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Scripting and Reverse Engineering / Re: Crisis Core/Dirge of Cerberus
« on: 2008-12-23 21:39:48 »
I'm interested in looking at CC, but I wouldn't know where to start; I've only really edited FF7 so far...
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Does anyone know how to make non-party member get the same exprience as party member in FF VII :Huh:
It get only half of the party member exprience..
And is there the way to make character Lv higher than 99
Once the main cast + Sephi get done
EDIT: I also just found an error in his example:Quote from: T FergussonThe minimum for him in that level bracket would, of course, be 40% of 98, or 58 (remember to round down).40% of 98 is not 58, it's 39. 58 is ~60% of 98
....sheesh, I wonder if you altered the Emerald and Ruby battles.
Also, how do you change the attacking texture of a limit. For example, if i want to change the chain of machine gun shots in barret's ungarmax into a chain of grand spark, how do i do that?
No clue. Limit data isn't stored in the KERNEL.BIN so you'll have to look elsewhere for that info. The limit's name is stored in the KERNEL so you can use/change that at least.
The HP Divisor at the bottom right of these frames indicates....something. It's a calculation to do with MHP, but I'm not exactly sure how it calculates it. Either MHP / (Divisor / 100) damage raises the limit bar 1 point (what I suspect) or MHP * (Divisor / 100) is amount of damage required to get the limit bar to full. Regardless, the lower the number, the easier it is to "break limit" or whatever you want to call that action.
The Limit Bar dictates when you can use a certain Limit Break.
Depending on your Status Attributes, and which Limit Level you have chosen
to build, it will grow quickly or slowly based on the damage you take.
A character's Limit Bar is measured in Units. Once a Limit Bar contains 255
Units, the Limit Bar is full, and the character may use their Limit Break.
The conversion rate between damage points and Limit Bar Units is as
follows:
Units gained = [[300 * HP Lost / Max HP] * 256 * Status Factor / LNum]
In the above formula, Status Factor is equal to 2.0 while in 'Fury' Status,
0.5 in 'Sadness' Status, and 1.0 otherwise.
LNum, on the other hand, is a special number that varies for each character
at each Limit Level. The following table shows the LNum value for all nine
characters at each of their Limit Levels.
Level 1 Level 2 Level 3 Level 4
Cloud 140 324 435 506
Barret 129 240 374 450
Tifa 120 334 509 566
Aeris 200 284 322 436
Red XIII 195 300 389 486
Yuffie 200 300 400 480
Cait Sith 160 180 9590 * 12760 *
Vincent 202 244 319 426
Cid 200 280 380 480
* Cait Sith does not have either a L3 or L4 Limit Break - these numbers
are still in the data, however.
Obviously, the higher the number, the larger the percentage of your Max HP
you must lose before you can fill the Limit Bar. With the numbers above, it
is possible to work out the rough percentage of HP that must be lost:
Level 1 Level 2 Level 3 Level 4
Cloud 46.5% 107.6% 144.4% 168.0%
Barret 42.8% 79.7% 124.2% 149.4%
Tifa 39.8% 110.9% 169.0% 187.9%
Aeris 66.4% 94.3% 106.9% 144.8%
Red XIII 64.7% 99.6% 129.2% 161.4%
Yuffie 66.4% 99.6% 132.8% 159.3%
Cait Sith 53.1% 59.8% ---- ----
Vincent 67.1% 81.0% 105.9% 141.4%
Cid 66.4% 93.0% 126.2% 159.3%
wallmarket doesn't recognise changes to the names of spells, weapons etc. that were made to kernel2.bin after I first used version 1.0; interestingly, it does recognise changes made with Teioh before that. The changes do show up in the game.
An unhandled exception occurs when I open my modded scene.bin; the program seems to work, but doesn't open any of the scenes from EA onwards. It doesn't happen when I open my unmodded backup, so it may be a problem at my end; I'm going to do a bit more experimenting.
Just thought I'd leave you all with this. It's incomplete (obviously), but I'm pretty happy with it so far. Just don't ask how long it took go get that graph to work.