Also, magical equations. What formula tells me how much damage I will deal to a regular MP if I cast Ice? Lightning?
There are also many specific equations that deal with weapons or spells individually. Because of the actual amount of help I need, instead of asking one person to help, I ask any readers of this post for any input at all (hence coming to a forum [duh]).
If anyone cares to know about the game I am making, it is a text-based chat game playable with any IRC client. Players will be able to explore the entire world of Final Fantasy® VII, which includes the full storyline and text. Players will also be able to battle human players, which I believe will be the most fun of it.
Thanks.
IIRC, the other characters level's are actually determined by Cloud's Lvl. I think Barret is 2 levels lower than you when he joins you and Yuffie joins you at half of Cloud's Lvl.
As for the rest of the stats, I believe there should be a certain formula for the connection between character lvl and the rest of the stats.
Magic formulas are actually pretty easy. Base Damage is already (Magic atk + Level), thus all that remains is to work out the modifier. For example, Fire, Ice and Bolt's modifier is 3, while Fire2, Ice2 and Bolt2's modifier is 7.5. (You multiply the modifier to the Base Damage)
However, that's obviously not the whole story because you have to factor in the Magic def of the enemy as well, and other factors come into play; most spells when cast against all enemies will do less damage (2/3 of the original power). Some spells that can only be targeted against all enemies will do more damage if there's only 1 enemy to be targetted. And certain spells ignore those rules and do full damage to all enemies (Summons are notorious for this). There's also formulas for Random Variation, Piercing damage, Elemental rules to follow, special weapon formulas, etc....
I'm not going to go into exact detail here, but I will warn you; the Game Mechanics guides will be quite a while coming. There's still a lot of stuff I need to find out, but most of the hard work is already done. (Finding out the stats on all the enemies is going to be a pain though)
HTH. HAND.
Also, if you can figure out a minimum of three enemies’ statistics (Str, Att, Att%, Def, Def%, MgDef, etc.), then I can figure out the rest fairly easily.
So if you get me started by giving me three enemies’ full statistics, I will get the rest and then we can trade my statistics for your formulas.
Also, how is miss/hit calculated?
My ICQ: 56016742.
Best I know is where Def and MDf is stored. Attack (Strength wouldn't be stored; enemies can't wear equipment, so there's no point) is extremely tricky, and I'm not even sure it exists; it might be that each enemy ability simply has its own personal strength.
I'll give you Airbuster and Guard Scorpion's Def and MDf, because I have them close at hand. (I do have Ruby and Emerald's too, but they're not here; I have them on my home PC, not at Uni)
Airbuster:
Def: 80
MDf: 320
Guard Scorpion:
Def: 40
MDf: 256
(while it has its tail up:
Def: 255
MDf: 384)
Hope that helps.
(And sorry, but I don't have ICQ or AIM or anything like that)
But it could indeed be more complicated... it's hard to say. But since Att% can go well above 100 and Def% rarely climbs above 50... I'd say it would be a fair guess for now. (I need to actually study it more, but that won't happen until I've got damage mostly out of the way)
If you have any other statistics from any other enemies, my e-mail is [email protected].
Although there are a ton of enemies, so finding them all and joining battles with them is tedious, it is much faster than hitting them and running reverse calculations. And overall more accurate.
SLG> That's exactly how I do it; although I'd love to be able to grab the data structure of all monsters from the data files. Would save me a heck of a lot of time, even though I'd still have to fight every enemy again to confirm stuff.
[This message has been edited by Sir Canealot (edited May 14, 2001).]
It's a hell of a lot easier than looking each enemy up.
Some games don't have a random damage modifier, i.e. Paper Mario (haha).
The SaiNt> I would really like to get my hands on the stats for each enemy block seperately, but:
It's not stored in memory. Only the current enemies are.
If it's in any of the LGP files, it's encrypted/compressed.
If it's in any of the other files, it's encrypted/compressed.
The only time I've seen relevant battle information unencrypted is when they're pulled out for use in memory. Until then, the information lies hidden within the data files.
If you manage to find the data file(s) where the information is kept, I can finally start making comparisons between my formulas and where 'modified damage' might be held, which could be very useful.
Good luck.
Terence: I can't wait for the finished product. One question about the Date Mechanics guide. This is just something I've wondered about, but you know the scene in Sector 7 that contains 7th Heaven and all those other shops? Well, the first (only) time you go there, when Barret runs into 7th Heaven and drives everyone out, while he's doing that, the Avalanche and Tifa come out and run around before going back in. If you run up to Barret and talk to him while the Avalanche is still outside, you'll get some extra dialogue. Barret will say, "Heh, want to see your little baby?" and you have 2 choices on how to respond. I've idly wondered if that exchange affects the love points in any way.
About Luck. Personally, I'd bet that it *doesn't* play much of a role in hit/miss. Luck seems to have to do more with enemy encounter rates.
My case in point: the higher your luck, the less often you seem to have enemy encounters. IIRC, doesn't your Luck also effect your likelyhood of encountering Yuffie when in a forest? Materia stats seem to back this up. For instance, Enemy Lure, Enemy Away, and Chocobo Lure. Enemy Lure decreases Luck by 1. Enemy Away increases Luck by 1. Chocobo Lure also increases Luck by 1. Coincidence?
About enemy stats. I'd suggest reading the speculations about the battle files in this thread: http://qhimm.3dstream.net/ubb/Forum4/HTML/000007.html
We've made a guess as to where the enemy stats are all stored. We don't have proof, but it might help you out. See the thread for more info.
It'll be a long time before I test Luck properly. I do believe it may have something to do with Enemy Encounters... but I have no idea exactly how it would factor in.
And finally, I'd bet with No.2, judging by what's in memory: all enemy and boss data for a single area is contained somewhere, and when needed, all enemies for that area are loaded into memory (or close to that, anyway). For example, one area is defined as the entire space from when you first start the game to just before you enter the Mako Reactor proper (the music is the same for all these areas). You face three types of enemies here, although not all at the same time: MP, Guard Hound, Drill Drive. As soon as you reach the scene where Barret joins, you've entered a new area, where Grunts, Laser Cannons and Drill Drives appear. And then when you're deeper near the bottom, Grunts, Sweepers and Guard Scorpion are loaded.
I can only verify this by the fact that all their attack names are loaded into memory during any battle in those areas, regardless of what you're actually fighting.
Hope that helps.
What I suggest the people with more know-how (unfortunately I'm not one of them...yet) should do is:
1. Check for references to enemies in the field locations. Most importantly, try to figure out whether they point to data in other files or seem to be held in a certain block in the field file.
2. Once we know where the enemy data is, either in the field files or somewhere else(such as the enemy.dats), start poking through them.
[This message has been edited by Srethron Askvelhtnod (edited May 16, 2001).]
code:[/quote]
if math_geek_count > 1 then
math_geek_count = math_geek_count + 1
if lonely = 1 then
put "There were already math geeks before, no change here"
else
lonely = 1
put "You were the only math geek here... until now!"
end if
end ifI've received the Academic Acheivement Award for Grade 10 Mathematics in my school, so I guess I'm at liberty to say "I'm one of you".
And what's up with the Trademark and Copyright symbols? Are you a lawyer or something? Jesus Christ†, we don't need that here, stop wasting your time in charmap.exe.
- Dry Ice CO2
†Copyright © 4 AD Word of God Enterprises. All Rights Reserved. Any duplication in whole or in part, in any way, shape, or form, is grounds for being prosecuted and/or sentenced to hell.
[This message has been edited by Dry Ice CO2 (edited May 19, 2001).]
oh wait, access dates in FAT are just the date... damn. oh well.
I didn't know Jari read this forums...
[This message has been edited by Some-Loser-Girl (edited May 26, 2001).]
When I'm back home I *do* run ICQ but I'm not on as much then; parents don't have a permenant 'net connection...
So, you're best off emailing me. That always works :) If we do need to chat then that can always be arranged; IRC works perfectly for some reason; go figure.
I love that game.
can the rest of us be privy to it?
A friend and I recently embarked to make a complete translation from both GoldenEye 007â„¢ and Perfect Darkâ„¢ into Starsiege: Tribesâ„¢, Half-Lifeâ„¢, Unrealâ„¢, Quakeâ„¢ III, and such similar games.
This includes maps, textures, sounds, gameplay, guns, and possibly models.
I have been able to make 100%-accurate FLOOR maps out of GoldenEye 007â„¢ maps, but walls are a different story. And I have a sound ripper I have used to extract all the sounds from both GoldenEye 007â„¢ and Perfect Darkâ„¢.
So I have 100%-perfect sounds from each game, and 98%-perfect maps from one game.
I was hoping ficedula (or anyone with the know-how for that matter) could help me extract the 3-D models used to make guns and maps, and the textures.
I mention it in these forums because it should be rather similar to extracting files from Final Fantasy® VII, after major modifications, and also because Ant wanted to know.
But the rest is not to do with Final Fantasy® VII so I will now be taking the rest of this to an e-mail to ficedula.
If I get enough help, you should be able to play GoldenEye 007â„¢ and Perfect Darkâ„¢ online with many many people in high resolutions and great framerates.
I have screen shots of what I have done so far if anyone wants them. Use ICQ, but mention these forums.
ACK!!!
damn thing double posted!!! NOOOO
i was going to make a new post for this, oh well
[This message has been edited by The Skillster (edited May 30, 2001).]