot simpler, I just adjusted his abilities a bit to make them more unique and had him absorb Water. From that point it was just determining when he should use what.

Some bosses had an entirely redone AI and attacks, like Rufus. A lot of the multi-enemy battles are similar in nature though, there's one that takes care of the other while one is the big hitter.

I spent a lot more time planning than coding. All in all, I'd say one boss on average took around 5 hours' time.

Releases / Re: [REL/FF7] Superboss Rush Challenge v1.1 PC
« on: 2014-01-17 11:26:42 »
Did you give the NCPs dialogue choices and upon selection pull a battle from the scene.bin?


What are you doing about the 'set music for battle'?

Birth of a God plays during the battles. But if you don't like it, PC FF7 always gives you the option to turn off the music and have your own playing in the background.

Did you change the background layers for the encounters in the scene?

Yes, the background is the Battle Square Arena.

Is this monster hall triggered by a gamemoment variable or is it technically always available?
Do you have to have fought a boss before you can fight the super boss version? (again, gamemoment variable)
Will the super boss version replace the boss in his original location if you play the game normally?(Since there are only so many bosses and there are actually a lot of empty slots it should be possible to combine this)

Since this mod is made to be played with a high-level team at the end of the game, the Hall of Battles is always available and yes, the bosses replace the original versions - except for the final boss battles because I wanted you to still be able to play normally as long as you're in the endgame. I think if you try talking to the NPCs in there while you're in the Shinra uniform on your first visit to here, the game is likely to lock up.

If you were to try playing a new game with these changes intact, Guard Scorpion will probably be an insurmountable barrier.

Releases / Re: [REL/FF7] Superboss Rush Challenge v1.1 PC
« on: 2014-01-16 22:18:37 »
Junon's Hall is correctly "Experts' Hall"  The Beginners' Hall is in Midgar :)

Quote from: Junon, FF7
“This is the Beginner's Hall (Intermediate)!”

That's good enough for me.

Releases / [FF7PC] Superboss Rush Challenge (v1.1)
« on: 2014-01-16 21:15:14 »
Final Fantasy VII - Superboss Rush Challenge

Version 1.1, Made by Karifean


File Type: RAR, includes one EXE file (patcher) and one TXT file (readme).

What is this?

This is a slight modification of Final Fantasy VII PC, simply changing the "Hall of Beginners" in Junon to a "Hall of Battles". In there, you can fight all the storyline bosses in order, but they've all been made into superbosses! Do you think you can beat them?

The idea is that you install this mod, load up your best save file and give these bosses a try. There're no rewards for it, it's just to challenge yourself. All bosses' AIs and stats have been reworked. Many of them still act in a similar fashion as their original versions did, but none are the same. How far can you get before you get (your first) Game Over?

I strongly urge you not to use any of the 'forbidden' items or materia. They are classified as such for a reason.

How to install this mod?

The following files from an English FF7 PC installation are required:
scene.bin, KERNEL.BIN, flevel.lgp, battle.lgp

Copy them into a separate directory, all together, and then let the patcher run. Replace the original files with the patched ones (don't forget to make backups of the original files!) and you're done!

Note: Even though the KERNEL.BIN must be updated, this is solely for the scene.bin lookup table. Character stats and materia functions etc. are completely unchanged.

Further information can be taken from the Readme.

Special Thanks goes to SegaChief, XeroKynos, NTIFC1 and GeneralIronside for helping when I needed it. You guys are awesome!


Rufus has been playing some FFX-2.

Reno is not oblivious to the power of his Pyramids.

So I'm trying to make a custom Jenova SYNTH battle and I'm having some trouble: one of the tentacles is in the wrong spot. As in, both tentacles' "target" marker are on the right tentacle.

Now I don't quite understand what even places the markers in the first place. All 3 instances of JSYN are in the same location, at least in the Formation preset, yet I assume via AI their marker is replaced to where, graphically, the tentacle is located. One line of code seems to be doing this:

Code: [Select]
Self.Unknown(4278) <- 16
This applies to the JSYN instance with FormationNumber == 1. For the instance with FormationNumber == 2, this variable is set to 20 instead. Finally, the instance with FormationNumber == 0, in other words the main body, has it set to 3.

This is the case both in the original JSYN battle as well as my own. Yet the problem still occurs.

If you need it for better understanding, here is the Pre-Battle Routine of my homemade JSYN:

Code: [Select]
0x000LocalVar:0020 <-  (ActiveMask.FormationNumber == 0)
0x00ELocalVar:0040 <-  (ActiveMask.FormationNumber == 2)
0x01CSelf.Flag:Unknown(00001000) <- 1
0x026 If ( (Self.FormationNumber == 0) )
0x026 {
0x033 Self.Flag:Unknown(00001000) <- 0
0x03D Self.Unknown(4278) <- 3
0x047 LocalVar:0020 <-  (ActiveMask.FormationNumber == 1)
0x055 }
0x055 Else
0x055 {
0x058 If ( (Self.FormationNumber == 1) )
0x058 {
0x065 Self.Unknown(4278) <- 16 (MBarrier)
0x06F Self.MHP <- 150000
0x07B Self.HP <- 150000
0x087 }
0x087 Else
0x087 {
0x08A LocalVar:0040 <-  (ActiveMask.FormationNumber == 1)
0x098 Self.Unknown(4278) <- 20
0x0A2 Self.MHP <- 150000
0x0AE Self.HP <- 150000


Seems the problem lies elsewhere: a test message revealed that the query (Self.FormationNumber == 1) never returns true, which means that both tentacles have their Unknown(4278) variables set to 20, which makes them overlap. Now to find out just why the condition doesn't work...


Solved it, the problem was that I called on the FormationNumber with the "02" command instead of the "01" command. Silly me. Works fine now.

So basically, use the BitCount(Self.FormationNumber) == ActiveMask.FormationNumber variant if there are multiple instances of one enemy and you want to refer to the first of them? Or... in the reverse case, there are multiple instances of your own enemy type, then only the first of you can successfully refer to the boss (the monsters in the Sample:H0512 fight do this)?

Edit: And one thing that would definitely help - can you refer to other instances of your own Enemy ID by using the ActiveMask.EnemyID method and then doing a bitwise AND with NOT Self? I haven't quite understood how exactly masks and lists work yet. Edit2: Okay, just found that Nibel Wolf does that so it should work.

I seriously do not get how this works. As far as I can tell, there are two different lines that end up storing another enemy in a variable:

Code: [Select]
LocalVar:00XX <-  (AllyMask.EnemyID == ???)


LocalVar:00XX <-  (BitCount(Self.FormationNumber) == ActiveMask.FormationNumber)
LocalVar:00XX <-  (LocalVar:00XX.EnemyID == ???)

Both of them are used quite a bunch of times. The Rufus battle uses both; Rufus uses the top version, Dark Nation uses the bottom version. And yet, I can't quite see through it. Sometimes it randomly stops working, especially when using "manipulation" - as in changing the Self variable for a moment to have another enemy execute an attack. And what is does that line in the middle actually do?

To give a more concrete example, I have modified Dark Nation to use a custom skill (ID 03E9h/1001) on Rufus if it dies and Rufus is still alive. The following code comes into play:

Dark Nation's Pre-Battle Script:

Code: [Select]
0x000LocalVar:0020 <-  (BitCount(Self.FormationNumber) == ActiveMask.FormationNumber)
0x014LocalVar:0020 <-  (LocalVar:0020.EnemyID == 68)
0x022TargetMask <- AllyMask
0x029Perform("Reflect"[0011], EnemyAttack)

and Dark Nation's Death Counter Script, naturally:

Code: [Select]
0x000 If ( (LocalVar:0020.Status:Death == 0) )
0x000 {
0x00D TargetMask <- LocalVar:0020
0x014 Perform(1001, EnemyAttack)

And yet, Dark Nation did nothing. How come?

Just noticed what may have been the problem. In your code, you set the address 4024 of all the Pyramids to 0. That adress is the "MainScriptActive" flag. I on the other hand have been setting address 4023, the "Enabled" flag, to 0.

I'll try it and see if it's the crucial point.

Edit: Indeed it was. This is the final Death Counter script I used:

Code: [Select]
0x000Self.Status:Haste <- 0
0x00ASelf.Status:Regen <- 0
0x014TargetMask <-  (LocalVar:0020.FormationNumber == 0)
0x022TargetMask.Flag:MainScriptActive <- 0
0x02CTargetMask <-  (LocalVar:0020.FormationNumber == 1)
0x03ATargetMask.Flag:MainScriptActive <- 0
0x044TargetMask <-  (LocalVar:0020.FormationNumber == 2)
0x052TargetMask.Flag:MainScriptActive <- 0
0x05CTargetMask <- LocalVar:0020
0x063Perform("Delete Pyramids"[0197], EnemyAttack)

Delete Pyramids is now simply (Report), but with the target selection Sega posted and the Shout element. That way, the only way the player can put the Death weakness to use is with Blade Beam. Could've also done it with a Death weakness to a status effect, but it's fine.

For some reason, I'm unable to reproduce it. I don't know why, it just won't work.

The Death Counter script now looks like this:

Code: [Select]
0x000Self.Status:Haste <- 0
0x00ASelf.Status:Regen <- 0
0x014LocalVar:0000 <- 0
0x01A If ( (FlagBit(LocalVar:0000).Status:Imprisoned == 1) )
0x01A {
0x028 Display String: "imprisoned enemy"
0x03A TargetMask <-  (LocalVar:0020.FormationNumber == LocalVar:0000)
0x049 Perform("Delete Pyramids"[0197], EnemyAttack)
0x04F TargetMask.Flag:Enabled? <- 0
0x059LocalVar:0000 <- LocalVar:0000 + 1
0x063 If ( (LocalVar:0000 >= 3) ) // Else goes to 0x01A
0x063 {
0x06C TargetMask <- Self
0x073 Perform("(Report)"[0164], EnemyAttack)

What's strange is that the test message "imprisoned enemy" is displayed correctly, but Reno shows no signs of using his ability at all. The If query also works as the message is not displayed if no character is trapped when Reno dies. The ability also seems to work since I had him use it on himself in the Pre-Battle script and he did show his hurt animation - which he doesn't do in the Death Counter. It's as if for some odd reason he just doesn't use the ability at all. And as a result of that the battle doesn't end. (It does if there's no imprisoned enemy). Actually, since the Pyramid becomes untargetable, he might even be using the ability, but he neither visibly does his hurt animation, nor does the battle end. Then again, that is probably just because of the Enabled=0 line. I don't get it.

The ability itself has Attack Damage Type 40h (also tried 42h, doesn't seem to matter) and is Shout-elemental but besides also being targetable is a clone of the (Report) move. I also tested giving Reno a Shout Death Weakness and he DID die when using it on himself so yeah, no problem there.

And simply setting HP to 0 didn't work either. In fact, the Pyramid stayed targetable and would refuse to die (Sephi's Yummy Mummy A comes to mind), so I quickly abandoned the idea.

And before someone assumes it's because of the LocalVar0020:FormationNumber == LocalVar0000 targeting, I have the same targeting system in my Use Pyramid routine and it works fine there (I use a different variable because 0000 is my turn counter):

Code: [Select]
0x01A LocalVar:0040 <- Random MOD 3
0x022 LocalVar:0040 <- LocalVar:0040 + 1 MOD 3
0x02F TargetMask <- FlagBit(LocalVar:0040)
0x037 If ( ( (TargetMask.Status:Death == 0)  And  (TargetMask.Status:Imprisoned == 0) ) )
0x037 {
0x04F LocalVar:0060 <-  (LocalVar:0020.FormationNumber == LocalVar:0040)
0x05E LocalVar:0060.Flag:Enabled? <- 1
0x068 LocalVar:0060.Flag:MainScriptActive <- 1
0x072 LocalVar:0060.Status:Death <- 0
0x07C LocalVar:0060.HP <- LocalVar:0060.MHP
0x08B Perform(349 + LocalVar:0040, EnemyAttack)

I'm kind of stumped.

Unfortunately, that was not it. I did indeed still have Reno use (Report) because the Turks' fleeing animation is one of the few unique death animations that don't cause infinite Wait Mode and will thus work fine. I even moved the Pyramids' use of Vanish just after the Remove Imprisoned line, so it should be EXACTLY as if you'd kill a Pyramid (except for the flags on the Pyramids themselves).

No dice, it does not work. Since the Pyramids do vanish in an IF query that checks for Imprisoned characters, the game obviously still recognizes them as Imprisoned characters, but removing it simply seems to not work.

A bit on the subject, how do you use AI scripting to force an enemy's death exactly as if they'd died regularly?

This is Reno's Death Counter, btw:

Code: [Select]
Death Counter:
0x000 11 0000
0x003 60 00
0x005 90
0x006 12 2070
0x009 02 0020
0x00C 02 4060
0x00F 80
0x010 01 0000
0x013 40
0x014 90
0x015 12 2070
0x018 10 4023
0x01B 80
0x01C 60 00
0x01E 90
0x01F 12 2070
0x022 10 4024
0x025 80
0x026 60 00
0x028 90
0x029 01 0000
0x02C 87
0x02D 00 401F
0x030 80
0x031 60 01
0x033 40
0x034 70 0068
0x037 11 0000
0x03A 87
0x03B 10 4023
0x03E 80
0x03F 60 01
0x041 90
0x042 11 0000
0x045 87
0x046 10 401F
0x049 80
0x04A 60 00
0x04C 90
0x04D 12 0040
0x050 02 2060
0x053 90
0x054 12 2060
0x057 02 2070
0x05A 90
0x05B 60 20
0x05D 61 014E
0x060 92
0x061 12 2060
0x064 02 0040
0x067 90
0x068 11 0000
0x06B 01 0000
0x06E 60 01
0x070 30
0x071 90
0x072 01 0000
0x075 60 03
0x077 42
0x078 70 0006
0x07B 12 2060
0x07E 10 4008
0x081 80
0x082 60 00
0x084 90
0x085 12 2060
0x088 10 400F
0x08B 80
0x08C 60 00
0x08E 90
0x08F 93 Reno “Hmph. I'll be back.”
0x0AA FF
0x0AB 12 2060
0x0AE 10 402C
0x0B1 80
0x0B2 60 01
0x0B4 90
0x0B5 12 2070
0x0B8 02 20A0
0x0BB 90
0x0BC 60 20
0x0BE 61 0164
0x0C1 92
0x0C2 73

And the "Disassembled" version:

Code: [Select]
0x000LocalVar:0000 <- 0
0x006TargetMask <-  (LocalVar:0020.FormationNumber == LocalVar:0000)
0x015TargetMask.Flag:Enabled? <- 0
0x01FTargetMask.Flag:MainScriptActive <- 0
0x029 If ( (FlagBit(LocalVar:0000).Status:Imprisoned == 1) )
0x029 {
0x037 FlagBit(LocalVar:0000).Flag:Enabled? <- 1
0x042 FlagBit(LocalVar:0000).Status:Imprisoned <- 0
0x04D LocalVar:0040 <- Self
0x054 Self <- TargetMask
0x05B Perform("Vanish"[014E], EnemyAttack)
0x061 Self <- LocalVar:0040
0x068LocalVar:0000 <- LocalVar:0000 + 1
0x072 If ( (LocalVar:0000 >= 3) ) //Note: The else goes back to the second line, 0x006.
0x072 {
0x07B Self.Status:Haste <- 0
0x085 Self.Status:Regen <- 0
0x08F Display String: "Reno “Hmph. I'll be back.”"
0x0AB Self.Flag:Unknown(00001000) <- 1
0x0B5 TargetMask <- Self
0x0BC Perform("(Report)"[0164], EnemyAttack)

LocalVar:0020 refers to all Pyramids.

So I'm making a mod with direct battle transitions, Hojo-style. One major problem that arises is the Imprisoned status. Some enemies in the gauntlet - in this case Reno - are capable of inflicting this status effect on party members. Problem is, if it is not remedied until the enemy is defeated, it will never go away. The character will remain inactive forever.

Obviously, I have the un-imprison routine (sets Flag:Enabled to 1 and Status:Imprisoned to 0) in Reno's Death Counter script and even in the following enemy's (Sample:H0512's) Pre-Battle script. Doesn't matter, the characters remain Imprisoned. I have no idea why the status refuses to be remedied. Making the Pyramids use their Vanish skill also doesn't work.

I even tried making Reno's (Report) ability target all party members and remove the Imprisoned status. It ended in a Game Over, don't ask me why.

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