found some buggage with the character growth page... you can change the upper bounds on the page, but if you change, say str to have a cap of 255, the values displayed for it's min/max will be reduced greatly, ending up at around 38-40 for a level 99 cloud. if you were to decrease the upper bounds to 50 the stats displayed are doubled, and it will still show up to 99 for the stat (another issue, the stat shown will never exceed 99 in the range that changes, the max/min shown at the top of the window displays correctly, even if the upper bounds is changed). my guess is that there is a division taking place using the upper bounds which would explain the doubling at half the upper bound size, and the decrease as it grows
. the HP/MP stats are fine though, only the other stats are affected
it also does not seem to save the upper bounds you set in WM, i am not sure if the upper bounds is something that can actually be modified in the kernel, or if it is just for the display in WM (hopefully the former
), but either way it is not keeping the changes. and the upper bounds box doesn't like numbers like 99999 in the hp box... it gives an error saying the number is too big, but that one is just me messing around
speaking of the stats shown per level on the growth page, the values for the stats like strength are listed from max to min, while the HP/MP values are min to max... kinda weird to have them different (small to large looks better btw
). and if you happen to change to HP or MP, it will initially display large to small, but as soon as you move the slide for the level, it will become small to large again... which is kinda weird
.
and another, smaller thing; if you change kernels in WM, the items on the party data screen will disappear (the ones in starting items, and possibly the materia as well), but the quantity will appear if you select a space with an item in it, though the item will stay invisible until changing the item in the slot. everything continues as normal though, and it saves properly as far as i saw, so it is pretty minor
.
it has been a while since i have used this (just seeing some random stuff since i have been sticking to the growth page), so some of these may have been fixed already if you are still working on it, but as usual, i like to point the bugs out
. i'd post it on your blog, but i cannot post because it always seems to remove my post as i post it... but then again my computer has issues with certain web pages so it could just be me. it's funny though... your only follower cannot comment on your blog
Edit: to help with my mod, i made myself an excel spreadsheet to calculate the character stats based off of the kernel data (i know WM does it, but mine will end up having a damage calculator integrated into it, based off of my enemy data and updated attack info ^_^), and after finishing it up, i noticed that my HP/MP values are much closer to those in Terence's party data guide than your WM calculates, with MP being 100% accurate to his, and HP being only up to 8 points different by 99, while some still match up perfectly. I looked through this thread and found where you had been talking about it, but you never seemed to get it to look like his HP/MP, so i was wondering... how exactly did you write out the equation?
it seems as if your calculations are not flooring somewhere they should be (i know for a fact that your exp equation isn't flooring right, because i was able to get the same results you have by not flooring at a certain point). i know how hard it can be to keep track of the flooring sometimes, and doing things in a different order can sometimes affect things as well, something i learned from typing my growth formula for the enemies into their AI (doing it in excel makes the equations MUCH bigger than they should be... especially since i have to repeatedly use the lookup function, sometimes within ANOTHER lookup function
). it took me forever to get my HP this close to accurate, and i think it will not get any closer to his, since i used the same equation i did for my HP as i did for the MP, just with slight tweaking and changing how the growth was applied... and it turned out 100% like his
.