T
Tyler_Wu
Guest
you can go up to 30 000 dmg and HP i thought, using dziugos patch?
I think this goes back to the problem with editing commands. The game knows that it's a player's magic that's requesting that animation so it tries to pull that animation offset from the "player attack" animation set. The enemies' animation for Tsunami just happens to coincide with the player's L5Death.I have also tried using the Sewer Tsunami animations and camera positions, but when used with Fire3 (for which the attack modifier was 00) I got the "L5 death" animation and when I used it with Ice3 the game crashed. Hmmm, something must still be going wrong.
Seeing as they never intended 0x12 to be h04 for any attack other than Tsunami and h03 for any other "attack" other than Vincent's Limit Breaks (etc), probably not a lot. Their bug checking probably involved making sure no player attacks had any property that were designated "monsters only" and vice versa.I wonder how much bugchecking they did before initial release?
No. No they didn't. Considering on the basest of senses that this is reverse-engineering and a violation of the EULA, no. At least on the PSX version. I don't know about the PC's restrictions.Mmm, they didn't really count on their fanbase pulling it down to its skeleton and rebuilding it hey![]()
I have heavy-heartedly confirmed this. This makes me sad. I figure this is another "lazy programmer" trick where they suddenly decided "they're all the same, why not just hard code it?" Lousy programmers.I have been editing materia as well. Summon materia to be precise, and I have found that the materia attributes from 0x0E-0x13 seem to be redundant. After trying to edit KotR in such a way that the player would be required to get it to level two before it could be used once, I found that I could still use it once with lv.1 KotR materia, twice with it at lv.2 and three times with it at lv.3 (when it was supposed to be once - the point of lv.3 would be to master the materia and nothing else).
Fixed. Sorry I didn't see that before.EDIT: Oops. I've just noticed that the equip effects for materia are missing.
Multiple hits are tricky. I think there's something in the animation that tells the battle engine when to apply damage. It probably does multiple hits, but only shows the first/last one? The only way to know for sure is to set an attack (say fire) to a low power with multiple hits and sense if your target has fewer HP than that number took off. Easy enough to set up. I might test this later.First off I just wanted to say that i'm having alot of fun with this. The only problem I am finding is when trying to add multiple hits to attacks. I was able to increase the number of hits that Comet2 does but when trying to add multiple hits to matra magic, nothing changed. I also tried chocobuckle to test and also no go. I was thinking it had something to do with the hits not being able to register before the attack was finished but all I ever saw was one hit.
This is terrible! Somehow this got by my testers *glares* that the data never changes. Actually, the Armor values DO change, but I made a typo for the equips and it alters the data at 0x13 twice instead of 0x12 and 0x13. Teehee. And apparently I never did write anything to alter Materia Statuses or accidentally erased it since. I have no idea how that happened.EDIT: I have also seen that if you modify, that is add or subtract added attributes from materia, the changes will not stay when you choose a different materia or if you save. The same thing happens with regards to changing who can be equipped with armor. Thanks again for the great stuff![]()
This is the order the game has the data stored in (so it must remain so for editing purposes) and it's the way the game organizes it in the item menu when you tell it to organize items by type. It goes through the items in the order WM lists them, then weapons, armors, and accessories. Changing this order can be disastrous for keeping the data straight. If I reorganized any of it, there's a chance that shops would start selling the wrong things since they're based on the order stored in the KERNEL.BIN.right now for example in the list, force stealer is listed way down the list but when playing the game you find or can buy the force stealer soon after you get the hardedge
Nope, sorry. The game only allows 2 links. WM is enforcing links in pairs because I don't know what would happen if you tried to make a weapon that had, say, three left links in the first three slots (I might try that sometime, but I think it'll crash or treat them as single links anyway). So no, You can't link things like "Steal-as-well" to "DeathBlow" to "Added Cut".One thing I was wondering... would it be possible to make 3 slots in weapons/armour linkable?