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Kefka, it sounds like you might be interested in the Poison and Regen tables I have on the Statuses sheet of my mod's spreadsheet. They show how many hits and what % of HP each status moves at each value of Spirit.
WAIT(1) loop
Thanks Tirlititiworked perfectly on field battle@ gledson : I would have advise you to do exactly what you did....
There is no need to remove the battles from the preloading list, though, and it is the thing that most likely made the bug.
In order to take no risk : simply remove the line RANDOM_BATTLE (remove it, don't change it to "NOTHING" though if that was the problem, then I made a terrible mistake ^^"), parse and save and that should be all about it.
Save states should work fine for a script edition like this. The changes will be effective as soon as you (re)enter the field. However, when changing the preloading files, I think the field needs not to have been preloaded first, so the save state must be at least 2 fields away from the modified field (for the entrance of the Gargan Roo, the save state should be in Tot's tower stairs, for example).
Also, keep in mind that there may be the "RANDOM_BATTLE" opcode somewhere else than in the main function. For instance, the random battles of the fire room in the Desert Palace are activated only once all the fires have been lightened up. So there is a conditionnal execution of "RANDOM_BATTLE" in the main function but there is also another one in another function running when the last fire is lightened.
Ah, that could be why it wasn't working, I was always using RETURN at the end. I'm gonna try again with a loop function then.@ Kefka : that's a pitty for the counters :/
I would have thought it should work at least in the looping function. Did you check if it was actually looping? The function should end with those two lines :
Code: [Select]If there is a RETURN instead, it won't loop anyway so it may be why it didn't work.Code:WAIT(1) loop
Interesting, that might be a solution to both of my status-related questions. It would make Auto-Regen far weaker while at the same time prolonging the duration of all status effects. If that is indeed possible it would be great.About the statuses : no, I don't plan to go that far in the battle mechanics. I wish I could, but the figures controlling these kind of things are really spread over the file and it will be too difficult for me to draw the big picture of the battle mechanics.
However, I've progressed in the spell animation editing feature ; without giving false hope (this feature was full of them for my concern), there might be a way to stop the ATB progression during spell animations, making the combo regen+booster lighter. That also needs checks.
RANDOM_BATTLE( 0, 306, 306, 310, 310 )
Ah, ok, thanks for the tip. I'll play around with that for a while.@ Kefka : You got it right, but you also need to add the battles in the preloading datas. There is a bug that should be corrected in the next version for preloading datas, but you can try now nonetheless.
Add those battles to the preloading datas, add the "RANDOM_BATTLE" opcode inside the script and test : it will crash in-game if the bug occured and should work fine if not ^^
The corresponding battle scene for the battles must be preloaded as well but I think I made it automatic (if you add a battle, the battle scene is added too if it weren't there).
Note that the 1st argument of "RANDOM_BATTLE" has unknown effect. It might be about the frequency of random encounters.
That's certainly due to the limited PlayStation VRAM space for enemy textures during battle.I find it kinda lame that in most battles there's only 1-2 enemies, and the maximum of 4 is hardly ever used.
What do you mean by that? Is it maybe that healing an enemy for above 65535 (HP overflow) automatically kills it or something?the battle is usually automatically won when the boss reach 10000 HP, for instance.
WTF?! That's so bizarre... :-oMost bosses don't die by their HP being reduced to 0. Instead, if HP < 10000 trigger death script. This is why Ozma has 55535 HP -- he actually has 65535 but he dies when going below 10000 so he effectively only has 55535. You can't scan so you wouldn't know either way. If the boss's HP did reach 0 the battle just wouldn't end/would hang, which isn't a problem since bosses are immune to instant death attacks and other damage doesn't exceed 9999.
Most bosses don't die by their HP being reduced to 0. Instead, if HP < 10000 trigger death script. This is why Ozma has 55535 HP -- he actually has 65535 but he dies when going below 10000 so he effectively only has 55535. You can't scan so you wouldn't know either way. If the boss's HP did reach 0 the battle just wouldn't end/would hang, which isn't a problem since bosses are immune to instant death attacks and other damage doesn't exceed 9999.
The "death if HP drops below 10000" script is used by all enemies that have a special death animation, be it a spectacular explosion or just talking to you (Baku, Lani, Kuja, for example). The funny thing is, for all bosses that have less than 20000 HP total you can actually verify that in game by throwing a tent at them (which heals exactly 50% of HP and MP in battle). For example, the Masked Man from the game's beginning has acutally 10188 HP, and when you throw a tent at him it heals him for 5094, that's how you know it.WTF?! That's so bizarre... :-o
Any idea on why they did that? :?