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Messages - Armorvil

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26
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2011-06-21 21:03:50 »
Yeah, the "done" button doesn't do a thing, and "cancel" closes and saves the changes. Still, it's no big deal.

What I meant by camera override is : camera override. This is what it's called, and this is what it does :P
But this is just me being annoying. If you need more precisions, this is in the Animations/Formations window, in an enemy's tab. At the right of each attack, you can assign an animation. Then, at the right of the animations, you have a field called Camera Override. Basically, this forces a new camera data for this particular attack. Since my modifications sometimes turn a single-target attack into a multi-target attack, I need to change those values (so the camera doesn't zoom on the middle character when said attack hits the whole team). In previous versions of Proud Clod, the data in those fields was always saved - but not in PrC 1.5.0.α_4!  :'(

If you change a camera override value, close the animations/formations window, then open it again, you'll see your modifications - implying it will save. But alas, if you save your scene.bin, the data reverts to its previous state.

Oh yeah, and now that I'm at it, there is another bug - regarding AI editing this time. When you create a new line and type the 93 opcode, the program instantly displays an error message. And once, after I added many different 93 opcodes, the program would start to automatically add lines consisting of 00s below them (opcode being 00, argument being 00 00). And everytime I'd delete those unwanted lines, they would keep coming back after closing and opening the AI window again -__-

So I had to use Proud Clod 1.2.0.0 to do my AI editing, since it looks like it handles AI editing with more stability somehow.

27
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-20 21:01:06 »
Ha, I understand. My logic for doing every mission was the same as yours, actually. And I also felt conned when I noticed the last optional boss' 3D model was just an umpteenth flying monster. I swear, there must be less than 15 or 10 different enemy 3D models in the whole game ; it's ridiculous.

Like Joe, though, I found the battle system enjoyable at times. That, and positioning the camera in front of Vanille and having her walk. This allows you to see the amount of details in the graphics, and she definitely has some delicious legs... <3
Still, since you're basically forced to always have the camera behind the character you're controlling to see where you're going, I'd have loved one girl to have a behind as pleasant to look at as Ashe's from FFXII. I have no idea why the dev team had the bad idea to cover every girl's buttocks with some kind of cape. Since FFXII's dungeons were so boring, the devs realized Ashe's microskirt was necessary to keep the male gamer entertained... ...but this same logic would have worked in FFXIII, too. If I'm gonna see one character's butt for 100 hours, might as well make it appealing.

Anyways, I'd be quite happy if FF went back to lower quality graphics and fixed camera angles. Because most people are graphics whores, it won't happen - but there's no harm in dreaming about a new FF that would use the same technology as FFVII-FFIX (yay, the return of the world map & background CGs! This would allow us to get towns back). I really don't care about voices, controllable cameras and all that sh*t.

28
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2011-06-19 15:53:46 »
Small bug report : the camera override doesn't save for -at least- the first enemy.

29
I don't recall having any problems with Wrexsoul. And akshully, there are quite a few enemies that can really ruin your day if you don't know what you're doing. Bottomswell is a good example; so is Carry Armor. It's a huge pain in the arse when enemies can take out characters instantly like that.

You need to kill the right one of your 3 characters for Wrexsoul to be targetable, otherwise (without abusing bugs) it is invincible. In FFIX and FFX too, there are bosses that demand a few tricks to be taken down. There is none of that in FFVII. Besides, Bottomswell is a joke. I'll give you Carry Armor though, it must be the only storyline boss not to be completely helpless in FFVII.

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I also wonder whether you've forgotten about the Midgar Zolom and Master Tonberry. They can be quite devastating.

Midgar Zolom, devastating ? In the beginning, when you're supposed to catch a chocobo to evade it, yes, of course. But later in the game ? No, not at all. It's not even a good example, since I can counter this by using the "Dragon" example above Gizamaluke's Grotto in FFIX. The moogles tell you not to go there, but if you do, I guess it also is quite devastating.

As for Master Tonberry, it's a push-over. It only counter-attacks with Everyone's Grudge if you blindly attack it with your three characters every turn, and only performs an Instant-Death attack after walking all the way to your characters. Not only that, but FFVII features the Death Force E.Skill, that voids all Instant Death attacks. Plus, the thing has no resistance to damage whatsoever. FFVI's Master Pug is a lot more dangerous, and can block your elemental attacks thanks to WallChange.

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Did you forget the Cave of the Gi, too? It's full of enemies that can really f*ck you up, especially if you're running short on items (which is very common at that point in the game). Fortunately, there's a trick to beating them, but not all first-time players know that.

Wait, the Cave of the Gi is hard ? That's a first. And no, I don't see how you'd run short on items at that point, either. Item shops aren't rare in FFVII, and you'd have to do something stupid like wasting your gil on HP Pluses materias not to be able to keep a healthy supply.

For your information, you can also do stupid things in FFVI, FFIX and FFX.

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And don't get me started on enemies that use confuse. That's an incredibly common status attack in FF7 (are we talking about the same game). It's another thing that frequently turns routine battles into nightmares if you let your guard down. The worst thing of all is when one of your characters gets confused after getting on the receiving end of Supernova; it's a real kick in the balls.

I'll give you Confusion, though Yuffie's Conformer is unaffected by the status, and the availability of the Ribbon accessory / Added Effect make it a non-issue. FFIX doesn't have a Ribbon-like ability, and you can only get it very late in FFX (plus, you'd have to play the International/PAL version). Stop/Mini/Petrify/Berserk ?... ...Almost never used against you. And one amusing fact : the only shops that sell Echo Screens are in Wall Market and Gold Saucer, but you never feel their lack of availability. Likewise, I've never felt the need to waste a materia slot on Heal, either - especially since White Wind fixes so many status effects.

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It's all relative. The materia system requires far more thought than a lot of FF growth/equipment systems.

This doesn't really mean anything. FFIV, for instance, has the most basic level-up system, but it's arguably one of the harder FF titles. Especially in its original Japanese release. Besides, you don't have to know the ins-and-outs of the materia system to get through the game just fine. As I said, All+Restore does not demand a heavy brainstorming, as does equiping things like Double Cut or Enemy Skills.

In fact, the materia system only makes things easier, since you can easily interchange materias from one character to another. You didn't level RedXIII before Cosmo Canyon ?... ...No problem, just slap on him the materias you leveled, and he's a beast. Compare to parts in FFVI, FFIX or FFX in which you're forced to play characters that you potentially didn't use, and you'll come to the conclusion that FFVI, FFIX and FFX are harder.

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Thirdly, the amount of time and effort required to get a few of the nerfed abilities in FFX is not very great; it's much less than the time and effort needed to power level.

True, but this doesn't make FFX easier than FFVII. FFVII hands the ultimate weapons on a silver platter.

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I'd like to know how you spammed limit breaks in FF7. Is there an "aura" materia that I don't know about? Maybe there's a "meltdown" materia too? ;D

You know what I'm talking about. The mechanics behind building the Aeons' Overdrive gauges and the ones behind the building of your characters' Limit gauges is essentially the same. You can take some time to prepare a Meteorrain, in the same way you build up the Aeons' gauges before boss fights.

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Beta can't compare the Aeons in terms of nerfedness.

That's right, you can't compare them : thanks to Magic Hammer, you can keep using Beta again and again throughout the battles, whereas Aeons are instantly killed by the later bosses - allowing each of them only one action.

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Oh, and there's something else I forgot about.

Yojimbo.

Yes, I'm aware that FF7 has an "instant win attack too, but it's incredibly hard to get and it requires using Cait Sith, so it surely doesn't count. Yojimbo is very reliable

You must be kidding. Yojimbo could be efficient against random enemies, but not against bosses that require a Level5 Zanmato (almost all of them). And to reach such a level, you have to hand the Aeon hundreds millions of gil. Not very practical, don't you think ? If you're gonna talk about exploits like this, need I remind you that Cait Sith's slots can be controlled so Game Over works in every boss fight ? No improbable amount of gil needed, there.

30
As soon as you combine All + Restore in FFVII, you can't lose. There are no enemies that need a specific strategy like the Wrexsoul battle, either. Enemies also barely use status effects against you (did one of your characters ever get turned to stone in FFVII ? No ?... ...That's what I thought), and dungeons have no puzzles at all (save the ancient forest). This means even less thinking in FFVII. Not only that, but there are also fewer random battles. And you can't say the materia system requires much brain power either, and there are so many overpowered abilities it's not funny *looks at E.Skills, Limits, and Summons*.

Also, FFVI, FFIX and FFX all have (especially FFIX and FFX) many enemies that can take more than half of a character's HP with a physical attack. In FFVII, there are the Weapons and maybe Lost Number - but that's all I can think of. My characters rarely got KO'ed in FFVII, but it happened more often in both FFIX and FFX.

For these reasons, you didn't convince me that FFVII is harder than FFVI, FFIX or FFX. And mentioning the fact that FFX's final boss is easy when you get the Celestial Weapons and/or power-level, is lame. Every FF is a cake-walk after power-leveling. It looks like you played a challenge of some kind in FFVII, and power-leveled in the others. You spammed summons in FFX ? Well, I spam limits & Beta in FFVII, so bosses don't last long, either.

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Armorvil, didn't you remember that Kudi thinks the exact opposite of everything he says, which means that he found these games hard, too.

Stop embarrassing yourself.

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And about any game, I don't have any strategy at all.

That might be why you have trouble with FFX. Just sayin'.

31
Yes, considerably easier.

Care to elaborate why you find them that much easier ? I'm curious.

32
lol yeah, Kid Chameleon... ...Never finished this one. I remember playing it again on emulator years ago, and even by abusing save-states, I ended up being stuck in a skate-boarding level. It wasn't a maze, but I couldn't find the exit  :o I think it has a few "trap" levels, and if you warp into one of them, you're basically screwed.

33
You think FFVI, FFIX and FFX are easier than FFVII ? Seriously ?... ...I mean, seriously ?

I'm not saying those three are hard (actually, I find them to have the right difficulty level - especially FFIX and FFX), but implying that vanilla isn't a walk in the park is, well, just wrong. Except when trying to fight Emerald or Ruby, I never had a single game-over in my first FFVII playthrough - whereas I had 3 or 4 along the course of both FFIX and FFX (for example, I didn't recruit Quina when I had the chance and fought Gizamaluke with only Zidane, Vivi and Freya). That, and Yunalesca was tricky.

In fact, it depends of which FF game you played first - and how old you are...

34
Every time I see the word "futari" I immediately read it as "futanari".

lol, you're not the only one. As to the hardest games, I second Dan about TMNT on the Nes. El Viento on the Genesis was also hard, but I finished it. And Gargoyle's Quest on GB was also good fun. ...Yeah, old games, I know ^^

35
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-16 18:47:01 »
I just don't get how anyone could like this game. (...) And I did get all the trophies and everything (except treasure hunter, I refuse to kill a ton of adamantoise and hope to god that they drop a platinum ingot just so I can upgrade weapons I never use).

I did the exact same thing. I completed the mark-hunting quest, but I couldn't be bothered to kill hundreds of turtles. But like Joe, I at least like part of FFXIII's gameplay. Battles can indeed be fun... ...Like DarkFang says, they're designed like puzzles - the only problem is, once I complete a puzzle, I have no interest to undo it and complete it again. Hence no replay value.

Even though I bet you paid $60 or $70 to get the game and so felt the need to at least complete it to get your money's worth, obtaining most trophies means you like it a little, no ? So you should get how some people would like it ;) (don't take it the wrong way yarLson, I like to be annoying by pointing small flaws in people's posts :P - because either it's an oversight or you're a masochist).

Here is my love-letter to Square-Enix, by the way :

"Dear S-E,

I think FFXIII is too fast & furious for my tastes. When I play a RPG, I like to kick back and relax. But FFXIII's battle system prevents me to do that. Leave action-packed and over-the-top stuff out of my RPGs will ya, my loves ?... Another trend I notice is how the series gets more and more pretentious in its presentation as it advances. As soon as you boot up the game, just like FFXII, it reeks of this "don't look elsewhere kid, you're now playing the ultimate video-game that will blow you away". Except neither FFXII nor FFXIII blew me away. They fell flat on their faces, so this conceit of yours makes you lose all credibility, lovely Squeenix. ...And look at those moves ! Such a jump ! And how she kicks the guard, so stylish and cool !... ...except it's not. What is this, Matrix ? My cat tells me this trend is old and ridiculous.

But back to the gameplay department. Easy on the random enemies' HP values my amour angels, they're way too high. It would also be nice if you didn't fill my screen with damage numbers : there are so many I can't keep track, and they end up being a distraction and staining the picture. The enemies' stagger and life gauges are the only things I look at in FFXIII, anyways.

This "damage number" issue also leads to another problem : my characters grow in strength, but I never notice it since I can never fight enemies from the previous chapters. Because I'm only looking at the gauges, I see no difference between the enemies at the beginning of the game and those near the end, since even though they have different HP values, they'll need as many hits to be taken down. Combined with the lack of a Defence and Magic Defence stat, this ultimately means that the leveling system is completely useless, kitty-kittens.

Fix everything my Qhimm friends and I mentioned in this thread, my deliciously sugar-coated baby-faces, and I'll happily buy that FFXIII-2 of yours.

Eternally yours,
AV"

36
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-16 12:05:55 »
I forgot to follow the E3 this year, so I just came across the new FFXIII-2 trailer (SPOILERS, so finish FFXIII before you watch this) :

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

Since I like J-RPGs and my PS3 needs to be fed, chances are I'll get the game. I see potential, even though I'm kinda worried that they kept the stagger gauge and the AI-controlled party members around.

37
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-16 09:11:48 »
Oh yeah, and I forgot to say that I dislike S-E's logic of : "players want their RPGs to last 100 hours ?... ...OK, let's increase the length of the dungeons then !"

What they fail to realize is : fighting the same random battles in the same backgrounds while looking at the same textures / hearing the same sounds for 2 or 3 hours is not fun. I can't count the number of times when I had to turn the PS3 off, because the game was getting tiring / tedious and I needed a break (FFXII also has this problem btw, but to enjoy FFXII, you have to take it as some kind of a Diablo game - something you can't do with FFXIII). There was a reason for FFIV-FFX to only last 20+ hours (or 30+ hours if you took your time). In FFVI or FFVII, dungeons usually last for 30 minutes / an hour max (when it's not 15 minutes - I'm looking at you, Cave in the Veldt / Mythril Mines). We get it, you guys spent so long on these graphics you need to get the most out of them.

Proof that the race for higher quality graphics inevitably leads to less varied/more restricted worlds in RPGs.

38
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-15 20:20:47 »
Ah yes, the final Barthandelus battle ! "Born Anew" is indeed a great song. I also love "The Vestige" (an eeriness that reminds me of FFVII's Temple of the Ancients/City of the Ancients tracks, and very soothing too), "The Warpath Home" (this might be heresy to some, but in my FFVII PC, I replaced "Shinra Army Wages A Full-Scale Attack" with it), "Daddy's got the blues" (funny thing with this one is, you hear it only once in the game, and for what ? One minute ? Since the song gets really good after 2:00 / 2:30 in, most players won't realize it's good).

Other noteworthy tracks are "The Vile Peaks", "The Gapra Whitewood", "The Sunleth Waterscape" (some might disagree with me here... ...It's true it's not very FF-ish, but I thought it fit the mood of the area well. In a RPG without towns, this is a much needed bright & peaceful song. And man, this place has the most beautiful graphics I've ever seen), The chocobo theme (that singing O_O), "Will to Fight" (I love this one, it never gets old. I replaced "Hurry-faster!" with it), "The Archylte Steppe" (very reminiscent of the previous titles' worldmap themes), and my favorite boss battle theme : Saber's Edge.

As for Snow's Theme, it's not bad, but I question the choice of making the player listen to this in one of FFXIII's endless dungeons... ...Listen to the track for more than an hour, and you'll find it insanely annoying.

Overall, I think I'm angry that this game features stellar graphics, sounds and animations, but fails in what's most important : gripping gameplay and storyline.

39
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-15 13:22:58 »
As much as I bash the game, in all objectivity, it really isn't a bad game. Just not what I expect from a FF after playing them all (lack of epicness, etc). A huge disappointment for the FF fanboy I am, but if you like it Joe, more power to you. And it's true Saber's Edge is the best boss battle theme I ever heard.

40
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-15 09:59:58 »
I heard you can set the battle mode to "auto" and the game basically plays itself, is that true?

My friend said the allied AIs are very useful, they always use "super effective" attacks against enemies with vulnerabilities. If only allied AIs in FPS games can do the same...

I wouln't say Auto Battle makes the game play itself, as you still need to change Paradigms (=strategies) depending on the situation. And about the AI, I can't tell if your friend's comment is sarcastic, since there are times when the AI acts in incredibly stupid ways.

For example, the game is over when your leader is KO (even when your ally is a Medic and can use the Raise spell - which is also facepalm-worthy), but Medics won't make healing the leader a priority. They'll prioritize an ally with HP in the red over a leader in the yellow, so with such a fast battle system, it sometimes results in a game over. Also, your characters' positions on the battlefield are important because enemies use area-of-effect spells, but you can't control their movements and the AI has a tendency to regroup.

Finally, when controlling a Ravager (=Black Mage), the AI likes to alternate magical elemental and physical elemental attacks, even when the character only has a high Magic stat. Add to this the fact that your characters have up to 5 or 6 ATB gauges and the AI never uses all of them, and the fact that Synergists and Saboteurs rarely use buffs and debuffs in a clever way (Synergists casting Protect when fighting a monster that only uses magic, and sabs using debuffs you don't care about), and you have a flawed system. Clearly a step-down from FFXII's gambit system that allowed you to program your party members. Even older RPGs that use AI allow you to disable the skills you don't want the AI to use, so there's no excusing S-E.

41
General Discussion / Re: Final Fantasy XIII Discussion
« on: 2011-06-14 23:25:20 »
I finished it at release, and it's been collecting dust ever since. A stapple in the FF series, I thought, was the fact that I would want to play through the games again from time to time... ...Well, not with FFXIII. Not only is the story uninteresting, but the game mechanics are also incredibly boring. Thanks to the stagger gauge and stuff, playing through the game again means playing in the exact same way again.

As for the weapons & accessories upgrading system, allow me to laugh. Zero depth. The only difference in consumable items is the amount of Exp/Exp bonuses they award. So basically, there are only two choices : do the right thing by feeding your weapon high Exp bonuses / high Exp items, or mess up by feeding it crappy items. Brilliant. The whole thing would have been exactly the same and less confusing, if you just had to pay thousands of gils to make your weapons / accessories evolve. Total facepalm moment when I figured the thing out.

Also, the things that made FF titles have some depth, like stealing, morphing enemies, bribing (etc.), they removed. FFXIII was a bad joke. When I played my first FF in 1994 (FFVI), I never imagined Streets of Rage would be what the series would evolve into. And I'd still choose Streets of Rage over FFXIII any day, mind you.

42
Code: [Select]
TalkSet( false );
Inserting it after the message / ItemAdd code will ensure that you won't be able to talk to the NPC again and thus, get the item again :)

Just as a heads-up, this doesn't work :( Or rather, it works, but if you leave the area and come back, you'll be able to talk to the guy again and get the item again >_<
Any idea how to make NPC's prizes one time only ?

43
General Discussion / With or without Event-editing ?
« on: 2011-06-13 09:12:35 »
I'm in some sort of dilemna, here.

I started my project (which is some kind of hard mode, with many tweaks) with no event-editing in mind. The reasons are :

- I felt it wasn't really needed. There already are optional bosses (20+) in random battles in places you wouldn't normally visit (such as the beach near Midgar).

- The original's FIELD is not (too) broken, so why fix it.

- Easier installation of the mod since there will only be changes to FF7.exe (SHOP and LIMITMENU.MNU), SCENE.BIN, and KERNEL.BIN/KERNEL2.BIN.

- More stability for the game. No risk to have a "woops, something very bad happened !" crash when playing, because of a faulty event rewrite.

- Easier creation of the PSX patch, too.

- Earlier release of the mod.

...But I'm not sure if this is the "right" move. Field-editing would allow me to add "monster-in-a-box" battles, to fight NPCs, to make NPCs finally useful by handing the party items/gils/materia, to create new shops, to make a Save-Screen pop up before a boss battle (when there are no save points around, like before GI Nattak), and to make some events actually useful (like, earning some things by making Don Corneo choose Cloud or Aeris, in the Wall Market events, etc), ...

I'd like to know what you guys think. Hack7 and Makou Reactor allowing me to insert the same field editing in both the psx and the pc versions, it could be interesting. But that means more installation trouble and development time. Especially since I already designed it all without event-editing in mind (making more items available to the player means the possibility to destroy the balance I've been working on). But I'm OCD about making the best possible mod, and the better mod would be the one that adds modifications to the events. I really can't decide. Your thoughts ?

EDIT:

With the help of Tyrant_Wave from the GameFaqs message board, I decided to go with "no field editing" for now. I'll release the complete mod that way, then think about implementing field editing in a possible revision. We'll see.

44
I have a problem, but it looks like it's not related to Hack7, as I have the same problem with Makou Reactor. I made a few changes, and decided to make the save screen appear in the GI cave, just after Bugen says "We're almost there". Problem is, Hack7 won't let me save. It displays this error message :

http://imageshack.us/f/845/image2zl.jpg/

As for Makou Reactor, it just crashes. The thing is, I could save this same change in the PC version without any problem. Is it because it calculated that the Field folder grew in size and wouldn't fit into the ISO anymore ? I'm also aware that my code might be faulty inside Hack7 (I'm not sure about the "1" as a value after MenuType.SaveScreen), but it also crashes when I write it some other way.

EDIT:

Never mind, it saves now. Apparently, the correct line was :
Code: [Select]
ShowMenu( MenuType.SaveScreen, 0 );

45
This is excellent. The perfect complement to Makou Reactor, since it doesn't edit dialog. Thank you ! ^^

46
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...

I see, thanks. Yeah, Akao was the sound programmer IIRC.

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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 .

This is awesome. I just tried it, and yes, the list of items/materias display :) I'd just have a small request though : would it be possible to add the blank spots following the Guide Book in the item list, and the various blank spots in the materia list ? Since one can use WallMarket to create new materias/items, it would allow the modder to insert these in the field script.

Since you organised the materias alphabetically, I could see Materia#22, #38, #45, #46, #47, #63, #66, #67, #91, #92, #93, #94, and #95 being all either at the top of the list, or at the bottom.

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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...

Ah yes, that would explain it. Thanks for the reply :D

EDIT:

For those who would want NPCs to hand items/gils/initiate a battle/trigger a shop/trigger a save screen/whatever : instead of taking the risk to use variables that might be used for something else, there is this code :

Code: [Select]
TalkSet( false );
Inserting it after the message / ItemAdd code will ensure that you won't be able to talk to the NPC again and thus, get the item again :)

And to trigger a shop/the PHS/the save screen, the code is :

Code: [Select]
ShowMenu( MenuType.Shop, X );
X being the shop ID in decimals. You can use Titeguy3's WhiteChoco and count the shops to get the right ID (first one is 0). After typing the dot, a list will come up allowing you to choose what kind of menu will pop up.

Really brilliant. Lasyan3, do you have plans to make Hack7 compatible with FFVII PC ?... ...Also, it would be great if clicking on the message ID (in the message tab) would instantly point you to the Event script that calls said message. For example, if you wanted to edit the event regarding the bald guy in Sector7 who whines that Johnny's gone, you could click on its message (or its ID, which is 073), and the program would directly lead you to E28: oyaji1 S1 "OnTalk" in the Events tab. Right now, it's sometimes a pain to find the event you're looking for.

47
Amazing, I've been eagerly waiting for this :D

I tried it for a bit, and I have a couple questions. I'm interested in triggering new battles, and making some random NPCs give gil, items and materia to the party. So I've been looking at how those things are handled inside of Hack7. I found these :

- To initiate a battle :

Code: [Select]
BattleStart( XXX );
*XXX is the Formation ID in decimals. With Proud Clod, it's easy to trigger any battle you like, since you can easily convert the right Formation ID in decimals, and add this line.

First question :
Code: [Select]
/*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 ?

- To add materia to the inventory :

Code: [Select]
MateriaAdd( Materia.Restore, 0, 0, 0 );
The three 0s are for the materia's amount of AP.
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.

- To add gil to the inventory :

Code: [Select]
AddGils( XXX );
This one is easy enough. One only has to type the amount of gil instead of my XXX.

- To add an item to the inventory :

Code: [Select]
ItemAdd( Item.ItemPotion, X );
X being the amount of items.
This one is confusing. Do one always has to attach "Item" to the item name ? Like :

ItemAdd( Item.ItemTurbo Ether, 1 ); ?

Also, since spaces seem to be important, with names that have a space like Turbo Ether, won't there be any problem ?

Final question, regarding the sounds played. In Hack7, whether you hear the materia or the item sound, the code line is always the same :

Code: [Select]
PlaySound( 360, 64 );
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 ?

...I'll eventually answer my own questions through testing if you don't have time to reply, though. But needless to say, it would save your compatriot a lot of time ^^

EDIT:

Just answered one of my questions : there are no spaces inside item names. For example, when you dig the Bahamut ZERO materia in Bone village, the code is :

Code: [Select]
MateriaAdd( Materia.BahamutZERO, 0, 0, 0 );
I also checked the sleeping man's code, and I understand the need to add the "item" particle in front of the names, now. When he hands you the Bolt Ring, the script is :

Code: [Select]
ItemAdd( Item.AccessorieBoltRing, 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 :P
For armors and weapons, is it Item.ArmorMystile and Item.WeaponWizerStaff ?

48
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2011-06-09 16:52:36 »
This would be amazing. Yes, I think I'd love that.

49
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2011-06-09 15:54:56 »
Wow, that was fast !  :o

Downloading Alpha 4 now. Thanks so much for being so reactive :)

50
FF7 Tools / Re: Official Proud Clod 1.5.0.α_3!
« on: 2011-06-08 20:30:07 »
Ha I understand, thanks for the reply. I'm beyond happy with 1.5.0.α_3 as it is anyways ^_^
Well, time for me to go back to modding :-)

EDIT:

The same problem still occurs : in any given scene, nothing regarding the third enemy's drops/morph/allowed statuses/... can be saved. I don't know if I should laugh or cry.
At this rate, the not-saving bug will truly be "Fix'd" in 1.5.0.α_10.
Small tip : if you have trouble testing things by yourself and need someone to do it before publicly releasing a new version, I'm right here (you should have my email address).

It really looks like you can't try your own program by yourself and only use our feedback to fix things. If that's the case it's no problem (perhaps you don't develop PrC on a computer where FF7 is installed / where a scene.bin is available ?), but please tell us. So instead of typing "many enemy stats aren't saved", we'll list them all so you can fix them once and for all.

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