davoodinator / ff12doc

FF12 Zodiac Age VBF Documentation
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/ps2data/plan_master/in/plan_map/xxx_x/area #18

Open watafuzz opened 6 years ago

watafuzz commented 6 years ago

The .ard file in there seem to handle information about (at least) enemies in the areas.

The files are divided in 4, each part starts with the 73 74 32 35... header.

First part: ?

Second part: appears to handle things like name/behavior/loot in such a manner:

enemy_ard.zip

Third part: appears to handle the stats of the enemy (at least health/damage).

Fourth part: ?

TohruAdachi255 commented 6 years ago

So if Allys can be Enemies, then Enemies should be able to be Allys right?

watafuzz commented 6 years ago

Yes

20180306142450_1

TohruAdachi255 commented 6 years ago

How do I do it?

TohruAdachi255 commented 6 years ago

This is Something I, and everybody else been waiting on. To Finally Play as Everyone in the Game.

watafuzz commented 6 years ago

It's currently mostly a mess and more importantly not relevant to this issue at all, I'll open a topic on chr_data at some point and maybe touch on this subject there

TohruAdachi255 commented 6 years ago

Oh it’s in the Character bin you Changed The Models With? Where is it located? I can do some testing for you.

watafuzz commented 6 years ago

Some more entries:

ards.zip

Still mostly empty, I'm just testing for now.

As I said we have 4 "73 74 32 35" header in there. I've put each in 4 different sheets.

The first part handle models and who know what else. Stuff like alpha hyena don't have a model since they're just a scaled up hyena. Those first 3 bytes is what you can use in chr_data to swap whatever character you want with whatever model you want:

20180306181719_1

It's kinda buggy mind you, but nothing gamebreaking so far.

The header will tell you how many entries there are and how long they are, in the manner that @phoenik explained. After that there a lot of stuff and I have no idea what it's for.

The second part handles all the loot, name and size, The 3 bytes for the size all handle different proportion, so keep them more or less equal to not end up with weird deformed enemies:

20180306182344_1

There's also a bunch more data that does whatever after the entries.

The third part handles the stats.

And I still haven't looked into the 4th part, but there's again more data after the entries.

A lot more to discover still.

TohruAdachi255 commented 6 years ago

Thank You! I will help you Experiment. You really found thye most thing i ever wanted in this Game. To Play as anyboyd i want! well we still gotta figure out the Npcs, and Bosses. But yeah awesome Progress!

watafuzz commented 6 years ago

Edit: Actual new version I wanted to upload:

ards.zip

offset 0x50 in my second sheet labeled 'skill set?' seem to handle the abilities enemies have/can use, but I cannot really make sense of it. Swapping sets appears to work fine but I don't know where those skill sets actually are. The first sheet has some offsets that fit somewhat with the abilities in my action_data.ods: https://github.com/davoodinator/ff12doc/issues/15

there's mucus and stone gaze for the cluckatrice, bushfire for the firemane, etc but changing that doesn't do anything. And then there's the imperial soldiers in rsn_b where the skill set goes up to 16, when there's only 6 entries in the first part of the file.

watafuzz commented 6 years ago

Updated .ard files, still incomplete:

ards.zip