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Messages - gjoerulv

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1026
Releases / gjoerulv's "Hardcore" mod
« on: 2008-07-22 19:51:17 »
It might work. My patch alters the field script only. And in battle lgp I add models. I haven't modified any of the original ones. I shall test it out and let you know whe I'm done!

1027
Releases / gjoerulv's "Hardcore" mod
« on: 2008-07-22 03:10:53 »
Yes I thought 'bout adding a save point in the gi cave too. And enemies speed is increased as well. I might get done within that time you mentioned, but I won't promise anything. It depends the time that's given to me he, he!

1028
Releases / gjoerulv's "Hardcore" mod
« on: 2008-07-20 22:18:06 »
Hey gjoerulv, sounds like you have really made something special. My main reason for the long post is, I want you to read it and think about what I have said compared to the changes you have made and haven't made in your mod. I am hoping my opinion and suggestions could help inspire you to make your awesome mod even better. Everything I say here is my opinion and suggestions for vanilla ff7, it's to give you things to think about, on whether or not your mod is different enough in certain respects. Obviously I respect all your decisions and I know your mod is mainly made for you and your enjoyment BUT I wanted to share my thoughts and hopefully help you to make your mod even better, I don't expect you to listen to everything I have to say, just think about it and compare what I have said about vanilla ff7 to how your mod is in it's current form.

I'd also like to hear what ARMS/SD666 has to say about my comments.

One huge thing that made ff7 much less enjoyable than it could have been was the incredible lack of difficulty in 90+ percent of the game. I know in your mod you have increased difficulty quite a bit (especially in version 2) so that's great!


wow man! Thanks for the interest. I'll try to answer you as good as I can. Actually I started to work on this today after ca 2-3 months of no work. The mod is nearly done. By that I mean ca 90%. But those 10% remaining are quite a bit for 1 person.

Some problems in vanilla ff7 I think were:

-Many of the players attacks were overpowered, all magic attacks were overpowered for the majority of the game. Some level 3 limit breaks and most level 4 limit breaks were overpowered. KOTR is obviously just ridiculously overpowered. All death,death sentence, etc type attacks should be removed because they are cheap. The game was already too easy even without barrier, mbarrier, wall, big guard, haste, white wind, angel whisper, pretty much all summons and most offensive attack magic. So I hope things are more balanced in your mod.

Magic attacks becomes overpowered early in the game. Few people know that weapons actually increase the character's magic power quite a lot. The stronger the weapon the more power too. If we remove this, not only does it help on the power level, but we might make more unique weapons as well. In my mod I've also weakened KOTR. But KOTR may also make the enemies peerless. To use it against regular enemies is a gamble, but works normally on the WEAPONs (they're immune to peerless). Master summon, magic and command are replaced with other spells. I currently don't know what to replace master summon with, but magic and command are replaced by remove and flash. Remove is removed (lol) from the Exit materia and flash is also removed from Slash-all materia. Big guard targets only one and costs more MP. White wind costs more MP as well, and only removes poison and darkness. Angel whisper doesn't remove any status. All summons can only be used once pr battle and some are modified as well.

- Most enemies were a joke even if you played a no materia game, just use attack and limit breaks and have some xpotions and your set. A few bosses and enemies that I think really needed a buff are, diamond weapon, Guard Scorpion, Aps,  reno/rude in gongaga, palmer,  reno and rude in the gelninka but they are glitched I think,  rude when your at rocket town, proud clod, jenova synthesis,  dark dragon in north crater, movers,  ALL wolf/dog type enemies, doorbull, king behemoth, grangalan,  pretty much ALL shinra soldiers including the ones with guns  with one exception 1rst class soldiers, manhole,   Thats all I can think of that were extremely underpowered... although I do almost every enemy in the game should be buffed.

- Magic pots and movers.  I think they should be removed or drastically changed. I hate how these monsters work. No challenge what soever, you just give the pots an elixer and the movers you just attack once and boom! Instant tons of xp and ap. I personally think you have have a tough challenge almost like a boss fight for such high rewards.

Trust me. Toward the end all enemies are badass! And imo to fight many hard fights can get tedious. Specially if you're leveling. I've increased exp and ap a bit. But decreased gil somewhat.

Some ideas I have to make ff7 better:

-Iron man.  What would you think about putting these guys somewhere else in the game as well? I love these guys, I think they should be buffed a bit and then added to another area of north crater that you can turn back from, because right now these guys are right before Jenova and you can't go back after fighting any of them... no fun in that.

Haven't thought of that. I may find a place on the continent for him.

-One big thing that I really have no idea about, if you, gjoerulv changed in your mod or if any other modders like saintdragon666 have done but would really like to see is bigger stat changes when you equip materia. Maybe  triple all the positive AND negative stat changes on materia like for example most basic green materia takes away some strength but adds some mdefense and magic, maybe increase those values and IF POSSIBLE change all materia that affects mdefense to make it change spirit instead, because as we all know magic defense does nothing.

Sorry to disappoint you but the only thing I can do is to switch what kind of effect the materia makes in general. It's only decided by 1 byte in the kernel, and that byte gives all the effects. 13 different kinds I believe.

- Is it possible to add items or chests on the ground? I think it would be neat to add lots of little secrets like how in ff5 or 6 i forget which maybe even both had elixers hidden in clocks. Maybe you could add a few items or weapons or whatever is various places in the game. For example there are a few unused completely useless spots where there is nothing to do like in bugenhagens home, you can climb up to the top and run around, even go hide behind the big metal dome thingy, you could add an item or two up there.

It's possible, but I don't think I'll go int that at this release. I've thought about adding some save points though. One before Aps and one in the ancient forest.

- Make armor have a bit more variety. Maybe change a few more armors to have more special things about them, rather than ONLY changing one thing like it has double ap growth, maybe make it so it has double ap growth but minus 10% hp,  or triple ap growth but minus 90% experience, etc. I think it would be a great idea to change many armors and accessories and weapons so that some of their positive affects might be higher but they also have a negative attribute to them, like the curse ring! I think it would be awesome if their was a little more end game equipment that was all about equal that way not every single character has the same armor or accessory. I think it would make the game much more interesting, all about choices and options, do I want to wear this sword that has plus 89 attack and minus 30 vitality? Or do I want to wear the sword with 60 attack and minus 10 to spirit?, or just a plain old sword with plus 55 to attack but no negative modifiers? You could also make more character class specific items, some are caster specific, some are warrior specific, some are for a jack of all trades character, I'm sure ya know what I mean. If you can't create new items then modify existing ones.

This is possible. Well, I don't remember if it is possible to subtract stats, but plenty of things are possible.

-In your version 2.0 could you make it so that some of the other patches out there are already installed into your mod? Like the ones that get rid of those blocky hands, give better resolution, smoother textures, better character models etc. That kinda thing. I'm sure the people who made those patches would let you if you asked.

I can make patches that goes along with others. I might even make a patch that has multiple patches in one. If the creators don't mind. But 1st I'll release my patch, and perhaps others can upload patches that works with mine. The files I work with are: scene.bin, kernel.bin, battle lgp and field.lgp. Only patches that alters one or more of these files will get a problem with mine. Some patches only alters the ff7.exe, and my mod will have no problems with those.

- What would you think about weakening multi hit limit breaks like meteorain,omnislash,highwind etc.  They are so powerful that unless you have 4 times cut command materia your normal attack is so damn weak (compared to your limit break) that you might as well just not even bother attacking, just wait until your limit gauge is filled up and use a limit. 
 My problem is that for example omnislash does 15 hits of 9999 if your strength is high, thats about 150000,  thats like 15 freaken turns worth of normal attacks if you dont have double or quad cut. I think that no limit break should do more than 10 times the damage of the normal attack, its just too unbalanced.  I think that if your normal attack does 9999 then omnislash should only do about 100000 rather than the 150000 it does now. that way if you have quad cut and are doing 40000 dmg a turn with it then omnislash is about 2.5 times more powerful than that... which sounds about right in my opinion.  in vanilla ff7 it does around 4 times that much, rather than 2.5 like i suggested.  also meteorain could be nerfed slightly as well. now everything might be quite a bit different in your mod compared to vanilla, especially with that patch that lets you hit over 9999 but I wanted to give you something to think about.

Good thing you mentioned the 9999 limit breaker patch. Use it with mine for best result. In my mod you need to lose twice as much HP as normal. You'll feel lucky each time you get a lvl 4 limit. Some of 'em are weakened (like omnislash) but the early ones stay untouched.

1029
Archive / Re: Help finding FFVII hard mod
« on: 2008-07-20 04:20:33 »
For what it's worth I'm working on one. Perhaps a week?

1030
Archive / Re: if i was to change the limits........
« on: 2008-07-13 15:09:01 »
You don't need to change the AIs. Only Vincet's limits needs an AI.

1031
General Discussion / Re: Favourite FF game in the series?
« on: 2008-07-05 12:47:10 »
Well it's not like FFVII is the only FF game out there. When it comes to strategy, FFXI blows everything out of the water. FFVII is a great action-oriented FF game. It doesn't have red mages with buffs and so forth, and there isn't much strategy, but nobody said FFVII has it ALL. And, you know what? FFVII SHOULD be action packed. It's the most cinematic of the games thanks to the elevation of our perception of the series thanks to Advent Children and so forth. Playing FFVII slow-paced like, say, FFV, would feel awkward. Why isn't Cloud attacking the enemy with his sword four times per turn? Why isn't Cid on a rampage? Why isn't Tifa kung-fu-ing everyone's arse?
Cast big guard and have a blast. That's what FFVII is about. Use White Wind when necessary. :P

All FF have their strengths and weaknesses. You can't say, objectively, that FF6> is weaker 'cause of the technical stuff they pretty much were limited to at that time. We all know that any given kid playing 3d games wouldn't be impressed by a 2d game, regardless of how good the game actually is.

When it comes to FF7, imo the only thing canon is the original game. I haven't played crisis or dirge, but I've seen enough to know that they're pretty much just fan service. Well crisis core looks kinda good, but dirge and AC (especially AC) is pure fan service. Most of the characters had screen time for that very reason. The film is good for it's action and it's presentation, but beyond that I weren't impressed much.

1032
Archive / Re: FFVII Bugfixes
« on: 2008-07-03 13:18:43 »
I've fixed all AI bugs in the game, including those YT one from opening post. That elixir glitch can easily be fixed by field scripting. And those damage overflow glitches can be fixed too by altering the kernel.

1033
Yes, it sounds like what cyb wrote. And that's partly what I meant. But if the counter attack was on both you and the enemy, it smells bug. I believe the enemy becomes the target though, after the beam splits. 'Cause the AI prob sets the target to self's last attacker, and the objects are prob created after the 1st enemy gets damaged.

1034
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-19 14:12:28 »
As I said some enemies use fire ice matra magic etc. I could either switch out all those attacks, or simply disable them in all the AIs. Both would be a heavy load. A fire attack would pale in comparison with many other unique enemy attacks. And by the time you get fire2 etch, those attacks will be almost obsolete anyway, boost or not. And, as I wrote, in the beginning you will need these spells stronger to balance things out in my mod. If not the game will start too hard, imo, and then just get easier (though it will eventually get harder no matter what).

Of course my scene mod is in mind when I say this. Some enemies have heavy Def, or MDef or Both. Some got more resistances etc.

1035
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-19 00:24:06 »
Frankly I don't care much 'bout the beginning. I've tried it with my mod and it's quite balanced. Some enemies could be harder. And the limit of power is 255. If I can't make the power higher I must make the attacks greater. Also, In the end, your physical skills (4xcut, slash-all, counters etc) will always be better than e.g Comet 2 or Ultima. I tried to balance it out more. That's all. I do not want to make the physical attacks weaker.

1036
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-18 22:10:47 »
I just had a "slap-head-revelation" if it's true. I thought the different levels were separated and that the total amount of AP needed to master a materia was the sum of all those levels. Ain't it?

Well than this certainly explains it.

The reason I powered up many spells is that the enemies use 'em too. All spells that are loaded from kernel.bin ignores effects in scene.bin. And the reason I've made the early summonings that strong is 'cause they're pretty fast obsolete in the original mod. Bahamut ignores all defense, and will deal more damage than the most earliest. Enemies MDef is boosted yes.

EDIT: I pretty sure there is a problem with the booster materias too!

1037
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-18 19:33:39 »
I agree on most of the parts you wrote 'bout the E Skills. But keep in mind that enemy skills can't be linked to get another effect. That is a handicap for those spells.

The bug I get with the AP level is that they level wrongly. I know that The Revieve materia and the Exit materia level wrong, and that all the stat bonus materias level wrongly and even skip levels. There might be more but at least those. Every other materia level as I altered 'em in the kerenel, and ALL materias shows the right amount in the game. I use a hex editor. What proggy are yuo using?

To make Odin use the lance all the time just overwrite Odin's attack with the Lance in the kernel.

1038
Hmmm... Since they were either attacking you or the targeted enemy 'bug' is the 1st thing popping up in my mind. If they were only attacking the targeted enemy it could make sense though. The game could make that enemy the user of the 2nd beams.

1039
Releases / gjoerulv's "Hardcore" mod
« on: 2008-06-18 17:29:39 »
Nice stuff auxili160. I'll try to give you answers.

Status changing materias have a higher chance of landing, except death. But the enemies have much more immunities as well, especially against death. This being said, I don't want any spells in the game to be obsolete.

White win will cost 'round 100MP in the new one. Big Guard ca 150. Or perhaps it's better to make Big Guard target only 1 and keep the other original stuff.

Magic Breath deals ca 200 - 400 MP damage (depends on stats of course).

Both Aqualung and Beta are hard to get. They're not altered any in power, but in the new version I kinda had in mind to increase the MP cost.

Angel Whisper and White Wind have a 120% hit rate too.

That with Cait Sith sounds cool.

I experience a bug with the AP levels. I don't know why. But this doesn't occur on Mime (phew).

Master Command isn't Master Command, but Flash. And Flash was removed from Slash-All. I intend to keep it this way. I kinda wanted flash to not replace attack though, but don't know how.

I'll take your idea with the counter effect into consideration. I kinda like it.

You'll get less gill in this mod, and the enemies are much harder. In the end you should have more than 9999 HP to survive lol. In the beginning you'll kinda be stuck at using spells. In other words you'll prob get to use some Ethers before the end of disc 1. Prob before the end of the 2nd reactor. Mp cost on lower spells aren't touched, as buying enough potions might be a pain.

And on an embarrassing note: I haven't worked any on this on like forever. But I will finish it someday. The mod is almost done, don't worry.

1040
Releases / gjoerulv's "Hardcore" mod
« on: 2008-05-26 15:36:10 »
Good to see people still interested. The mod will be done this weekend or next week. I don't have time to work on it this now. I have exams coming up. I was hoping to be done with it last week, but something came up and I didn't get any time after all. The good news however is that the mod is nearly done. It won't take much time to finish it!  :-D

1041
Completely Unrelated / Re: Need a good Patch program
« on: 2008-05-14 18:41:10 »
wow! Replies. Well I have googled a tiny bit, but just the usual stuff pops up. I need a good proggy that can compare the original kernel.bin, scene.bin, field.lgp and battle.lgp to my modified ones. I'll check NSIS out. Thanks!

1042
Archive / Re: Old one: Enemies in wrong places
« on: 2008-05-12 11:14:43 »
Isn't there a simple kernel.bin updater in Hojo?

And just for the laughs... It took me ages to figure this out. When I realized what caused it I smacked my forehead so hard I can feel it today.

1043
General Discussion / Re: Favourite FF game in the series?
« on: 2008-05-06 20:20:41 »
Random encounters - specifically, walking three steps, the screen transitions, battle for ten seconds then do the victory bit and a screen telling you what you've won, does my head in. Especially when you're fifty levels higher than what you're fighting and you just want to get from A to B. No, I'm glad it's evolving, battles in XII for the win and XIII's looks even more interesting.

I 2nd that. Look forward! Don't rust in the past! Well I don't mind random encounters much though, unless it becomes annoyingly repetitive.
The things I didn't like bout XII was the esper system, the random treasures and the quickenings. Also those others "cut-scene" moves some bosses had was silly (*cough*Cid*cough*). The random treasures was ok if you just stroll through the game, but if you want everything it can be a serious pain in the ass.

The rare monster and the hunts was fun, but too many. Seriously, 80 rare monsters!? A true pain to collect all.

The gambit system is awesome, but why did they leave some key gambits so far out in the game? That's just annoying.

All this crap being said I really enjoyed the game, and can't wait for XIII.


For fav FF? It depends on my mood I guess...

1044
Completely Unrelated / Need a good Patch program
« on: 2008-04-27 21:10:25 »
I need a good patch maker/install program. I have Patch Maker but the exe file gets huge. Are there any better that also are free /without that damned trial version)? Thanks in advance! (I know I just can google. Too lazy!)

EDIT: Seriously...? no one knows??

1045
General Discussion / Re: Real Life believes
« on: 2008-04-27 20:14:34 »
'cause there is only one truth. Your own. Amen lol!

Philosophy…but untrue. There is but one ultimate truth, however, this ultimate truth may not be in the mind of some as they may be ignorant to it. Most can only believe what they believe to be true but odds are, they don't know the ultimate truth. Odds are, no human know and never will know. Human existence will end before that time comes. Humans only have approximately 126,000 years before their next known evolutionary accent.

No, no you misunderstood. I wasn't talking 'bout the truth but the "truth" everyone individually evolves. No matter how open minded you are, you will have your own opinions on things that are dead set.

1046
Releases / gjoerulv's "Hardcore" mod
« on: 2008-04-27 04:44:14 »
Thanks folks!  :-D I'll pm you when I'm done!

1047
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-04-24 22:09:45 »
Here are some AI examples I've jotted down while creating enemies. Some is Norwegian but you should be able understand.

Code: [Select]
FORVOKSE FIENDER
12 60 20
11 [98 40]
80
02 60 20
01 [98 40]
80
60 0A
30
90


  :::::Adresser:::::
ATTACK (str)
4068h

MATTACK
4070h

DEF
4100h

HP
4160h Current - 4180h Max

Physical Immunity
4028h

Magical Immunity
4029h

MDEF
4110h

EXP
4020h

Target able
4023h (01h = on, 00 = off)
h
AI Main
4024h (01h = on, 00h = off)

STATUS
4000h = death (60h 01h = true)

DEX
40A0h

Last attacker Mag
40F0h

Last att General
40D0h

MP
4041h
::::Skripter:::::
:::80 = (AND):::

RANDOM NUMBER (if XX MOD random nr 0-65535 == 0 GOTO ZZ ZZ)::::
81(random)| 60(byte 61 = WORD 62 = DWORD), XX| 34(MOD)| 52(NOT)| 70 ZZ ZZ|
END END END

Checks if Current Hp is under MAX HP/XX*YY. (if not GOTO ZZ ZZ)::::
02, 60 20| 03, 60 41| 80(AND)| 02, 60 20| 03, 80 41| 80| 60, XX| 33 (div)| 60, YY| 32 (mul)| 43(<=)| 70, ZZ ZZ|
END END END

Checks if Current Mp is enough to cast ID. (if not GOTO ZZ ZZ)::::
02, 60 20| 02, 40 41| 80| 60, ID (or 61 ID ID)| 86 (get mp cost of ID)| 42(>=)| 70, ZZ ZZ|

Execute ID on target::::
12, 70 20| 02, A0 20(20A0 = opponents)| 60, 20| 60, ID (or 61, ID ID)| 92(Run ID)| (often after an ID is executed it jumps to the end of the AI: |72, ZZ ZZ|)

Set target (1 or all) and execute ID and::::
12, 70 20| 02, A0 20| 82 (only if 1 target, if all; skip this)| 90| 60, 20| 60, ID (or 61, ID ID)| 92|
NOTE: Switching between 1 and all targets only works if Target byte in attack data is 0x0F. Default works as 1.
END END END

(counter) Attack the target's last attacker::::
02, 60 20| 02, D0 40| 80| 90| 60, 20| 60, ID (or 61, ID ID)| 92|-> set Row 12, 60 20| 10, 28 40| 80| 90|
END END END

Sets counter (Not as in counter attack) to address YY YY and counter = random(0.. (X - 1))::::
11(push value), YY YY| 81(random)| 60, XX| 34(MOD)| 90|
END END END

If counter (Not as in counter attack) from address YY YY isn't XX (XX) GOTO ZZ ZZ::::
01(load address), YY YY| 60, XX (or 61, XX XX)| 71 ZZ ZZ| 
END END END

Checks if target got status 40 XX (where 00 is death etc) If not GOTO ZZ ZZ:::
02, 70 20 (if check is on self: 60 20)| 00, XX 40| 80| 60, 01 (00 if the check for which status it doesn't have)| 40(==)| 70 ZZ ZZ| 
END END END

Checks if address XX XX is "checked/used". If not GOTO ZZ ZZ
00, XX XX| 52| 70, ZZ ZZ|
END END END

Self = 0000 Cloud = 0020
12,00 00| 02, 60 20| 90| 12, 20 00| 02, 50 20| 01, 60 40| 80| 60, 10| 40| 90|
END END END

Set Cloud as self use attack (0020 = CLoud (se '2050' over) 0000 = target)
12, 60 20| 02, 20 00| 90| 12, 70 20| 02, 00 00| 90| 60, 01| 60, 00| 92|
END END END

self immune to Phys (4029h Mag)
12, 60 20| 10, 28 40| 80| 60, 01| 90|
END END END


Target = 1 random opponent
If (Target Current HP == Target Max HP)
{
if(1/2)
PrintMessage("Estuans interius ira vehementi");
else
PrintMessage("Sors immanis Et inanis");
Target Current HP = 0;
}
Else
{
PrintMessage("Veni, veni, venias, Ne me mori facias");
Target Current HP = Target Max HP;
}

12, 00 00| 02, A0 20| 82| 90|
If: 02, 00 00| 03, 60 41| 80| 02, 00 00| 03, 80 41| 80| 40(==)| 70, YY YY(GOTO ElseY)|
If: 81| 60, 02| 34| 52| 70, XX XX(GOTO ElseYX)|
93 (Estuans interius ira vehementi) FF| 72, AA AA|
ElseX: 93 (Sors immanis Et inanis) FF|
AA AA: 12, 00 00| 13, 60 41| 80| 60, 00| 90| 72, ZZ ZZ(GOTO End)|
ElseY:
93 (Veni, veni, venias, Ne me mori facias) FF|
02, 00 00| 13 ,60 41| 80| 02, 00 00| 03, 80 41| 80| 90|
End: 73|

END END END END END END END END END END END END END END END

If(1/4)
Use Beak;
Else if (1/8)
Use Hell Charm;
Else if(1/16)
Use HC all;
Else
PrintMessage("Qwim's taking a break...");

81| 60, 04| 34| 52| 70, XX XX|
12, 70 20| 02, A0 20| 82| 90| 60, 20| 61, 01 01| 92| 72, ZZ ZZ|
81| 60, 08| 34| 52| 70, XX XX|
12, 70 20| 02, A0 20| 82| 90| 60, 20| 61, 02 01| 92| 72, ZZ ZZ|
81| 60, 0F| 34| 52| 70, XX XX|
12, 70 20| 02, A0 20| 90| 60, 20| 61, 02 01| 92| 72, ZZ ZZ|
93 (Qwim's taking a break...) FF| 73|

END END END END END END END END END END END END END END END END

SETUP:::::::::::::::::
Selve's 4278 = 150;
Count = 0;
END:::::::::::::::::::

MAIN:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
If(Self MP <= 1/4 AND Count < 3)
{
Use Hyper Ether on Self;
Count += 1;
}

Else If(Any ally have Reflect, Slow or Stop AND 1/4)
Use DeSpell on target(s);

Else If(Any opponent have either Shield, Regen, Barrier, Mbarrier or Haste AND 1/3)
Use DeSpell on Target(s)

Else If(Any ally have either Darkness, Mini, Confuse, Silence, Berserk, Paralyzed, Petrify or Slow-Numb AND 1/2)
Use Esuna on target(s);

Else If(Any ally have Poison Status AND 1/2)
Use Poisona on target(s);

Else If(1/2)
{

If(Self doesn't have Barrier, Mbarrier, Shield or Resist and 1/3)
{
if(1/2)
{
Use Wall on self;
Use Resist on self;
}

Else
{
Use Shield on Self;
Use Resist on self;
}
}

Else If(Self doesn't have Shield, Haste or Resist and 1/2)
{
Use Haste on self;
Use Resist on self;
}

Else If(Self doesn't have Shield, Regen or Resist)
{
Use Regen on self;
Use Resist on self;
}

Else
{
If(1/2)
Use Phy1 on random opponent;

Else
use Phy2 on random opponent;
}
}

Else If(Selve's HP <= 1/4 AND 1/2)
Use Fullcure on Self;

Else
Use Ultima on all opponents;
END::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

END END END END END END END END END END END END END END END END

IF self = self A, else GOTO XX XX and keep var X(the 1st in stack)
02, 60 20| 01, 60 40| 80| 60, 00 (00 = A, 01 = B etch)| 71, XX XX
END END END

If self != SHIELD cont Barrier
== GOTO ATTACK
If self != Barrier & MBarrier cont HASTE
== GOTO ATTACK
If self != HASTE cont Regen
== GOTO ATTACK
If self != Regen cont Resist
== GOTO ATTACK
If self != Resist GOTO rand Buffer
== GOTO ATTACK
If(1/4) Shield END != Next etc...

1048
Releases / gjoerulv's "Hardcore" mod
« on: 2008-04-24 21:46:22 »
Thank you Sefurosu! Anyone else wanna beta test?

And Here are some images. Are they too ugly? Well don't expect too much...





Don't get fooled by the images. The enemies aren't in scale. They're edited in Kimera 0.84. Nothing advanced.

Concerning release date it's really hard to tell 'cause of my tight schedule these days. I got exams, other projects to finish, work + life.

1049
Archive / Re: Start up equipment
« on: 2008-04-16 12:33:05 »
ID 00h is Buster sword 0Fh is U Weapon (i think. At leas 00h is Buster). Offset 0x1C decides the weapon for cloud in Kernel4. Look at the "Table 2: Character Record" in the link I posted. It's the table under the "Table 1: FF7 Save Slot" table. Kernel4 isn't exactly like savemap (my bad. It's only this part).

Yes you could prob figure out the right ID from a savefile.

1050
Archive / Re: cait sith
« on: 2008-04-16 12:13:22 »
I was under the impression they were the same model...

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