Author Topic: Making all status effects remain after battle?  (Read 4530 times)

BloodShot

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Making all status effects remain after battle?
« on: 2011-04-12 02:23:26 »
Is it possible to make all of the status effects remain after a battle is over, like later FFs?

Could we do it in the same way Fury and Sadness work? I would like to see poison or silence be status ailments that require you to treat them to be cured, that would make these a bit more interesting IMO.

It's fine if we can't, but just a thought I had.

Bosola

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Re: Making all status effects remain after battle?
« Reply #1 on: 2011-04-12 11:07:03 »
It might be possible with A.I.

Effectively, you'd have the A.I write to one of the Global Variables at the battle end. Then, at the start of the battle, the character's Pre-battle script could read from that Global Var and apply statuses accordingly.

You wouldn't be able to see those status effects or cure them out of battle, though.

You'd also have to find suitable free space in the Global Variables. You'd either have to find some which are unused, others which don't matter, or perhaps free some up by disabling Pandora's Box tracking / simplifying how Ultima Weapon's HP is handled.

I'll have to get back to you later tonight, when I'm not at work...

sithlord48

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Re: Making all status effects remain after battle?
« Reply #2 on: 2011-04-12 16:11:31 »
there is not space in the character's save map for this , but there are however 4 unknows, that seam to always be 0 , you could possibly use one of them. again these values are unknown so that might not work out either. so i m just putting that out there. it seams ezer then messing w/ some of the other parts of the savemap.

sl1982

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Re: Making all status effects remain after battle?
« Reply #3 on: 2011-04-12 16:16:34 »
Have you ever tried modifying these unknowns and seeing if they change something in game?

sithlord48

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Re: Making all status effects remain after battle?
« Reply #4 on: 2011-04-12 16:22:35 »
yes but with very limited testing, they seam to do nothing, but its possible they might be for a certian event or something, have a look at your chars w/ black chocobo in "debug  mode"  you can't change the values using the editor but you can look at em , i've yet to see them as anything other then 0.

nfitc1

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Re: Making all status effects remain after battle?
« Reply #5 on: 2011-04-12 18:00:40 »
there is not space in the character's save map for this , but there are however 4 unknows, that seam to always be 0 , you could possibly use one of them. again these values are unknown so that might not work out either. so i m just putting that out there. it seams ezer then messing w/ some of the other parts of the savemap.

Like Bosola said, these would have to be saved outside of the characters' maps after battle then re-applied at the beginning of the next battle. It sounds pretty easy if you can find the space for them.

Which unknowns are you talking about? The only unused bytes of character data I see are 0x34 - 0x37.

sithlord48

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Re: Making all status effects remain after battle?
« Reply #6 on: 2011-04-12 20:11:54 »
Which unknowns are you talking about? The only unused bytes of character data I see are 0x34 - 0x37.
it would prolly be those offsets (i not sure off the top of my head but they are labeled in BC). they are unused ? or unknown, if they are infacted unused then one could use them (with a modded kernel naturally) for what ever you want to track for that char. thats not already done. like checking to see if you should be poisoned , etc...

Bosola

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Re: Making all status effects remain after battle?
« Reply #7 on: 2011-04-12 23:36:06 »
A bigger issue is making statuses visible outside of battle.

My guess? You'd have to commandeer the function that displays 'sadness' and 'fury'. If you altered the glyphs of unused symbols in the character map, and made the sad / angry function display a series of symbols depending on a series of status flags, you might be able to make statuses visible outside battle.

This would require *serious* assembly-level work, though. I don't think this is a realistic request.

Incidentally, has anyone ever actually mapped the globalvars to see which does what?

nfitc1

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Re: Making all status effects remain after battle?
« Reply #8 on: 2011-04-13 03:16:45 »
Incidentally, has anyone ever actually mapped the globalvars to see which does what?

I think Akari has done some research into these. They're actually not called much. For some reason the final Sephiroth battle sets one. So do chocobo battles if you catch one. Mystery Ninja, Ultimate WEAPON, Zombie Dragon, JENOVA, and Bizzaro Sephy too. Possibly the other WEAPONS too and maybe one or two other bosses. I think that's it. That's probably less than 20 bytes all together. Surely there's more.

Anyway, back to the statuses. You woundn't want to preserve all of them after battle. Probably just seven or eight. Poison, petrify, confuse, berserk, silence, blind, frog, and mini would be all that I would keep. On top of displaying these out of battle would be curing them out of battle. The appropriate curative items have no out-of-battle functions and adding some would take some creative re-writing. The functions to restore certain statuses would be easy, but getting the out-of-battle item handler to acknowledge those functions exist might be difficult. The entire process could stand some more modularity though....that's an entirely different topic though.


EDIT:
The Global Access opcode references Memory Block 1/2 of the savemap. Without the Wiki I can't tell you want does what, but 0x02 of that is MysteryNinja's starting level and 0x5E is Dragon Zombie has used Pandora's Box.

This made me go back and re-look at the structure of the Battle Variables. I think I have an understanding of what some of them do. For example, I believe 2190 is Party Gil count. I wish the wiki were working and I could pull up the structure of the scene files and see where these mappings go.
« Last Edit: 2011-04-14 18:47:10 by NFITC1 »