Tecmonster Posted June 11, 2014 Share Posted June 11, 2014 So if I want to boost HP for a certain ballcarrier on a certain play and his instructions for that play are D5 F0 80 61 FF 7C B1, what command(s) do I use and where would I place it (if even possible)? And do I have a choice on how MUCH I can boost HP? By the way, that command line above is for the QB on my QB Zone Read Keeper play. On a designed run, I want my QB's to act more like RB's and not crumple like a cheap suit at first contact with a defender. Quote Link to comment Share on other sites More sharing options...
buck Posted June 11, 2014 Share Posted June 11, 2014 I would boost or set it right after the D5 snap. You could probably get away with boosting or setting at the start of the sequence. F6_XX value will set itF7_XX value will boost it I would use the F6 to just set it to something you like. The HP is valued as follows, where 00 = 6 HP and 3C = 100 HP.0004080C1014181C2024282C3034383C Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted June 11, 2014 Author Share Posted June 11, 2014 Thanks Buck. I did some testing with that. It seems that, at least with respect to the F6 command, that the byte following F6 should only move up one number at a time for each notch in HP. For instance, I wanted to set my QB's HP at 44 (so they couldn't popcorn anyone, or get instantly flattened by an 88 HP defender), so I set the command to F6 18. As a result though, my 13 HP quarterback was popcorning everyone. So I thought I'd try 06 instead, in case each number up represented each notch up, and that worked (as in, 00=6, 01=13, 02=19, 03=25, 04=31, 05=38, 06=44). The 13 HP QB would drag DB's down the field (using bruddog's moving grapples hack), but grapple in place with an 88 HP defender. Or maybe the bruddog/jstout grapple hacks I've added have changed the way the F6 command works? Quote Link to comment Share on other sites More sharing options...
buck Posted June 11, 2014 Share Posted June 11, 2014 how about try F7 and see what that does? maybe F7 10 ? Yeah, maybe all those other hacks are doing something, idk. but the key is just to find something that works ok. Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted June 11, 2014 Author Share Posted June 11, 2014 Well, it works exactly how I want it now, so I'm good. Thanks. At 06, the QB grapples with an 88 HP but at 05, he gets flattened instantly. So 06 is my magic number. Quote Link to comment Share on other sites More sharing options...
bruddog Posted June 11, 2014 Share Posted June 11, 2014 F6 sets the HP. The byte following it needs to be 00 to 0F. The value following it is an index value used to pull the hex HP value from a table. Anything but 00 to 0F and you will not be pulling a value from the HP table. So yes F6 06 will set the QB's HP to 44 F7 effectively adds HP to the current HP value. Since the HP table goes in multiples of 0x04, each 0x04 will boost up the player a HP skill level. If a players HP was 50 F7 10 would boost the players 0x04+0x04+0x04+0x04=0x10 or 4 HP skill levels. His new HP would be 75. On blitz plays the players get boosted 0x30 or 12 skill levels. I wouldn't go over this amount . I think there is potential for incorrect calculations in certain places if a players HP hex value were to go over 0x7F. DFM, buck, quince3800 and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted June 12, 2014 Author Share Posted June 12, 2014 Great info, thanks bruddog. Quote Link to comment Share on other sites More sharing options...
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