[PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)

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I’ve downgraded my participation level to “lurker” and just happened to notice your post and think “hey! I remember that name” :) good to know you’re still around!
 
Us oldskool gamers never truly leave ;D

Great to see you're still here too, and your hard work is still appreciated.

I've just used WallMarket again this week to do some more tweaks, going to be doing a new FF7 run with HD textures and the like, see how much I can remember. Plus I've given the modded file to my brother to put in place once he finishes his "vanilla experience" runthrough; he's bought FF7 off Steam after I told him how much I liked it, and he'd heard a lot of good things before now too.

Should be fun!
 
WallMarket.exe wont even open no matter what i do.
also the download link is broken, nothing to download, i had to get it from somewhere else.
 
Is there a way to set probabilities? I mean, for example, if you use a counter, is there a way to make it execute, say, 33% of the time? I've found ways to set conditions (if health is below x%, if you have a certain status, etc.) but not to make an attack execute sometimes and sometimes not. The only thing I've seen is that statuses can be set to activate x% of the time, but nothing else.
 
Is there a way to set probabilities? I mean, for example, if you use a counter, is there a way to make it execute, say, 33% of the time? I've found ways to set conditions (if health is below x%, if you have a certain status, etc.) but not to make an attack execute sometimes and sometimes not. The only thing I've seen is that statuses can be set to activate x% of the time, but nothing else.

Yes. There are modifiers on the materia tab for exactly this function. Some chances are out of 64, some out of 100. I think counter might be out of 64, but it’s been a long time since I’ve looked.
 
Yes. There are modifiers on the materia tab for exactly this function. Some chances are out of 64, some out of 100. I think counter might be out of 64, but it’s been a long time since I’ve looked.
Sorry. I meant the AI ​​table. For example, it's easy to add that a character counterattacks with Fire+ or even with an item like a grenade, and it's also easy to set it to do so, for example, when their health is below 50%, when the attack is physical or magical, or when they're poisoned (the tutorial is quite good). But I haven't found a way to make it do this simply based on probability. For example, setting a character to cast a potion on themselves after a physical attack always... is easy (well, relatively easy), but I haven't been able to set it to do so only 50% or 25% of the time. There might be a code to add this.
 
You can’t set the properties of a materia via the AI, but you might be able to edit the character’s counter chance. Check the addresses in the wiki
 
You can’t set the properties of a materia via the AI, but you might be able to edit the character’s counter chance. Check the addresses in the wiki
Thanks. I assumed there wouldn't be one, since the AI ​​in FF VII is absolute. Enemies either have counters or they don't. And their AI is: attack the character with the most health, attack the character with the least health, don't attack if they're poisoned, etc., or choose a target randomly. But it's never: 50% chance of attacking the character with the most health, 25% chance of attacking each of the other two targets. Or so I think. I haven't thoroughly reviewed the enemy AI with ProudCloud yet.

I'll take a look and see what can be done.
 
You’d have to set your own probability functions in the AI itself. Check Eligor’s script. It has an incredibly complicated main AI script that might give you some ideas. The counter scripts always fire, but you could set a probability of them actually doing anything in the script itself.
 
Thanks. I've reviewed it. The script is incredibly long and complex. Even the boss script seems much shorter. It can definitely give me some ideas and information on how to do some things. Why does Eligor have a script twice as long as Safer Sephiroth? Curious...
 
I’ve wondered that for a long time. By the time you get to Eligor he’s a rare encounter and pretty formidable. He’s like a soft mid-boss that isn’t anything particularly special other than he can cause statuses and act differently depending on who has which status. Best guess is he was at one point supposed to be a boss and was allocated some dedicated time to develop a complex AI script, but got downgraded to a rare encounter possibly because of pacing concerns.
 
That makes sense. His design is impressive compared to the other regular enemies, and in fact, in Final Fantasy VII Remake it's a boss, so it makes sense that it was intended to be a boss from the start.
 
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