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FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2011-06-09 20:03:55 »WANT
Seconded. Been kinda hoping for something like that for a while now
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WANT
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93 {EA0000h} "It's gonna fire that laser…"
72 0149
93 {EA0000h} "{EA0001h}, be careful!"
60 24 //this is 0x149
60 00
92
...
93 {EA0001h} "I dunno what's goin' on, but…
60 24
60 00
92
93 it looks pretty bad.
60 24
60 00
9293 {EA0000h} "It's gonna fire that laser…"
00 0200 //this is where the jump would be, but it is all screwed up
EA //start of the message is here
00 0C01
00 4542
00 4143
52
45
46
55
4C
01 FF02
60 24
60 00
92
...
93 {EA0001h} "I dunno what's goin' on, but…
49
54
00 4F4C
4F
4B
53
00 5250
45
54
54
59
00 4142
44
0E 60FF
24
60 00
92
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. If you need to use PrC for anything though, you will not need to remember to update the kernel, another reason Hojo should become fully outdated (or Hojo should get a way to automatically do this, but I still say an all-in-one program for the scene.bin would be full of win).
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at WallMarket.CameraPanel.NewTab()
at WallMarket.Form1.TabControl1_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.TabControl.WmSelChange()
at System.Windows.Forms.TabControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
), and create my own "pseudocode" for the AI, which helps even more (It is as if I disassembled it in PrC, but without it yelling at me for my coding style
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...
12 2070
02 20a0
82
90
60 20
61 FFFF
81
60 02
34
70 XXXX
//these following three lines are redundant/useless as the above already chose a random target, and the one
//below doesn't even set the target to the new random target (missing 90... did you just c/p and forget to
//delete that part?).
//12 2070
//02 20A0
//82
91
61 EEEE
...
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. I haven't tested out confuse, but i will do that now and get back here, though I assume that it uses the same attack.
. So basically the first manipulate slot is also used for confuse/berserk, and any attack should work when placed in it.
. if someone decided to steal mine, they would end up with a nice computer, but mine does need fixed, so they would need to steal parts/pay someone to fix it
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)?
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)... i only really left because eligor's script was coming up, and PrC at the time took about five minutes to show/disassemble it's script at fastest, which i did not feel like repeatedly having to sit through for ONE enemy. but, now that it is done in seconds, i have more motivation to continue it's massive redundant AI
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. and if enemies and characters have the same level cap (255) it would make it harder to keep the game difficult, as the only real difference between your party and the enemy would be HP and abilities, while your party capping off at 99 means that enemies can be simply boosted a few levels, even with the same stats, to cause more damage (though to make them live longer, more def/mdef/HP would be needed, but that is besides the point
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), or if you downloaded a mod and THEY forgot to update it
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. i like these layouts, they are all nice for a quick and easy setup for an enemy, but i still like to do all of mine manually (and happen to have a thing for row checking
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), so only really worry about it if you want to/have time to. i figured the upper bounds wasn't for in-game, which sucks, but i only wanted to make the HP go higher
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