Author Topic: Steal-Drop Items  (Read 6370 times)

Lord_Skylark

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Steal-Drop Items
« on: 2004-10-02 03:42:08 »
In the monster data, I discovered what the steal items mean. There's some data before the actual items that determine what they do.

02=Drop (3.125%)
08=Drop (12.5%)
20=Drop (50%)
3F=Drop (100%)
88=Steal (12.5%)
A0=Steal (50%)
BF=Steal (100%)
I'm assuming 82 would be Steal (3.125%)

So for example for the Basilisk data

08 A0 A0 88 0900 0900 0900 2B00

So...that data would be:
Drop (12.5%) Potion
Steal (50%) Gold Needle
Steal (50%) Gold Needle
Steal (12.5%) Basilisk Claw

*note - I tend to use the japanese names, so I can't remember if Soft is used in this game instead of Gold Needle. I think Basilisk is spelled Bagrisk or something stupid like that since the translators are stupid.

I made a txt file of all the enemy raw data if anyone wanted to check it out.

www.ffcompendium.com/~Skylark/ff7mondata.txt

There are 3 odd weaknesses that no one on this site listed, as well as another attribute (such as weak/resist/immune/etc) that always goes with the "Punch" weakness when it is listed on enemies.

I couldn't figure out exactly what the data following the first two attack columns mean. I'm positive that they are attack data and pair up with the other two columns. I'm taking a stab that it may possibly be an additional attack effect like poison, confusion, etc. But I honestly have no idea. The final thing I couldn't figure out is the column towards the end that most enemies have as 10FF. No clue on that.

~Sky

L. Spiro

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Steal-Drop Items
« Reply #1 on: 2004-10-02 09:40:55 »
Lord_Skylark, I have already mapped the enemy data.
I posted that information long ago in the remake forums (which is why many people did not see it) but the remake forums are appearently unused and the project seems to be open to the public now.


The elemental weaknesses are (not necessarily in order):
Instant Death->Element causes instant death.
Weakness->Element deals double damage.
Fake Weakness->Element should deal double damage but doesn’t (unused).  Sahagins use this to report as weak to Punch (Tifa) but it is unused and is a bug.
Halve->Element will deal half damage.
Void->Element deals no damage.
Absorb->Element deals 0 - damage.


The third attack column pairs up with the other two (you are correct in your assumption).


I had a special folder for an mIRC program I used to use which I used to hack all this up and sort it into text files (exactly the same as you have done) but for some reason, years later, I deleted that mIRC program, forgetting it was what I used to store my notes on enemy data.

My harddrive is in America now and I am in Thailand (so it is hard to use), but there may be copies and I will look.
Or I will search the remake forums for my old posts.


L. Spiro

mirex

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Steal-Drop Items
« Reply #2 on: 2004-10-02 10:26:02 »
L.Spiro: where are these Remake forums ?

Terence Fergusson

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Steal-Drop Items
« Reply #3 on: 2004-10-02 11:40:09 »
Percentages are a little off too: your Drop percentages (except for 3F) are all 1.5625% (1/64) lower than they should be.  And Steal isn't that simple; the numbers (0-63) must first be translated into a proper 'Chance Class' via level comparison.  I've written up the rules for Drop and Steal and it's up in the current copy of the Enemy Mechanics guide, posted on GameFAQs.

And as L.Spiro said, much of this was discussed years ago on the Remake forums.  No particular idea what Qhimm or Ficedula or any of the others want to do about that; it *is* rather dormant at this time though.

You're a little off with the labels for the first two attack columns, I'm afraid: the first list is Attack *Animation* IDs.  The second is the correct list of Attack IDs.  This is very important: if a wrong Attack ID is used that the scene.bin doesn't have data for, the game will crash... and vice versa (Adamantaimai is the perfect example for this, since it's possible to get its AI to use Cure which isn't in the Adamantaimai's Attack IDs)  No idea about the third column, but yes, it is attached to Attack data.  It's nothing so simple as 'poison effect' either; that's part of the standard Attack Data found in its own little locaion.

L. Spiro

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« Reply #4 on: 2004-10-02 13:09:01 »
Bah.  I can’t find my notes on this.

If you want to continue remapping everything, go ahead (no harm).
I would share my notes but I don’t have them anymore.

mirex, the remake forums don’t show up for normal members.


Terence Fergusson, you have the notes on this?
Or have they been added to Gears?

If not, they need to be.  And also, I need some documentations again since mine seem to be completely gone.  I assume what you have on GameFAQs is your most recent work on this topic.

However we still do need to figure out that third attack list column.
I might take another look at it.

Speaking of which, ficedula seems rather dormant at this time also.  School?


L. Spiro

James Pond

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« Reply #5 on: 2004-10-02 15:01:06 »
"mirex, the remake forums don’t show up for normal members."

What do you mean, Normal members?

EmperorSteele

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« Reply #6 on: 2004-10-02 16:26:49 »
L. Spiro: Shouldn't "Absorb" be + X HP, and not "0 damage"?  Or does the enemy take 0 damage, THEN get their health back?

L. Spiro

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« Reply #7 on: 2004-10-02 17:15:25 »
Look again.
It's (0 - Damage).  Negative Damage.


The way the engine works is just a switch that toggles back and forth throughout the processing of the attack.
Various things can reverse damage polarity, and when the damage is reversed during processing, the processor doesn’t actually change the damage each time.  Instead it just toggles a switch, true false true false, etc.

At the end of the damage calculation (rather, NEAR the end), it checks the switch to decide whether to deal damage or heal.

Healing is just dealing negative damage, which is (0 - Damage).
Any attack with an element of “Restorative” will toggle this switch once.  In most cases, the switch won’t be toggled again and the damage will be negative, causing the healing effect.

If you get hit by an element you absorb, the switch is toggled once.
If the attack is “Restorative” and you absorb “Restorative”, the switch is toggled twice, and thus set back to normal, and the final result will deal damage instead of health.

This is why it is inaccurate to say “+HP”, since it can be damage instead of health.

So, (0 - Damage) it is.



James Pond, it is just for lack of better wording.


L. Spiro

Lord_Skylark

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« Reply #8 on: 2004-10-02 20:05:21 »
What about the weaknesses that are 20, 22, and 26? (not the weakness effect) You guys don't list them anywhere.

~Sky

EmperorSteele

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« Reply #9 on: 2004-10-03 00:42:03 »
ooh, i didn't really see the - as a Minus.

Too bad i cant make heads or tails of that data you posted.. i'd really like to see how many enemies have more than one item you can take =/