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Reverse actors HP MP progression
06-17-2014, 03:16 PM
(06-16-2014, 09:22 AM)Tenkarider Wrote: - HP overflow: if i don't set them exactly at 9999, when they level up they are still at 9999 HP(if i set their start HP to 15 it shouldn't be a problem), but the real matter is that if someone starts with a level higher than 1, then each level after level 1 increase hp/mp instead of decreasing them, probably because they don't level up(they simply start at an higher level than 1). i think the HP overflow check doesn't work, cause we swapped it with an underflow check(branch if HP > 10, else...). I wonder what if i equip a 50% hp boost... maybe 14999 HP?
So i need to cap hp max to 9999 and find the way to apply the decrease even for levels gained outside the battle(joining to the party);
PS. In battle they cap at 9999, but they still break the limit, since Terra is again at 9999 after 1-2 levels;
The first you changed was for level up after battle, now you have to change the character start-up code.
change:
Code:
C0/A2A4: 651E ADC $1E (add it with current HP)
to
Code:
C0/A2A4: E51E SBC $1E (subract it with current HP)
(06-16-2014, 09:22 AM)Tenkarider Wrote: - HP underflow? i changed: branch if HP > 10 into HP > 0, and the else handler instead to set HP to 10, it sets them at 0... the game doesn't like itso it sets HP to 9999... any solution?
I'm not sure I understand what you mean here. You mean when you break the limit it resets to 9999 instead of hitting a bottom cap of 10? It is probably getting dropped below 0 before the check so it cycles back around to very large numbers. There are a couple solutions I can think of, but the best idea is probably just to edit the hp loss per level to never actually reduce them to 0 so you never have to run that check.
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