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Messages - JWP

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76
All item names are in kernel.bin, see section 40 listed in this post. More specifically it contains names and descriptions, the pointers to the names are all in section 9.

You have to be careful how you edit it because you can screw all the text offsets up if you're not careful, I'd suggest using Carbuncle if you can (Doomtrain doesn't support text editing at the moment).

77
It's not that bad, I knew where all the stuff was.
The stuff for attack type 0x25 is mostly copied from the standard magic attack except it uses 0x12 instead of 0x00 in a function call.

Basically most magic attacks call a function to do most of the work (the cure attacks call a different one though).
All I did was add a new magic attack type of 0x12 (this is different from the attack type) which follows the same code path as 0x00 (a standard magic attack).

In the magic attack function, there's a call to an inflict status function, I hijacked this function call and made it jump to my code.
My code is then just a basic if statement in ASM:
if (magic_attack_type != 0x12) {
    inflict_status_function(caster_id, target_id, 1) - 1 means it's a magic attack, 0 is for physical attacks
}
else {
    cure_status_function(target_id, spell_power, status_word, status_dword)
}

78
Gameplay / Re: FF8 PSX/PC Lv Down/up on characters?
« on: 2016-08-19 01:13:32 »
it's possible but it's not trivial - and you'd have to edit the exe, there's no way to do this by just editing bin files. The function that deals with LV Up/LV Down is at 0x493650 in the English Steam version.
The exact point it misses is at 0x493668 which is the jump that is used after testing the character for being a player character.
The problem is that a lot of the function uses monster-specific code (i.e. reading parts of the dat files) which would cause access violations when attempted with a player character.

You'd basically have to redirect that jump to a code cave somewhere and rewrite most of the method with character specific code, it's possible but probably more effort than it's worth, especially since you then have to deal with issues like HP and stuff getting copied back to field data accidentally.

79
No problem Girl next door :).
ok, this should make a new attack type of 0x25 that behaves exactly like a magic attack except it removes statuses instead of adding them, I have no idea if there's any side effects or anything though :P.

First undo all the changes from before, then make the following changes:

Code: [Select]
0x491C19 (0x91C19 in exe)
from: 11
to:   12

0x492010 (0x92010 in exe)
from: E8 7B 00 00
to:   E9 1F 69 6D

0x49208A (0x9208A in exe)
from: 90
to:   00

0x4922D9 (0x922D9 in exe)
from: 24
to:   25

0x492AB8 (0x92AB8 in exe)
from: 90 90 90 90
to:   5E 89 B6 00

0xB68934 (0x768934 in exe)
from:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00
to:
80 7C E4 38 12 74 07 E8 50 97 92 FF EB 17 FF 35
34 A2 D2 01 66 A1 3E A2 D2 01 50 55 51 E8 CA 8E
92 FF 83 C4 10 E9 B7 96 92 FF 6A 12 8B 4C 24 30
8B 54 24 28 51 56 52 E8 60 91 92 FF 83 C4 10 8B
F8 E9 58 9C 92 FF



80
The space in the part of the exe that I dumped the code isn't the problem, the space in the jump table is - around 0x492AB8 (0x92AB8 in exe).
There's room for 1 more attack type without any major changes.
Couldn't you do that attack by using the same attack type as mega elixir but ticking the death status and revive flag (using Doomtrain)?
One thing to be wary of is that the dispel attack I've done might ignore enemy spirit, you might want to test that.

81
1. looking at the code, auto potion seems to work in this manner:
if maxhp - currenthp <= 200, use a Potion
else if (has Hi-Potion), use Hi-Potion
else if (has Potion), use Potion
else if (has Potion+), use Potion+
else if (has Hi-Potion+), use Hi-Potion+
else if (has X-Potion), use X-Potion
else if (has Elixir), use Elixir

if you want to exclude X-Potion, change 0x487AF4 (0x87AF4 in exe) from 74 to EB
if you want to exclude Elixir, change 0x487B1C (0x87B1C in exe) from 0F 84 C2 00 00 00 to E9 C3 00 00 00 90

4. The following changes should make a new attack type (0x25) which should do what you want:
Code: [Select]
0x4922D9 (0x922D9 in exe)
from: 24
to:   25

0x492AB8 (0x92AB8 in exe)
from: 90 90 90 90
to:   34 89 B6 00

0xB68934 (0x768934 in exe)
from: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
to:   6A 07 8B 44 24 30 8B 4C 24 28 50 56 51 E8 3A A9 92 FF 83 C4 10 8B F8 80 25 DE 7A D2 01 FE E9 7B 9C 92 FF

I haven't tested the changes properly, so let me know if they work or not.

Expanding on mitem.bin, the items are as follows (they're in order of item ID):
Code: [Select]
0A 00 00 00 Empty
00 03 04 00 Potion
00 03 08 00 Potion+
00 03 14 00 Hi-Potion
00 03 28 00 Hi-Potion+
00 03 FF 00 X-Potion
00 0B 14 00 Mega-Potion
01 23 00 01 Phoenix Down
01 2B 00 01 Mega Phoenix
00 03 FF 3E Elixir
00 0B FF 3E Megalixir
15 03 00 02 Antidote
15 03 00 04 Soft
15 03 00 08 Eye Drops
15 03 00 10 Echo Screen
15 03 00 40 Holy Water
15 03 00 7E Remedy
15 03 00 7E Remedy+
07 00 00 00 Hero-trial
07 00 00 00 Hero
07 00 00 00 Holy War-trial
07 00 00 00 Holy War
07 00 00 00 Shell Stone
07 00 00 00 Protect Stone
07 00 00 00 Aura Stone
07 00 00 00 Death Stone
07 00 00 00 Holy Stone
07 00 00 00 Flare Stone
07 00 00 00 Meteor Stone
07 00 00 00 Ultima Stone
07 00 00 00 Gysahl Greens
07 00 00 00 Phoenix Pinion
07 00 00 00 Friendship
06 2B 00 7F Tent
06 2D 00 7F Pet House
06 37 00 7F Cottage
03 05 04 00 G-Potion
03 05 14 00 G-Hi-Potion
03 0D 14 00 G-Mega-Potion
04 25 00 00 G-Returner
0B 05 00 00 Rename Card
12 05 00 00 Amnesia Greens
11 05 01 00 HP-J Scroll
11 05 02 00 Str-J Scroll
11 05 03 00 Vit-J Scroll
11 05 04 00 Mag-J Scroll
11 05 05 00 Spr-J Scroll
11 05 06 00 Spd-J Scroll
11 05 09 00 Luck-J Scroll
11 05 07 00 Aegis Amulet
11 05 0A 00 Elem Atk
11 05 0F 00 Elem Guard
11 05 0B 00 Status Atk
11 05 11 00 Status Guard
11 05 13 00 Rosetta Stone
11 05 14 00 Magic Scroll
11 05 15 00 GF Scroll
11 05 16 00 Draw Scroll
11 05 17 00 Item Scroll
11 05 19 00 Gambler Spirit
11 05 1F 00 Healing Ring
11 05 21 00 Phoenix Spirit
11 05 1C 00 Med Kit
11 05 24 00 Bomb Spirit
11 05 25 00 Hungry Cookpot
11 05 26 00 Mog`s Amulet
11 05 53 00 Steel Pipe
11 05 54 00 Star Fragment
11 05 55 00 Energy Crystal
11 05 56 00 Samantha Soul
11 05 57 00 Healing Mail
11 05 58 00 Silver Mail
11 05 59 00 Gold Armor
11 05 5A 00 Diamond Armor
11 05 27 00 Regen Ring
11 05 28 00 Giant`s Ring
11 05 29 00 Gaea`s Ring
11 05 2A 00 Strength Love
11 05 2B 00 Power Wrist
11 05 2C 00 Hyper Wrist
11 05 2D 00 Turtle Shell
11 05 2E 00 Orihalcon
11 05 2F 00 Adamantine
11 05 33 00 Rune Armlet
11 05 34 00 Force Armlet
11 05 35 00 Magic Armlet
11 05 30 00 Circlet
11 05 31 00 Hypno Crown
11 05 32 00 Royal Crown
11 05 36 00 Jet Engine
11 05 37 00 Rocket Engine
11 05 47 00 Moon Curtain
11 05 46 00 Steel Curtain
11 05 48 00 Glow Curtain
11 05 49 00 Accelerator
11 05 3C 00 Monk`s Code
11 05 3E 00 Knight`s Code
11 05 3B 00 Doc`s Code
11 05 3D 00 Hundred Needles
11 05 4C 00 Three Stars
11 05 4D 00 Ribbon
08 00 00 00 Normal Ammo
08 00 00 00 Shotgun Ammo
08 00 00 00 Dark Ammo
08 00 00 00 Fire Ammo
08 00 00 00 Demolition Ammo
08 00 00 00 Fast Ammo
08 00 00 00 AP Ammo
08 00 00 00 Pulse Ammo
0A 00 00 00 M-Stone Piece
0A 00 00 00 Magic Stone
0A 00 00 00 Wizard Stone
0A 00 00 00 Ochu Tentacle
0A 00 00 00 Healing Water
0A 00 00 00 Cockatrice Pinion
0A 00 00 00 Zombie Powder
0A 00 00 00 Lightweight
0A 00 00 00 Sharp Spike
0A 00 00 00 Screw
0A 00 00 00 Saw Blade
0A 00 00 00 Mesmerize Blade
0A 00 00 00 Vampire Fang
0A 00 00 00 Fury Fragment
0A 00 00 00 Betrayal Sword
0A 00 00 00 Sleep Powder
0A 00 00 00 Life Ring
0A 00 00 00 Dragon Fang
13 43 01 00 Spider Web
13 43 02 00 Coral Fragment
13 43 03 00 Curse Spike
13 43 04 00 Black Hole
13 43 05 00 Water Crystal
13 43 06 00 Missile
13 43 07 00 Mystery Fluid
13 43 08 00 Running Fire
13 43 09 00 Inferno Fang
13 43 0A 00 Malboro Tentacle
13 43 0B 00 Whisper
13 43 0C 00 Laser Cannon
13 43 0D 00 Barrier
13 43 0E 00 Power Generator
13 43 0F 00 Dark Matter
10 83 02 08 Bomb Fragment
10 83 02 10 Red Fang
10 83 01 08 Arctic Wind
10 83 01 10 North Wind
10 83 00 10 Dynamo Stone
10 83 08 08 Shear Feather
10 83 0B 10 Venom Fang
10 83 05 10 Steel Orb
10 83 0A 10 Moon Stone
10 83 04 10 Dino Bone
10 83 08 10 Windmill
10 83 06 10 Dragon Skin
10 83 07 0A Fish Fin
10 83 09 10 Dragon Fin
10 83 03 10 Silence Powder
10 83 0B 08 Poison Powder
0A 00 00 00 Dead Spirit
10 83 0E 10 Chef`s Knife
10 83 0D 10 Cactus Thorn
10 83 0C 10 Shaman Stone
0A 00 00 00 Fuel
0A 00 00 00 Girl Next Door
0A 00 00 00 Sorceress` Letter
0D 01 00 00 Chocobo`s Tag
0C 01 00 00 Pet Nametag
0F 01 00 00 Solomon Ring
0E 01 2B 03 Magical Lamp
14 03 0A 01 HP Up
14 03 01 02 Str Up
14 03 01 04 Vit Up
14 03 01 08 Mag Up
14 03 01 10 Spr Up
14 03 01 20 Spd Up
14 03 01 40 Luck Up
10 83 FF 65 LuvLuv G
09 01 00 03 Weapons Mon 1st
09 01 04 07 Weapons Mon Mar
09 01 08 0B Weapons Mon Apr
09 01 0C 0F Weapons Mon May
09 01 10 13 Weapons Mon Jun
09 01 14 17 Weapons Mon Jul
09 01 18 1B Weapons Mon Aug
09 01 1C 1C Combat King 001
09 02 1D 1D Combat King 002
09 02 1E 1E Combat King 003
09 02 1F 1F Combat King 004
09 02 20 20 Combat King 005
09 02 21 21 Pet Pals Vol.1
09 03 22 22 Pet Pals Vol.2
09 03 23 23 Pet Pals Vol.3
09 03 24 24 Pet Pals Vol.4
09 03 25 25 Pet Pals Vol.5
09 03 26 26 Pet Pals Vol.6
09 03 27 27 Occult Fan I
09 04 28 28 Occult Fan II
09 04 29 29 Occult Fan III
09 04 2A 2A Occult Fan IV

from this, it's possible to conclude that the first byte is the item type and defines the effect/icon and the other 3 bytes are parameters.
Looking at the list, it seems the following item types are defined (note there might be more unused ones, I might look into it at some point):
00 - heal characters
01 - revive characters
03 - heal GF
04 - revive GF
06 - cure at save point
07 - no effect with pouch icon
08 - no effect with ammo icon
09 - magazine
0A - no effect with octagonal icon
0B - rename GF
0C - rename Angelo
0D - rename Chocobo
0E - start battle
0F - get Doomtrain
10 - increase GF compatability
11 - learn GF ability
12 - forget GF ability
13 - learn blue magic
14 - increase stats
15 - heal abnormal statuses

82
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).

83
Scripting and Reverse Engineering / Re: [FF8] mngrp.bin
« on: 2016-08-18 12:07:12 »
they're probably in mitem.bin. Each item in that file has 4 bytes allocated to it in order of their ID.
I think the first 4 bytes is a null item, second 4 is potion and so on...

84
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.

85
yes, some of them aren't named properly because I put placeholder names of some of the abilities that used the attack type until I worked out what it did. I guess I didn't get around to renaming that one xD.
I think "% damage" is % physical damage and "demi" is % magic damage, those probably need renaming too.

If anyone is curious about the camera change stuff in enemy attacks, it's used as follows:
a tick in the box and 127 in the spinner means that there's no sequence change (this sets the byte to 0xFF)
anything else means that the sequence in the spinner is always played and I think the tick box defines if the camera change always happens or not.
The sequences used are stored in the enemy DAT files in section 6.
There'll probably be an interface change at some point to make the camera stuff a bit clearer.

86
Scripting and Reverse Engineering / [FF8] mngrp.bin
« on: 2016-08-15 21:08:55 »
I had a quick look at mngrp.bin and it looks like it contains a bunch of different sections.
All of the sections in mngrp.bin are listed in the mngrphd.bin file in the following format:
DWORD offset //this is +1 from the actual offset
DWORD size

also some of the data appears to be duplicate data from other files, the file looks something like this:
Code: [Select]
0x000000 tkmnmes1.bin - 0x00
0x000800 tkmnmes2.bin - 0x01
0x002000 tkmnmes3.bin - 0x02
0x004000 ?
0x012000 ? - 0x07
0x013000 ? - character portraits - 0x09
0x019800 ? - GF portraits - 0x0A
0x020000 magita.tim - 0x0C
0x020800 ? - title screen - start00.tim?
0x02E800 ? - weapons
0x03B000 mag07.tim - 0x18
0x047800 mag00.tim - duplicate of 0x02E800?
0x054000 mag01.tim
0x060800 mag02.tim
0x06D000 mag03.tim
0x079800 mag04.tim
0x086000 mag05.tim
0x092800 mag06.tim
0x09F000 mag08.tim- 0x2C
0x0AB800 mag09.tim
0x0B8000 mc00.tim - 0x30
0x0C4800 mc01.tim - 0x31
0x0D1000 mc02.tim - 0x32
0x0DD800 mc03.tim - 0x33
0x0EA000 mc04.tim - 0x34
0x0F6800 mc05.tim - 0x35
0x103000 mc06.tim - 0x36
0x10F800 mc07.tim - 0x37
0x11C000 mc08.tim - 0x38
0x128800 mc09.tim - 0x39
0x135000 ? - playstation controls - field
0x146800 ? - playstation controls - world map
0x158000 ? - playstation controls - battle
0x169800 mag10.tim - 0x47
0x176000 mag11.tim - 0x48
0x182800 mag12.tim - 0x49
0x18F000 mag13.tim - 0x4A
0x19B800 mag14.tim - 0x4B
0x1A8000 ? - text - 0x57
0x1AB000 ? - text - 0x58
0x1AB800 ? - text - 0x59
0x1AC800 ? - text
0x1AD800 ? - text - 0x5F
0x1AE000 ? - text - 0x60
0x1AE800 ? - text
0x1AF000 ? - text
0x1AF800 ? - text
0x1B0000 ? - text
0x1B0800 ? - text
0x1B1000 ? - text
0x1B1800 ? - text
0x1B2000 ? - text
0x1B2800 ? - text
0x1B3000 ? - text
0x1B3800 ? - text
0x1B4000 ? - text
0x1B4800 ? - text
0x1B5000 ? - text
0x1B5800 ? - text
0x1B6000 ? - text
0x1B6800 ? - text
0x1B7000 ? - text
0x1B7800 ? - text
0x1B8000 ? - text
0x1B8800 ? - text
0x1B9000 ? - text
0x1B9800 ? - text
0x1BA000 ? - text
0x1BA800 ? - text
0x1BB000 ? - text
0x1BB800 ? - text
0x1BC000 ? - text
0x1BC800 ? - text
0x1BD000 ? - text
0x1BD800 ? - 0x7F - used in information section
0x1BE000 ? - text, unknown format - 0x80 - used in information section
0x1C2800 ? - text, unknown format - 0x81
0x1C6800 ? - text, unknown format - 0x82
0x1CB000 ? - text, unknown format - 0x83
0x1CF000 ? - text, unknown format - 0x84
0x1D1800 ? - text, unknown format - 0x85
0x1D6000 ? - text, unknown format
0x1D7000 ? - text, unknown format
0x1D7800 ? - text, unknown format
0x1D8000 ? - text, unknown format
0x1D8800 ? - text, unknown format
0x1D9000 ? - text, unknown format
0x1D9800 ? - text, unknown format
0x1DA000 ? - text, unknown format - 0xA7
0x1DA800 ?
0x1DB000 ?
0x1DB800 ?
0x1DC000 ?
0x1DC800 ?
0x1DD000 ?
0x1DD800 ?
0x1DE000 ? - 0xAF
0x1DE800 ? - 0xB0
0x1DF000 ? - text with binary data - 0xB1
0x1DF800 ? - 0xB2
0x1E0000 ? - text with binary data -0xB3
0x1E0800 ? - chocobo world cartoon
0x1ED000 ? - chocobo world help
0x1F9800 mag17.tim - 0xB6
0x206000 ? - chocobo world cartoon
0x212800 ? - duplicate of 0x206000
0x21F000 m000.bin
0x21F800 m001.bin
0x220000 m002.bin
0x220800 m003.bin
0x221000 m004.bin
0x221800 m000.msg
0x223000 m001.msg
0x225000 m002.msg
0x225800 m003.msg
0x226000 m004.msg
0x227800 ? - text - 0xCC
0x228000 ? - 0xCD

I'll do a bit more digging into the file but it'll probably take a while. If anyone has any other information, feel free to reply :).
There's also a bunch of tim files in there, the names of these are in the exe. e.g. I think 0x13000 is Face_b00/b01.tim and 0x19800 is Gf_big00/01.tim, I'll need to do a bit more looking into this.

87
To clarify, there are 4 bytes per item in the non-battle items section - 2 of which point to an item name, 2 of which point to an item description - and we haven't implemented renaming objects. There isn't anything in the misc section either.
So the item IDs are paired with their effect somewhere other than kernel.bin. The actual effects themselves are in the exe but the parameters are probably in one of the files in the menu archive.

88
As far as I'm aware, the menu item effects aren't in kernel.bin, they might be in one of the files in the menu archive (e.g. mngrp.bin) because of this, it's unlikely that it'll be incorporated into Doomtrain.
Either me or alex will take a look at that bug when we can.

89
What do you mean by "a little off"? Do you mean the camera animation, the character animation or the damage animation?

90
I think the problem might be the way it picks a finisher, it might not like having Lionheart without all the other finishers.

91
Quite a lot of them are used just for camera movements, basic attacks and death animations. They're mostly just ones that we haven't identified yet. They'll probably be updated as we find them.

92
Thanks :). Good luck with your mod, hopefully it'll be easier to do what you want with Doomtrain.

93
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-08-11 12:57:27 »
Heh, there is quite a lot of stuff to edit in Doomtrain. Me, alex and Maki have been working on it quite a lot. I think it's only the Duel stuff that's left to code before an initial release.
There's still a bunch of unknown bytes in the kernel.bin and I'm still working on reverse engineering it, so there might be a couple more things to edit in future releases but the bulk of stuff is there.
If I recall, you can't actually change the amount with Str Bonus in Doomtrain, I think you can only edit if an ability has that effect or not - I think the actual ability stuff is done in the game code.

94
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-08-10 22:33:16 »
Maki is correct but with one clarification, if you want to just edit the initial exp points of Squall, you need to edit the init.out file - you can change the exp formula with kernel.bin but it'd give a different result, it's basically the initial save file and it's in this format: http://wiki.qhimm.com/view/FF8/GameSaveFormat.
If I remember correctly, the init.out file doesn't contain the preview stuff listed in the wiki and starts at the GF data.

95
It's possible to put a save point anywhere on any field, just use Deling to edit the field scripts and add a save point.

96
The Playstation uses the R3000 processor, so all the code uses the MIPS I instruction set, so it would be completely different from the PC version. It is possible to make a code change to do the same effect but I have no idea what that would be or how to locate it.

97
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-07-02 23:00:12 »
That is correct.
choose(0, 1, 2) is:
1/3 chance to do move id 0
1/3 chance to do move id 1
1/3 chance to do move id 2

98
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-07-02 22:47:21 »
253 is the only special case, anything else is treated as a move id.
The move id doesn't refer to an enemy attack id (so your Gravija example wouldn't work), it refers to the list of moves in the ability section in Ifrit, the first set of drop-down menus is move 0.
choose(0, 1, 253) is:
1/3 chance to do move id 0
1/3 chance to do move id 1
1/3 chance to do nothing

Most monsters spend ages doing nothing because they'll have code like:
Code: [Select]
if (rand() % 3 == 0) {
   return
}
at the start, which is 1/3 chance of completely skipping the turn.

99
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-07-02 20:57:44 »
That's a good question, I have no idea, normally they're all attack IDs... what monster is that AI code from?
Could be any number of things... do nothing, do last attack...

EDIT: looked at the ASM for FF8, it tests the see if the value is 0xFD (253) and carries on parsing code without doing any move if it is.
You're right, it's basically no attack.

100
Sort of, changing fire to a magic ID of a GF seems to work fine for a Galabadian soldier but there are some quirks with camera angles and the soldiers don't disappear (there might be flags to fix this that we haven't found yet). Using "Magic Attack" for the attack type doesn't make it look like a magic spell, setting the animation ID correctly in Ifrit for that ability would make it look like a magic spell (i.e. showing green sparkles when casting). Mixing a physical attack animation with a magic attack animation is probably going to cause issues.

Interestingly, I noticed that an ability type of 0x03 would in theory give you a GF attack (although Ifrit only supports setting 0x02, 0x04 and 0x08 for ability types) but it causes an access violation :P.

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