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Messages - Hazedge

Pages: [1] 2 3 4 5
1
Support / [PC-2013] Alt-Tab bugs textures?
« on: 2023-11-22 02:17:13 »
When I press alt-tab or just click outside the game, sometimes when I come back the screen is covered in a texture .png.
Does anyone know how to solve this bug?

2
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2023-02-23 15:07:40 »
As Far as I know changing the draw options throughout the fight for the same enemy is not possible.
GF Stolen !=204 checks if the gf was stolen or not, if you put it under counter via the Ifrit tool and set a variable for it then it can work.
As an alternative, you may set the Leviathan summon just before? the pod breaks.
Not good, its giving me Syntax error on the line I used "(gfStolen != 204)". Maybe it wont work on NORG?

3
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2023-02-22 20:21:59 »
I got a question!: I'm trying to mod NORG's boss fight, putting him to summon Leviathan on his second phase when some variables are met. But I wanted to make him unable to summon Leviathan if it get stolen using Draw.
For that, I saw on Fujin AI the code "gfStolen != 204", but I didnt understand what the 204 means and how to make it recognize that Leviathan got stolen.
Another question: is there a code to make a GF appear/disappear from the Draw options? I had the idea to make it possible to Draw only after the boss summons it first (and give the GF automatically at the end of battle by default, which I made it work).
Someone can help me with this?

4
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.12.0b)
« on: 2023-02-20 04:49:56 »
You are limited by the game :)
Ah, too bad.... Wait, the game has only #01 to #99 tracks or are there unused music that I can reinsert?
There were magics that the game didnt use and I could edit and re-use them. Maybe I can do the same with musics if there are some unused ones?

5
Heya! I was looking at the gunblades png textures, and was trying to draw some new designs, but gunblades with curvy models (cutting trigger and twin lance for example) was kinda confusing to understand...

Revolver is okay to understand.
Are there any tutorial or advises? Or the game are pretty limited in this regard and can't be helped?

6
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2023-02-18 14:49:13 »
The com144 to com199 are being used in the game? Is it possible to use them and make new enemies?

7
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.12.0b)
« on: 2023-02-16 06:29:44 »
While I was discovering how to use Deling correctly, I figured out how to change musics for certain scenes.
I have a question: Is there a way to add more musics? Or I'm limited to use only those already in the game?

8
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2023-02-12 13:06:00 »
Does this program work on Steam? I have read some comments and it is not clear to me.

It works for me, using on Steam-2013 version.

9
Hey guys, any news on using these dll on Remaster? i've been looking for a way to use the hp.dll or something similar in a long time, but havent found it yet. (looking for a way to break the hp cap for the main characters)

10
Yo mcindus got a question about the hp cap ,the HP doesn't look right, for instance rinoa's hp is 12573.
But on the menu it reads 2573/2573. but if i go to the status screen it reads properly 123573/12573. this is the same for all my party.
is this normal?
Yes, unfortunately the game wasnt programmed to load tens of thousand on some scenes like the main menu and in-battle, but the game still recognize the full amount.

11
Can someone tell me how to edit the hex file? I can open it with some websites like www.onlinehexeditor.com for example, but viewing the hex is everything I do, I can't edit it and don't know how  :'(

EDIT:
Forget about it, I discovered the reason for it.
This a wrong code. If I use if (enemy.alive == 2) it wont recognize the enemy team, it will recognize the player team. I've made a test myself putting then to cast Blizzard if the code equals 1 and Thunder if the code equals 2 at every turn, so they were casting Thunder everytime... Until Irvine died, where they started casting Blizzard. Which comes the question: isnt it suppose to work as initially said? To count enemy numbers instead of characters? If thats working to count for alive character, which code I can use to count living monsters in the fight?

12
There's a problem with the tool. You'll have to change it manually by hexedit. Search for 02 06 c9 and change it by 02 06 c8.

I'm amateur too and learned by my own (with a little help like you) so I won't teach you a lesson. If it works that's fine ! :)
I couldnt find 02 06 c9, instead I fould two lines containing 02 06 c8.



I'm pretty bad at hex xD

13
Well, I wouldn't have write this like this but if it works, it's nice ! ;)
Are there a better way to write it?
I'm kinda amateur to programing, any hint is very much welcome!  :mrgreen:

EDIT:
Strange... Even putting this code
Code: [Select]
if (enemy.alive == 2) the boss still activate the command when there is only 1 on the field.

14
I got it!

Init tab
Spoiler: show
Code: [Select]
battle.var60 = 3
if (battle.var61 == 0) {
    if (save.var57 == 0) {
        battle.var61 = 1
        save.var57 = 1
        movesay(1)
        movesay(2)
        movesay(3)
        movesay(4)
        unknown1C(4)
    }
    else {
        battle.var61 = 1
        say(0)
    }
}
autostatus(23, 0)
self.varDC = 0
self.varDD = 0
self.varDE = 0


Turn tab:
Spoiler: show
Code: [Select]
if (self.status == SILENCE) {
    self.varDC += 2
    self.varDD += 1
}
if (self.status != SILENCE) {
    if (self.status != PROTECT) {
        target(200)
        domoveid(2)
    }
}
if (self.varDD >= 3) {
    self.varDD = 0
    target(200)
    domoveid(4)
}
if (self.status == PROTECT) {
    changestat(1, 30)
    self.varDE += 1
}
if (self.varDE >= 3) {
    self.varDE = 0
    target(200)
    domoveid(5)
}
if (self.status != PROTECT) {
    changestat(1, 0)
}
if (self.hp >= 7) {
    target(201)
    domoveid(0)
    return
}
if (self.hp >= 4) {
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}
if (self.hp < 4) {
    self.varDC += 1
    if (self.varDC >= 10) {
        self.varDC = 0
        target(201)
        domoveid(3)
        return
    }
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}


Counter tab:
Spoiler: show
Code: [Select]
battle.var60 += 1


Its working flawlessly!!
I can even put then to use Protect instead of Protect Stone!
What you think?

15
The problem here is probably the fact that he has reflect status due to the fact he has Carbuncle. And you can't do anything for that (maybe change something in the exe but I don't know). To avoid this problem he should use a protect stone instead of Protect.

There are some problems in your AI but I don't have the time now, I will explain later.
I thought the gfstolen code was the one that was putting REFLECT on if Carbuncle was still on his stock.
If he uses Protect Stone it wont be reflected then? I'm going to try it out.
I couldn't test this code because I was leaving to work, so it probably had some problems to fix  :-D

EDIT:
Yeah I saw some problems with the Turn tab, fixed some lines already...
Spoiler: show
Code: [Select]
if (self.status == SILENCE) {
    self.varDC += 1
    self.varDD += 1
}
if (self.status != SILENCE) {
    if (self.status != PROTECT) {
target(200)
domoveid(2)
}
}
if (self.varDD >= 3) {
    self.varDD = 0
    target(200)
    domoveid(4)
}
if (self.status == PROTECT) {
    changestat(1, 20)
    self.varDE += 1
}
if (self.varDE >= 3) {
    self.varDE = 0
    target(200)
    domoveid(5)
}
if (self.status != PROTECT) {
    changestat(1, 0)
}
if (self.hp >= 7) {
    target(201)
    domoveid(0)
    return
}
if (self.hp >= 4) {
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}
if (self.hp < 4) {
    self.varDC += 1
    if (self.varDC >= 10) {
        self.varDC = 0
        target(201)
        domoveid(3)
        return
    }
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}


His abilities order are:
0 - kernel Attack, ability 2, anim 14
1 - kernel Resonance, ability 121, anim 13
2 - kernel Protect Stone, ability 23, anim 11
3 - kernel Magma Breath, ability 120, anim 12
4 - kernel Barrier Change (edited to remove all debuffs), ability 235, anim 11
5 - kernel Unnamed (edited to remove all buffs), ability 232, anim 11

16
What the hell???
I tried again to delete the gfstolen code and it worked  :o
What witchcraft is this?

EDIT:
Even removing the code, Iguion still start the fight with REFLECT on.
These are the codes I'm using this time:

Init tab
Spoiler: show
Code: [Select]
battle.var60 = 3
if (battle.var61 == 0) {
    if (save.var57 == 0) {
        battle.var61 = 1
        save.var57 = 1
        movesay(1)
        movesay(2)
        movesay(3)
        movesay(4)
        unknown1C(4)
    }
    else {
        battle.var61 = 1
        say(0)
    }
}


Turn tab:
Spoiler: show
Code: [Select]
if (self.status == SILENCE) {
self.varDC += 1
self.varDD += 1
}
if (self.status != SILENCE) {
target(200)
domoveid(2)
}
if (self.varDD >= 3) {
target(200)
domoveid(4)
}
if (self.status == PROTECT) {
changestat(1, 3)
}
if (self.status != PROTECT) {
changestat(1, 0)
}
if (self.hp >= 7) {
target(201)
domoveid(0)
return
}
if (self.hp >= 4) {
if (rand() % 1 == 0) {
if (enemy.alive == 2) {
target(204)
domoveid(1)
return
}
else {
target(201)
domoveid(0)
return
}
target(201)
domoveid(0)
return
}
}
if (self.hp < 4) {
self.varDC += 1
if (self.varDC >= 10) {
self.varDC = 0
target(201)
domoveid(3)
return
}
if (rand() % 1 == 0) {
if (enemy.alive == 2) {
target(204)
domoveid(1)
return
}
else {
target(201)
domoveid(0)
target(201)
domoveid(0)
return
}
target(201)
domoveid(0)
return
}
}


Counter tab:
Spoiler: show
Code: [Select]
battle.var60 += 1


The idea is:
Iguion will cast PROTECT every turn and if he does his defenses will dramatically increases, so you have to cast Silence on him to avoid it.
Every turn hes silenced, he'll charge 1 var to remove the debuff on the count of 3 and charges 1 var to use Magma Breath (which is pretty strong this time, using as an Ultimate Attack).
Are those codes correct? Am I doing something wrong? Do I use some Unnamed Enemy Attack on Doomtrain to remove Reflect on himself? Or theres a code that I can use to remove REFLECT status?

17
You can't let the tab empty. You just have tu let the formula "battle.var60 += 1" alone.
Unfortunately that didn't work as well... It keep saying an error related to that gfstolen code.
In situations like that, veteran modders don't edit anything to avoid getting these errors or theres something else we can do?

18
Thanks for that man, had a right good play with that now. so far i have had a go with doomtrain done some REAL weird s***  with that 
   ;D ;D and now quezacotl.
Question if i may my man how did you get on with ifrit? really curious but reading the threads about crashes puts me off.
I think you could open a new post asking about it, cause its about something different from this post's content.

19
Gameplay / [FFVIII-PCSteam] Problems with Ifrit program
« on: 2019-07-30 08:52:26 »

As the imagem shows, I'm trying to edit Iguion AI.
I'm trying to remove his Auto-Reflect even with Carbuncle, but everytime I try to remove anything in Counter tab it gives me this error.
The Counter tab had this code:
Spoiler: show
Code: [Select]
if (gfStolen != 204) {
    autostatus(23, 0)
}
battle.var60 += 1


In Turn tab there was this (gfStolen != 204) too but I could remove it without the error, and now if I try to put it back it gives me the same error.
Is it not possible to remove? Or I need to do something else to make it work?
This is what I did in Turn tab:
Spoiler: show
Code: [Select]
if (self.hp >= 8) {
if (rand() % 2 == 0) {
if (enemy.alive == 2) {
        target(204)
        domoveid(2)
return
}
}
else {
target(201)
domoveid(0)
return
}
}
if (self.hp > 4) {
if (rand() % 2 == 0) {
if (enemy.alive == 2) {
        target(204)
        domoveid(2)
return
}
}
else if (rand() % 2 == 0){
target(201)
domoveid(0)
target(201)
domoveid(0)
return
}
else {
target(201)
domoveid(0)
return
}
}
if (self.hp <= 4) {
self.varDC += 1
if (self.varDC >= 3) {
target(204)
domoveid(1)
return
}
if (rand() % 2 == 0) {
if (enemy.alive == 2) {
        target(204)
        domoveid(2)
return
}
}
else if (rand() % 2 == 0){
target(201)
domoveid(0)
target(201)
domoveid(0)
return
}
else {
target(201)
domoveid(0)
return
}
}

20
really wanna give this tool a try, but i dont know where the init.out file is. can somone please be kind enough to tell me?
thank you
Init.out can be found inside main.fs, which is in FINAL FANTASY VIII\Data\lang-en.
You can open it using FF8 Archive Commander to see init.out inside, after you finish editing you can insert it using the same program.

21
Gameplay / Re: [FFVIII-PCSteam] Ice Breath AoE?
« on: 2019-07-30 04:30:48 »
No it won't work properly. You'll see damages on all the enemies but the animation will stay on a single one.

Oh, too bad. The game was lacking AoE skills so I was planning to do something like FFXIV: an AoE skill that does less damage than the single target. But I can do that with those GF command abilities for now, so it might be enough.
Thanks for the help!

22
Gameplay / Re: [FFVIII-PCSteam] Ice Breath AoE?
« on: 2019-07-28 07:48:36 »
You probably have to change the target in Battle Commands. Try 64.

It worked!
Before I end this post, I wanted to ask something... Is it possible to make any of the low tier magics (Fire, Fira, Blizzard, Blizzara, Thunder, Thundara) from single target to AoE as well?

23
Gameplay / [FFVIII-PCSteam] Ice Breath AoE? <Solved>
« on: 2019-07-27 01:14:25 »
Hey guys, I tried to modify the Doom command into the Ice Breath skill, with the idea to make it hit the entire enemy group causing one debuff. But somehow the skill is hitting in single target only. Do I need to modify something to make it hit everyone?

24
Gameplay / [FFVIII-Steam] Renzokuken name text?
« on: 2019-06-27 15:41:35 »
We all know that theres a total of 5 types of Renzokuken (not counting the ones exclusive to some enemies), which is the one with 4 hits, 5 hits, 6 hits, 7 hits and 8 hits.
My question is, the name "Renzokuken" showing above during the action is a global name for every move? Or for each different action theres a different Renzokuken name to edit?
What I wanted to do is:
 Change the Renzokuken name with 4 hits into "Uppercut Blues"
 Change the Renzokuken name with 5 hits into "Savage Claw"
 Change the Renzokuken name with 6 hits into "Gnashing Fang"
 And so on.......

25
Whats the font used to make the menu texts? I wanted to edit some special characters to match my language.

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