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Messages - IHBP

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16
Chrono Trigger Modification / Re: Another idea
« on: July 29, 2019, 01:08:42 pm »
So for now I've put the three gurus battle on hold until next release, I just want to get a working guest character for now.

So from the notes I see that enemies have two blocks of data actions and reactions each action is terminated with FE and the block terminated with FF.

So I set up enemy E7 as follows,  05 01 00 FE 02 (EC) (07) 00 00 00 FE FF 02 7F 03 00 FE 00 00 00 60 00 FE FF

EC Is the attack I created which it uses but only when it's the last one alive, and 07 should be the targeting (one enemy) but still shoots my party.

17
Try editing the first scrambled Crono enemy's graphics then load the game, that should be enough to trigger the problem.


18
What he's saying is if you modify any of the last few enemies it causes major glitches in game.

I changed ones sprite assembly for fun and it scrambled all my sprite graphics in game, soon as I put it back everything worked fine.

19
Chrono Trigger Modification / Re: Another idea
« on: July 28, 2019, 09:05:55 am »
So I played around with this this morning and I was able to make an enemy use the attack I wanted, I made it use the unused attack EC: then I changed the graphics of that attack to the ones I wanted.

So far so good. Unfortunately I couldn't make it attack other enemies despite my new tech meeting the conditions ( Enemy vs Enemy:True, and targeting One Ally 0x00)

The last bit you posted didn't seem to do anything, do I use exclusively that or in addition to what's there? Also do I give that to the other enemies that are with the guest or the guest itself? For now I'm just using enemy E7.

As for Barrier if I had to guess and I'm a terrible guesser I think it has problems with status effect that have the glow effect, even if they come from another piece of equipment.

20
Chrono Trigger Modification / Re: Another idea
« on: July 27, 2019, 11:44:51 pm »
So I spent today fixing my own bugs but now have a small understanding how ai is stored. But I am curious what exactly causes enemies that accompany bosses to die when the boss does? I tried adding them to regular battles and they still kept fighting when they were the last ones, except  the left Lavos bit which ended the battle before any enemies were beaten. This is really the only obstacle left to having guest party members.

Also any idea what's up with the Barrier affect? Specifically from armor or accessories. From observations it sometimes works completely sometimes it half works and quite often does nothing, by contrast Shield works 100% of the time.

21
Chrono Trigger Modification / Re: Another idea
« on: July 25, 2019, 09:50:22 pm »
Thanks I'll give it a try tomorrow

22
Chrono Trigger Modification / Re: Another idea
« on: July 25, 2019, 03:50:29 pm »
How hard would it be to have enemies E7 E8 and E9 (Lavos clones) do nothing but exclusively use Lightning Fire and Ice 2 respectively every turn?

The reason I ask is I want to make a Magus interlude where he fights the three gurus.

23
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: July 24, 2019, 08:15:52 am »
So there was some merit to my ramblings?

24
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: July 23, 2019, 08:13:12 am »
Sorry It's been a while so I had to think about it but the problem I had was that changing the stat cap still causes the new maximum to function like the old one.

Example, if you cap power at 50 they will still be as strong as as a character with ** power they just reach it much faster.

So I was mistaken, it's not that there is two values but that there should be, a global that that stays at 99 and  a personal cap.

25
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: July 22, 2019, 11:26:36 pm »
I remember stats had a display number and a functional number, at least that's the conclusion I got from testing.

26
Chrono Trigger Modification / Re: Dorino Field (bug ?)
« on: July 21, 2019, 08:12:19 am »
Awesome, and now you know how to use temporal flux to edit the game as well.

27
Chrono Trigger Modification / Re: Dorino Field (bug ?)
« on: July 20, 2019, 09:36:24 pm »
Unless youre loading a save state, if you fixed it but you loaded a save state you'll have to exit using the normal way and go back in.

28
Chrono Trigger Modification / Re: Dorino Field (bug ?)
« on: July 20, 2019, 09:34:36 pm »
So I took a look and the exit is fine and so is the solidity, sadly  this one is out of my hands.


29
Chrono Trigger Modification / Re: Another idea
« on: July 19, 2019, 09:26:10 pm »
I noticed that the long range attack triggers if you're more than one hex away, that's way to often for the missile animation, maybe just as the range attack's critical animation would suit better.

30
Chrono Trigger Modification / Re: Dorino Field (bug ?)
« on: July 19, 2019, 09:20:10 pm »
Ok I got it but I wont be able to take a look until tomorrow

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