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Messages - Armorvil

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51
FF7 Tools / Re: Official Proud Clod 1.5.0.α_3!
« on: 2011-06-08 19:22:49 »
I second what Destro said. Stellar program. If I had to address a critic now, it would only be the fact that, as a full-fledged Scene.bin editor, it is somewhat less accessible than Hojo. What I mean is, when you select a particular scene (for example scene 10, with Devil Ride, Kalm Fang & Prowler), you don't instantly see the enemies' stats, drops and the like. You have to click on Enemy Management, then Enemy stats before you can alter (or even see) those. For this reason, if I wanted to edit something Hojo can modify, chances are I'll still open Hojo (quicker access to what I need to be changed, and I can easily compare the stats/drops/awards from one scene enemy to another).

So, I really think the "Enemy stats" window should be the main one, while the attack editor should be an option. The best thing though, would be to have both features in the main window. I'm not a big fan of tab-browsing - the more info you can squeeze into the main window, the better IMO. I admit though, that it's nitpicking on a high level. Two clicks won't kill me (though, rather personal issue : I've been using TeamViewer a lot lately, to control my pc with my ipod when I'm not at home, and two clicks mean something in TeamViewer).

Anyways thank you again, this made my day  :D

EDIT :

So basically, it all comes to this : Proud Clod's only flaw is that it wasn't designed to replace Hojo right from the start. It's an attack editor with a built-in (and improved) Hojo, whereas a scene.bin editor should, IMO, be the opposite. But like I said, it's not so big a deal. I'd even be perfectly happy if 1.5.0.α_3 was the final release.

52
FF7 Tools / Re: Official Proud Clod 1.5.0.α_2!
« on: 2011-06-05 15:57:17 »
Is an Alpha 3 in the works ?... ...I'd love to have only one tool to modify enemies which, as it's slightly annoying to constantly switch between PrC and Hojo (because yes, even in Alpha2 and the tab-switch trick, some values still aren't saved - like the drops/steals, the MP, and the allowed statuses).

EDIT:

Sorry about that, SL. Since my previous post was one month old, and since I had a legitimate question I didn't want to get under NFITC1's radar, I thought double-posting was ok. I'm still confused about why double-posting in such a way would be frown upon, anyway. I can see how double-posting could be disruptive, but in this case ? Not so much.

53
Vgr, that video you posted features no AI-editing. Still, it made me want to try messing with elements again. Because yes, if blocking the element of an attack makes you immune to its status effect (your example of Demons Gate being Poison-able while being immune to the poison element), who's to say this wouldn't work with the Death status on an undead ?...

Sadly, the undead's weakness against life-recovering items and abilities takes precedence over all elemental modifiers. I tried to give the Life spell a second element (Shout), and to make an undead block or absorb Shout, but it didn't work : Life still successfully inflicted "Death" on it. It looks like this "Life_on_Undead_=_Dead_Undead" has a very high priority in the game mechanics.

54
Nullify restorative element

I want an undead boss that blocks instant-death. Won't be much of an undead if it blocks restorative instead of being hurt by it.

Quote
OR

if_last_attack = (Enter command here) set flag_dead = 0

From what Bosola told me, yes, we could check for the Life spell's ID (among others) in an AI script, but I don't get your "set flag_dead = 0". AI scripts don't work like that. And there is still the problem of the Phoenix Downs / X-Potions / Elixirs, which would also need to be blocked (especially the former) - but you can't check for a specific item use in the AI, as far as I know.

55
The case of Gi Nattak is well known, I think. This boss absorbs Restorative and is immune to the Death status, but it will still die if you use the Life spell / a Phoenix Down on it. I wonder if there is some way to fix this... ...I tried to make it "absorb" the Death status, among other things, but none of my efforts proved useful. The boss always dies when Life is thrown its way.

Any idea ? I'd like to have Zombie bosses that can't be insta-killed. Through AI, maybe ?

56
What I love is the fact that the kid is annoyed when people think he's a girl. Someone should tell him that this annoyance would disappear if he dressed like a boy, for Christ's sake.

57
Completely Unrelated / Time for some cardio workouts
« on: 2011-05-27 22:07:05 »
Check this out :

http://www.youtube.com/watch?v=bkD9LwDBWW0

Looks easy enough, but I just tried it, and god, I didn't expect to be this out of shape.  Basically, after the first series of 10 squat thrusts + 10 mountain climbers + 10 squat jumps, I couldn't jump anymore. There was just no way I could get my feet off the ground. Laughed out loud at how pitiful that was. Those took me +2 minutes, and 10 minutes later, I still haven't recovered.

Gotta try again tomorrow to see if I can do better. Come on you should try, they say it's good for your heart :D

58
Archive / Re: Forum Redesign thread (image heavy thread)
« on: 2011-05-25 18:50:05 »
Hey, why so serious ? I'm sure Witness was just kidding, you guys need to relax. And in the case he wasn't, he never said that he wanted such a thread to be created on qhimm, and in the public section of all places. Just chill, people. I can't possibly be the only person who detected the humorous tone of his post (especially since it was made in reaction to Kuroda's vibrant post, where she basically said she is far from interested in undressing her girls - so his comment actually made me chuckle). You jump at his throat as if he had posted a pr0n pic or something.

Jenova's Witness joked about creating Nude Fantasy VII !!... ...The nerve !... ...Crush his balls ! Slice his penis ! Then burn the sicko at the stake !!!

59
Because Japanese girls like their Bishies. Big muscles are out of fashion nowadays.

60
General Discussion / Re: FF VII "All characters" patch ?
« on: 2011-05-24 20:22:41 »
I messed with it for hours for my mod's needs, and I had no problem with it. But hey, to each his/her own.

61
Archive / Re: Forum Redesign thread (image heavy thread)
« on: 2011-05-24 19:55:21 »
Quote
...I AM a girl you know.

That's what I thought, thanks for the confirmation :)

Quote
Just because they aren't running around nude doesn't mean they can't be female.

Thanks for the information. As you guessed, I thought that all people with clothes were men... I'm glad I'm finally enlightened. This was a nightmare : I thought I was the only heterosexual living in a gay world, and that girls only lived inside the internet, up until now... ...Thank you : now I can finally go outside and look for a girlfriend.

Quote
and, Tifa for instance, in her normal clothes, she'd freeze to death in a matter of seconds in the north.

Oh right ! Never thought about that, either. I'll quickly have to put your Tifa model in my game, so she can finally feel comfortable. As an heterosexual male, I liked the eye-candy her original model procured - but I gotta think about her well-being first.

*now with sarcasm finally turned off* Yeesh, you shouldn't be so defensive. My original comment wasn't a critique at all, you know. I may like my fan-service, but I can still appreciate nice 3D models. And yours are. But now I know that you won't create the sexy costume I wanted Tifa to wear (and it's perfectly fine) ;)

I'd participate in the thread, but I know nilch about 3D model-creation :( But I'm interested, so when my project is complete, perhaps I'll learn how to create models. Expect a lot of naked girls !   8) (j/k... ...or maybe not : I'm with you on this, Witness ;D)

62
General Discussion / Re: FF VII "All characters" patch ?
« on: 2011-05-24 19:00:53 »
Really ? I'm curious. Could you tell us what is missing ?

63
General Discussion / Re: FF VII "All characters" patch ?
« on: 2011-05-24 18:44:38 »
Quote
6: open the hex editor, select FF7.exe (REMEMBER TO BACK UP)

7: search for the hex 'FFFF00FF0000FFFF6E006E0013311132FFFFFFFFFFFFFFFF0000FFFF'
(Greased lightning)

8: then change every single character for all of Yuffie's limit breaks to Clouds (look in ff7 limit breaks.txt for the hex location and details)

note: using this method, ensure you replace them in the correct order as well, you can't use this method to make Braver into Omnislash, but you can use wallmarket to make Omnislash be the 1-1 limit break if you so wished.

Just FYI, you don't really need to use a hex editor for this part, as LiBrE (created by Bosola) can edit them in a great interface. Beats having to use a hex-editor, IMO.

64
Archive / Re: Forum Redesign thread (image heavy thread)
« on: 2011-05-24 18:34:13 »
@kuroda masahiro :  is it just me, or you don't like girls showing skin in your models ? :P
Other than that, excellent work.

65
Thank you. Will do.

66
Quote
No, that's not how they work. Think of those addresses as pointers to BITS, not bytes. Every 8 is a different byte, and we're talking in Hexadecimal. So between 4008 and 4010 there are 8 values (4009, 400A, 400B, etc).

Why do you feel the need to tell me that, because I know this and- */me re-reads his previous post* ...OK, wow, I took the addresses as if they were decimals, I must have been really tired  ;D

So, what do you guys think about the three ideas I posted when I edited my previous post ? I'm especially interested in the GreatestElementalDamage battle address (VAR:4058).

67
Quote
This works for Battle Texts, but I don't know if it works inside scripts like that. The way you reference Character names (Barret, Cloud) inside the AI text is different.

Ah yes. Cloud is {EA0000h} in the AI text, and Barret is {EA0001h}, etc... Actually, it looks a lot like the FF7-text format, but all my different tests didn't net me any results regarding monster names. If this script becomes manageable in the future, I guess a simple "OVERKILL" message will do...

Quote
Multiply by 3, divide by 2. Boom, 1.5

lol, basic maths. I should have realized one can do more than one operation ^^;

Quote
I believe there's a Var:4XXX battle address for this. I don't recall what it is though as my notes for that section are incomplete I know that there are a lot of values in there that aren't used in AI, but the battle engine itself might handle.

Ah, this gives me hope - though I don't hold my breath.

Quote
Hmm. I don't know if you can find that info out. You can find out the amount of HP lost since last turn, but that's not the same thing. I'll have to investigate...

If those investigations will require you to in-game test each one of the 4xxx battles addresses not referenced into wallmarket.dat, I wish you good luck. Looking at them, there are 4041-4047, 4049, 4051-4057, 4059, 4061-4067, 4069, 4071-4077, 4079, 4081-4087, 4089 (I start to see a pattern :P), 4091-4097, ... (not gonna list them all, actually O_O). We're talking about hundreds - maybe thousands of battle addresses ! I may be crazy like that, but even I couldn't test them all - and I suggest you don't either, if you value your sanity. Still, perhaps many of those can already be ruled out ?

And about Oil : wouldn't it be possible to increase the level and/or the magic stat of the caster, instead ?... ...After all, levels can go up to 255 - might as well put this to good use.

And it's too bad about elemental weapons :( I asked in another thread if the AI could check for the presence of a piece of equipment, but I guess this means it can't.

Quote
The only other alternative is to find a way of setting a weakFire flag via AI. I can't really help at the moment because my machine is out of commission, but to find the weakFire flag, you would need to

- take Akari's memory map of the NTSC PSX build's battle engine
- run an emulator and compare memory maps for monsters with weakFire and without
- use a process of elimination to see where the weakFire might be stored
- look at the addresses in the memory map the AI can, uh, address, and see if some of the unknown addresses tally with the location of your weakFire variable
- set weakFire on when the target was Blind

Yeah, but weakFire is just a basic x2 damage. So, oiling an already fire-weak monster wouldn't reap any more benefits.

EDIT:

About Overkill, how about this :

In General Counter :

Code: [Select]
If HP < MaxHP
If target:self is NOT dead
Set {VAR:E0} to 1

In Death Counter :

Code: [Select]
If {VAR:E0} is 0
If attack ID is NOT 18 (=Death)
If attack ID is NOT 3D (=Odin)
Display message: "OVERKILLED!!"
Set Exp to 2x
Set Gil to 2x

What do you think ? Alternatively, I thought about using the in-game timer, and if you finished a battle quickly enough, you'd get added bonuses. FFVI can check a timer in its AI (some enemies can call backup, after a while), but I'm not sure FFVII can. And, third idea : couldn't we simply make use of the "Greatest elemental damage" battle address ? Since almost all attacks are elemental thanks to the physical elements, if one put, in the Death Counter script :

Code: [Select]
- Check for self + max HP
- Put this value in memory
- Check if the greatest elemental damage taken is equal or greater than the value we just stored in memory
- If not, jump to the end of the script
- If true, display message: "OVERKILL!"
- Check for AP
- Check for XP
- Check for Gil
- multiply those by 3
- divide them by 2
...

Wouldn't it work ?

68
Use CDMage Beta instead.

69
Cool :) (about your will to write AI scripts, NOT about your machine woes >_>)

Correct me if I'm wrong, but I think this overkill script should be written in the Death Counter section. It's quite simple actually, as it should be something like this (for the easy enemies, overkilled when the final blow is their maxHP x 100%) :

- Check for self + max HP
- Put this value in memory
- Check if last damage taken is equal or greater than the value we just stored in memory
- If not, jump to the end of the script
- If true, display message: "OVERKILLED {VAR:TargetName}{VAR:TargetLetter} !" (this should display the correct monster name, right ?)
- Check for AP
- Check for XP
- Check for Gil
- multiply those by 2 (I'd rather it be 1.5, but I don't think it's possible?)
- END

I *might* be able to write this, but my biggest problem would be with the bolded part. I don't know how to check for the strength of an attack.

Also, another idea that popped in my mind : since the Blind status doesn't work on enemies, I've been wondering whether one could add the Oil effect to it. Oil comes from Final Fantasy Tactics, and Fire elemental attacks deal more damage to the inflicted (or should deal more damage - it was glitched and didn't work in FFT...). Problem once again is, I don't know how to check for the presence of an element... ...I guess the script would look like this (what I'm gonna write will undoubtedly be unrefined and full of mistakes, but I don't have time to correct them ATM) :

- if target status=blind
- if attack = fire elemental
- if not, jump
- if true,  damage = damage x3
- end

The tissue could be put to good use as a way to remove the Oil status :)

70
Completely Unrelated / Re: What A Plank.
« on: 2011-05-20 22:01:34 »
Planking : the only thing to do in Australia ?

71
Well, it depends how you calculate overkill - I'm not actually sure how FF X handles it...

That's the whole problem actually : the different overkill values aren't calculated or dependent on MaxHP; they're just set. Most of the time though, overkill values are almost equal to the enemy's HP, so one-shotting it will overkill it. The random monster Ahriman for instance, has 2800 HP and is overkilled when the finishing blow hits for at least 4200 damage. But another random monster has 5000 HP and is overkilled by an attack dealing at least 2400. And a Dark Aeon (=optional boss) has millions of HP and is overkilled with finishing blows dealing at least 99999 (yes, there are 5 digits). So, with these mechanics, there is no set rule that could work for all enemies...

Quote
This will be resolved when I get my computer, hard drive and internet connection sorted. I'll be getting a connection tomorrow and a replacement drive around (I believe) next Wednesday.

This is great to hear :)

Quote
One word about the kernel: whilst there's no on-disc size limit, KERNELs above 27,647 bytes *may* cause glitches. I haven't really investigated. That's still a 5kb increase, though.

Yeah, I read what Lasyan said about the ram. But as you said, I don't think it's an issue, since 5kb should be more than enough.

Quote
Feasible. There could be lots of ways of doing this, some more hacky than others. You could actually specify certain enemy IDs in the AI, but that would be bulky. You could make an enemy's prebattle script set a flag that turns on a different overkill script. You could make every 'strong' enemy turn on its bit in a targetmask held in a battlevar, then refer to that when working out which script to use. Or you could go for the simple method and make sure that only bosses have levels that are, say, multiples of twenty, and refer to this when choosing the right script.

Thanks for this insight. Still, as much as I'd love such a function to be implemented into FF7, I don't think I'd be able to write such a script without bothering you or NFITC1 for days... I'm quite satisfied with my mod's mechanics right now. If all goes well, I should be able to release it in July.

72
No, you don't need a script per species. You can multiply and divide with AI scripts.

Are you really sure ? Because if, to be overkilled, Nerosuferoth needs to be killed with 200+ damage, Zemzelett needs 400+ damage and Bottomswell needs 650+ damage, I don't see how the multiplications and divisions would help. Especially since some enemies would be overkilled when taking their HP x 150% worth of damage (for some random low-HP enemies you'd regularly 1-hit kill), while others would be overkilled when they sustained their HP x 5% or even 1% worth of damage (in the case of bosses with a lot of HP).

Quote
And if you DID need a large Scene.bin, my disk extension patch will let you use PSX SCENE.BINs 2mb in size (I believe), which is the upper limit of any usable SCENE.BIN file.

Yes, your disk extension patch is amazing. This reminds me that, as of right now, there is still only the .ppf patch for the first disk, though. So, in the worst case scenario, I could still release a different scene.bin for each disk - in which I'd delete the scenes you can't access in said disk. The resulting saved space would then be more than enough to fit into the iso, but I'd prefer to use your disk extension patch (especially for the kernel... ...I didn't check, but mine could possibly go over the PSX limit).

EDIT:

Or, about the Overkill AI scripts, one could make 3 different kinds of scripts : one for the easy random enemies, another one for the "tough" random enemies, and the last one for bosses, with a cap at 9,999.

I imagine something like this would work :

- for the easy random encounters, apply the Overkill script when they're killed by an attack dealing their HP x 80% minimum worth of damage

- for the strong random encounters, apply the Overkill script when they're killed by an attack dealing their HP x 35% minimum worth of damage, and

- for the bosses, apply the Overkill script when they're killed by an attack dealing their HP x 5% minimum worth of damage. This means that against a boss with 200,000 HP, you'd need to deal the maximum damage (9,999). And the cap would ensure that against Emerald or Ruby, the needed damage to overkill them would stay as 9,999.

You'd need to write each of these 3 scripts, then have the enemies in the same category be linked to the right script. How feasible would that be ?

73
You guys are really going off topic here, but I thought I'd mention that ARMs' PSX 9999 Limit Break patch doesn't break the HP/MP limit. However, it does break the damage limit and Transformed-Vincent's HP. And it also removes the fury effect of the 7777 trick.

74
Yup, that's how you play with linked scripts. I don't know how it works if the original script holder dies or is kicked from battle, though.

It still works, apparently :)

Those ideas of yours are very nice, but I'm satisfied with those status effects for now. Still, I would have been interested in implementing an Overkill function, that would have worked the same as in FFX (with the exception of doubling the item drops). IE, if an enemy is killed with a damage equal or superior to a certain number (that would vary from enemy to enemy), display the "OVERKILL" message and multiply his exp/ap/gil gain by 1.5 or 2.

It's a function I really liked in FFX, but I bet it would be tricky to accomplish (and would require a different script for every enemy, thus drastically increasing Scene.bin's size).

Quote
counter anything {
look up disease status word in battlevars
make my nullRestore state equal my bit in the disease status word
trollface
}

Trollface ?


Then put the Null.Restore on Vincent and have everyone link to him. Since their main scripts will never be activated it won't matter that their mains are linked to his.

D'oh ! I was afraid his main script would interfere with the other characters. Thanks, I'll do that :)

75
Thanks for this explanation, NFITC1 :)

@Bosola : looking at the characters' AI script, I think I see what you mean. There is an extended  (but discarded) love function in Aeris' General Counter / Death Counter / Post Attack scripts, and in Tifa's/Barret's/Yuffie's pre-battle script, there is this code :

Code: [Select]
60 03
75
73

Which, when disassembled, translates into : "link with scripts on character : 3". Since character 3 is Aeris, I guess this means that Tifa, Barret and Yuffie share Aeris' AI scripts.

So, if I'm right and if I wanted to only enter the Null.Restore script into Cloud, all I need to do to make the other characters behave like Cloud, would be to enter this code in the other characters' Pre-Battle scripts :

Code: [Select]
60 00
75
73

I'm gonna try this ^^ (and delete all of the useless scripts regarding love points, that will save space)

EDIT:

Mmm, Vincent has a Main script to make his Limits behave correctly, it seems - so I won't be linking him to Cloud. Or is his main script really necessary for his Limits to work ?

EDIT2:

Ah yes : the
Code: [Select]
60 00
75
works perfectly ! :D Great stuff.

EDIT3:

Quote from: me
Mmm, Vincent has a Main script to make his Limits behave correctly, it seems - so I won't be linking him to Cloud. Or is his main script really necessary for his Limits to work ?

Just answered my own question through in-game testing. Vincent really needs his main script. Without it, his limit forms do nothing when his turn comes up, and the ATB gauge just resets.

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