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Messages - Divatox

Pages: [1] 2
1
Audio Mods / Re: [In Development] FF8 Voiceover Project
« on: 2017-11-25 03:15:15 »
Can´t wait for this job is done  :mrgreen: :mrgreen:

2
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-11-17 17:22:48 »
He said something about it, but i guess it still having some issues, like that and if you change anything in the Ai section, in battle some graphics became glitch  :'(

3
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-11-17 14:13:48 »
Syntax error on line 6: no viable alternative at input "if(self.varDD ==1) {unknown'

 :-(
I wish learn how to understand and edit the AI from every enemy

4
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-11-17 02:07:52 »
After a alot of tries, didnt make it =/
Im leaving that for now, and i want to ask, in Seifer´s last encounter it´s possible to remove the 13 turns to Gilgamesh appear and end the battle?

For exe: Keep the animation from Odin / Seifer / Gilgamesh, but after the 13 turn, Gilgamesh will not appear and will only do that after the HP from Seifer become 0

Quote
if (self.varDC == 0) {
    self.varDC = 1
    if (unknown(0x12) == 1) {
        if (self.varDE == 0) {
            target(200)
            domoveid(2)
        }
        remove(0)
        remove(1)
        gilgamesh()
    }
    else {
        target(200)
        domoveid(3)
    }
}

And Girl ty for the idea before ^^

5
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-11-09 22:23:30 »
I switch the c0m to 000 (dummy) and still didnt appear in cactilio. I open with ifrit and pack back to battle, and with deling open the new battle to extract the scene.out, and in cactilio when i search on the list the dummy it still there. I tried to edit dummy to but a error appear  >:(

6
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-11-09 21:10:28 »
Hm has a limit. Ok i copy Ifrit c0m and i renamed to c0m144.dat (a dummy) and replaced.
Load the file in ifrit tool and maked te changes in the name, stats and hp.
Pack the files into the battle, theoretically its a new enemy the only issue its to find him in the cactilio tool. :|

And ty so much for the island codes \o/, im trying to make like a monster arena in both areas with stronger enemies and super bosses.

7
Assuming this is for FF8. Why don't you try it? Make a copy of your 'template' enemy (doesn't matter if name, stats, etc. are left unchanged the important thing here is adding a new ID), give it a unique comxxx.dat ID, set it in a formation using cactilo (replace a boss one so you can trigger that particular fight for faster testing), then import it to the battle.fs using Deling tool. I haven't tried to add a new enemy to FF8 yet but I definitely plan to give it a go. Don't expect to be making unique models + animations though, we don't have a tool that can manipulate either of those; best you'll get is a palette-swap at the moment.

Once i tried but i forgot to put the enemy in the game, and he crash XD, but in the cactilo the new enemy didnt appear. I will try again thanks for the idea ^^
Oh the palette-swap, besides photoshop, what else i need to do? For exemple create a event like you did in FF7 to encounter the boss, step-by-step if possible, or not XD

8
Just a curiosity, this is really possible? Create a new enemy?

https://www.youtube.com/watch?v=jPI8BXZBdY0

9
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-11-05 17:38:08 »
Anyone has the encounter codes to the both insland heaven and hell?


I didn´t find it in here:
http://wiki.qhimm.com/view/FF8/Encounter_Codes

10
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-11-01 16:57:01 »
Well seems that Ai its still leaving some issues =/ some idea came.

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?

----------
My mod its kinda simple, bosses boosted (stronger and with new attacks), and when you get in the 3 disk and access Ragnarok, in the 2 island Heaven and Hell you will encounter new hard enemies lvl 100 (Tiamat for example) and the created ones (if possible, im working on it, or better trying).

What im trying to do is something like monster arena from FFX to both 2 island, unfortunately you can´t choose witch monster will fight =/

Lunatic Pandora and Ultimecia´s Castle will be in the same way, new hard enemies on lvl 100.

What did you guys think? ^^

11
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-29 19:36:13 »
Well I think I may have found the root of the problem, it looks like if any if statement is > 255 bytes, the offset doesn't get patched correctly.
I'll see if I can find the old code somewhere to patch since the version I'm working on is a bit of a mess atm.

Edit: I've patched the issue and updated the link here

I'm not sure if it will fix the issue that is causing the problem but it does fix a very major issue - it completely screws the logic up but it doesn't show in the code because the decompiler ignores the offset.
To fix any file, you should be able to adjust the textbox to get the compile button and a compile + save should fix it.

Im using this one

12
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-29 19:35:24 »


Hm i just downloaded the ifrit again from the main topic

13
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-29 18:56:46 »
I guess so its: Ifrit011_AI_Beta

14
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-29 18:04:36 »
Forgetting about scan ( i will see that other time) i saw something strange, after Seifer second battle, when i change a simple thing about the AI, in the battle graffics some bugs moments occurs:


That´s only because i changed the target line from 201 to 204 and this kind thing started to happen, Abadon´s wings and tongue dessapears, and that´s black spots too. Thats also happens when i tried to change Edea AI, Seifer 3° Battle

Any help?

15
So i have a question, to see if i understand:

Encounter ID - 216
Enemy name - Abaddon (boss)
Battle Scene - Salt Flats

Change Abaddon for another enemy OR put more Abaddons just changing the Enemy Slot (1 to 8 its so much O_o )? And give the level 100 to them?

16
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-25 02:17:03 »
Here we go again, im past the last days trying to edit the SCAN magic to show all the HP from enemies after 99.999, but with no success =/

someone can give a little help?
-------------------------
And for some reason Fujin its using her SAI once at the party ( OK ) and once in her self O_o, how to fix it?

Quote
if (self.varDE != 0) {
    return
}
self.varDD += 1
if (self.varDD == 4) {
    if (self.varDF == 0) {
        self.varDF = 1
        target(201)
        domoveid(6)
        return
    }
}
if (gfstolen != 204) {
    if (self.hp < 5) {
        if (rand() % 4 == 0) {
            if (enemy.status == BLIND) {
                targetadv(0, 201, 0, 3)
                domoveid(5)
            }
            else {
                target(201)
                domoveid(6)
            }
        }
        else {
            target(201)
            choose(0, 0, 2)
        }
    }
    else {
        target(201)
        domoveid(0)
    }
}
else if (self.varDC == 0) {
    self.varDC = 1
    target(204)
    domoveid(4)
}
else if (enemy.status != 9) {
    if (rand() % 3 == 0) {
        target(204)
        domoveid(4)
    }
    else {
        target(204)
        domoveid(3)
    }
}
else {
    target(204)
    domoveid(3)
}

17
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-23 23:38:21 »
Oh i get it now, thanks  8)

18
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-23 21:00:25 »
Didnt work but i change the code line to:

 if (enemy.alive == 1)

and i dont know what i did, but its working XD

19
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-23 02:28:31 »
New issue, im trying to edit Norg boss, changing some magics to hit all party, like thunder summon and tornado:
Quote
if (self.varDE != 0) {
    return
}
if (self.varDD == 0) {
    self.varDD = 1
    target(200)
    domoveid( 8 )
    return
}
self.varDC += 1
if (rand() % 3 == 0) {
    return
}
else if (self.varDC == 1) {
    if (gfStolen != 204) {
        if (rand() % 3 != 0) {
            target(200)
            choose(1, 2, 253)
        }
        else {
            return
        }
    }
    else {
        target(204) <----------------- i changed from 201 to 204 (hit all pary)
        domoveid(4)
    }
}
else if (self.varDC == 2) {
    if (gfStolen != 204) {
        target(204)
        domoveid(10)
    }
    else {
        target(201)
        domoveid(4)
    }
}
else if (self.varDC == 3) {
    if (gfStolen != 204) {
        target(201)
        choose(5, 6, 253)
    }
    else {
        target(201)
        domoveid(4)
    }
}
else {
    self.varDC = 0
    target(201)
    domoveid(0)
}

and when i try to save this shows up :

Sem-titulo.jpg" border="0

20
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-19 20:23:51 »
Hum its more complex that i thought XD
but thanks ^^

21
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-19 19:42:31 »
I get it and Cactilio works to edit magics too? I just want to make scan more clear and after hp 99,999 still show us the HP, not in ????

22
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-19 18:24:00 »
Quick question.

Its possible edit some place to only put a determined enemie? For example, Ultimecia´s Castle you will only encounter bosses Gerogero, Elvoret, Ifrit, Granaldo and his Raldos etc

or lunatc pandora or other place

23
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-16 00:53:36 »
never mind for some reason i putt my backup battle files in the data and now its working the "mod"  :mrgreen:

24
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-15 23:44:05 »
Hum....no if i change HP or some ability now the game dont load the chars in battle O_o
When i was testing everthing on glacial eye worked. even a glacial eye with HP=1000000

25
Gameplay Mods / Re: FF VIII How to MOD?
« on: 2017-10-15 21:45:11 »
Nope only the HP =/ strange...
Biggs
--------------
Quote
INT AI

unknown19(1)
say(0)
self.varDC = 0
battle.var60 = 0
battle.var62 = 0
--------
TURN AI

if (unknown(0x0A, 02) == 4) {
    if (battle.var60 == 0) {
        unknown1B(1, 0)
        battle.var60 = 1
        battle.var60 = 1
    }
}
else if (self.hp < 5) {
    if (self.varDC == 0) {
        target(200)
        domoveid(5)
        target(89)
        domoveid(3)
        self.varDC = 1
    }
    else if (rand() % 3 == 0) {
        target(200)
        domoveid(3)
    }
    else {
        target(201)
        choose(1, 0, 0)
    }
}
else {
    target(201)
    choose(2, 0, 0)
}

Wedge
Quote
INT AI

unknown19(1)
target(200)
domoveid(3)

TURN AI

if (rand() % 3 == 0) {
    return
}
target(201)
choose(0, 0, 1)


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