FFVII: Changing Weapon Damage formulas

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maybe the self-appointed EXEmaster could shed some light on this? I read the exe text documentation but it won't show any actual damage formula.
 
I was thinking this ages ago, on psx I can use gameshark codes for modifying weapons and seen only editing its element attack, status, but I'd been searching damage formula modifier and find none, was this thing found?
 
I end up editing cloud's weapon to death penalty instead equipping him with ultima weapon


Instead of posting twice when you haven't a major update, or when not much time has passed, just edit your original post instead - Bosola
 
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Does anyone know the address of the damage formulas? I would like to make new formulas out of the less useful ones. Is there a ROM map of FF7 on this site?
 
you can't really make new damage formulas
you can only assign one of the existing ones to attacks/weapons/items
 
you can't really make new damage formulas
you can only assign one of the existing ones to attacks/weapons/items
YOU may not be able to......

Making a new damage formula is tricky. There's a lot involved, but there are a few slots of unused base damage functions in the secondary formulae (X2 - X7) to squeeze in a few other damage types. The unused 7X damage base could be used for magical attacks and the 6X could be used for physical attacks. The only problem is actually writing the function. It's not hard if you know x86 asm, but would require knowledge of memory addresses like weapon strengths and armor values and such. I know where most of that is so I could get someone started on working a new damage formula by supplying those address and a suitable sized chunk of unused code.
 
YOU may not be able to......

Making a new damage formula is tricky. There's a lot involved, but there are a few slots of unused base damage functions in the secondary formulae (X2 - X7) to squeeze in a few other damage types. The unused 7X damage base could be used for magical attacks and the 6X could be used for physical attacks. The only problem is actually writing the function. It's not hard if you know x86 asm, but would require knowledge of memory addresses like weapon strengths and armor values and such. I know where most of that is so I could get someone started on working a new damage formula by supplying those address and a suitable sized chunk of unused code.
Do I really need to write everytime "It's possible but not propable without some effort from some specific people in the forum" instead of "you can't do it"? It has the same end result, most of the time
 
YOU may not be able to......

Making a new damage formula is tricky. There's a lot involved, but there are a few slots of unused base damage functions in the secondary formulae (X2 - X7) to squeeze in a few other damage types. The unused 7X damage base could be used for magical attacks and the 6X could be used for physical attacks. The only problem is actually writing the function. It's not hard if you know x86 asm, but would require knowledge of memory addresses like weapon strengths and armor values and such. I know where most of that is so I could get someone started on working a new damage formula by supplying those address and a suitable sized chunk of unused code.
that would be awesome. how many of those unused spaces are available?
 
Do I really need to write everytime "It's possible but not propable without some effort from some specific people in the forum" instead of "you can't do it"? It has the same end result, most of the time
"You can't do it" is too definite. It's possible in the context of the question this guy's asking. He's wanting to know how to do it by altering the exe which IS possible.

that would be awesome. how many of those unused spaces are available?
Basically just the ones I mentioned. X2 - X7 of the secondary formulae.
 
X2, X3, X4, X5, X6, X7 makes 6
balancing new damage formulas will be an absolute nightmare
 
not if they are similar to existing ones.
for example, I am thinking of one same to yuffie's conformer but that inflict magic damage, rather than physical
 
not if they are similar to existing ones.
for example, I am thinking of one same to yuffie's conformer but that inflict magic damage, rather than physical
To do that you'd have to create a new upper nybble consideration function which is more complicated. The game could use a magical version of those multipliers for overall balance, yes? Without further modification, it'd be forced to use damage formula X1, but that could always be re-handled.

Based on the existing formulae, here's what's possible:

Code: [Select]
Code:
Damage                  Physical  MagicalStandard                 yes       yesSpecial                  yes       yes (albeit unused)Standard w/Multipliers   kinda     noSpecial w/Multipliers    no        no
The multipliers would only multiply damage done by the special formulae which could make them less predictable. Only multipliers 0, 1, and 2 would have any effect, but then the results like MHP - HP wouldn't be as exact anymore. We could probably do without that whole category.

Standard w/Multipliers defaults to standard formula X1. It can be forcibly changed to use one of the others, but it's still universal to the multipliers category.
 
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