First question :
/*AKAO [0xF2]( 0x00, 0x00, 0x00, 0x29, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 )*/;
What are these lines of code for ? Are they important to add, when initiating a battle ?
When you find a line of the form /*NAME [HEX_VALUE] (HEX_VALUE, HEX_VALUE, ...)*/;, it means that the command is not yet fully decrypted (either in the qhimm wiki, either I didn't understand it
). But one can still change the HEX_VALUE to make some test, it will be saved.
So I can't tell you if there is some connection between this command "AKAO" and the battles... I think AKAO is linked with sounds, but I'm not sure of anything...
Here is my second question : is Hack7 clever enough to add a Bahamut materia to the inventory, if I type "MateriaAdd( Materia.Bahamut, 0, 0, 0 );" instead ? If yes, I don't know how you managed to make your program turn real words into bytes, but you rock.
I think you probably noticed that when you write "Materia" followed by the dot, a kind of autolist will popup, letting you choose the materia you want.
To fully understand how it works, you should read this short
article about C# enums. One of my main goal when working on the new field events interpreter, was to make editing as simple as possible, which means to avoid byte values when possible. So I used this "enums technique" which make the selection of items, materias, field maps and so on much easier. Glad that you like it
.
ItemAdd( Item.ItemPotion, X );
This one is confusing. Do one always has to attach "Item" to the item name ? Like :
ItemAdd( Item.ItemTurbo Ether, 1 ); ?
So, I guess that Item.AccessoryBoltRing wouldn't work - I bet one would have to add the typo for the line of code to work
For armors and weapons, is it Item.ArmorMystile and Item.WeaponWizerStaff ?
Yes, it's because "Item." is the type of the parameter of the command "ItemAdd", and ItemTurboEther is the value selected for this parameter.
The case of items is special, because there are many many items : basic items (potions, ethers...), armors, accessories and weapons for cloud, aerith, etc. So I added equivalent "subtype" names to clearly separate all kind of items. But you don't need to "guess" the name of the item/materia/etc. you want to add. Just write the type ("Materia", "Item", etc.) followed by the dot, and the autolist will show you all the possible values you can use.
Note: in the current version, the autolist doesn't filter the values with what you write, it only select the value based on the first caracters you write. So if you write for example "Materia.Baha", it will positions itself on the "Bahamut" value. The next version of Hack7 will introduce a better mechanism : when you will write "Materia.Baha", it will show you the 3 materias (bahamut, neobahamut and zero). It will also be case insensitive.
But we know that when you obtain a materia, the sound you hear is different from the one that plays when you obtain an item. In Meteor or Makou Reactor (Field editors for the PC version), the play sound calls a different byte to reflect this. So, what gives ?
This is strange, because in the PSX version the parameters of the sound command for the potions in the first screen of the game, and the materia restore in the reactor, are the same. Maybe the sounds are stored in the field files in the PSX version, while they are in a common place for the PC version...