hey sega chief
when people use the different battle background option on your ff7 randomizer program, hellagunner and motorball bosses are invisable
I'll exclude the BG from swapping for that fight if this is the case.
Thanks so much for doing this Sega, I always thought an FF7 randomizer would be awesome! I've mostly just been watching it on Twitch so far and I had a question and a comment:
1. What is the attack where an enemy seems to throw an Ultima Weapon at you? Is that supposed to be a projectile attack with a different model?
2. I noticed that the Kalm flashback battle with Sephiroth/Cloud vs the dragon is also randomized. Unfortunately that means both Sephiroth and Cloud might only be able to do like 50 damage a round so you just have to wait for them to slowly whittle the dragon down. Its a bit frustrating and also throws an RNG wrench into speedruns so I just wanted to mention that.
In any case thanks so much for making this!! Cheers.
1.
So there are two sets of flags on every attack; Impact Effect & Attack Effect. Impact is for physical attacks, while Attack Effect is for things like spells. If one has a value, typically the other is set as FF. An enemy animation is hard-coded to look for one or the other (or neither sometimes if the animation is designed to be used as, say, a stance change like Scorpion raising its tail) so if it finds FF for Attack Effect, the anim used is the projectile associated with Throw w/ Ultima Weapon. I don't know the specifics behind that, but I've seen it in the past when setting the wrong type of anim for an attack by accident.
I think when it's the other way around, a physical animation finding FF for Impact, then nothing comes out (no sound either as this will typically be FF'd as well).
The reason it happens in the rando is because it currently doesn't have logic set up to re-roll a model if it doesn't have any valid animations for one of the attack types. Instead what it does is assign the anim 03 as a fallback (most models have this anim ID - they have Idle 00, Hurt 01, then their first attack anim which is 03, but not all do and there's no guarantee it'll be the correct type for what's needed).
But there's something I can do to alleviate the issue; I was going to look into setting up an index for valid ranges regarding Impact Effect + Impact Sound, and Attack Effect, then assigning a value to EVERY attack. That way if a wrong anim type gets assigned, it won't matter because it'll find a value rather than FF (while Misc anims don't look for this data at all).
2.
I'll exclude Seph from stat/level randomisation.
Just got a soft lock applying Berserk Status to the Machine Gun enemy in the second reactor. Cant remember the exact enemy name.
Probable cause is either enemy didn't have a Berserk attack assigned, or had a Berserk attack assigned that wasn't in its repertoire (most likely the latter). I'll check it out before the UI update goes out.