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Messages - evilmog6

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Oh, nice, thank you for that reference, my searching terms didn't yield the results. :)

2
General Discussion / Re: FF8 VIII Gf Ability removal
« on: 2016-10-08 13:10:05 »
Thank you for that. On that same topic... is there a good way to test changes to init.out? I mean... having to start up a whole new game every time after an edit is a complete nightmare. Especially since the opening movie seems to be the one fmv you can't replace with a dummy avi...

3
Thank you JWP, and M4v3R. Also, Deling is a good program, I guess it just doesn't "like" replacing mngrp.bin but I've been replacing dat files, scene.out and kernel.bin for months with it. I didn't even know about ff8ac because I didn't see a thread for it in tools, it was buried in a one or two line statement in a thread about translations. In any case, ff8ac did the trick! I messed up which item I thought I put the ID in for, got a life ring not a steel orb, but that's not important for now this was just a test to see if I could even make a change at all. Thank you very much!

4
Hi, I'm replying in this topic because I'm trying to do the exact same thing here, but I can't seem to get any effect from editing either m004.bin or mngrp.bin at the offset. As a test, just like Sega Chief, I tried m004.bin first, but then I also tried mngrp.bin... and then I tried editing them both at the same time. After replacing the edited files with Deling, no effect after booting up a save. Do these changes only work on a new game? I thought that was just init.out changes?

Specifically, I tried editing this, which should be the first card "Geezard": 00 00 05 00 01 00 01 76 to 00 00 05 00 01 00 01 7D, which should have, I think, changed the item to Steel Orb. It didn't change to anything, however. I know this doesn't change the text, but it should change the resulted item that ends up in the inventory when the ability use is complete. Instead, I still get 5 screws, not 5 Steel Orbs. I also tried just changing the number of screws to 1, but I still get 5. Any help?

5
I think this is a commonly known thing, that Squall's gunblade always hits, no matter what. Even if the value of the attack rating is changed via an editor to 0%, and the attack type is changed from gunblade type to the same bit that is used for everyone else's weapons, and even if he has Darkness status and the enemy has 255 evade, he cannot miss. This is making it very hard to balance the game given some parameters I would like to mod it with... impossible really. Darkness status and Hit-J should matter, but 1 out of 3 characters ignoring it entirely is pretty devastating to being able to use these things. Does anyone know how to fix this? I asked this question a long time ago but it was buried in another thread not entirely about this subject, and it was never resolved, so I wonder if it is some kind of script that is too hard to figure out?

6
How feasible would it be to have an enemy attack with a GF summon animation and damage type? As in, could a Galbadian soldier "summon" Quezacotl? None of the GF mechanics of defense while summoning or anything need be a part of this... maybe that could be handled with AI scripts, but before any of that would be worth investigating, could this be done in the first place?

When I try to use the Magic ID for a summon attack as an enemy attack, using Magic Attack for the attack type so it looks like a "magic spell" when it goes off, or using any other attack type, this causes some serious graphical glitches to occur in the encounter as soon as the encounter starts, before the creature even takes a turn, so clearly it's not just that easy (if it's even possible).

If this is possible, how might it be achieved?

7
General Discussion / Re: FF8 VIII Gf Ability removal
« on: 2016-06-25 23:42:24 »
I know this is an old post, but it has the info I was looking for... except I am wondering if since this was posted if it has been solved how to remove an already learned ability, for, as in the example below removing Mag-J from Siren's list of known abilities at the start of the game, or Quetzalcoatl. Indeed just updating the values mentioned here, manually or with the beta Doomtrain tool, only updates what abilities they can learn in the future, so is it unknown where to edit to change the ones they already know or just I haven't searched well for it?

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@Maki I wasn't suggesting there was a problem with Doomtrain if that's what you mean :) Maybe an addition that can toggle Squall's weapon to not behave this way would be a cool feature addition to the tool, but I didn't mean to make it sound like anything was wrong with it in this regard, its FF8 itself that is coded this way it seems.

@JWP and on that note, I tried what you said to change the attack type byte from 0A to 01. I am not really good with the hex stuff so I am mostly eagerly using the tools you guys magically make, but I can sometimes sort out some of your posts and I am pretty sure I found the right byte according to the post on the weapon section, and that value made sense since it was "10"... it didn't seem to change the behavior in the game though, even 0% hit in the menu with 01 in that byte and squall can't miss. Not sure if I messed up my edit, or if that just isn't enough to fix it. I edited the 6th byte in from the offset, the byte just before the byte that seems to definitely change attack power so I think its the right one...

9
I'm not sure if this is the right thread for this, but this thread did lead me to the pre-beta "Doomtrain" tool and there are discussions about editing weapons in here... so, my question should be simple: why does editing Squall's hit rating appear to do nothing? Even if I lower his currently modded weapon's hit rating to 0, it shows up as 0 in the junction menu, and junk shop menu, but in battle he still has a 100% success rate hitting things regardless of the enemy's evade. Other character's weapons seem to actually be impacted by changing the value, but not Squall. Why is this and how can I solve it? Sorry if this has been discussed elsewhere and my search fu was weak.

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FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-06-25 16:54:54 »
I won't keep bugging you with it since you said you aren't able to do actual tests until at least Monday hehe, sorry to keep it up for just one more post, but sadly that won't work there either. Using that, no one ever gets BERSERK to begin with in a closed system against just this enemy (unless the player intentionally berserks themselves). Move id 0 is just an attack, so the first if statement will always be true, and always just have the bug attack.

If I change it to domoveid(1) in the first if statement, the bugs fart until everyone is berserked, then the game crashes, just like in my original posts' issue. This is because after the first character is BERSERK status, the first if statement is always false, then the targetadv in the second if statement will fire each time until all characters are BERSERK, but unfortunately, it also fires one more time, and on that time, it crashes the game because it can't find a target that isn't status 5.

The fundamental reason this happens seems to be that "enemy.status" is all or nothing, meaning that the positive lookup is true if at least one has it, and the negative lookup is only true if none have it. There isn't a way to specify a specific number of enemies having the status, or all enemies having the status, which I think is what would be required to make sure that single target status attacks could be coded to not ever be "wasted" on a target that already has said status. I just don't think with what "enemy.status" does currently can target things this way, but maybe when you are able to do magic at your actual station with your code set up you can sort it out :)

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FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-06-25 12:35:30 »
Thank you so much for the reply and continuing to work on this!

I forgot to mention that I had fiddled with the third argument being 3 in the targetadv function too in some of my shots in the dark previously. I'm not sure how I ended up posting what I posted honestly, that's what I meant to post but was making so many changes to the function I guess I screwed up.

In any case, using "3" in the 3rd argument does work but not inside of the negative lookup for the status, because then once a single character has the status, the condition if(enemy.status != BERSERK) always returns false, so the negative lookup inside never happens. If you put targetadv(0,200,3,5) inside if(enemy.status == BERSERK), it only crashes the game after you get to the point where all the characters have the status.

So, in summary, enemy.status != BERSERK returns true only if NO characters have the status, and enemy.status == BERSERK returns true if even ONE character does, and additionally, targetadv() seems to cause an infinite loop when looking for a character without a status but when there isn't one to find. It would be very cool if there were something like ALL_ENEMIES.status != BERSERK where it returns true only when there is at least one that doesn't have the status to avoid this conflict but still prevent monsters from ever using an ability on a character that already is inflicted with the status, thereby wasting their attack.

I know I'm a noob, I just want to point out I'm not demanding a feature! I have trouble being pithy, but I am just showing something I found out while "testing" out the beta and thought it would be a cool addition. I can work without this feature and live with wasted monster attacks if it isn't doable, and am very grateful for this scripting tool! Thanks again!

12
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-06-25 00:05:45 »
Hello gjoerulv, JWP, and forumites,

The addition of the AI editor beta work to your tool has me wanting to jump in to modding ff8 too so this is my first post. All the tools here are amazing genius work, I think, but this one would round out the portfolio. I want to say keep it up! This is amazing work!

I also am just fiddling with it and wanted to ask a question about it to see if it is something I am just not understanding how to do, or if it is a limitation you are looking into, or if it is a limitation that will exist in the engine even if this tool is fully finished because of how the assumptions they made in their script language for the needs of the original game.

Anyway, I am trying to make a rule in the AI so that a monster will only use an attack on an enemy character when that character doesn't have a particular status, but  also it will continue to use that attack until ALL the characters have that status, and then not use that attack anymore. Here is the code for the Bite Bug I edited, where ability "1" is "Fart" (lol) which causes BERSERK.

Code: [Select]
if (rand() % 3 == 0) {
    return
}
if (self.status == CONFUSION) {
    target(207)
    domoveid(0)
    return
}
if (enemy.status == BERSERK) {
    targetadv(0, 200, 0, 5)
    domoveid(1)
    return
}
if (enemy.status != BERSERK) {
    target(201)
    domoveid(1)
    return
}
target(201)
domoveid(0)
 

The problem is targetadv(0, 200, 0, 5) works until all the characters have the status, and then crashes the game. This seems to be a infinite loop, overflow, or some similar logic error because it cannot find a target without the status to attack, but it seems it is not optional to pass on this attempt with a try/catch of some kind. So, I tried ALL_ENEMIES and the numeric values in a bunch of Hail Mary configurations in the function to see if I could get the test to only run true if all characters have the status, whereas enemy.status seems to be if any at all do, but none of these shots in the dark would compile.

Sorry for a long first post, but I am very excited about this tool, and if the above could be accomplished I would be even more.


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