Users browsing this thread: 1 Guest(s)
Battle variables teller AI script
12-15-2015, 09:05 PM
Yeah, it should be right that one the output for var 035
I also tested it on an endgame vanilla save and the values of battle variables match correctly with the progresses i did(it looks like Locke clothes battle var bits are both cleared after that part of the game, i didn't know that)
I'm not sure to understand here what are you trying to say
If you're saying something like provide more information than a single bit for each check, i'm confident it's not feasible, more than 1 information = a chain of checks... if the first one fails you'll never see the other nested inside the first check
I also tested it on an endgame vanilla save and the values of battle variables match correctly with the progresses i did(it looks like Locke clothes battle var bits are both cleared after that part of the game, i didn't know that)
Quote:You could have used the 16 bit message possibilities, it would make things clearer, but it could take quote text that the person use for his own custom ones...
"Bit 0 value... 0 (clear)"
"Bit 0 value... 1 (set)"
"Bit 1 value... 0 (clear)"
"Bit 1 value... 1 (set)"
etc...
I'm not sure to understand here what are you trying to say
If you're saying something like provide more information than a single bit for each check, i'm confident it's not feasible, more than 1 information = a chain of checks... if the first one fails you'll never see the other nested inside the first check
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!
« Next Oldest | Next Newest »
|
||||
Users browsing this thread: 1 Guest(s)