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Messages - nfitc1

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1
You don’t have original CDs? What edition do you have?

2
I could help you with the technical side (its existing max can easily be increased, but the growth formula is designed to not grow very high), but the REAL limitation is the menu expression of values that exceed 9999. In the menu and in a few places there is a special consideration if you have an HP<->MP materia.

3
I’ve wondered that for a long time. By the time you get to Eligor he’s a rare encounter and pretty formidable. He’s like a soft mid-boss that isn’t anything particularly special other than he can cause statuses and act differently depending on who has which status. Best guess is he was at one point supposed to be a boss and was allocated some dedicated time to develop a complex AI script, but got downgraded to a rare encounter possibly because of pacing concerns.

4
You’d have to set your own probability functions in the AI itself. Check Eligor’s script. It has an incredibly complicated main AI script that might give you some ideas. The counter scripts always fire, but you could set a probability of them actually doing anything in the script itself.

5
You can’t set the properties of a materia via the AI, but you might be able to edit the character’s counter chance. Check the addresses in the wiki

6
Is there a way to set probabilities? I mean, for example, if you use a counter, is there a way to make it execute, say, 33% of the time? I've found ways to set conditions (if health is below x%, if you have a certain status, etc.) but not to make an attack execute sometimes and sometimes not. The only thing I've seen is that statuses can be set to activate x% of the time, but nothing else.


Yes. There are modifiers on the materia tab for exactly this function. Some chances are out of 64, some out of 100. I think counter might be out of 64, but it’s been a long time since I’ve looked.

7
Where was this when I wanted it 17 years ago!?

8
I’ve downgraded my participation level to “lurker” and just happened to notice your post and think “hey! I remember that name” :) good to know you’re still around!

9
FF7 Tools / Re: How to edit a materia's ability list?
« on: 2025-02-19 01:20:07 »
https://wiki.ffrtt.ru/index.php/FF7/Materia_data

Does that answer your question?

10
I made a topic about this a long time ago.
Give this a read and see if it helps. The PC and PSX editions work differently so the solution won’t be the same for both. There might be a solution for one and not the other. There might not be one for either. My initial post addresses the PC version and a later post has the values for the PSX.
There might be an alternative for the PC that would require rewriting part of the PC executable.

11
Scripting and Reverse Engineering / Re: [FF7] camdat files
« on: 2024-10-03 00:10:12 »
You necro’d one of my topics from before my oldest daughter was born. I say you can claim the title of the camera expert if you want to. To be honest, most of the “work” I did around the camera was guess work. I didn’t find code that did the stepping, I just knew it existed. It’s possible that a center to an ellipsis is defined somewhere and the camera follows that.

12
I willl want to see this in action.

13
Short answer is no. Long answer is yes, but it would require a lot of code manipulation to the menu. Technically every materia that doesn't have a labeled type is a 'Hidden' type. So you'd probably only want magic and summon materia to display it. You'd have to add the text to a list then only display it if the materia is magic or summon types.

14
Powerpacks. Check the first post.

15
My take:
Definitely PSP for 1 and 2. If graphics aren’t an issue then DS for 3 and GBA for 5 & 6. Steam for 7-9, but there are also Steam ports for 5 and 6 that have the same content as the GBA (I think), but some of the tilesets look like puke.

You’ll notice I didn’t mention 4. There are several versions all with differences. The PSP is the closest to the Japanese original while still being playable and it has after years built in. The DS version has a few version exclusive content including VAs and a few new mega bosses.

16
You’re looking for makou reactor. It’s an awesome tool for editing things in the field.

17
I can’t imagine it would be too hard to create such a mod, but as I’ve not created one I wouldn’t know how complicated it would be. I do know that the field scripts (and possibly the world map scripts) have codes that can override the normal battle music. When a battle starts the battle module checks for this flag and stops the current music and starts the battle music. A mod could be created to toggle that flag off or on based on a menu setting and the code that sets/insets that flag could be nop’ed.

18
Completely Unrelated / Re: I now own a Net Yaroze!
« on: 2023-05-03 01:09:50 »
Much history, dude! How’d you score that? You going to make some PSX home brews now? ;)

19
That's good news. Knowing that the most recent power packs version works. I still HATE that the current version is dependent on it. I'm still (extremely slowly) working on version 1.5 that will work just fine without it.

20
@Limual:
No. That’s a menu function. WM only affects battle actions.

@pating:
Do you have an error message or does it just not start? There would be an error in your event viewer if you’re using Windows.

21
General Discussion / Re: I promise I'm a good speller
« on: 2023-02-03 01:44:12 »
I believe it was changing “of course” to “off course”. I vaguely remember seeing that pop up a few times. Maybe it was a random correction.

22
General Discussion / Re: Do you think it's pointless?
« on: 2023-01-14 23:25:10 »
Someone feel free to correct me if I’m wrong, but they would both use the same windows registry entries. I actually have two sets of exe files (disc based) that are modified to look at different registry keys. One for modding and one for vanilla. I’d say install the disc version and make a copy of the exe and modify it to look at a different location. Then you can have the steam version separate from the disc version.

23
General Discussion / Re: FF7 Steal Rate
« on: 2022-12-19 20:00:48 »
PrC is a bit...haphazard when it comes to enemy stat editing. I put that together as an afterthought. It was originally only supposed to be an enemy action editor, but it slowly expanded to more and doesn't do any of it perfectly even though it's the defacto scene.bin editor now.

The "garbled stuff" in the first scenes are debug/test enemies and formations. Why so many? I dunno. The text doesn't seem to mean anything. It's not in ASCII and it doesn't seem to translate to anything in the Japanese text either.

24
5. There's really only Diamond Weapon that uses this script so that's all I have to go on. I don't know of a case where there are other enemies in the battle that have preActionScripts, but here's what I can glean from my limited testing:

- After the enemy turnTimer indicates that a enemy has a turn, the enemy 'turn' is added to a prioritised turn queue
- When it is the enemy turn get priority it:
- Executes the 'main' script, which may or may not result in a 0x92 command (with < 0x20 arg)
- The script continues processing until it reaches the end code
- Before executing any action, all TARGETS of the queued action run each of their preActionSetup scripts prior to the action performing damage calculation/status change. Multiple scripts are never run asynchronously and damage calculations wait until all preActionSetup scripts are resolved.
- Damage calculations/status changes are performed (though not applied immediately) and animation scripts of all queued actions are executed.
- postActionScripts are run sequentially on all active actors (not just targets).
- The previous three steps are repeated until the action queue is empty.

25
Lot to unpack here.

1. You are correct on all counts. Keep in mind the game will process an entire script in a single frame. Rather, it will not draw the next actor/background animation frame until the current script is complete. For the PC that means halting the entire battle, for the PSX that just means halting the actor models. Only one script is run per frame just by design. When an enemy's timer is full, it will run its main script after the current active battle action is complete. If everyone is idle then the script will execute immediately. Enemies get queued on their order to execute their scripts based on these timers. Counter action scripts will run in battle index order (Actor 4, Actor 5, etc). General counters first, then physical/magic counter script depending on the type of damage that they took.

2. This is actually an excellent question and one I didn't look into much. NOT masking a bit range has limited uses so I never saw a 02 data type on the stack. However, keep in mind that these are word arguments. They are represented as, say,
Code: [Select]
01  4160 in most disassemblers it will look like
Code: [Select]
01 60 41 in a hex editor.

3. There is a distinction between global values and global variables. It's might be more accurate to call the 2XXX addresses to be the actions' metadata. The 20A0 address contains a bitmap of all the active targets the current script owner considers an opponent. This does not include dead/nullified opponents. There is only room for a two-byte value here so an enemy will find the value of 0007 during their turn (assuming all playable characters are alive and not petrified). This is set at the beginning of script execution and can be modified, though that's not the desired function.

4. I'm not great with video editing, but I have done a considerable amount of reversing the scripts and can tell you how all of it works. We can keep the conversation here rather than DMs or Discord. I just don't check those as often.

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