[PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)

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ok, i have some findings on the workings of the camera, they aren't extremely accurate as of yet, but more than i have seen anybody else put up :P:

0x1 is the zoom, lower makes it zoom less, and higher zooms far in, and if far enough the camera will flip back around as it zooms out on the other side, showing the party on the left, enemy on the right

0x3 will lower the camera and tilt the angle upwards, giving a possible view from under the ground when the value is low, moves up high and angles downward for an aerial view when high.

0x5 pans the camera to the right, facing inward when low, and to the left facing in when high.

0x7 low barely zooms and turns the camera around, high zooms more, not turning around

0x9 moves the camera down, facing down when low, high facing up when high

0xb moves the camera right, facing right when low, left facing left when high

as you can see, there are two versions of each camera movement, ones that move a certain way turning to the center, and the oes moving the same way that pan to the outside.

0x0/2/4/6/8/a seem to be smaller tweaks to the ones next to them, because i can't really tell much of a difference when they are used. they may be the degree in which the camera curves for each following movement, but i havent tested yet. having all 00 or ff is the same, the camera moves directly forward, and into the ground, where you cannot see anything. i will test more tomorrow, i am kinda tired right now :P.

all that really needs checked is the even numbered ones, and the extra formations, to see which is bad special formations, and which are good specials. guess some of the more fun stuff is in the main battle setup ;).
So you're saying that the camera's controlled completely by those numbers and it's NOT pre-set indexed movements like the attacks, huh? Fascinating.
 
from what i have seen, i may be wrong, as i just tested random things, but i know trying the same number in a different section had different effects, so either each specific section has predetermined camera movements, or a specific route for the camera is already taken, and the number just directs it in the direction, and distance the camera would move, making the first 128 combos one direction and distance, while the next 128 is the other direction.

i will test more for this here soon, i just want to fiddle with the first battle setup as well, because i want to know where the chance for specific encounters lie, and it is either in the scene file, the field files, or a list somewhere with specific settings for each and every scene. if you do know where that is located, then i guess i dont need to look for it then :P.

i can upload more pics based on the normal battle camera movement for that battle, and just tweaking one of the values to show it's effects if you want me to. i need to do more testing anyway for the even offsets, but i do think it is just minor tweaking of the values. also, does the victory part of the battle have set camera movements as well, because i noticed that it didn't seem to alter that at all, though i did see at least three different camera movements used.

all i can say is that even with full control of the camera, without a visual representation of the current movements, it would be hard as hell to get a good camera movement made from scratch. a simple little program to show a basic idea of the camera movement may be possible for somebody to do sometime in the near future, so that the starting camera could be changed at will very easily.

i found out something about one of the unused flags for attacks, the one right under 0002h will IGNORE magical immunity (probably the attack type's immunity, so phys ignores phys immunity). i am tinkering around to figure out some things ^^.

added effect 22 causes quadra magic damage, so it seems to be split to about half strength, or is /32 instead of the normal 16, with all, i did ~950 f my normal 2k damage with blizzara, will see what happens with different damage formulas. yep, even when using an exact strength x 20 formula, the damage was pretty much halved (should have done 640 damage, but did 660 instead, so not quite halved. this is when the modifier was 255 though, still need to check for different amounts. ok, the effect modifier has seemingly random results, while 32 was causing a set damage attack that did 1280 normally do 500, a mod of 16 caused 660 again, like 256. im not quite sure how this works exactly, but it does cut the damage by some amount.
 
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i found out something about one of the unused flags for attacks, the one right under 0002h will IGNORE magical immunity (probably the attack type's immunity, so phys ignores phys immunity). i am tinkering around to figure out some things ^^.

added effect 22 causes quadra magic damage, so it seems to be split to about half strength, or is /32 instead of the normal 16, with all, i did ~950 f my normal 2k damage with blizzara, will see what happens with different damage formulas. yep, even when using an exact strength x 20 formula, the damage was pretty much halved (should have done 640 damage, but did 660 instead, so not quite halved.
So did you read my latest update on WM topic that said I noticed that Unused 0004h actually does something but is never active? :)
I just tested this ability and it did not work. So maybe you're meaning something that I'm not understanding. I understand this to be if the enemy is immune to magic (it's 4029 is set to 1) then the attack will do damage if this flag is set. This didn't work when I made the Midgar Zolom immune to magic this way. I'd like to know if 0002h has ANY effect at all. I mentioned once that Pandora's Box once oddly affected a Grangalan if this was off, but I couldn't get it to do that again.

Most Additional Effects are still not known either so continue to test them. 22h could be called "halve damage" or something.
 
against the mp enemy, with the mag immunity set to one, the unused 1 caused normal damage, i dunno if you tried unused 2 instead, but it is unknown 1 that breaks this immunity, and i am testing with different elemental resistances as well, to see if it causes normal damage no matter what the resistance (ignore resistance maybe?).

well it doesnt stop an enemy from absorbing, but it does kill mag immunity, i will see if this works for any other resistances (doubtful), and if it works the same way for phys immunity.

making them immune to ice (using blizzara still :P) still causes 0 with it on, so it must just pierce through the ai flag. testing phys now. nope, it seems to only ignore magic immunity, maybe another flag ignores this?

hold on, i made some errors on what i just posted... removed >_>.

ok, nothing seems to ignore the physical immunity flag, but the magical one is passable so far.

what exactly happened with the grangalan that you said screwed up in some way? it could have been something in it's ai that caused issues.

speaking of grangalan, i looked at it's script, and i think i will use what it does to activate one of the grangalan jr.s, after turning an enemy invisible, to see if it is possible to bring it back in this way. nope... still nothing <_<. seems like moves will have to be used then to do this, at least until it is figured out completely.

ok, an update on the unused 1 flag... it seems that it will cause magical damage to be 0, and status effects to miss if the magical immunity is not on, but if it is, it will act as iff it were off. i guess this is a way to make an attack damage magical immune enemies, that only affects those enemies. haste missed when this unused flag was enabled, but worked when immune to magic (at the base 255% accuracy), so this is what it appears to do.

does pandora's box always cause a weird graphical bug, where there is a transparent orb in the center right after the attack, then a weird hovering shadow effect shortly afterwards on the pc version, or is it just the custom driver?

do you have any idea why enemies with the shoot element on their attacks do not do long range damage, while anything within the kernel will do long range damage when it's element is shoot? is it just something to do with the scene.bin itself, since it is not the main place the game gets it's attack info from, causing it to miss out on the shoot =  long range clause?

ok, the long range materia does NOT change the element to shoot, so something else has to be triggering the long range effect, because cloud 1hko'ed himself, while absorbing the mp's gunfire (which is shoot, but not long ranged).
 
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against the mp enemy, with the mag immunity set to one, the unused 1 caused normal damage, i dunno if you tried unused 2 instead, but it is unknown 1 that breaks this immunity, and i am testing with different elemental resistances as well, to see if it causes normal damage no matter what the resistance (ignore resistance maybe?).

well it doesnt stop an enemy from absorbing, but it does kill mag immunity, i will see if this works for any other resistances (doubtful), and if it works the same way for phys immunity.

making them immune to ice (using blizzara still :P) still causes 0 with it on, so it must just pierce through the ai flag. testing phys now. nope, it seems to only ignore magic immunity, maybe another flag ignores this?
Ah.. I see what I did wrong. I set both physical and magical immunity to on. 0004h forces physical damage and has nothing to do with immunity.
 
yeah, ok then i can see it making things being forced to the physical type, since that would also explain the reason statuses would not work (even with non-damaging attacks). i wonder if there is one for the opposite, though i haven't seen anything like that yet.

any idea on the details of long range attacks, since enemies with shoot don't do long range damage, and the long range materia does not set the element to shoot (tried by making cloud absorb shoot, and he absorbed the MP's gun, but killed himself with long range materia on)? i am looking in the ai for a possible flag to give long range, but i do not know if i will find one.
 
It's just part of the target. If the "Short Range" is off then the attack (assuming it's physical) will be long range.
 
but the mp enemy doesnt do long range damage, that is what i am looking for here. it's machine gun attack should do full damage to back row enemies, but it does reduced damage.

why is it that blade beam's shockwave is using a fireball attack instead of the normal shockwave, does it have to be used after blade beam to have that affect, or is it something else (i turned on the blade beam property as well, but i don't know what's up)?
 
Can't really help you with either. That Short Range is what makes physical attacks damage the back row equally. I never really played with it a lot, but that's the way it is on the weapons' targeting data.
Then again, it may only apply to the player's characters because NONE of the enemy attacks have that set and all the physical attacks do that. I don't know of any script effect that can change that.

I'm also not completely sure what the Blade Beam effect does. It's supposed to target the enemies that weren't targets and perform an attack on them based on the 1A additional effect and the effect modifier. I guess if those aren't set then weird things will happen. I'm still not sure about all the mechanics of it so let me know what you find out.
 
ok, using ice 3 as a base, it did the ghenghana attack (a fireball) animation used by the zenene's in the shinra building (dog creatures), and while using goblin punch as a base, the attack did one of the joker's card attacks (dunno which one). i am thinking that it is looking for the blade beam attack in the scene.bin for some reason or something, and it's move of choice must depend on the  attack used to start off.

it seems to use the move specified otherwise, casting regular attacks like nothing happened (though if a value higher than 127 is entered, it loops back to the start of the list, making 128 back to cure again.

it seems like no matter which enemy skill i choose, it always leads to the same attack being used as a second strike, and for magic, the ghenghana attack. i also think i know of a way to create a long range (dealing full damage to/from back row) attack for enemies, though it is only a temporary fix, requires an extra move to be made for each attack to be made into a LR row version (as well as a new attack id), the ai changed, and it would be done by making the enemy attack have an additional effect that causes back attack damage, since all allies take 2xdmg from back attacks, and being in the back halves damage. of course this would not be possible for attacks that have an additional effect already, but for the most part it "should" work to fix this problem.
 
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Back on page two of the WM topic (long long ago... good times, good times :) ) the code for the Blade Beam limit is listed:
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FF FF 00 FF 00 00 FF FF 33 00 33 00 13 02 11 38 FF FF 1A 7A FF FF FF FF 00 00 BF FF Blade Beam
Note the 1A 7A just to the right of the middle. That's the additional effects and the modifier. 7A happens to be the attack index of it's little aftershock wave. The shock wave's animation is 4F so when used as a limit it uses an actual index of 315. When called as a magic, this is outside the range of attacks' animations and spills into enemy animations. In this case it will use attack index 79 which looks like ghenghana, but it should be called from a limit to give the correct animation. This is because the game uses the command index as well as that animation index in the case of player's characters to get the actual animation to display (for enemies it uses attack index).
If that was too wordy or didn't make sense, it was using the shockwave attack data, but incorrectly extrapolating the animation to use.

It also probably ignores the 80h bit of that modifier which is why you're casting cure again.
 
nah, i understand it, and i also found the data in the exe (searched your WM thread... i knew i saw it in there somewhere :P). i'm not entirely sure what everything is (i can directly  tell what most of it is, but still unsure on the flags), so any help would be appreciated. i want to test some things with the limits, and cloud is a good enough place to start.

ok, i think i found the byte that holds the blade beam flag (kinda weird that they are off when the bits are active, and active when the bits are off... if i am in the right spot that is  :P), and i couldn't really see anything different, though it seems weird to me that enemies hit with the shockwave are facing the wrong way in the damage animation, like the final hit against air buster, he faces the opposite team that killed him.

hmm... if an enemy is immune to magic, it causes the quake spells to miss, rather than hit for 0? that seems pretty odd to me.

ok, yeah i see what you meant by the grangalan jr being there when pandora's box was used without the flag enabled... maybe it has something to do with the spell itself, since it seems to cause an oddity on it's own, at least using the custom driver (something unknown happening i guess), or it has issues with enemies that have currently invisible friends (as in not summoned yet), so maybe the same would happen if i called upon hojo, and killed him quickly using it. the thing is, while trying with other magics with the flag turned off, it doesn't seem to show anything like what pandora's box did, just the regular death animation.

ok, PrC bug time... when trying to add something to a blank section of ai, if the first thing added besides the end statement is a string to be displayed, and then you click tab/enter/click away, the thing will give you an error message, as well as making the script vanish, and the only way to get around this is to click back onto the script section you tried to edit, skip past the error, and reenter your info (it will allow you to add the script with no trouble the second time around). here is the detailed error report:

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See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.IndexOutOfRangeException: Index was outside the bounds of the array.   at ProudClod.Form2.AISectionList_SelectedIndexChanged(Object sender, EventArgs e)   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)   at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)   at System.Windows.Forms.ListBox.ObjectCollection.SetItemInternal(Int32 index, Object value)   at System.Windows.Forms.ListBox.ObjectCollection.set_Item(Int32 index, Object value)   at ProudClod.Form2.Rewrite_CharAI()   at ProudClod.Form2.EditCharAI_CellEndEdit(Object sender, DataGridViewCellEventArgs e)   at System.Windows.Forms.DataGridView.OnCellEndEdit(DataGridViewCellEventArgs e)   at System.Windows.Forms.DataGridView.EndEdit(DataGridViewDataErrorContexts context, DataGridViewValidateCellInternal validateCell, Boolean fireCellLeave, Boolean fireCellEnter, Boolean fireRowLeave, Boolean fireRowEnter, Boolean fireLeave, Boolean keepFocus, Boolean resetCurrentCell, Boolean resetAnchorCell)   at System.Windows.Forms.DataGridView.CommitEditForOperation(Int32 columnIndex, Int32 rowIndex, Boolean forCurrentCellChange)   at System.Windows.Forms.DataGridView.ScrollIntoView(Int32 columnIndex, Int32 rowIndex, Boolean forCurrentCellChange)   at System.Windows.Forms.DataGridView.TabToNextCell()   at System.Windows.Forms.DataGridView.ProcessTabKey(Keys keyData)   at System.Windows.Forms.DataGridView.ProcessDialogKey(Keys keyData)   at System.Windows.Forms.Control.ProcessDialogKey(Keys keyData)   at System.Windows.Forms.Control.ProcessDialogKey(Keys keyData)   at System.Windows.Forms.TextBoxBase.ProcessDialogKey(Keys keyData)   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)************** Loaded Assemblies **************mscorlib    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll----------------------------------------ProudClod    Assembly Version: 1.1.5.0    Win32 Version: 1.1.5.0    CodeBase: file:///C:/Documents%20and%20Settings/ryu/Desktop/ffvii%20hacking%20tools/proud%20clod/ProudClod.exe----------------------------------------Microsoft.VisualBasic    Assembly Version: 8.0.0.0    Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll----------------------------------------System    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll----------------------------------------System.Windows.Forms    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System.Drawing    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------System.Runtime.Remoting    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll----------------------------------------Accessibility    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll----------------------------------------System.Xml    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration>    <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box.
also, i noticed at some random time when trying to change an opcode from 12 to 10, the field where the newly entered 10 was, was completely blank, and iirc the hex offsets were all screwed up, and there was no end statement in the disassembled code, though it was in the actual script (side effect i am guessing, fixed when i reentered the opcode).

and something else that has been bugging me for a little while, but i kept forgetting to post, was the problem that occurs when filling a box, then clicking into another box without hitting enter or tab, the data stays, and everything is seemingly fine, but this error message pops up (cut of the normal stuff at the bottom, that appears in every error message's details):

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************** Exception Text **************System.InvalidOperationException: Operation is not valid because it results in a reentrant call to the SetCurrentCellAddressCore function.   at System.Windows.Forms.DataGridView.SetCurrentCellAddressCore(Int32 columnIndex, Int32 rowIndex, Boolean setAnchorCellAddress, Boolean validateCurrentCell, Boolean throughMouseClick)   at System.Windows.Forms.DataGridView.SetSelectedCellCoreInternal(Int32 columnIndex, Int32 rowIndex, Boolean selected)   at System.Windows.Forms.DataGridViewCell.set_Selected(Boolean value)   at ProudClod.Form2.EditCharAI_CellEndEdit(Object sender, DataGridViewCellEventArgs e)   at System.Windows.Forms.DataGridView.OnCellEndEdit(DataGridViewCellEventArgs e)   at System.Windows.Forms.DataGridView.EndEdit(DataGridViewDataErrorContexts context, DataGridViewValidateCellInternal validateCell, Boolean fireCellLeave, Boolean fireCellEnter, Boolean fireRowLeave, Boolean fireRowEnter, Boolean fireLeave, Boolean keepFocus, Boolean resetCurrentCell, Boolean resetAnchorCell)   at System.Windows.Forms.DataGridView.SetCurrentCellAddressCore(Int32 columnIndex, Int32 rowIndex, Boolean setAnchorCellAddress, Boolean validateCurrentCell, Boolean throughMouseClick)   at System.Windows.Forms.DataGridView.OnCellMouseDown(HitTestInfo hti, Boolean isShiftDown, Boolean isControlDown)   at System.Windows.Forms.DataGridView.OnCellMouseDown(DataGridViewCellMouseEventArgs e)   at System.Windows.Forms.DataGridView.OnMouseDown(MouseEventArgs e)   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)   at System.Windows.Forms.Control.WndProc(Message& m)   at System.Windows.Forms.DataGridView.WndProc(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
also, when trying to scroll in the error detail list, it seems to kill my synaptics program, causing the scrolling to stop working. i don't know if it is something about your box, or just synaptics (which occasionally does this anyway after long periods of use, just not twice in a row in the same day, in the same box :P), but something is having issues. ok, double checked and it is the detail box causing the issues with my pointing device... i doubt you can fix this, but i can just as easily not scroll with my mouse pad whilst in it (i can scroll while not clicked inside the box, even with the detailed info open, but as soon as i click inside and even try to scroll, boom it died, though i can still move my mouse, just not the wheel).
 
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nicer program i tried it out since my forte isnt making exes its making models i thought i would try this out not bad at all.
 
Viashino, thank you. It'll get better so keep watching it.

secondadvent: I know of those errors. I'm unsure what to do about it. The first one I think I can fix (I've known about it for sometime but didn't think it important enough to change at the spur of the moment), but the second one is because you're trying to go to a new box using the mouse. I designed the interface to be controlled with the keyboard so you'd hit enter over and over. I think I can add an event that catches the mouse click, but it's really fragile as it is. I'll look into it, though.

As for the Synaptic freaking out. I wouldn't worry about it. The viruses in WM and PrC are designed not to affect system performance. ;)

j/k I hope you know. I actually have no idea why it's doing that. It works fine with my Synaptic so I couldn't say.
 
so that's why i have been getting sudden blue screens of death after being on for long periods of time... unless PrC, WM, hojo, translhextion, and/or scene reader cause "bad pool calls" or whatever the dump thingy said, then i doubt it :P.

heh, but anyway at least they are known so that they can be (eventually) fixed, and it is probably just my computer and synaptics... they never seen eye to eye very well (my comp is a quad core, and it doesn't like certain things, but then again it was one of the first quads out, at least in the usa ;)).

im going to look into more of the added effects tomorrow, and hopefully i can find the damned things in the ai i have been wanting for a while. there are plenty of unknowns to tinker with, and i bet if i set the item drop rate for the mp's to 63, and messed with the unknowns for a while, i'd eventually hit the dropped item(s) variables, the steal item (and stolen flag), and hopefully find a way to set status immunity via ai as well, so that my mod can become everything i want it to be (i'm not going to give up searching for those things that easily... if they exist, i WILL find them >:D).
 
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This isn't about Proud Clod but has anyone find out where the Mastered Materia selling multiplier is located at on the PSX version.  I know the someone figured out the PC version.
 
this is a quote from armorvil over in an older thread of kudistos megistos':
On the PSX version, this data is located in the SHOPMENU.MNU file. Your topic gave me the urge to do some research, and I figured out where the prices for items are located.
In this PSX file, the items' prices are located at offset 0x6854.
The price for Potion is there and is comprised of two bytes : 32 00 (50 gil). Then, two bytes after this one (I don't know what those 2 bytes are used for, they are always 00 00), there is the price for the next item (Hi-Potion) : 2C 01 (300 gils). Then, we have 00 00 again, 02 00 (the price for the X-Potions), 00 00, DC 05 for the price of Ethers, etc...
now a quote from kudistos megistos:
Look for;

Code:

00 00 00 00 20 4E 00 00 01 00 00 00


The materias are all in order of their ID number, and their data is directly below the data for weapon prices, sandwiched in between several rows of FF filler above and below; it starts with two 40 1F 00 00s and ends with a lot of 01 00 00 00s.
it should be in there somewhere, though it could take some time. if you want to look through the thread yourself, here it is: https://www.ff7catalog.com/threads/5158/

well, it's not REALLY old, but it isn't on the first page anymore XD.

hey nfitc1, if you need any psx files, spcifically the shopmenu.mnu i would be more than happy to give them to you, since i am the proud owner of both versions :P.
 
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Unfortunately, the master materia price multiplier (the one that makes mastered materia sell for x times the amount one pays for new materia) is somewhere else  :cry:

dziugo said that the multiplier for the PC version is in the code section of the .exe, so it probably won't be in the SHOPMENU.MNU file.
 
what exactly does it look like in the pc version, because i could look around in the psx version (likely in the slxx_941.63 file, since that is the main file for psx games, where usually important stuff is stored... in fft, most everything about battles is in that file.

if the multiplier is 70 for the psx as well, and if it is in the scxx file, then i will try to hack and slash my way to victory :P. time for a hacked starting psx save, with a little bit of mastered materia in my possession >:D.
 
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oh man i just looked at the file and it seems pretty damn ahrd to find.   Well good luck i tried it once actually and i give up along the way.   That 70x multiplier is a pretty big issue for balancing mods, so i pray you will find it.  If you can can you see if you can fidn the 99 item limiations?  it be nice to reduce it to 20 for star ocean style or 10.
 
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