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Reverse actors HP MP progression
12-13-2014, 01:53 PM
(This post was last modified: 12-13-2014, 09:52 PM by Tenkarider.)
Ok, now that i'm done with Czar, i'm going to try to start project #2... if you read the previous posts of this thread, then you might already understood some of the features of the new project.
Now, if i wanna officially declare it's starting, then i must solve the problem that made start this thread which is still to solve(just some piece of code works).
If no one in the site really don't know of to solve the last matter, then could you help me to figure out some other stuff i'm working on?
- I need to figure out how works the logic of the code that involves event command 77(Perform level averaging for character in slot A.), which is the true matter of everything: leveling up in battle works perfectly, the event acts stupid ;[
In particular i need to understand when exactly HP are added to the current max hp, when the other minor boosts or more simply(if it works in that way) when the total boost is added(the disassemly tells almost nothing about it).
There are 2 ADC blocks in particular that i believed they were involved in the HP boost, but looks like i was wrong... what do they do?
- The other thing i need to figure out is where are the HP boosts designed for each level? i mean... at lv2 + 12 hp, lv3 + 14hp, lv4 + 17hp, ......
And finally how to edit each value: i'd like to make each HP boost equal, something like all level boost 60 hp, or something similar.
I'm trying my best to figure it out on my own, but until now i failed
I'm pretty sure it's just a stupid piece of code to find out, but it's hidden REALLY well.
EDIT: actually looks like it's involved event 40 (Assign properties B to character A) in the hp/mp boosts... any clue?
Now, if i wanna officially declare it's starting, then i must solve the problem that made start this thread which is still to solve(just some piece of code works).
If no one in the site really don't know of to solve the last matter, then could you help me to figure out some other stuff i'm working on?
- I need to figure out how works the logic of the code that involves event command 77(Perform level averaging for character in slot A.), which is the true matter of everything: leveling up in battle works perfectly, the event acts stupid ;[
In particular i need to understand when exactly HP are added to the current max hp, when the other minor boosts or more simply(if it works in that way) when the total boost is added(the disassemly tells almost nothing about it).
There are 2 ADC blocks in particular that i believed they were involved in the HP boost, but looks like i was wrong... what do they do?
Code:
C0/C57A: 651E ADC $1E
C0/C57C: 851E STA $1E
C0/C57E: A51F LDA $1F
C0/C580: 6900 ADC #$00
Code:
C0/C5B3: 651E ADC $1E
C0/C5B5: 851E STA $1E
C0/C5B7: A51F LDA $1F
C0/C5B9: 6900 ADC #$00
- The other thing i need to figure out is where are the HP boosts designed for each level? i mean... at lv2 + 12 hp, lv3 + 14hp, lv4 + 17hp, ......
And finally how to edit each value: i'd like to make each HP boost equal, something like all level boost 60 hp, or something similar.
I'm trying my best to figure it out on my own, but until now i failed
I'm pretty sure it's just a stupid piece of code to find out, but it's hidden REALLY well.
EDIT: actually looks like it's involved event 40 (Assign properties B to character A) in the hp/mp boosts... any clue?
THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
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