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Messages - Girl next door

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26
You'll have to change the AI for that. There is a version of Ifrit made by JWP in witch you can do that but it's quite buggy, we are waiting for a new version someday.

27
That looks interesting ! How did you change the color of Grendel ?

28
Gameplay / Re: [FF8-PCSTEAM] Stats mod?
« on: 2018-06-26 15:29:12 »
You have to extract it with Deling. It's in the main.fs in Final Fantasy VIII/Data/lang(your language)

29
Gameplay / Re: [FF8-PCSTEAM] Stats mod?
« on: 2018-06-25 08:08:28 »
You can do that easily with the tool Doomtrain. You'll find it in the "Tools" section of the forum.

30
Troubleshooting / Re: please help
« on: 2018-06-03 20:42:36 »
For Doomtrain and Quetzacoatl, you'll find the kernel.bin and the init.out in the main.fs

And for Ifrit, I remember that you don't really need Deling. Click on Tools and Extract files from battle.fs

31
Troubleshooting / Re: please help
« on: 2018-06-03 19:24:43 »
Of course they are compatible with the Steam version but first you have to extract files with Deling. In the battle.fs for Ifrit for example.

32
Completely Unrelated / Re: Underrated Game Music
« on: 2017-12-20 08:06:24 »
One of my favourite NES music:

https://www.youtube.com/watch?v=fXeWKLh9AHU

34
Gameplay / Re: FF VIII How to MOD?
« on: 2017-11-17 16:46:25 »
I thought this problem was solved in the latest version of JWP. :/

35
Gameplay / Re: FF VIII How to MOD?
« on: 2017-11-17 07:30:22 »
In his Turn AI, just remove this:

Code: [Select]
if (self.varDD == 15) {
    if (unknown(0x12) == 1) {
        self.varDE = 1
        target(200)
        domoveid(2)
        return
    }
}

36
Gameplay / Re: FF VIII How to MOD?
« on: 2017-11-09 23:44:02 »
Did you try your new enemy in battle ? It's normal that its name in Cactilio is still Dummy.

37
Gameplay / Re: FF VIII How to MOD?
« on: 2017-11-09 21:50:09 »
In Cactilio, Dummy is the first enemy.

38
Gameplay / Re: FF VIII How to MOD?
« on: 2017-11-09 20:14:54 »

It´s possible create new enemies? For example copy Abadon´s c0m103.dat renamed to c0m144.dat (a dummy) and change the enemy names, abilitys and AI (when works). I saw too inside Deling that you can save a photo from the enemy, maybe change the colors and import back to the new c0m144.dat?


It's possible but remember that you have a limited number of enemies available. Dummy is the only one that you can use in fact. And I don't think you can do that with Deling.

Anyone has the encounter codes to the both insland heaven and hell?

Heaven: 690-693
Hell: 699-705

39
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-19 20:11:17 »
No, Cactilio can edit the battles. For exemple, put together Ifrit and Diablo in the same battle. If you want to edit magic, use Doomtrain. To edit the scan, you have to change the exe by hex edit.

40
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-19 19:10:32 »
As I said to you before, if you want to edit the battle scenes, use Cactilio. The problem is that you won't have the list of the battles, I have a french list but not the english.

41
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-15 22:59:14 »
I think you've done some bad thing repacking the archive,  try another battle, a random encounter for exemple to see if it works.

42
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-15 19:55:50 »
Did you change AIs of Wedge and Biggs ?

43
Use FF8 Archive Commander http://www.balamb.pl/qh/ff8ac.7z

44
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-15 13:25:40 »
Hmm...
After recompiling c0m085.dat without any changes to the code, I get some changes to the file.
The offsets all change but this should be fine as it's related to a different number of 00's at the end of the code (the first one hit causes a return, so the count doesn't matter)
However there is a concerning difference:
Code: [Select]
if (self.hp < 5)
changes from:
02 00 00 01 05 00 0E 00
to:
02 00 C8 01 05 00 0E 00

I'll have to do some more investigating to see the impact of this change.
In addition to this, I'll code a test to recompile all the AI and check they come out the same to remove any other issues like this.

Anyway, it's better now with the update. I've done a battle that was impossible before, with Seifer, Fujin and Raijin. I have changed the 3 AIs and it works ! But with the gunblade disabled or I have a big graphical bug. There must be several things you have to modify but you'll make it ! :)


And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack

These are special actions like a dialog, don't change them. You can also use Doomtrain to see more details. http://forums.qhimm.com/index.php?topic=17090.0

45
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 23:21:00 »
I've already done some investigating to find where is the problem but I understand nothing. Sometimes a small change is efficient and sometimes a big change and it works without problem. Another weird thing: sometimes 2 enemies can work together on a battle scene but if you change the scene, it doesn't work... really weird.

46
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 21:56:31 »
You can't do that with Ifrit, use Cactilio http://forums.qhimm.com/index.php?topic=16275.0

JWP: I've tested another battle and the graphical bug seems to have disappear except for the Seifer's gunblade.

Edit: well tested a battle with 3 different enemies, Fungar, Anacondor and Wendigo and the bug is already here. :(

47
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 21:03:38 »
What I mean is that the magic is numbered 0-15, not 1-16.
In other words, the first magic line is id 0 - getting this incorrect would cause you to reference the wrong magic.

Of course, sorry I didn't understand. ^^

Which dat file?
Did you recompile and insert back into the archive?
What specific changes have you made?

That's the c0m085.dat and here's the 2 AIs I modified:

Turn:

Code: [Select]
self.varDC += 1
if (self.varDC == 4) {
    target(200)
    domoveid(4)
    target(201)
    domoveid(0)
}
else if (self.varDE == 0) {
    if (self.status != PROTECT) {
        self.varDE = 1
        target(200)
        domoveid(5)
        target(200)
        domoveid(8)
    }
    else {
        target(201)
        choose(0, 0, 3)
    }
}
else if (enemy.status == REFLECT) {
    target(201)
    choose(0, 9, 11)
}
else {
    target(201)
    choose(0, 3, 3)
}

And counter:

Code: [Select]
if (self.varDD == 0) {
    if (self.hp < 5) {
        self.varDD = 1
        target(200)
        domoveid(6)
        target(201)
        domoveid(10)
    }
}

First I tried to just recompile the AI and second, I took a fresh file. For the same result. :(

Last question, in the level to the enemie start always on lvl 100 i just put 100<>100 ?

That's not clear sorry.

48
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 19:44:42 »
Oops my bad sorry. ^^'

Here's the good one for init:

        target(200)
        domoveid(7)



Also I thought the magic was indexed at 0.

I don't understand what you mean, you can put magic wherever you want in the index.

Edit:

OK JWP, I've tested for Seifer and his gunblade is still invisible. :'(

49
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 16:39:20 »
Great job JWP ! I will test it tonight, hope that works !

Ok lets go, i want to the enemie do:

start casting triple
cast haste, cure (cura or curaga), shell or protect with 50% HP

to resume, he cast support magics in him self when necessary. (like bosses) Right now the enemie use blizzard and reflect on my party XD

to cast a high level magic in the hole party is:

if (rand() % 3 == 0) {
    target(204)
    domoveid(2) <------- my question is, this move in from the list of abilities right?
    return

Yeah that's right.

So I will take your abilities' list and put the others:

1-custom = 2 / anin=13
2-magic = 4(blizzard) / anin=11
3-magic = 31(reflect) / anin=11
4-custom = 2 / anin=13
5-custom = 20(vampire) / anin=14
6-custom = 20(vampire) / anin=14
7-magic = 34(triple) / anim 11
8-magic = 21(cure, you can put cura and curaga for medium and high level) / anim11
9-magic = 35(haste) / anim11
10-magic = 29(protect) / anim 11

Put this in the init AI:

Code: [Select]
        target(200)
        domoveid(5)

Put this in the Turn AI:

Code: [Select]
if (self.hp <= 5) {
    if (self.varDC == 0) {
        self.varDC = 1
        target(200)
        choose(8, 9, 10)
        return
    }
}
else if (rand() % 3 == 0) {
    target(201)
    choose(1, 5, 5)
}
else {
      target(201)
      domoveid(2)
       if (self.status == TRIPLE) {
              target(201)
              domoveid(2)
              target(201)
              domoveid(2)
         }
        return
}

That's a simple possibility, let me know if you want to complicate it.

50
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-13 18:30:16 »
if (self.hp <= 100) {

That's not correct. This is a precentage. For example, if you want an enemy do an action when it has les than 50% of its HPs, you have to write:

if (self.hp <= 5) {

5 means 50%.

Tell me exactly what you want to do with the actions IDs and I should give you the code. :)

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