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Game Modification Station / Re: Editing Ending Credit Character Names
« on: October 21, 2010, 04:17:22 PM »
That info is not ready for release yet.
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Do you know if this has been done beforeWith tests, yes. It'll work just fine.
and how much lag such a big jump might add to the script?It won't add any lag. The CPU can compute 1+1 just as easily as 1+10. Just remember that you have to start from CA.
I am pretty sure C2:36D6 is where a Lore is learned
Learn lore if casted
C2/36D6: DA PHXWhat gave it away? 
how would I go about making Locke learn it? is it $3001?S
Week 6 schedule:My picks: Giants, Falcons, Steelers, Texans, Saints, Packers, Chargers, Ravens, Bears, Jets, Raiders, Vikings, Colts, Titans.
Lions @ Giants
Falcons @ Eagles
Browns @ Steelers (division)
Chiefs @ Texans
Saints @ Buccaneers (division)
Dolphins @ Packers
Chargers @ Rams
Ravens @ Patriots
Seahawks @ Bears
Jets @ Broncos
Raiders @ 49'ers
Cowboys @ Vikings
Colts @ Redskins
Titans @ Jaguars (Monday)
as for Cyan, the best idea i've seen posted by various people is to have the charge wait occur after confirming the command.With all commands except Morph, Revert, Magic, Lore, Jump, X-Magic, Health, and Shock having a wait of 16, yeah, that's a little unbalanced. It suggests that Square knew how unbalanced these numbers were, but beta testing/x factor kept them here. Ahh well.
That doesn't make much sense, though - some of the original descriptions were longer than 31 charactersAck, forgot to clarify. Each description line cannot be more than 31 letters.
The descriptions themselves don't have to be 31 characters total, from what I've seen. I can go over it again, but from what I'm seeing there are no conflicts.When descriptions are 31 letters or longer, the prices are divisible by 256, greatly breaking the cost.