dunno yet... depends on how smoothly everything flows together. i may make an initial release up to air buster without much other ai modding, so i can get a feel for their new growth, and then i will work on improving their ai... if i do it all now, it will take longer, and they could be less nice.
i think by either late tomorrow or tuesday the enemies should be modded and tested, but the newer ai will not be added in yet. i will go through a few times to see how deadly the enemies will be, at lower levels for now the enemies may be much weaker than at higher levels, but i hope to be able to smooth that out soon after getting the ai done.
the releases will not be that fast, i will have to make the enemies level up nicely (not too hard once i get used to my new equations, essentially copy&paste the equations, and just tweak the values), and make sure their ai works nicely (and if i learn new sections of the unknown ai data, i will be updating the enemies
), and on top of that, i have to make my other mod, the compressed ai mod progress as well, because i will need as much space as possible for this mod. the ai will become pretty simplistic at first (it already is, and without keeping it exactly like the original, it can be made much smaller doing like 80% or higher of the same thing in very little ai space), but the releases will have better ai than i start with.
basically, since i will be doing two mods at once, it will take a little longer for each release, though in either case i would still need to shrink the ai so it the leveling part would still fit in, i am just taking it a little farther
. this first release will be by far the worst, and slowest to get out, which will change in the next release, and will have the same distance covered, but with the improved ai (changes as the enemy levels). the first release will only be showing off the enemy leveling ai, and to see what you guys think of it (and to see if i made any bad mistakes
), which i hope to evolve as i go on as well, so any better methods are still very much welcome ^_^.
and just a fair warning, hp is going to be pretty high in the beginning (and even higher in the late-game O_O), so magic may be even more useful because of this, and physical attacks are going to be very weak compared to the magic at the beginning, but after a good bit of levels, it will become more useful, but i am going to try and make it so that magic will be more useful than physical attacks most of the time (probably have higher mp cost), and the massively overpowered magic will be majorly dumbed down, for example KotR will have a modifier of 14 instead of 80, so slightly less than double the damage a level 1 spell would do, but at 13 hits, that is a lot of damage still, and is still better than say bahamut zero by a decent amount. the party's stats will also be rebalanced, the cap for stats gained by leveling may be reduced (depends on how much of a fight the enemies put up), and either way sources are going to be made much rarer... as rare steals/drops, and no morphing to get them, so if you want higher stats, you will have to work hard for it. limits may be harder to obtain as well, taking more kills and uses to gain a new one, and taking more damage to actually fill the gauge. when the game starts, cloud will be at level 1, and "may" be given a restore materia right off the bat if the enemies are too evil, because in my other mod (one i made for myself, which made it to the shinra building), it took a while to gain enough potions from farming to survive guard scorpion (i do not think this one will be "that" hard at first, but battles will get much harder as you level).
what i am doing right now is adding the equations into the ai, but i know for a fact that the size is going to be pretty big, but will be rather easy to add to every enemy, due to the copy/paste function XD. any tweaking that will need to be done (outside from actually changing the formula) is as easy as finding the modifier i want to change, and changing it, the formula does the rest of the work. i am still having slight trouble with the equation for regular stats, with it being too low at first (added a band-aid), and depending on how i divide the level, it can still end up lowering a stat or two in the 180+ levels, but at that point gaining a level balances out the drop, and still causes more damage, so it could be working on it's own
. i can fix this easily enough by changing the number level is divided by, but it lowers the overall gain, although i could counteract that with a higher base... see what i mean?
just to show the current equations, so if possible someone can build onto them (by build i mean make better and in a smaller package
), that would be very much appreciated ^_^. remember, i cannot easily do powers, or square roots (have no idea how to emulate square roots), since there is no known opcode for them, so it has to be done without. the only value that changes over time is the level, so it is the key piece in the equations, and all growths/deductions are based off of it. also, and time a number is divided, the game rounds up to the nearest whole number, so .0000001 is 1 (at least i think it always rounds up with division), and the final result is rounded down to the nearest number. all non-hp stats (except defenses) cap out at 255, and any higher will overflow and that is a bad thing, but defenses should have the ability to be raised past this limit if desire (though most equations would allow for this anyway). the hp growth should start small, and eventually start gaining much more (based on the base amount), and the other stats must grow a good bit at first, and then slow down afterwords. i prefer non-looping equations, because that usually means less work for the game and less space as well, but if you can come up with a really simple loop that would do better than my current method, and take little space, i will use it instead. ok, enough yapping, and now to show the equations:
HP/MP:
(level+(base*random(between 20 and 40)/30))*(level+(base*level/level mod)*random (between 20 and 40)/30*mod)
other stats:
(base*level)/mod+(gradient-(level/level mod))*level/100+mod2
the level mod on the hp/mp one is usually going to be 255, and in the other one will be dependent on the gradient, a high gradient can have a smaller mod, but a small one needs a big mod, because otherwise stats start to drop fast, so it has to be balanced pretty well. i do not have a random mod for the second one yet, because i am still working on the equation, and it will take 2-3 random mods, depending on how i want it to go. i "could make a single random mod as a variable used for all stats, but this way it makes certain enemies more powerful in one stat than others of it's race, and can be worse off in other areas, making them more unique (its teh pokemonz!!!). the mod 2 of the other equation is for the band-aid, adding a number at or around the base amount, since the first few levels are pretty low, due to the base*level/X thing i have, but was the only way i could think to make it work right at the time... i could make it add instead of multiply, but i don't know how it'd effect the stats yet :\.
yep.. yet another humongous post... i need to see someone about that or something o_O.
ok, i noticed that the random mods are not going to work out too nicely, bacause to do a between 20 and 40 thing, i have to add while in the middle of multiplying, and that would not work regularly, so i will have to make a variable to hold the random. because of this, i am only going to use one random instead of two (as in one random amount used for both places, instead of two separate randoms), using the variable instead, which shouldn't make too big of an impact to the overall amount, but won't be as unique anymore (still a 1/20 chance of seeing the same stat enemy, IF they are at the same level. this means it will be this way if i add randomness to the other stats as well, just one variable for the randoms, but each stat will use a different random number, so it will be reset each time. im going to actually have to rewrite the entire thing as i program it in, so that the addition/subtraction is all done last, since i cannot place things in parenthesis to do certain things before others, so for some of it, the size may increase more than it should.
i have hp implemented now, which took 67 bytes to do because of order of operations, if i could use parenthesis, it'd be much smaller, so hopefully it works in-game.
ok, fixed... i forgot to set the variables to be four byte variables... they were overflowing *facepalm*... now it works, and the enemies now have increasing hp levels as they level up.
since the base is going to be manually set by me, there is actually no need whatsoever for the stats in the scene files... calling from those takes 7 bytes per use, and just putting a set number (what their base actually is) takes only two-5 bytes per calling, and i should never need to use over 3 bytes for it, because only hp can go to the 4 byte mark for base, and if i set even 2000 (a two byte value), the lv 99 hp would be around 2 million, the max for two byte values would overflow because it would go too high ^_^.
ok, the second equation is fixed now as well, seems it didn't like me reusing the variables without setting them back to 4 byte variables, which takes no different amount of room in the ai, so no biggie. now the MP enemy has boosted attack (can now work on the other stats), but i am not pleased with the amount... i think i will make attack start in the 20ish area, and just reduce the modifier so that it slows down growth to where i want it to be, but will stay strong throughout, instead of getting strong after leveling a good bit. but that will be for tomorrow, i am going to sleep
.