A
Armorvil
Guest
That's the whole problem actually : the different overkill values aren't calculated or dependent on MaxHP; they're just set. Most of the time though, overkill values are almost equal to the enemy's HP, so one-shotting it will overkill it. The random monster Ahriman for instance, has 2800 HP and is overkilled when the finishing blow hits for at least 4200 damage. But another random monster has 5000 HP and is overkilled by an attack dealing at least 2400. And a Dark Aeon (=optional boss) has millions of HP and is overkilled with finishing blows dealing at least 99999 (yes, there are 5 digits). So, with these mechanics, there is no set rule that could work for all enemies...Well, it depends how you calculate overkill - I'm not actually sure how FF X handles it...
This is great to hearThis will be resolved when I get my computer, hard drive and internet connection sorted. I'll be getting a connection tomorrow and a replacement drive around (I believe) next Wednesday.
Yeah, I read what Lasyan said about the ram. But as you said, I don't think it's an issue, since 5kb should be more than enough.One word about the kernel: whilst there's no on-disc size limit, KERNELs above 27,647 bytes *may* cause glitches. I haven't really investigated. That's still a 5kb increase, though.
Thanks for this insight. Still, as much as I'd love such a function to be implemented into FF7, I don't think I'd be able to write such a script without bothering you or NFITC1 for days... I'm quite satisfied with my mod's mechanics right now. If all goes well, I should be able to release it in July.Feasible. There could be lots of ways of doing this, some more hacky than others. You could actually specify certain enemy IDs in the AI, but that would be bulky. You could make an enemy's prebattle script set a flag that turns on a different overkill script. You could make every 'strong' enemy turn on its bit in a targetmask held in a battlevar, then refer to that when working out which script to use. Or you could go for the simple method and make sure that only bosses have levels that are, say, multiples of twenty, and refer to this when choosing the right script.
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