3976
Gameplay / Re: How to change the AI in Proud Clod
« on: 2014-05-04 04:23:39 »
Good luck, bud; hope your mod works out.
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0x044 If ( (LocalVar:0160 == 1) )
0x044 {
0x04D GlobalAddress <- 3
0x053 }
0x053 Else
0x053 {
0x056 GlobalAddress <- 2 (Cure3)
0x05C If ( ( (LocalVar:00C0 < 6) Or (LocalVar:0120 == 0) ) )
0x05C {
0x06C GlobalAddress <- 3
0x072 If ( ( ( (LocalVar:0120 > 0) Or (LocalVar:0080 < 8) ) Or (LocalVar:0060 < 68) ) )
0x072 {
0x089 GlobalAddress <- 2 (Cure3)
0x08F If ( ( ( (LocalVar:00C0 > 12) Or (LocalVar:0060 < 54) ) Or (LocalVar:0100 > 0) ) )
0x08F {
0x0A6 GlobalAddress <- 1
0x000LocalVar:0000 <- 3
0x006LocalVar:0020 <- RandomBit(AllOpponentMask)
0x00E If ( (LocalVar:0020.Level < 56) )
0x00E {
0x01B LocalVar:0000 <- 0
0x021 TargetMask <- AllOpponentMask
0x028 Perform("Low Level Heal"[02D4], EnemyAttack)
0x02EDisplay String: "Counter Mode"
0x03CSCRIPT END
12 2070
02 20A0 (target for Ultima)
90
60 20
60 34 (Ultima)
92
72 0072
72 0034
12 2060
10 402C
80
60 01
90
12 2070
02 2060
90
60 20
61 0368
92
60 20
61 014F
92
73
12 2070 - Target Mask
02 20A0 - All Opponent Mask
82 - Random bit (it will select a random single target from the All Opponent mask; if deleted, the target will be All Opponents)
90 - Closes the Target AI part (that's my understanding of it)
[The next part is for selecting an attack for the Kalm Fang to use]
81 - Random MOD (this is for determining the chance of the first attack listed being used)
60 03 (this is the number of probability. So 1/3)
34
52
70 0019 - (Relates to the If/Else string)
60 20 - (This appears before most attacks are listed)
61 0172 - (The attack ID for Bodyblow)
92 - (Closes the attack part, like the 90 did for the targeting)
72 001F (part of the If/Else string, if the Random MOD check misses then it'll use the following attack instead)
60 20 - (same as before)
61 0189 - (The second attack ID, Fang)
92 - (closes the attack part)
02 2060 - (Self Target Mask)
00 4012 - (Status: Reflect)
80 - (Required)
60 00 (The number the If string will check for)
40 - (determines the mathematical symbol used, in this case: '=='
Is there a list with all the changes that this mod makes? I'd especially like to know if drops/steals have been changed so I don't spend time trying to get something I can't get
BTW I haven't had a chance to game that much, but the little time I get I grind for more sources, I am not done with this game yet
Finally got the time to look at the files
I'm gonna have to make a documentation for what is where
Ifrit will let you change the enemies' stats, although I don't see anywhere you can fix its level. Besides, formulas depend on the level.
If you do find anything though, please share. I was looking forward to an FF8 mod.
Lv100 mod sounds interesting but keep in mind that some enemies level are locked (like Ifrit); also, if all enemies are level 100 the player will be able to draw powerful magic right from the beginning of the game like Firaga from Bite Bug making Fire and Fira already "useless" so it will be quite unbalanced.
pretty sure it's not the field that determines the level range but the actual encounter. There are areas that have mixed encounters, partially fixed level or at least capped and then unlimited, making me believe that this is handled somewhere in the actual encounter file
There's a new creature near fort condor that puts all the party into confuse status and taunts the player with a few lines in the battle message, looks like a guy riding a bull. Then the game seems to be stuck, I've waited 2 minutes and also tried escaping but nothing happens. All the atb bars stay on wait.
There's also a crash that involves the steal command. Red 13 is the third party member holding the steal materia. When I use the steal command on a ark dragon or a zemlett, big creature with the tornado attack animation, the game will crash.
The mithril mine area also may need toning down a little especially packs with the crab and arc dragon creatures. If you don't get MBarrier up quick enough you quickly get decimated though I am only level 20 at this area.
How would you rank NT in regards to overall difficulty? Nightmare is clearly aimed at a hardcore crowd and easily twice as hard as the hardcore mod.
Or do you have some sort of documentation detailing your changes?
On that note, have you done any particular changes to the ff7.exe?
This Mod is amazing its everything I wanted to do with mine for the PSX. But of course due to limitations I couldn't Here's my blind full playthrough of the game https://www.youtube.com/playlist?list=PLRI2IVwnxZTYNMHaoW3exyIypoOgjJt7p
I had lots of help from our resident coding masters for those things. You can borrow as much as you want, be my guest. I 'borrowed' a lot of code as well. I don't really care about credit either so you can just take what you need.
N7 was always more of a combined mods mod than it's own thing. Because I don't want to have the drama from last time repeated, how do you feel about seeing these things in N7?(although I have no idea when or at what time I will restart development, might be months yet from now.) Of course you'd be credited for everything in the thread, readme and the ingame welcoming message.
Once I restart N7 development I might look into how you did things like the extra battle, the party leader changes (although I'm fairly sure I know how you did that), the movie skips(Let me guess. A dialogue choice that jumps bytes and simply skips the play_fmv command?), and especially the sidequests and AI scripts you added and redesigned.
This mod looks amazing. I'm going to fiddle with testing Kompass' GameConverter, installing this, then using 7th Heaven to inject mods. I'll try giving the best feedback I can when testing
I suddenly feel very inadequate with Nightmare 7
Pops to you good sir