Using A-ability editor change description (above power) to "0". The actual ability description is in the job editor.
Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Quote from: Darthatron on August 17, 2015, 07:07:46 am
So the way it currently works is that it randomly picks an item and then checks it can be dropped from the "Shop" byte (0xC) in the Item Data. Depending on where you are up to in the game it will drop an item that is either currently available in the shop OR has the up-most bit set (0x80). That's the last "Unknown" byte in the AIO Item Editor which all the Mythril items and generic healing items have set.
So it goes through all the items and works out how many can potentional drops there could be, then it randomly selects one of those items (Rand[1, X]) and that is the dropped item.
Quote from: rrs_kai on June 04, 2016, 11:13:01 pm
How did you get this animation to work? Normally it only works for Llednar's sprite.
nice
Quote from: dck on April 15, 2016, 11:24:11 am
Well I thought there might be some luck with the "unknown/unconfirmed" bytes the structures txt mentions, but those are just animation, description etc from what I can gather.
Quote from: dck on April 15, 2016, 11:24:11 am
I guess this might be affected by the monster bank structure, and I have no idea where that might be.
Quote from: dck on April 15, 2016, 11:24:11 am
Annoying stuff, but at least in my case I have room to move those skills assigned to morph slots, hope it's the same for you. Do mention if you find out anything about this.
Quote from: trukxlig123 on February 07, 2016, 11:18:47 pm
0x11 targets allies only (tried and tested). while 0x07 targets either enemy or ally
Quote from: Ninety on February 06, 2016, 03:54:41 pm
In the ability effect module, there are two addresses for targeting (0x07 and 0x11) that are unused. If I wanted to use one of these to make an "allies only" targeting constraint, would that require getting into the assembly? It seems to be outside of the realm of just hex editing.
Page created in 0.025 seconds with 22 queries.