[FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]

  • Thread starter Thread starter DLPB_
  • Start date Start date
Status
Not open for further replies.
By thuggish, I was just implying that he looks like Mr. T with a machine gun for an arm, was the leader of a terrorist organization and used strong, improper English. I didn't know Barrett was Black, I thought he was more of a Mexican Brown. Shows how much I know

And there is a pretty big difference between a stereotype and an archetype, Square wasn't being racist - they wanted an intimidating, strong willed character from an intellectually simple background, he was a coal miner before he was a terrorist

Edit: You cannot tell me with a straight face that this character isn't the epitome of a gangster/thug
latest
 
Last edited:
I think the character art went too far, really.  Advent Children does a far better job in regards to the "look". 

I am currently working on Weapon...  it's a daunting task, because I am altering pretty much everything.  The first step is to reduce all HP and corresponding stats by 4x for both allies and enemies.  From there I'll reconstruct the game.
 
I think the character art went too far, really.  Advent Children does a far better job in regards to the "look". 

I am currently working on Weapon...  it's a daunting task, because I am altering pretty much everything.  The first step is to reduce all HP and corresponding stats by 4x for both allies and enemies.  From there I'll reconstruct the game.
Should I expect a damage calculation like in Dragon Quest?

Only as a random thought but we could make AC styled costumes as a reward for fulfilling tasks or quests. But Cloud shouldn't have the the halve coat style.
 
I am currently working on Weapon...  it's a daunting task, because I am altering pretty much everything.  The first step is to reduce all HP and corresponding stats by 4x for both allies and enemies.  From there I'll reconstruct the game.
This is the part of Reunion I've been looking forward to. A lower HP pool is a good idea, it's much easier to get things balanced up when there's less high numbers getting thrown around. I dunno about using multipliers to adjust stats though; I reckon you'd be better off re-doing them all from scratch, doing a 'rough draft' for an area's monsters (i.e. Midgar Escape) and then fine-tuning them as you do a playthrough of the 'draft' area.

But I got a question, what's your plan for the formulas and damage reducing effects like Barrier? Any changes there?
 
It's all going to have to be trial and error until I realize what values are needed for it to work the way I want. Anything that needs to be changed will be.  For example, already I have made swords and punches worthless against mechanical enemies...  and firing weapons half effective.  But I want that to be 1/4 effective.. so half damage is likely going to become 1/4 damage to be more significant.

There will be a lot of changes...  but I make an effort to stick to the original game placements. Whenever that has to change, it will.
 
For example, already I have made swords and punches worthless against mechanical enemies...  and firing weapons half effective.  But I want that to be 1/4 effective.. so half damage is likely going to become 1/4 damage to be more significant.
I'd be wary about doing that. Cloud, Barret, and Tifa (who use cut, hit, and shoot weapons) are your party for a majority of the Midgar Escape and a lot of enemies in the Sector 4 access, Reactors, and Shinra HQ are mechanical. You've also got early mechanical bosses like Air Buster whose main mechanic is that you try and hit him in the back; his AI sets his magic defence to 300+ or something like that (you'll need to adjust that if you enforce those weapon elemental immunities/resistances here).

I reckon mechanicals should just have higher physical defence as opposed to resistances for weapon elements; gives you that to fall back on if you don't want to burn all your MP on them. All that being said, it depends on how much HP these enemies have. If they're only taking 1-2 Bolts to put down, or if they can be mopped up with Barret's gun after a Bolt, then it should work out okay. Anything more would probably drain out too much MP to make it worthwhile.
 
Everything is being changed, so it doesn't matter.  But the difficulty will be logical... mechanical enemies can bit hit by shots and certain magic, but not by punches or swords etc.
 
I feel like a 6 foot 200lb sword would probably do some pretty good damage to anything mechanical, especially when it's wielded like a feather
 
I feel like a 6 foot 200lb sword would probably do some pretty good damage to anything mechanical, especially when it's wielded like a feather
The Buster Sword is supposed to be extremely light (no sword would be worth being a sword at 200 pounds), but the mod has to account for all swords and even the nail bat.  It's the principle of it. I could always make it 1/8 damage if that is needed.  I've never seen someone attack something metallic with a sword before... but I am willing to bet that it's largely ineffective.

And it's a myth that swords are ridiculously heavy

http://www.thearma.org/essays/weights.htm#.VQU-ES6PaUk

They are designed to be carried around and flexible enough to do damage to humans.
 
Last edited:
Perhaps 80lbs is more accurate
.   Either way, excited to see what you end up doing
 
By thuggish, I was just implying that he looks like Mr. T with a machine gun for an arm, was the leader of a terrorist organization and used strong, improper English. I didn't know Barrett was Black, I thought he was more of a Mexican Brown. Shows how much I know
Now I'm curious to know what your definition of the word 'thug' is. The description you provided sounds more like a 'radical'.

Edit: You cannot tell me with a straight face that this character isn't the epitome of a gangster/thug
latest
No joke. Barret doesn't really look like a gangster or thug. The only thing that pushes him in that direction is the presence of a tattoo and his jacket.

Only as a random thought but we could make AC styled costumes as a reward for fulfilling tasks or quests. But Cloud shouldn't have the the halve coat style.
Why not, 'ey?
 
Now I'm curious to know what your definition of the word 'thug' is. The description you provided sounds more like a 'radical'.
Something in that vein, I saw him as intimidating and violent/quick to anger toward strangers throughout the story. Radical would be a good way of describing his ideals but not necessarily his likeness. Maybe that's just me though? :/

/slightly off topic
 
That means that max HP for allies will cap at 2500 ?
Nope. 

Think Breath of Fire III. The Limit will be 9999 but attaining it almost impossible. There's going to be no more easy gameplay... the good times are over.

In other news... I've created a small tool to do all the scaling for me.  But it's going to be an uphill struggle changing everything else to work around these values.  Here we go.....

So

Gil and AP has been reduced across the board by 10x
EXP will follow but need to work out how all this curve nonsense works
All other main stats (strength, HP, MP etc) have been reduced by 4X
Potions restore 20 HP, Hi Potions 100, X Potions 1000.  Ether 10 MP, Turbo Ether 50 MP.

I can get to work sorting out the balance soon too.
 
Last edited:
Weapon:

I've decided to start rearranging a few formulae.  Some will adhere to the user's level, some will not.  I was very unhappy with X2:

Code: [Select]
Code:
Damage = (UserStat + UserLevel)  * 6 * (512 - TargetDefence) * AttackPower / 8192
This seems awfully convoluted and not fit for purpose.  It makes working out what an attack damage will be needlessly complicated (and I assume because of the large  numbers involved, this is the cause of overflows?).  It also takes the user's level into account which I find redundant (the level has already increased the relevant UserStat).  Not only that... how lazy to have a formula that just adds the Stat to the Level for determining damage.

So, here is my new X2

Code: [Select]
Code:
Damage = (UserStat * (101 - TargetDefence) * AttackPower )  / 32
Maximum stats are 100 (not 255 as original game).

What does the above do?  It makes defence and attack closely correlated...  if the attack stat is 100 but the defence stat of the target is 100, they cancel each other out.  Level is no longer taken into consideration with the attack.  You may be thinking that this means easy pickings for you to max your character and become invincible... but no, since attaining maximum defence stat may be impossible ( a bit like BOF3's stat increases were not worth the effort), and if I am unhappy with the balance later on, I can simply increase 101.

Let's see how they compare:

Let's assume lowest stat vs lowest defence with lowest power.

Original:
Code: [Select]
Code:
 (1+1) * 6  * (512-0) * 1 / 8192= less than 1.
New:
Code: [Select]
Code:
1 * (101-0) * 1 / 32 =  3
Now let's assume maximum stat vs maximum defence with lowest power.

Original:
Code: [Select]
Code:
(255+99) * 6  * (512-255) * 1 / 8192= 67.
New:
Code: [Select]
Code:
100 * (101-100) * 1 / 32 =  3
And just for hell of it, here's what original game Bahamut Zero damage is like (120) with max stats and lowest defence (It ignores defence by default anyway).

Original:
Code: [Select]
Code:
(255+99) * 6  * (512-0) * 120 / 8192= 15930.
New:
Code: [Select]
Code:
100 * (101-0) * 120 / 32 =  37875
Hence why new game needed all values tweaking.
 
Last edited:
Good to see someone tackling the game's damage formulas and making defensive stats a bit more tanky; I tried it but I've not got the know-how to do it properly.
 
"mds7pb_1" and "mds7_w2"

Many red boxes don't fit the screen during the tutorials, some texts appear offscreen.
Easy to fix adjusting the windows positions.

(I'm not using the menu mod).
 
Status
Not open for further replies.
Back
Top