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[FF8] Auto-Potion, Darkside HP loss and more

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Callisto:
Hey guys,

I'm right before finishing my balancing mod, but there are still some things I'd like to change, but don't know how. Huge thanks to anyone who can help me with the following:

1. Auto-Potion: The items that work with this ability are Potion, Potion+, Hi-Potion, Hi-Potion+ and X-Potion. I'd like to exclude X-Potion from this list if possible.

2. Darkside HP loss: JWP helped me greatly with changing the Darkside damage multiplier earlier, but I realized that the problem is rather the mild HP loss when using the ability, and not its power. If possible, I'd like to increase the HP loss from 10% to 20% per use.

3. GF compatibility boosting items: Is there a way to remove the negative effect on other GF? I already found out how to modify the boost for each item in mitem.bin (menu.fs), however, the negative effect is always half the boosting value. In other words, there is no separate byte that controls the effect on other GF. Example: The effect for Bomb Fragment can be adjusted at offset 0x23B in mitem.bin. Raising or lowering that value affects the positive and negative effect at the same time. I guess there must be a formula somewhere in the .exe that can disable this.

4. Dispel + Damage: I would really like to have this for a certain enemy, but Dispel per se is actually a curative spell with a spell power of 0, so it never does any damage. I've tried making an offensive spell out of it, but then, it no longer removes positive status effects. Any ideas how to make it cause damage while removing status effects at the same time?

5. Cover Ability: I'm looking for the physical damage reduction multiplier here. I don't want the ability to reduce any damage at all.

JWP:
2. change 0x4905B1 (0x905B1 in exe) from 02 to 01

3. change 0x4FC4B3 (0xFC4B3 in exe) from D1F8 to 31C0

4. How would you want it to react to zombified people?
You could try changing 0x49332F (0x9332F in exe) from 01 to 00 but it'd might impact other spells that use the attack type - i.e. it'd also change cure etc. You'd either have to make your own attack type, edit an existing one or change the cure spells so that they use the same attack type as the potions (healing fixed amounts).
You might also be able to change it for a specific magic.

5. change 0x491091 (0x91091 in exe) from D1EE to 9090

I might take a look into the others if I get time.

Callisto:
Awesome, thanks ;D

As for 4, I would like Zombies to react to the attack normally. That is, taking damage while having positive status effects removed. I know this is probably the most difficult of the options, but well.. Having cure spells dealing fixed amounts wouldn't be a good trade-off. Are there any unused attack types left in the code that could be used to realize this, perhaps?

Again, thanks for digging into this. Much appreciated.

Girl next door:
Well, I have a small request too ! ;D

I have modified the init.out to change the default abilities of all GFs and managed to do it. But now, I want to modify the items and the amount of gils. It's quite a boring thing because I have to launch a new game after every change I do. So, is there someone who knows wich offset I have to change for these two things ? Thanks in advance !

JWP:
If it's in init.out, you should easily be able to get the offsets from here
I think init.out starts at 0x60, so just subtract 0x60 from any offsets on that page.
e.g. that page lists starting Gil as 0x0B1C in the save game data, so it should be 0xABC in init.out
items should start at 0xAF4 but you might need to edit the battle order of items too (see the sections before items in the save game).

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