Freedom Reborn

Freedom Force Forums => Hero File Discussion => Topic started by: Kenn on March 11, 2016, 02:47:43 AM

Title: Kenn's FFX Strength trick
Post by: Kenn on March 11, 2016, 02:47:43 AM
Back on VD, Panther Gunn mentioned, in another thread, that I have a trick that let's me boost character's STR above 10.

I do it by making a small change in FFX.   If one opens the FFX.py file, one can search on 'heavylifter'.  This is the code to control the FFX imitation Heavy Lifter attribute.   There are two lines that read:

Quoteif str>9:
             str=9

This is the code that stops STR from exceeding 10 (remember, everyone gets a STR of 1 to start.  The amount added to 1 to get 2-10 are 1-9.
If one puts in pound/sharp/hashtag symbols in the first column, and then save the file, the two lines become comments.   
That bit of code is then supressed.  STR, in the game engine can then exceed 10.   Just use 'heavylifter' multiple time when one makes custom multi-attributes.    I use it to give Kryptonians, gods, Marvel Family members, etc. STRs in the 15-20 range.

Quote#        if str>9:
#            str=9
Title: Re: Kenn's FFX Strength trick
Post by: Jatts on April 09, 2016, 02:20:53 AM
I tried making this tweak myself but I'm not quite sure it is working.  I tested out two heroes, one who has the "heavylifter" attribute and one who does not.  I gave them both the same strength level and tested to see if there was a damage difference or anything.  After a couple tests using various strength levels, I haven't noticed any changes between them...

When looking at my FFX.py file, this is what I initially saw:

Quote# *** stumpy: revising the scripted simulation of HEAVY LIFTER so that
# 1) the strength increase is *only* for lifting/throwing (preiously
# it was an exploit that was more powerful than the in-game version
# since it gave +3 strength all the time) and 2) it adds some speed to
# the character since it looks like the game determines the speed the
# character has while holding a heavy object with a scripted strength
# boost to be slower than if he really had that template strength or
# had the real HEAVY LIFTER.

# *** Maybe a change should be made to the CanThrow() function in
# m25generateai as well.  Can we reference FFX_ObjectGetAttr() in that
# module?

# the original function (basically)
##def initheavylifter(char,update=0):
##    if update==0:
##        str=Object_GetAttr(char,'strength')+3
##        if str>12:
##            str=12
##        Object_SetAttr(char,'strength',str)
##        Object_SetAttr(char,'baseStrength',str)
##        Object_SetAttr(char,'templateStrength',str)


It is different than what was described in this thread (and other related topics), so I'm confused on how to actually change it?  Either way, I changed it to this:


Quotedef initheavylifter(char,update=0):
    if update==0:
        str=Object_GetAttr(char,'strength')+3
#        if str>9:
#            str=9
        Object_SetAttr(char,'strength',str)
        Object_SetAttr(char,'baseStrength',str)
        Object_SetAttr(char,'templateStrength',str)


But like I said, it isn't working.  Any ideas?
Title: Re: Kenn's FFX Strength trick
Post by: Kenn on April 16, 2016, 07:45:15 PM
The latter is what I intended.   However the former indicates that the whole section has been commented out.   It could be that in later versions of FFX things were done differently.
Title: Re: Kenn's FFX Strength trick
Post by: Jatts on April 21, 2016, 01:59:06 PM
Ah I see, that is a shame.  Oh well...
Title: Re: Kenn's FFX Strength trick
Post by: Incredible Bulk on November 20, 2016, 08:28:22 PM
So this method does not work? I thought heavyliftet attribute only allows you lift heavier objects not affect how powerful your punches are
Title: Re: Kenn's FFX Strength trick
Post by: Kenn on April 09, 2017, 02:48:09 AM
As coded in the game, yes.  In FFX, nope.