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Open missions & character's powers

Started by USAgent, May 03, 2008, 01:48:01 PM

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USAgent

Does anybody know if there was a way to open up all the campaign missions in the rumble room besides palying through each one of them (like a line for the init.py or something).  Also sometimes I like to play with the Freedom Force characters in the rumble room but they only have their base powers before leveling up.  Is there a simple way open up all their abilities?

stumpy

I don't know about the RR part, but when you use the in-game character editor to create a new custom by copying one of the built-ins, that new custom has all the powers open and you can adjust their levels as you like. The disadvantage is that they are customs, which means you lose some things. For instance, the FFX power state swaps aren't quite as flexible and the status bar strings for the powers are gone.

You can also use FFEdit to tweak the number of starting powers for each tier and the number of starting attributes. Set those three fields to 5 for a character and they should be fully powered up. Of course, you want to keep a backup of your characters.dat, so that you can switch back without messing up the campaign.

catwhowalksbyhimself

It's easy enough to open up all their abilities.  Actually, I prefer to make copies of them for this purpose, it's neater and leaves the campaign heroes intact.

Go into FFEdit.  Select the characters tab and find the character you want to unlock.  Copy him and rename him.  I'd suggest tagging them like Irrational tags the mulplayer versions with letters on the end of the regular name.  Now to finish the job, unclick campaign only, then go down to the powers and attributes lists.  Change the start level of all three to 5.  Save that character.

One more step.  Go to the templates tab and copy and rename the character again.  You must name him EXACTLY what you did in the characters tab.  Save and you're done.

Ninja'd, but what I said is quite different from, and complementary to, what Stumpy said.

EDIT:  I should also add that it will be necessary to manually copy any FFX customizations.  Since you're using the same powers, the power ID generator is probably not necessary, but doesn't hurt.

USAgent

Thanks for the info here guys.  With these ideas, what I ended up doing was opening up the editor (primary path FFX3), open charaters tab, and increasing the levels for the powers and attributes to 5.  I mostly wanted to use these characters as computer controlled characters, so instead of copying, making, and renaming new characters I leveled up the campaign characters because I wanted them to still use their in game AI instead of creating my own AI for them as I would of had to with custom characters. 
Now when I choose these characters in the rumble room and view them (while I'm choosing them), the opened powers and attributes are still greyed out but I can use those powers in game, and when playing against them they use those greyed out powers against me.
I saved the character.dat just incase I want to go back and play the campaign again.
So I'm thinking that I accomplished what I wanted.
One thing I did want to find which I havn't yet was the PY. file that has the in game character AI to make sure that they will all use the opened abilities.  I found the m25aidata but not every character was listed in there (maybe just the ones that were effected my FFX were in there)

catwhowalksbyhimself

QuoteI wanted them to still use their in game AI instead of creating my own AI for them as I would of had to with custom characters.

Sorry to break this to you chum, but the only in game AI they have is the one where they use only zero cost powers and only if you don't give them any orders.  Copying them as I described would indeed preserve this, but they definitely won't use most of their powers in either case.  You MUST use m25ai in any case for this, although AIs are already set up for some of them, and they will use it automatically anyways.  (so if you have seen them use powers that take energy, that's why)

QuoteOne thing I did want to find which I havn't yet was the PY. file that has the in game character AI to make sure that they will all use the opened abilities.
There's isn't one.  At least the regular game AI is built into the system with no python at all.

Unless you were taking about premade m25ai's in the first place.  Going back and re-reading your post, that may have been what you meant.

At any rate, the copying and renaming thing works with m25ais as well.  And if you're using FFvTTR, the AI generator should take care of all your AI needs anyway.

stumpy

Even without M25's AI (for instance, if you are not running FFX or are playing the campaign instead of the Rumble Room), the built-in FFvT3R characters on your squad will only use the zero EP cost powers on their own, but that doesn't matter since you are controlling them anyway. If you are in the RR and you have selected them as enemies, they will use their other powers under computer control, whether the powers are zero EP cost or not. I find the computer-controlled characters are smarter with M25's AI running, so I play the Rumble Room with FFX.

With and FFX-enabled mod, the m25ai profiles you generate for built-in characters are in the ..\Missions\Scripts\m25aidata.py file you found. The m25ai profiles for the custom characters are in the Windows folder with the HERO files. See the FF Game FAQ if you aren't sure where that is.

TaskMasterX

You should be able to get any (built-in or custom) character to use any power listed in FFEdit - even if they don't possess that power either because they haven't leveled up high enuff for the power to become available, or even if they don't posses the power at all - by using m25's AI. Just add the tactic for the power you want them to use in their M25ai file, or m25aidata.py file if they are built-ins.
I ended up making my own hero files for all :ffvstr: characters. I did it mainly because I wanted :ffvstr: characters that are relative in strength and power to my Marvel/DC characters I converted. It was pretty cool to setup the Major Villains with Private Army (although you could add this to the built-in versions) so they get all their minions included with them. For instance, I setup Nuclear Winter w/ the Frost Warriors and Ice Queen and the Nazi General with some Nazi soldiers. This way they'll be automatically included without having to add them and use up slots in the Enemy Selection screen.