![]() |
Completely New Menu - Bestiary - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Completely New Menu - Bestiary (/thread-4500.html) |
Completely New Menu - Bestiary - DrakeyC - 06-07-2025 You read that right - this adds a fully functional Bestiary to the game! It'll keep track of enemies you encounter, including bosses, and will let you view their stats, including elemental affinities, drops, and steals, in a new menu accessed via event command. The bestiary also includes descriptions that by default tell you the enemy's "type" based on their sprite, and where you can find them (with some wiggle room because there's only so much space here). And thanks to the hard work of Ryo Hazuki, this mod, despite being very chonky in size, is fully modular, so you can assemble it in any bank and have it work, including the deep wide sea of F# banks. Further customization options let you change the order enemies are listed in, add or include enemies (including cinematic-only ones and AI placeholders) as you wish, and write out your own descriptions for them. The concept and rough execution were mine, but the final product is the hard work of everything and Ryo, especially Ryo who went through the trouble of tricking the game into thinking the Bestiary code is in C3 bank so it could be moved anywhere. These two worked hard and a round of applause to them. Here's the download, make sure you read the read-me file so you know how to use this. Feel free to use this on any project you like, I hope everyone loves this and finds room to include it! ![]() RE: Completely New Menu - Bestiary - RoSoDude - 06-09-2025 This is really cool. How does the player access the menu? Is that modular too? A feature I would like is to hide the steal/drop items with ??? if the player has never seen the item before. Of course, that would require tracking a lot of extra data, so it may be asking too much. RE: Completely New Menu - Bestiary - DrakeyC - 06-10-2025 That depends on what you mean by "modular access". As to items, yes, that would be far more complex to code and not worth it tbh. RE: Completely New Menu - Bestiary - DrakeyC - 07-23-2025 The download has been updated with two major additions. First, a bugfix where enemies that weren't initially present in the formation when the battle began were not registering; this is corrected now. Second, there is now the option to flag an enemy formation to NOT register the enemies in it in the Bestiary, This is most obviously useful with the lone Ninja in the Cave to the Sealed Gate, since it's a "normal" encounter on the Floating Continent, but of course it can be used for myriad other instances. To do so, check the box indicated in the below screenshot. This byte is normally unused, but now when checked, all enemies in the current formation will not be registered. ![]() |