Death with lose PM

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cloudiar

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Hello friends!

Have a question in FF7 for add...I want a special condition in death's, in time of kill player automatically pm to 0, its really possible add this modify IA of player? I try change IA of Cloud with Wallmarket in death counter (uses for final attack) but can't apply effects :(

howpm0.PNG
 
Are you saying that you want to reduce the MP of dead players to 0? I can't understand your English.


The Counter:Death script might not work if your character has equipped other counter effects. A more reliable method is to use a preTurn script to check whether any entities have a death status, and then reduce their MP to nil. Not a very efficient method, but it will work.
 
Sorry for the bad English >.<

Yes, I want this effect, reduce MP to 0 after the character is already died.

You comment PreTurn script with condition in IA of player?
Please can you explain a method for adding it?

Thanks :)
 
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I try with this:

In red is the position of my changes

Not understand, where add "preTurn" function?
Not understand how write "preTurn" method.
Nothing is well in the example? >.<


pmfail.PNG
 
It's actually labeled as "Post-Attack" in that version. Terence Fergusson clued me into it being the wrong trigger.
Is that the latest version? I can't remember the last one I released.
 
So  preTurn is postAttack?
Should I move all data to PostAtack and test it? Or any other suggestions
Congratulations for your program, is very good
The version I use is 1.4.5
Have you plans to release a new version?
 
It's actually labeled as "Post-Attack" in that version. Terence Fergusson clued me into it being the wrong trigger.
But it executes before the attack, doesn't it?

If not, how does Diamond WEAPON's limit break vulnerability work?
 
But it executes before the attack, doesn't it?

If not, how does Diamond WEAPON's limit break vulnerability work?
It SHOULD read "Pre-Turn". "Post-Attack" is wrong.

Diamond WEAPON's vulnerability works by using that trigger to selectively turn off damage immunity if a limit command is used.
 
"It SHOULD read "Pre-Turn". "Post-Attack" is wrong."

Really not work?
So where to continue?

In original kernel of game open with wallmarket 1.4.5 and not see "Pre-Turn" always read "Post-Attack".

Thanks
 
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I try and have new method, but somes problems.

Post-attack only run in first attack...not functionally for "death" is for attack and never repeat the changes.


Only can see result later of death in "death counter", this result:

deathcounter.PNG


The problem is value "-" affect really "+", finally add +1 MP.

How can apply for value negative?
Second problem is final attack, this not run in case add codes to "death counter", can't apply special condition for jump to ending of "death counter" in this case?

Sorry for english and thanks.
 
OK, here's where your issue falls apart, the timings of the scripts prevent what you're wanting to happen when it should.

Refer to this section of the wiki for a description of the scripts. It comes down to you want a character to "die" when they run out of MP. This won't happen immediately when you expect it to. Take a look at each of the timings:

Code: [Select]
Code:
0x00  Initialize  every actor runs this at the beginning of the battle0x02  Main   every time the battle timer reaches full and only if enabled0x04  General Counter  every time script owner is the target of an action0x06  Death Counter  script owner's HP reach 0 and counters are allowed (very special cases prevent this, like Remove)0x08  Physical Counter every time script owner is the target of an action that causes physical damage0x0A  Magical Counter  every time script owner is the target of an action that causes magical damage0x0C  Battle End  if the script owner's HP are greater than 0 at the end of the battle.0x0E  Pre-Action Setup everyone executes this before each action is taken.0x10  Custom Event 1  never executes on its own0x12  Custom Event 2  never executes on its own0x14  Custom Event 3  never executes on its own0x16  Custom Event 4  never executes on its own0x18  Custom Event 5  never executes on its own0x1A  Custom Event 6  never executes on its own0x1C  Custom Event 7  never executes on its own0x1E  Custom Event 8  never executes on its own
What you want is a character to "drop dead" as soon as the MP reach 0. Well, the timings won't allow that. For an enemy it's an easy thing to slap a little snippet at the end of their main file that will reduce their HP to 0 if they don't have any MP left. Since playable characters don't use their Main scripts under most circumstances, that technique won't work for them. You can put it in Pre-Action Setup, but they'll be "alive" until someone performs some other action. Then their script will trigger, killing them.
 
No, I think he wants to reduce MP to 0 on Death, not the other way around. At least, that's what I think.

Post-attack only run in first attack...not functionally for "death" is for attack and never repeat the changes
I'm not sure what you mean here. Post-attack scripts should execute whenever any action is taken.
 
No, I think he wants to reduce MP to 0 on Death, not the other way around. At least, that's what I think.
You're right. I missed that post earlier.

Ignore what I said. :)

If that's the case, "Final Attack" will prevent this from ever happening. First of all because Final Attack paired with a Magic/Summon will require MP. Second because it overrides the Death Counter script. I think the only "solution" lies in modding the exe. I could do that on the PC, but I wouldn't know how to do this in the PS version.
 
"Post-attack only run in first attack...not functionally for "death" is for attack and never repeat the changes"



I confirmed, never repeat :(
And can't run for apply in "death", very bad.

NFITC1

I looking at the page, great info :)

Primarily only useful option "death counter", I try in Pre-Action Setup and is bad, only execute first attack and never repeat ...

Just hope with "death counter", sorry for English, I hope you understand somes:

With these codes the REAL problem is ignore"final attack", and apply value function for true value and for some reason its exchange value, only need change value "-".
I assure, the first run well, in momment of death really add "+1 MP" and later stopped command always, in case no change of character MP revived this "command" not run, but not it's really problem:

You new death without changes file in MP? Continue in 0
Your use ether or values ​​+ for mp? With changes file in MPAlways continue execution of method!
Can add ether out of battle and later in match you death and repeat function :)
I can see not affect enemys, not affect HP, think can't causes crash game.


The main problem is how in this command apply value "negative", the problem of final attack can see in future, in finally I can deleted in case not run >.<

PD: The case uses MP for "final attack"...Thinking the final solution for this is change (yes, very hard but possible) apply always 0 PM for use, yes, free, but number of uses is limited for level materia.

I have version PC.
 
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@NFITC1:

You raise a good point - having death-flagged actors lose all MP is going to stop final attacks. So this isn't going to fly.

@Cloudiar:

I try in Pre-Action Setup and is bad, only execute first attack and never repeat ...
Are you certain about this? I'm not aware of any constraints about when these run. Exactly what did you run in the pre-action script?
 
In this case YES, only run first attack (MP+1) and later never run, include new battles

Method of use is in image:

deathcounter.PNG


Only need's help for how add condition for effect "negative" in image can see

self mp <-1 but never uses negative really is positive +1 :(
 
Only need's help for how add condition for effect "negative" in image can see

self mp <-1 but never uses negative really is positive +1 :(
It's not "Self.MP < -1", it's "Self.MP <- 1". I'm using "<-" as the assignment operator to differentiate it from the logical comparative operator "=" used in if statements like "If (Self.HP = 7777)".

So it's assigning Self.MP the value of positive 1, not negative 1. You can't assign negative numbers to these values. They're unsigned.
 
In this case YES, only run first attack (MP+1) and later never run, include new battles
I'm sorry, but I don't understand what you're saying. Scripts shouldn't become 'disabled' after an initial run and not execute in later battles - battle executables and data aren't preserved between fights.

Also, that's not the code to put into a preTurn script if you want MP to be reduced on death only; you'd need a conditional to check that the script's owner had the death status, and do nothing if they were still alive. Try something like this:

Code: [Select]
Code:
00 206000 40008070 [end of script]10 206011 41008060 009073
Which reverses to:

If (Self.Status:Death) == true {
   Self.MP = 0
}
 
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It's not "Self.MP < -1", it's "Self.MP <- 1". I'm using "<-" as the assignment operator to differentiate it from the logical comparative operator "=" used in if statements like "If (Self.HP = 7777)".

So it's assigning Self.MP the value of positive 1, not negative 1. You can't assign negative numbers to these values. They're unsigned.
Ugh, in this case impossible add this method in death counter?  T.T

 And bosola I add your codes and:

deathmp2.PNG


Can't see the

 If (Self.Status:Death) == true {
   Self.MP = 0
}

Only see in result if (Self. Status :Death)
                              Self. PhysDefense <-0 (FAAAAAAAAAAAIL)
                               SCRIPT END

What's happened?


Thanks for all
 
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