F
ff7rules
Guest
Yeah sure i just inserted 12 60 20 11 98 40 80 60 7F 90 after 00 should i put it before it?
Last edited:
Meh why notI assume that you don't want to fight a Jumbo Cactuar in Corel Prison :lol:
Is thatWait, are you looking for those codes so that you can use them for enemy IDs? :?
If so, don't! :-o
I've tried to make allies into enemies that way and it doesn't quite work. There's trouble with weapons and the game freezes whenever they do anything.![]()
Your Header is wrong. The main script is pointing to a place still in the init script.Yeah lol ill try what you posted now. Ill update when i have the answer if it worked or not.
Edit what excatly did you change? Mines seems to be different to that one
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Oh i see now! nvm i thought it was all 1 thing! its the 2 separated. I only just relized i need more sleep![]()
20 00 36 00 FF FF FF FF FF FF FF FF FF FF D2 00FF FF FF FF FF FF FF FF FF FF FF FF FF FF F2 00
20 and 24 are ID of action.I think the command 92 (Attack) has other arguments than 20 and 24. Sephiroth's has 01 and 02. This might be significant.
800f692c + 03 [] action type (0x01 - player attack 0x02 - player magic 0x03 - player summon 0x04 - player item 0x05 - player steal 0x06 - player sense 0x07 - player coin 0x08 - player throw 0x09 - player morph 0x0A - player deathblow 0x0B - player manipulate 0x0C - player mime 0x0D - player enemy skill 0x0E - ??? 0x0F - ??? 0x10 - ??? 0x11 - player mug 0x12 - player change 0x13 - player defend 0x14 - player limit 0x15 - this replaces with magic after modification 0x16 - this replaces with summon after modification 0x17 - this replaces with item after modification 0x18 - player slash-all 0x19 - player 2x-cut 0x1A - player flash 0x1B - player 4x-cut 0x1C - ??? 0x1D - ??? 0x1E - ??? 0x1F - ??? 0x20 - enemy attack 0x21 - ??? 0x22 - run scripts 0x23 - ??? 0x24 - ??? 0x25 - ???
800f83e0 unit data structure. (size 0x68). (address 0x4000).800f8580 enemy start00 [][][][] current status. Init with 0. Set sandess/fury flags from savemap structure in case of player. Add 0x00000001 if current hp of character is 0.04 [][][][] some flags. Init with 0 in case of enemy. Set +0c in battle formation &0x1f here in case of enemy. 00000002 - looks like if this bit set we are left fighters (right otherwise) in case of side battle. 00000008 - seems like enabled units in battle. Init with this in case of player. 00000010 - units with activates auto script 0x01 (action). 00000020 - remove this flag if we add action with priority >= 2. Looks like defend flag (if we in defend state or not). 00000040 - set this bit if we in back row. 00000080 - set this bit for: enemies in case of battle type 0, player in case of battle 2, left row an player 2 in case of battle 4. func1b19ac. 00000100 - looks like nullify phisical attack. 00000200 - looks like nullify magic attack. 00000800 - probably bit for temporary unreachable unit (set in battle_update_unit_mask). 00002000 - set this bit if unit is dead in battle (if unit was dead at the begin of battle flag is not set). 00004000 - invisibility flag. All attack will miss this target.08 [] index. Init with 0xff. Set player character id here in case of player. Set index in case of enemy.09 [] level. Init with player level.0a0b [] store minimum elemental influence here (0 - death, 2 - 200%damage, 3 - normal, 4 - 50%damage, 5 - 0%damage, 6 - 100%absorb, 7 - fully recover)0c [] formation number. Init with 0. If we init second unit of this type we increment this value by 1 for this unit. If 6 same unit on field they will have 0,1,2,3,4,5 as this value. Set player character id + 0x10 in case of player.0d [] attack power (strength in enemy data format).0e [] magic power (magic in enemy data format).0f [] set evade from armor in case of player (defense% in game).10 [] init with 0. Set 0x10 during player init. Idle action id.11 [] init with 5 in case of player. Init with 1 in case of enemy. Hurt action id.12 [] back damage multiplier. set from +a2[] in enemy data (usually 0x10).13 [] model scale (just changing doesn't work)?. init with 10.14 [] dexterity.15 [] luck.16 [] init with 0 in case of player.17 [] store 0xff here at start of funcabb0c18 [][] attack mask set during run command.1a [][] - some mask (maybe mask of those who attack this unit)1c [][] -1e [][] -20 [][] defense. Multiplied by 2 in case of enemy.22 [][] magic defense. Multiplied by 2 in case of enemy.24 [][] init with 0xffff. Set enemy id here.26 [][] elements mask. add this to absorb elements mask during damage calc.28 [][] current MP.2a [][] max MP.2c [][][][] current HP.30 [][][][] max HP.3435363738393A3B3C3D3E3F4041424344 [][][][] Init with 0. Store status of this unit here during initialization.48494a4b4c [] Init with 1.4d [] set magic evade (magic defense% in game) from armor equipped in case of player.4e [] store row from battle formation here during init.4f [] init with 0xff.50 [][] init with 0.52 [][] init with 0xffff.54 [][] elements mask. add this to no damage elements mask during damage calc.56 [] store 2 here during init in case of enemy. Init with 8 in case of player.56 [][] ap.58 [][][][] gil.5c [][][][] exp.6061626364656667
Nice. Changing the 60 02 to 60 14 made the difference. So 92 is "Perform Command YY with index XXXX". Terrific! Cosmo Memory is working. However, he doesn't shrink back down after performing it. He kept getting bigger until he no longer fit on the screen and then shrunk back down to size 10h. Very strange.Posible actions are
Code: [Select]Code:800f692c + 03 [] action type (0x01 - player attack 0x02 - player magic 0x03 - player summon 0x04 - player item 0x05 - player steal 0x06 - player sense 0x07 - player coin 0x08 - player throw 0x09 - player morph 0x0A - player deathblow 0x0B - player manipulate 0x0C - player mime 0x0D - player enemy skill 0x0E - ??? 0x0F - ??? 0x10 - ??? 0x11 - player mug 0x12 - player change 0x13 - player defend 0x14 - player limit 0x15 - this replaces with magic after modification 0x16 - this replaces with summon after modification 0x17 - this replaces with item after modification 0x18 - player slash-all 0x19 - player 2x-cut 0x1A - player flash 0x1B - player 4x-cut 0x1C - ??? 0x1D - ??? 0x1E - ??? 0x1F - ??? 0x20 - enemy attack 0x21 - ??? 0x22 - run scripts 0x23 - ??? 0x24 - ??? 0x25 - ???