C
Chrysalis
Guest
these tools are superb, are the opcodes etc. documented anyway? or is learn as you go?
Are you asking how NFITC1 figured all of this out, or are you asking whether there's anywhere you can go to find some more help.these tools are superb, are the opcodes etc. documented anyway? or is learn as you go?
All of which I wrote. :wink: . . . mostly from TFergusson's research.there's the help file that comes with WallMarket, the .dat file that comes with it (open it in notepad and scroll down), and this page on the wiki.
what i meant was the area in the scene.bin for the specific enemy's attacks it is able to use, as well as the animation it uses for the attack. normally the MP enemy has only two attacks that it is able to use, machine gun (0110), and tonfa (0111), and even if the attack data in the scene allows for more attacks for every enemy in the scene, they still have to point to the attack in their specific part of the file (in the enemy data section), and give an actual animation for the ability, else the game locks up. i meant it would be nice if you could change each specific enemy's attack pointers and animation pointers through PC so that it didn't have to be done through hex editing. i have the PC 1.0 version, and it does not have this feature, it would require being able to choose a specific enemy in the group to see their animation/attack pointers, and each would need room for all 32 pointers (16 for attack pointer, each at 2 bytes, 16 for animation, each at one byte).it would be very nice if you would add the ability for the user to edit the enemy attack id's
I thought it could.... Do you have the newest version?
what i meant here is that the enemy MP will not be able to use the fire spell normally (just by calling it in the ai) after setting it's attack/animation pointers to actually show the spell fire. the MP has only two attack animations (that i know of) written as 03 (machine gun attack) and 04 (tonfa attack), and nothing for any magical attacks (all versions (i think) of the MP, including palette swaps, have no animation for casting magic). if i give it any animation id (from the few i tried) past 04, it just sits there as if i didn't even set them to use the ability, and i believe that the earlier animations are for idle and hurt animations. however, if i set it to 03/04, it will use that normal attack animation, with no name, and do the fire spell's damage (though with no fire animation). what i was asking was how to make it so that they actually cast the fire spell on the enemy instead of doing a normal attack animation. would i need to actually create an animation for them in the battle.lgp file (which i have no clue how to do... kimera has issues reading them) allowing for spell casting?what all is needed to make an enemy, such as the MP, use, say the fire spell?
First of all you'll have to add the fire attack data to the scene attack data. You might want to have a side-by-side comparison to WM for this. The attack doesn't even have to be 100% the same as the "Fire" attack in the KERNEL.BIN, but if you want to have that spell exactly you'll probably want to copy it.
Second, you'll have to add a reference to it in the attacker's AI. Make sure they have enough MP to cast it or you'll get the "Not enough MP!!" warning. To do this you'll have to set the target and use 92 to perform the command. When it gets around to that spot in the AI it will then try to perform it.
i think i was thinking of using savestates in the psx version... my badthe kernel is only loaded at the start of a new game
This is incorrect. The kernel is loaded when you load the game and is never re-loaded while you're actually playing. Saving, modding, and re-loading will reflect any changes you wish to make in the KERNEL.BIN.
I'm not blind...., but I did forget that those were important info pieces. My current goal is to make this do everything to the scene.bin that Hojo won't. I already nearly obsoleted Teioh with WM 1.0 so I don't want to quash any more of Squall's accomplishments.what i meant was [....] or that i am just blind as to where it could be :evil:it would be very nice if you would add the ability for the user to edit the enemy attack id's
I thought it could.... Do you have the newest version?
You have to make new animations for them if you don't want to use what they already have. Unless you can discover new anims. If you want, say, the machine gun attack anim to perform Fire, just change the Anim that is performed to match that of the machine gun's.what i meant here is [....] allowing for spell casting?what all is needed to make an enemy, such as the MP, use, say the fire spell?
First of all you'll have to add the fire attack data to the scene attack data. You might want to have a side-by-side comparison to WM for this. The attack doesn't even have to be 100% the same as the "Fire" attack in the KERNEL.BIN, but if you want to have that spell exactly you'll probably want to copy it.
Second, you'll have to add a reference to it in the attacker's AI. Make sure they have enough MP to cast it or you'll get the "Not enough MP!!" warning. To do this you'll have to set the target and use 92 to perform the command. When it gets around to that spot in the AI it will then try to perform it.
S'all good.i think i was thinking of using savestates in the psx version... my badthe kernel is only loaded at the start of a new game
This is incorrect. The kernel is loaded when you load the game and is never re-loaded while you're actually playing. Saving, modding, and re-loading will reflect any changes you wish to make in the KERNEL.BIN.![]()
Good! Now I can help you if you have a problem.Okay.. i downloaded the power packs... i didn't see them at first xD..... and I'm using the latest version of Wall Market and now it seems to work perfectly ... Thank you
Thank you
Broken Crow
i said that I was blind not youI'm not blind...., but I did forget that those were important info pieces. My current goal is to make this do everything to the scene.bin that Hojo won't. I already nearly obsoleted Teioh with WM 1.0 so I don't want to quash any more of Squall's accomplishments.
that is what i do not know how to do. i have no idea on how to make new animations for the enemy, or i'd be good to go.You have to make new animations for them if you don't want to use what they already have. Unless you can discover new anims. If you want, say, the machine gun attack anim to perform Fire, just change the Anim that is performed to match that of the machine gun's.
That's an excellent idea; I'm going to try it :wink:now through the ai i have managed to make enemies cause status ailments to you when you attack them (at a random chance)
This is a good idea as well; I think that I'll have them perform counter attacks after taking a certain amount of damage. Perhaps some enemies could have one attack that they only use after taking a lot of damage.perform a damage taken check (as a general counter) to see how much damage they received from that attack, if any, and then automatically restore a %age of that damage
Not sure exactly what you're planning here, but when reviving minions, wouldn't it be easier (and fairer, from the players POV) to have more enemies use life and life2 on each other?working on getting enemies to have auto-life, so that when they die they can come back to life one time (or more for some fights... make a minion always come back until the master is dead, then losing rezzing capability) or so, though it'd be pretty funny if phoenix could be summoned by the enemy evil. hopefully it goes as smoothly as everything else has been recently, since i am getting to know the ai programming pretty well.
No...the chances just are out of 63. 11/63 ~ 17.5% chance. So 63/63 is 100%. It should all be in the helpfile, but it's been a while since I've looked at that.WallMarket's Attack tab -> Status Attack "Change: X / 63" value is a bit confusing
Percentual change is actually 4x value and 63 is just biggest allowed value.
For example
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]
I'm not saying there's any bugs or problems in this program. I was only confused for a few minutes when I scrolled through some status inflicting changes and couldn't figure out how could 11/63 be 0.44
Then I remembered orginal HEX values 01-3F (h19 being 100%)
Not by editing the KERNEL. You'll have to change the way it's handled in the game.EDIT:
Question
Is it possible to change Additional Effects in any way?
Particularly
15 Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Raises Att Mod, MAt Mod, Def Mod and MDf Mod by X
(Hero Drink +30%)
1C Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Def Mod and MDf Mod by X
(Dragon Force +50%)
I'd like to remove Def Mod and MDf Mod completely because immortality isn't fun. Change them to Att Mod and MAt Mod because boosted damage is fun at times.
I'm allmost 100% sure that values I posted earlier are correctNo...the chances just are out of 63. 11/63 ~ 17.5% chance. So 63/63 is 100%. It should all be in the helpfile, but it's been a while since I've looked at that.
What I had here before was a little cheeky so I'll give you a better answer and if you read it before I'm sorry. If you didn't read it, don't worry about it.I'm allmost 100% sure that values I posted earlier are correctNo...the chances just are out of 63. 11/63 ~ 17.5% chance. So 63/63 is 100%. It should all be in the helpfile, but it's been a while since I've looked at that.
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]
Remember that if you couldn't have change higher than 100% spells like Esuna and similar spells would fail quite often when used with All- or Quadra-Magic -materia
I didn't confuse status inflict change with attack%What I had here before was a little cheeky so I'll give you a better answer and if you read it before I'm sorry. If you didn't read it, don't worry about it.
That Chance/63 is the chance to inflict the status. That is a chance out of 63 (this 11/63 ~ 17.5% chance to inflict IF THE ATTACK HITS using the mathematical 100% probability scale). The chance that the attack actually hitting the target is reflected in the Attack% and THAT is out of 255. I believe we had a misunderstanding before, but this is correct.
Huh. Now that I'm looking at Haste and Slow I'm seeing that there's a difference. Haste does always work on everyone and it's 63/63. So do you think that the "/63" label should read "* 4 (%)" or something? I was assuming it was out of 63 because Toad and Mini are 18 and they don't seem to work 72% of the time.I didn't confuse status inflict change with attack%What I had here before was a little cheeky so I'll give you a better answer and if you read it before I'm sorry. If you didn't read it, don't worry about it.
That Chance/63 is the chance to inflict the status. That is a chance out of 63 (this 11/63 ~ 17.5% chance to inflict IF THE ATTACK HITS using the mathematical 100% probability scale). The chance that the attack actually hitting the target is reflected in the Attack% and THAT is out of 255. I believe we had a misunderstanding before, but this is correct.
What I meant that 25/63=100% inflict status before modifications and 63/63=Allways 100%
Example
Slow
Attack Status: Slow, Change 25/63
inflicts slow 100% of the time without mods
inflicts slow 67% of the time when used with all materia
Haste
Attack Status: Haste, Change 63/63
inflicts Haste 100% of the time without mods
inflicts Haste 100% of the time when used with all materia
I remember mostly the orginal hex values
00-19 (0%-100%)
19-3F (100%-inflict status allways(252%))
7F Toggle status
I don't remember all values since it's been about year a two since the last time played around with hex-editor.
But I'm 100% sure that Slow has 100% change inflicting status (25/25) and not ~40% (25/63)
I think good label would be "/63 [automatically calculated % value next to it]" so you would know exact change% and it would also show the maximum allowed value. Not that there's a big difference what some label reads as long as I can edit value easily.Huh. Now that I'm looking at Haste and Slow I'm seeing that there's a difference. Haste does always work on everyone and it's 63/63. So do you think that the "/63" label should read "* 4 (%)" or something? I was assuming it was out of 63 because Toad and Mini are 18 and they don't seem to work 72% of the time.