B
Bartz24
Guest
Is there a way to get the alpha version of this tool? The formation editor doesn't seem to work in the final version, and in earlier posts it was mentioned that the alpha tool works correctly when editing formations.
Wait, I thought this was fixed the last time I complained about it?Edit: And don't use the Synch function. It causes havoc with formations and is very difficult to fix; just copy enemies and paste them over the duplicates instead, double-checking all the attacks after you do it (often, the attack data will get scrambled so it needs to be corrected when copy-pasting enemies).
This is acutally a bug concerning ALL enemy attacks except magic spells. Apparently, all physical attacks from enemies are always treated as short range regardless of whether or not they have the 'long range' flag checked. There was once a thread about this bug here:I did some testing and noticed something odd. Jenova-Birth's attacks are not flagged as short range in proud clod, but they are short range in game...characters in the back row will take half damage from it's laser attacks.
That's by design. Enemies don't have long ranged attacks even if they are marked as such. The code that determines if long range penalty is removed can only affect player characters. Party characters or enemy characters in the back row will always halve the damage done to player characters. I believe some here (DLPB) consider that a bug in the game.I did some testing and noticed something odd. Jenova-Birth's attacks are not flagged as short range in proud clod, but they are short range in game...characters in the back row will take half damage from it's laser attacks.
Don't take the targeting data on enemy-exclusive action too seriously. Even if an action is marked as one row only the targeting is entirely controlled by the AI and can do whatever it wants (ex. Ultima could be "tricked" into targeting one actor). The targeting data section ONLY affects how the cursor behaves for player characters when selecting a target of an action.The tail laser attacks also suffers a 1/3rd damage penalty, like the one you get when you linked an all materia to fire materia, even though it is flagged as "start as multiple" (same as a summon, which does not receive a damage penalty for hitting all enemies). Its not flagged as one row only or toggle multiple either.
I've got a question regarding attack animation IDs. Is it possible to make an enemy use items in battle? Or at least create an enemy-exclusive attack using an item animation ID? Because I thought it would be fun to have certain human-like enemies (the Turks) use items like Ethers, Hero Drinks and such. First off, I've read the various threads about it that I could find:
https://www.ff7catalog.com/threads/5364/
https://www.ff7catalog.com/threads/6169/
https://www.ff7catalog.com/threads/7700/
They were very informative, but they were usually aiming at giving enemy-exclusive attack animations to player-attacks, and I'm kinda trying to do the opposite. I'm unsure how to go about it since the above threads didn't cover item animations. Is it even possible at all?
Too bad, but thanks anyway for looking. I think I MIGHT have found a way to still imitate a Hero-Drink-looking effect by editing the kernel: The 2 spells between Shield and Choco/Mog are unused, so I thought about using one of them to create a custom spell with 0 MP cost and give it the effect of a Hero Drink and the animation of Big Guard (this should be possible, since Big Guard comes in a later set of spells). Then I just add this new "spell" to an enemy's attack list, and since no materia is using that spell, it'll be like an enemy-exclusive ability, sort of. I hope this explanation wasn't too confusing. I'm gonna test that tomorrow.I have a much better understanding on how these animation indexes work than when I made that first post, but It boils down to memory leaks. The animation methods are all in a single line in memory and if a player magic goes beyond what its maximum value should be it starts at the beginning of the next list and continues going. You can't go "backward" through the list as these values are unsigned. Sometimes these will use the same animation methods. Enemy attacks sometimes share an animation with a particular item (happens all the time with items). Ethers might have an equivalent, but Hero Drinks might not. I can look it all up tomorrow when I get it in front of me.
I'm not going to say "no", but I'll say "I don't think so".
EDIT:
No. There is no way to make an enemy perform the effect for Hero Drink without some EXE editing.