Hey guys, I've been sneaking around this forum for a while now but I never really had anything to contribute until now. I've been working on sort of a "Player's cut" version of FFVII, by fixing bugs, updating models, updating the soundtrack, making a simple .exe installer that covers all bases, etc...
I've been using ProudClod and Wallmarket recently (which are both "RAD to the power of SICK" btw
), and so far, I've updated Safer Sephi's AI, effectively making him not so much of a pushover, fixed the Adamantaimai Big Guard glitch, retranslated the dialogue during the Guard Scorpion boss battle, and added/changed a few spells and materia, and so far, I've had a few problems.
1) Firstly (as Zack Fair mentioned) Proud Clod (I haven't tried this in Wallmarket) still (as of 1.2.0) doesn't let you write scripts for the AI in a section that currently has no code (i.e. modifying the General Counter script in Safer Sephiroth's AI). It gives you the error:
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.ArrayList.get_Item(Int32 index)
at System.Windows.Forms.DataGridViewSelectedCellCollection.get_Item(Int32 index)
at ProudClod.Form2.EditCharAI_DoubleClick(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnDoubleClick(EventArgs e)
at System.Windows.Forms.DataGridView.OnDoubleClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.DataGridView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
...when I double click to create a new cell. This error actually happens pretty much all the time, not just exclusively in this case. It makes it kind of difficult to code the scripts without things f*ing up, but the main inconvenience is that I can't add code under new conditions, which is important if I'd want to change somebody's AI around.
2) I've been playing around with ProudClod and WallMarket, adding and changing spells (for instance, so far, I've successfully added the spells Holy, Drain, Blind, and Horology), but it takes so much time because there's no reference that lets me know what animation indexes do what. At first I just plugged in random animation indeces, until I realized that, as a general rule:
Player Spells = Enemy Spells + 4E
so for instance if you want to convert an enemy's attack animation into a magic spell, you add 4E to it, and voila! It works!
But now that I'm trying to change enemy spells around I find out that Enemy Spells, Enemy Skills, Magic, and Item animations all work differently!!! I'd greatly appreciate it if there were a way to dump animation Indexes with some kind of graphic or name or just any identifier at all associated with it at all so that it's easy to know which animations do what without having to go into the game and test them out one by one, and also the offsets used in certain cases (i.e. 4E for most enemies--assuming cure is the first animation).
3) Does anybody know a way to modify enemy names and drop, steal, or morph items? That'd be great.
Lastly, a million thanks to everybody here for keeping the spirit of FFVII alive and kicking. Screw Square-Enix, if they refuse to make a remake, we'll just make our own!