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Messages - sj642

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1
Yeah exactly like that, when the game is running most of the hex addresses jump up by something like +400C00.


Funnily enough, the much older builds (around 1.0-1.3 maybe) had a level cap built in. The enemy AI would check for party members that exceeded a certain level (higher for later monsters) and set their own EXP to 0 if they did. Bit rudimentary but it did the job; lot of people hated it though so I got rid of it.

Yeah, I mean, how do you find it? How do you know where to look to change the barrier, for example? In HxD, I just see tons of numbers, but without reading the forum, I wouldn't know what any of them do.

2
With Makou Reactor you can edit the names of locations and which battles appear in them, while with Proud Clod you can edit the enemies (anything you want: name, stats, AI, etc.) and which battles they appear in. Let me explain. With Makou Reactor you decide if you want battles 541, 542, 543, and 544 to appear in an area, or if you want battles 300, 301, 302, 303, and 304, for example. With Proud Clod you change which enemies are in those battles.

You can download both tools in the tools section.

By the way, how did you manage to separate the limit and attack commands?

3
The cause isn't known; I was never able to replicate it. What you may need to do is grab the Ultima trainer and use that to auto-win the battle to bypass the propagate attack.

https://forums.qhimm.com/index.php?topic=28379.0

In NT 2.0, Barrier/MBarrier had their effects reduced to 33% instead of 50%; the hext used needed to be relocated to an empty space in the exe in order to get the extra bytes to do the math for it (so the original function is replaced with a Jump to where the relocated function was placed). The # offsets are for when the .exe is dormant/game isn't running:

#Barrier & MBarrier Adjustment = 33% reduction instead of 50%
5DE8B7 = E9 44 54 33 00
913D00 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF
#1DDCB7 = E9 44 54 33 00
#512700 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF


I believe you need to talk to Vincent first. The key should be on his coffin (it was changed from the original where you get the key from the safe upstairs, and the key now unlocks the library instead of Vincent's room).

There is a NT version where it's just the scripting and no combat alterations (FF7 NT Vanilla Combat I think it's called).

Thanks. Oh, I really assumed that Barrier in NT 2.0 would be the same as always! I still haven't played that version. It's like it's just assumed that the spell does that in every game in the series, and I've always disliked it. Reducing damage by 50% with a single basic spell seems way too overpowered to me. It's something I'd change in every Final Fantasy game.

I'm new to making changes. When you talk about the game running, do you mean making the changes with Cheat Engine instead of HxD, or is it done another way?

4
That makes sense. His design is impressive compared to the other regular enemies, and in fact, in Final Fantasy VII Remake it's a boss, so it makes sense that it was intended to be a boss from the start.

5
Thanks. I've reviewed it. The script is incredibly long and complex. Even the boss script seems much shorter. It can definitely give me some ideas and information on how to do some things. Why does Eligor have a script twice as long as Safer Sephiroth? Curious...

6
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

Thanks. I assumed there wouldn't be one, since the AI ​​in FF VII is absolute. Enemies either have counters or they don't. And their AI is: attack the character with the most health, attack the character with the least health, don't attack if they're poisoned, etc., or choose a target randomly. But it's never: 50% chance of attacking the character with the most health, 25% chance of attacking each of the other two targets. Or so I think. I haven't thoroughly reviewed the enemy AI with ProudCloud yet.

I'll take a look and see what can be done.

7

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.

Sorry. I meant the AI ​​table. For example, it's easy to add that a character counterattacks with Fire+ or even with an item like a grenade, and it's also easy to set it to do so, for example, when their health is below 50%, when the attack is physical or magical, or when they're poisoned (the tutorial is quite good). But I haven't found a way to make it do this simply based on probability. For example, setting a character to cast a potion on themselves after a physical attack always... is easy (well, relatively easy), but I haven't been able to set it to do so only 50% or 25% of the time. There might be a code to add this.

8
Hi, is it possible to add some lines to the .toml file to run scripts? That way I could manually create certain commands using .lua documents.

9
Hi, is there any way to change the power of Barrier and Mbarrier? They're always overpowered. In the original FF VII it doesn't matter, it's so easy it's not a big deal, but in a more serious version it would be nice if a single spell didn't reduce damage by half. 66% would be fine. Would it be possible to find this in the .exe? According to ChatGPT it's 1DB75E and 1DB77A, but he made that up.

Also, it would increase the difficulty a bit, which I like.

10
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.

11
I've been using WhiteChocobo for a long time; could opening and editing the .exe file with this program, previously modified by WhiteChocobo, cause a problem?

12
Hi, is it possible to set the shared experience between characters to 80% or 90%? I like being able to switch teams without leaving some characters too far behind, but I also don't want the non-fighting characters to level up faster than the fighting ones. Final Fantasy games generally use shared experience of 0%, 50%, or 100%. The first two make characters fall behind, and the last makes them level up too much. In Rebirth, I mainly used Cloud, Tifa, and Aerith, and when they were around level 35 or 36, the rest of the team was one level lower. I really liked that.

13
Releases / Re: FF7 create new fields
« on: 2025-11-15 18:15:05 »
Amazing work!!!

14
I didn't think it was possible! Thank you for such a fantastic job.

15
FF7 Tools / Way to fight with 4 characters
« on: 2025-11-03 16:16:31 »
Is there any way to fight with four characters at once, like in Final Fantasy IX? Does a mod already exist, or would it be possible to create one?

Thanks.

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