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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 it so 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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