Quote-HP and MP can only be 255 base, but the remaining stats can be 999. Odd design choice.I don't think these are really issues...
-Max growth rate for any stat is only 25.5. The 2800 is the max possible and that too because you've allowed Lv.100. If we had a growth rate of 99 then we'd be hitting the 9999 mark.
Quote from: Leonarth on August 02, 2020, 03:49:01 pmIt does exist, all jobs have all animationsI apologize if that sounded rude, my intention was to say that I've come across a bug. I edited my post.
Quote from: Leonarth on August 02, 2020, 03:49:01 pmAlso, unrelated, but I did make the option to display up to 9999 hp, have you tested that yet?Wow, it works! What more can I say, its awesome and I like it!!
Quote from: undefinedI understand the concern of having an inaccurate displayThe display is much worse than you described, not only does it never show the mastered tag, it also does not have a bar and the ability name is always white, there is essentially no way to tell the ability isn't mastered.
Quote from: undefinedsupport for custom items was added one day?Not sure what you mean by this, what is preventing you from adding more items?
Quotethe animation exist for Human thief but not for White mage and Archer.It does exist, all jobs have all animations, what happened here is that even though this is an ability, it uses a weapon animation, and the new code is not prepared for that.
Quoteability mastery issuesI was initially misreading this and thought you meant the functionality of "permanently learning an ability upon equipping" was very demanding to recreate. I understand the concern of having an inaccurate display (ability is mastered but doesn't show the tag), but in the four years since the hack has existed no one has shown interest in replicating the 0AP system for any other purpose.
Quoterepointed text questionsNice. I'm still surprised by the modularity of all this. Before I decide whether to keep it or not I'll take a look at the table and see how much I'd realistically have to add on it. I have my changes documented, but it still a lot of content to port over.
Quote from: Leonarth on August 02, 2020, 11:52:25 amKeep in mind the engine hacks are made to be used as a base, rather than be added on to an existing hackI'm using them as an add-on. I make all the changes in the AIO/nightmare and then apply the engine hacks at the end.
Quote from: Leonarth on August 02, 2020, 11:57:47 amWhich jobs did you use the ability with? Which ability was it? Which weapons did you try it with?Human White mage - Staff - Bolt sword
Quote from: Leonarth on August 02, 2020, 11:57:47 amMore importantly, did you use the patch included with the randomizer? Or did you use the engine hacks?I did not apply the .ups, just used the engine hacks.
QuoteI think that Humans are missing the animation.Moogles were fine.Well, they literally have the same animation data so that's clearly not the issue.
Quoteit would be good to learn about it.If you look at the animation template, it contains a very big list of pointers, such as "idle_front_pointer".
Quotebar the missing mastery bit option for working with 0API've been looking into this and it's honestly way more much work than I originally though...
QuoteThat said, I've run into not so much of an issue but a customization question:That's because the text tables are repointed and/or reworked by the engine hacks, for easy expansion and such.
////////////////////////////////TEXT CHANGESand just delete everything from there up to
////////////////////////////////GRAPHIC CHANGESIt will probably break some stuff? But if you aren't using movement abilities are JP learning I think it should be fine.
Quote from: Leonarth on July 31, 2020, 01:55:00 pmSure, I didn't change anything about gameplay, this is only a display thing, like I said on my post.It displays properly.