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xLostWingx
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How did I not know about thisThat's correct. You'd have to put 20 in both the Def and MDef fields.
How did I not know about thisThat's correct. You'd have to put 20 in both the Def and MDef fields.
Wouldn't it be possible to hack it's value and allow the program to scan 3 more values? With a hook or disassembly.Enemy-only abilities would be redundant and worthless. Enemy-only abilities need to stay in the "enemy only action" index range of 100h - 3FFh. I THINK it can go higher than that, but I've yet to try.
Oddly enough with the Master Magic materia, it adds the two attacks between Shield and Choco/Mog as "accessible", but since they aren't in the menu you can't use them. There's only 54 spaces available in the menu and the magic menu table in the KERNEL.BIN ends with the two being placed in "magic limbo". The magic table is now confirmed to ignore the final two bytes (I just now decided to check this for the PC version :?: ). It stops looking at them at index 35h and then the loop "magic category assigning" loop will end.
Code: [Select]Ergo, those attacks CANNOT be placed in the magic menu.Code:for ( i = 0; i++; i < 36 ){ magicassign(magictable[i]);}
The best way to use those attacks is to link to them via the "use additional attack" effect like Blade Beam or Satan Slam does.
Change 0x5DD84E (or 0x001DCC4E if you're using a hex editor) from 36h to 38h. Anything higher than 3Ch will cause a memory leak. That'll catch those last two bytes in the KERNEL.BIN's magic look-up table. I can't guarantee that that'll change anything though. That's just at first glance without testing anything. The magic menu's capacity is still 52 (34h), so unless someone's found out how to expand that that's what we're stuck with.Wouldn't it be possible to hack it's value and allow the program to scan 3 more values? With a hook or disassembly.Enemy-only abilities would be redundant and worthless. Enemy-only abilities need to stay in the "enemy only action" index range of 100h - 3FFh. I THINK it can go higher than that, but I've yet to try.
Oddly enough with the Master Magic materia, it adds the two attacks between Shield and Choco/Mog as "accessible", but since they aren't in the menu you can't use them. There's only 54 spaces available in the menu and the magic menu table in the KERNEL.BIN ends with the two being placed in "magic limbo". The magic table is now confirmed to ignore the final two bytes (I just now decided to check this for the PC version :?: ). It stops looking at them at index 35h and then the loop "magic category assigning" loop will end.
Code: [Select]Ergo, those attacks CANNOT be placed in the magic menu.Code:for ( i = 0; i++; i < 36 ){ magicassign(magictable[i]);}
The best way to use those attacks is to link to them via the "use additional attack" effect like Blade Beam or Satan Slam does.
Is this what you mean? https://www.ff7catalog.com/threads/7640/is there somewhere an excel table that lists sound effects and what they are used for? or I should make one with armorvil, if that is a common desire?
For the enemies to continue using the standard status spells, you would have to leave them in the attack list. Basically, if you're removing Silence, Sleepel, Berserk, Confusion, Toad, and Mini and making a spell that inflicts all of these at once, you're removing the enemy's ability to use them as well. Next time an enemy goes to cast Silence, it will call whatever attack you have placed in Silence's place....to make more room for some one could abolish the status/inflicting materia in favour of a "Pain" spell that zaps the enemy with many at once. the enemies instead could continue using the status spells. what do you think?