@xelane: yeah, post attack is sort of a general counter for any attack made, not just on the user, so if something has to be activated fast, this is where it should go. it still will not likely always activate right away for dual drain/poison cases (unless they count as an attack
), but it can be faster than general, as nfitc1 said. now i do not know if any of the unknown sections are actually usable, but if they actually do something, then i would not be surprised if one of them acted every time a unit of time passed, which could be how doom/dual drain acts, and could be useful to make something activate a countdown timer of sorts outside of the main AI of an enemy, especially since you'd be able to make the enemy attack/react even if it isn't it's turn yet
.
now i am not entirely sure if there is a section that is like that, if there is you'd have to be careful what you put into it, or you could be making the game work too hard since it has to do the calculations a massive amount of times, but it would have it's advantages, like with setting a status at a certain time, that has to be done asap. i could think of a few ways to use a section like that ^_^ *hopes that there is one like that, or a way to do it
*.
@nfitc1: now sort of off topic, how exactly does your jump pointer update work, do you have to point it to a specific point and it auto updates as you add more before that spot (like if you point to offset 0x021 and add stuff there to kick down the original jump to 0x027, it will make the jump stick to the original spot, regardless of how far down it moves)? that does sound pretty good, but what about when starting from a fresh section, all that is there would be whatever you add, and if you were to point at a location right as you start to build an if, the only place you could really jump would be the end statement, and so no matter what you add, it will still point there, and if you had wanted to point at something before the end, but after the if's data, you would still have to manually edit that. also, if you were to add something (like something after an if's data for example), and some jump is already pointing to that specific data, and you had to add something before that to make it work right, all of the jumps would still follow the old data, you would have to manually update there as well, or overwrite the data in the same location to make them work right.
i know that those are things that are probably not easy to fix and should be left to the user to do anyway, but it IS me, and i like to be picky
. ignoring my smart @$$ comments for a second, it does sound like it will be a very nice feature, and i will be happy to take advantage of it when i get back to ffvii hacking ^_^.
@armorvil: as for the 0mp kill thingy, i had tried last night to get that to work, but it didn't go over so well. i first tried 0hp, which as i thought wouldn't kill it, so i then tried just setting the death flag, which worked at first, but after actually giving the enemy some mp, and causing it to lower to 0, it stopped killing them, or even doing anything (using an if self.mp == 0 statement, it may work with a self.mp < 1 line, but i don't see why that would be needed :/). i also tried the "normal" killing method used by other enemies to kill off the enemy at 0hp, but for some reason the enemy wouldn't even disappear like normal when that part activates, i don't know what was up... maybe i have just been away for too long :/.
anyhow, even if you use the normal killing method (setting those values to 0), if you want to have any battle spoils from the enemy, you will have to set death to 1, i noticed at least that much in my testing. maybe you will have more luck than me, use nfitc1's ai script for killing the enemies (though he is using the max hp value instead of the current hp, not sure how the game reacts to that :/), and just to be safe (if you don't get exp or whatever from it), set death status to 1 as well, maybe you will have more luck than i did
. as far as i can tell though, the death animation will not play, the enemy "should" only disappear and make itself inactive (should, as in mine didn't but my current scene.bin is a mess anyway from testing crap
), there is probably a way to manually activate the death animation, but i do not know how to do that, i even tried to set the idle animation to 2 which iirc is the death animation for enemies, but it just froze the game
. just try niftc1's code and if needed the death flag to 1 code by titeguy and see what happens... i will have to crack open a fresh scene.bin backup sometime soon
.
hp being locked at 0 is a fun little way to make an enemy invincible even though you are still doing damage... kinda fun to beat up on an enemy for a while while it just laughs at you, until you realize that healing it and then taking that hp away = death XD.