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#21
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Yeah, it should be identical to leveling up the old fashioned way since I use the same code. That includes HP/MP gains and any relevant esper boosts.

Any modifications made to the level up routine at C2/60C2 will affect levels gained through this hack as well.


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#22
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Interesting... so, if i replace the average level function, when i get a new character, with that code, could it be the chance that i solve the problem mentioned in the latest post of this thread? (linked below)
https://www.ff6hacking.com/forums/showth...605&page=5


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#23
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Oh oh! Here's a good one -- how's about a Runic effecting monster spell-casts only hack?
Out of the realm of feasibility?


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#24
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Deeeefinitely feasible! I'm looking at it, and it looks like X should still hold the attacker number when the Runic function is called (C2/3225 calling JSR $352B), which means that this should, I think, work. (Untested! But.)

Code:
org $C23532
JMP EnemySpellCheck
NOP

org $C2xxxx
EnemySpellCheck:
CPX #$08
BCC NotEnemySpell
STZ $EE
STZ $EF
JMP $3536
NotEnemySpell:
RTS

Assuming X is holding the attacker number like I think it is, basically this checks if the person casting the spell is an enemy or not, and then exits the function if it's not (just the way it would exit if the spell is not runicable).


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#25
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You mean blocking with runic all the enemy moves and nothing else? in the case you should just check the runic related square of all the monster's spell and uncheck all the others... hard times for Gau, anyway... Hmm


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#26
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Thanks GrayShadows! I'll give that a try. =)

@ Tennkarider Well, monsters cast spells the characters use as well. It would just be nicer and cleaner to have it coded to do it Wink I think it would be a welcomed addition/buff to Runic actually, at least in my opinion and the way I play, I find it annoying that while Runic is up, my characters can't continue a magic onslaught due to Runic activating. It seems kinda dumb on Gau's part lol.

Works like a charm! Thanks man, I'm enjoying Runic much better now.[/align]


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#27
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Fantastic! I couldn't see why it wouldn't work, I just wasn't 100% certain about X at that point. Glad it was an easy fix!


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#28
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Yeah I had a variant up for a few seconds, but his was more efficient. X is always target, I believe. Y is always caster.
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#29
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(09-26-2014, 08:40 PM)dn Wrote: Yeah I had a variant up for a few seconds, but his was more efficient. X is always target, I believe. Y is always caster.

Well thanks anyways! Confused


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#30
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Quote:Yeah I had a variant up for a few seconds, but his was more efficient. X is always target, I believe. Y is always caster.

Actually, from what I've seen, it's usually the reverse (X = attacker, Y = target), but that only holds true for part of the code -- for obvious reasons, the X and Y registers can hold many different values depending on what you're doing at a given time. (Oh, man, dealing with X in C1 can be a nightmare. I'm still not sure where it's being set half the time.)


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