[PC] Enemy editor - IFRIT (0.11C)

  • Thread starter Thread starter gjoerulv
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When I said "it's impossible to set high values for STR and MAG for low level monsters" I meant IN-GAME
The Ifrit program works perfectly :-D

For example, we can change parameter_4 for HP and make HP in-game as high as we want, even for a level 1 monster.
Same for VIT, SPD, etc. But I think the formula for STR and MAG doesn't allow that.

The max value for STR seems to be: parameter1 = 255, parameter2 = 1, parameter3 = 255, parameter4 = 255.
At this scenario:
a level 7 bitebug does ~990 damage to a level 7 Squall (vit 6)
a level 100 bitebug does ~4300 damage to a level 100 Squall (vit 41)

It seems that the max damage is only reached at level 100.
 
When I said "it's impossible to set high values for STR and MAG for low level monsters" I meant IN-GAME
The Ifrit program works perfectly :-D

For example, we can change parameter_4 for HP and make HP in-game as high as we want, even for a level 1 monster.
Same for VIT, SPD, etc. But I think the formula for STR and MAG doesn't allow that.

The max value for STR seems to be: parameter1 = 255, parameter2 = 1, parameter3 = 255, parameter4 = 255.
At this scenario:
a level 7 bitebug does ~990 damage to a level 7 Squall (vit 6)
a level 100 bitebug does ~4300 damage to a level 100 Squall (vit 41)

It seems that the max damage is only reached at level 100.
Yes. Real STR (and all stats) is avalue based on those 4 STR variables and the enemy's level.. I think each attack in the game also has it's own power, which means not all attacks deals the same damage even if STR is the same. Basically STR and MAG can't get THAT high on low levels. On all stats (except HP) the 2nd variable should be as low as possible to make the stat higher.

@Colly:

Are you sure the formula is like this: (x * str_b1 / 10 + x / str_b2 - x * x / 2 / str_b4 + str_b3) / 4 ??
I get weird results on some enemies here.
You sure it's not like this: x * str_b1 / 10 + x / str_b2 - x * x / 2 / (str_b4 + str_b3) / 4 ??
It gives more reasonable results imo. But if it's not, it's not.
 
@Colly:

Are you sure the formula is like this: (x * str_b1 / 10 + x / str_b2 - x * x / 2 / str_b4 + str_b3) / 4 ??
I get weird results on some enemies here.
You sure it's not like this: x * str_b1 / 10 + x / str_b2 - x * x / 2 / (str_b4 + str_b3) / 4 ??
It gives more reasonable results imo. But if it's not, it's not.
I'll check it, but I think it's correct. Your modified formula can bring maximum:
100 * 255 / 10 + 100/1 - 100*100/2/(255+255)/4 ->
2550 + 100 - 5000/65025/4 ->
2650 - 0,0019 ->
2650 or 2649 of STR ;)
 
I was wondering if with such a program it could be possible to have monster levels set from the beginning. Always hated the fact that the monsters could level up with me...
 
I was wondering if with such a program it could be possible to have monster levels set from the beginning. Always hated the fact that the monsters could level up with me...
No sorry. If someone found the data it would help though.
 
I've a problem with your editor =(

I'm using the italian version of the game. Can you fix this? The file is here http://www.megaupload.com/?d=I29LNGMH
...
Ifrit can open files including c0m001.dat - c0m143.dat. NOT including c0m127.dat
...
(basically 1 - 143)

Not all files in the archive can be opened. Or to put it more precisely: not opened without getting an error. The reason is simple: I don' know what all the data inside those files are. Which means I don't know how to fully check if it's a valid file (though there are ways 'round it, but I'm too lazy). Ifrit makes some assumptions on certain values inside the file, and when those values are too big or small, an error occurs.

Don't worry though. Many of the files in the battle archive don't include enemy data (I think  :-P).
 
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Ifrit can open files including c0m001.dat - c0m143.dat. NOT including c0m127.dat
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Oh I haven't read it :| thanks for the explain =D
 
New and better release. See 1st post. Can now open c0m127.dat as well.
 
Good work.  It's nice to see that you are still working on this.

A couple things.  What you have listed status resistance for Vit0 is actually Expulsion.  Also, the unknown byte under abilities is for the animation from section 3 that is used when launching the attack (magic and items always use 0B).
 
Yes I had a hunch that it could be that, thank you.  :)
What is expulsion? Like ejected from battle? Then it means immune to rapture... What byte is Vit0 then?
 
Yeah, expulsion is used by Degenerator and Rapture.  As far as I can tell, the game always uses base status defense (100) for Vit0.
 
gjoerulv, good work, Thanks for it!!

You know its possible change enemy position in map-city/dungeon or main-map (World Map)? I think its more challenging form new enemy groups -->

EX: Ruby Dragon + T-Rex or Iron Giant + Ochu or Abadon (Mini Boss)+ Malboro or X-ATM092 (Mini Boss) + Gargantua (Mini Boss)

In the same way, increase enemy status. :D

Sorry, my inglish is too bad  :-( ..Thanks for all.
 
I haven't looked into that. Maybe in the future some time?
Thanks for trying it  :)
 
How can I make sure that the enemy starts the battle with level 100?
 
Grind up to lvl 100?

Iftrit can't do anything with this now. Sorry...  :P
 
Enemy level formulas are set in the last 8 bytes of each scene block. Scene blocks are 128 bytes.
 
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