ok... i think it is definitely happy worthy
.
and i did see that thread... as soon as you happened to show it to me
. anyway, i will have to play around with the new PrC/WM a good bit now
.
EDIT: and i also found a bug that is preventing me from redoing Guard Scorpion's main, because i end up with something along the lines of this:
it ends up massively screwing up the messages for whatever reason, and if i do not modify the text at all, and add anything else to the AI, it ends up crapping out right after the "Locked on Target" message, so i am assuming they are connected. i haven't tried from a fresh scene.bin as of yet, i only tried my original redone GS AI, and my more recent one, so I will get back with the results.
and it does create the same error when changing the original GS's main AI, and here is an error i get when trying to return to the main after modifying and leaving/returning to it's main:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ProudClod.Form2.FF7BattleScript(Byte[] NameArray, UInt16& StartPlace)
at ProudClod.Form2.AISectionList_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)
at ProudClod.Form2.CharacterAINameList_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ListBox.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)
when it had the error disassembling, it says an error is at or before the byte after the end of the main AI, not sure what that means, since the AI is fine otherwise :/.
and i also checked some other AI sections of different enemies, and it seems to only affect those that have the 93 command in use, and the bug only occurs if something is changed, the code will compile fine beforehand, so any text that was in originally will disassemble correctly, but any change breaks it.
i also assume that you added in the auto jump repointing (since my jumps just happened to repoint to the correct location, and i was at a loss as to why until i remembered you saying about that at some point, though i didnt see it in the list of changes
), and so far that is working wonderfully... i was feeling kinda lazy while "fixing" the MP's machine gun range issue (enemies do not seem to have long range attacks for back row ignoring), and what do you know the editor helped me out a bit
. this is off topic, but i was tired of the enemy range issue, since there were enemies designed to attack differently with back row enemies, also taking into account their own row (which was broken itself
), and so i decided that since being in the back row halves damage, i just made the same attack (machine gun/beam gun as examples) with an unused index, and made it's power twice the normal, and only being able to be used on a back row (or the enemy is in the back row) target, essentially negating the halved damage
.