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Messages - Sega Chief

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3201
So THAT'S what's going on. I thought it was odd that everyone was suddenly saying 'off course' all of a sudden, but I figured it was just some trend that had caught on 'cause of that Battle Square typo. Should it be changed, though? No, way!





3202
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-03 18:05:42 »
You've definitely got a Wonderful yellow to breed with the Black, right?

Maybe I should just add a sidequest that rewards a Gold at the end of it ;I

3203
I think so, but they don't look like what I generally use for Absorb and Nullify: this is what I use in enemy AI for setting the Absorb flags:

Code: [Select]
4130|AbsorbFire
4131|AbsorbIce
4132|AbsorbLightning
4133|AbsorbEarth
4134|AbsorbPoison
4135|AbsorbGravity
4136|AbsorbWater
4137|AbsorbWind
4138|AbsorbHoly
4139|AbsorbRestorative
413A|AbsorbCut
413B|AbsorbHit
413C|AbsorbPunch
413D|AbsorbShoot
413E|AbsorbShout
413F|AbsorbHidden

Which I'd use like this:
Code: [Select]
12 20A0
10 42A9
80
60 01
90

Is there an equivalent for the other Element rates or is there an alternative way to set it?

3204
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-03 13:38:11 »
Installed the flevel hotfix. Game soft locks when I touch a save point, complete with a bunch of gibberish in the text boxes. Happens regardless of which mode I'm on or whether I have the menu overhaul or not. Gonna try another clean install and see if things change.

Edit: Still no good. Hmmm. If I hit menu fast enough, I can save, but the game will still soft lock unless I quit and reload. Loading at a save point doesn't trigger the extended options.

I tested every single one but maybe I missed one? Which save point is it?

How long do you reckon until the gameplay balance is finished? The rank up system hooked me just based on concept, and I'd love to be able to stream this and give it some face time even as someone who's never finished FF7 completely and only got through like, Disc 1 of Gjoerulv's hardcore mod (in a semi-race, no less.)

It'll take me a couple of weeks, I still need to finish my playthrough.

Edit: Found the busted save point, it's the very first one. I'd actually not intended to change that one but I must have pasted in the script there and forgotten about it. Goddammit. I'll fix the patch today.

Edit 2: Patch is up, I just went ahead and turned the 1st Reactor save point into an Extended one. But, eh, now that I'm writing this I may have forgotten to dummy out the Rank-Up option which is going to teleport the player to the Nibelheim Reactor if they use it.

...I'd recommend saving your game before you (inevitably) use it out of curiosity.

3205
Hey guys,

I'm hunting for the OpCodes that handle the 'Weak to' elemental flags (I've only got Absorb and Null in my notes); has anyone happened to find them or do these flags not exist? The Ops for Auto-Hit & Half Damage ones would be handy too.

3206
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 23:29:38 »
Yeah, the hyper jump animation is glitched on PC FFVII, I'm not sure if there's any easy fixes, I just avoid using that limit! =P

Unfortunately, that's correct; when using Aali's driver, Hyper Jump has a chance to crash the game and I think it's the same on Steam (not sure, but it's likely). I could maybe replace the Limit with something else, but it wouldn't be ideal.

I tried it several times but it still doesn´t work :o

Another Question:  Is junon league currently just limited to 2 or 3 brackets?

Junon Leagues is currently only two brackets. I don't think it's a guaranteed Gold, even with the S-Ranks + avoiding the script glitch. You might need to reset your RNG after each attempt; when loading the save file, fight a random battle to change it.

3207
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 20:07:27 »
That´s the Problem. I just get a yellow or black chocobo. The golden one doesn´t appear.

Ah, there's a glitch with that. I think you need to talk to a specific parent first in order to have any chance of getting a Gold: https://www.youtube.com/watch?v=PpSdTxFRlfU

When speaking to them for the breeding, always speak to the Black Chocobo first. And try to get them both to S-Rank for the best chance of success.

3208
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 17:25:42 »
FF8's limit break system is easily the most broken aspect of that game; it's so easily abused that it forms the foundation for most speedruns + the No Junction run and can pretty much ruin the game if you let it. There is little risk associated with it; all you need is at least one guy with critical HP, the other two supporting him/her by keeping themselves healthy while chucking a Phoenix Down/similar at the critical party member if they get KO'd.

If I use an innate triggered by critical/max HP then it'll be for an appropriately small bonus as opposed to, say, a potential 7 hit Renzokuken + 17 hits from Lionheart on tap.

3209
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 16:17:31 »
Max MP bonus sounds fun, and could be a pretty big bonus as it doesn't become too powerful until you either have MP Absorb (which rarely covers the cost of the spell anyway) or lots of ethers!


Oh yeah, MP Absorb would be pretty great with that. I was just thinking of something like +10/15 or something, or could do something else entirely with it like better defences or whatnot.

Anyways, good news; the early prototype for Barret actually worked without a hitch. Got his Strength to rise 5 times after he was attacked while he was in the front row. Now I need to code in the back-row part of it; my only concern is that the kernel might go over it's size limit while implementing all of them, but I've made a back-up just in case.

3210
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 14:21:14 »
I like that idea of Barret's bonuses changing depending on which Row he's in. I think I can set that up, depending on how handy the game is with checking a character's row (Grunt's default AI should provide what I'm after). I'd have the bonus gained from one row be reset when receiving a bonus from the other Row (so if you build his Vit/Spr to max stacks in the back row, these are reset when receiving the first Front Row stack).


Tifa: She should get some kind of Dex bonus/stack if she uses the attack command and hits an elemental weakness. If that's not feasible, then a str bonus/stack while at full health would be a nice mix-up to her typical "critical HP" shenanigans. If you find some way of making the innate ability based on Rank Up, she could have a party leader version that grants a stack of Str to the party each turn.

There's an idea; I have a few empty variables that can be used for in-battle purposes. Changing/upgrading the innate based on Rank-Up could add an interesting dimension to it beyond stats. It depends how easy it is to implement though, at present I only know how to set these in an actual battle (Arrange is triggered through an alternate first battle with Trainee MPs that have the AI to flip the variable). If I can figure out how to get it to work from a Field trigger then I could do some things there.

Stacks at MaxHP is a good idea too to avoid the critical HP scenario, although MaxMP could offer some possibilities. Maybe a temporary boost to Magic while sitting at MaxMP which is lost after casting the first spell?

3211
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-01 21:27:49 »
Hi,

How can i get the golden chocobo because i want the KotR Materia :P

Same way as before; grab a Great + Good and breed them with a carob nut (racing them to Rank A can boost probability) for either a green or blue choco. Then after fighting a set number of battles they'll be able to breed again; aim for the opposite colour + gender of your first special chocobo (so if you got a green male the first time, aim for blue female the second time). Race these to A, then breed the Green + Blue with a Carob nut for a Black chocobo. Now catch a Wonderful of the opposite gender, race 'em to A or S, and then breed them with a Zeio Nut. And boom. Zeio Nuts are gotten from Goblins on Goblin Island, Carob Nuts are dropped by a red dragon called Vlak found in green areas of the Icicle Area on the world map.

There's a tonne of guides online for chocobo breeding too; I'd check them out if you haven't done this before. It's more or less the same procedure in NT than it is in the default game.

Hey guys, I need a little help....

I was messing around with some older versions of the mod and I screwed up. I deleted my old backup of the scene, kernel and kernel 2 files (the game's originals, not the mod ones) and I kind of need them for comparing some things. I don't have the game with me here and can't reinstall, so I was wondering if anyone has these three original files and wouldn't mind sending me them. Otherwise I'm pretty much stuck.

I've a patcher that can restore the game to it's default state: https://mega.co.nz/#!P59iDADZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w

3212
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-01 02:09:03 »
To add to the soft lock at the crater Aquarii mentioned, I just got there myself and the same happened to me. When the scene first loaded only Cloud, Aerith, Cait Sith and Red were visible. As everyone walks away Yuffie and Vincent jumped into shot but that was it. Tifa wasn't there at all. If memory serves, it's her line at that moment (after the white flash and Cloud stops walking). Dunno if that's a possible cause?

Yeah, I made a mistake when I was tuning something in that scene. I forgot to restore some of the character's set position coordinates after I was done working on it. I've fixed it now, but I can't update the patcher until I've got these extended save points sorted out. They've been implemented, but I still need to run up to each one and make sure I've set them up properly. Once that's done, I can update the patch; it'll likely be tomorrow.

I like the idea so far. I'm not so worried about what the innates do because I know you'll do a good job figuring out the balance. What I really like is "how" the innates are activated. With the exception of Cid, I'm seeing abilities that fit the three basic roles of offensive, defensive, and support:

- Abilities that are activated by dealing damage (melee or magic).
- Abilities that are activated when receiving damage.
- Abilities that are amplified support (buffs, debuffs, heals).

This helps balance class roles among the characters and would give me an opportunity to choose other party makeups based on what enemies I'll be facing rather than who has the best weapons/limit breaks (because we know those are PERFECTLY balanced in vanilla game :P). I don't think Cid's fits the mold though because there is no RNG/Turn-based element involved in it. Having the ability work straight from the start of the fight and automatically double something would almost lock him in place as first party member for most party makeups I might want to play.

I would aim for all innate abilities to have some kind of %chance to activate if possible, with a maximum that it can stack. So for instance, Barret's current suggestion could be 10% chance on hit to gain a +5 Vitality/Spirit stack, up to 5 stacks. Offensive abilities could stack offensive stats, or simply perform a critical/double hit. When anything stacks though, I would like to see them wipe if the character dies and revives in combat.

No idea if any of this can be done. I'm just letting my excitement ramble on 8-)

I think any stat alterations are, handily enough, wiped when the party member is KO'd but if not I could add it to Death Counter AI where the original stats are restored (stats tend to be stored in variables so I can just push them back in, hopefully).

I figured Cid's innate wasn't too bad because most characters only have about 20-30 Luck anyway, but even if it didn't apply to his own high Luck then Cait would still be sky-rocketed to 200+ or thereabouts. I can make them trigger to a %, sure. Should I add a quick text string showing when it triggers? Would that be too distracting?

Edit: Alright, the new flevel patch is up. It brings in extended save points and fixes an issue with the ending scenes not playing out correctly. As for the extended save points, they have an option currently to visit the Rank-Up screen but this is currently disabled because it's not complete yet. Pressing that button should do nothing, but if I've missed one then expect to be teleported to the Rank-Up screen and then unceremoniously dumped in the Nibelheim Reactor :p

3213
There's a variable that is triggered during the Church scene that is relied on as a trigger for the scene with Barret in Gongaga. Because of this, that scene is effectively disabled and cannot be seen in a normal playthrough.

3214
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 23:10:29 »
Gonna be tough; tomorrow is the busiest day of the year. We're doing a full stock-take D:

3215
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 22:21:21 »
Broke my bloody toe coming in from work ;-;

I don't want to start nerfing characters for the sake of this extra ability thing. I'll think of something, but too distracted right now.

3216
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 16:39:38 »
I'll only add something if I feel there's good reason for it. A common complaint I heard about FF7 is the lack of diversity of the characters in-battle and that character development itself is quite linear. I built equipment with specific stat boosts and effects to help with that, but it doesn't fix it on its own. That's why I think letting the player build the character's stats directly, rather than relying on pre-determined stat arcs, is the other half to the solution.

Innate character abilities aren't quite part of the plan yet, but I thought they'd be an interesting extra. I can add the info in to Beginner's Hall, etc. and can have a text box describe the character's innate ability when they join the party. Double Luck shouldn't be too much of an issue in most cases, though it could be very strong when applied to Cait Sith who has the potential Luck stat of the party. 2x Healing is kind of an all-or-nothing deal due to the way elemental resistance flags work (I can only make it 2x, 1/2, nullify, or absorb); I could make this something else entirely instead, if need be.

As for making weather/time of day affect battles I'd thought about making certain elements stronger in certain weather but I abandoned the idea very quickly basically because I have no way to represent these in-battle. Feature-creep is something I should keep an eye on, I've added a lot of things in a short space of time. Hopefully though they'll all come together to make a better whole, but I'll cut anything that isn't pulling it's weight.

3217
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 11:01:08 »
I didn't think of it like that; I guess we'll go with Tifa having the defence-crippling attacks and Cloud has the critical-HP thing.

3218
That'll be Mrkt3 (214), when Cloud is about to enter the Honey-bee Inn.

3219
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 09:59:53 »
Yeah, I was thinking that about counter attacks maybe not being optimal in every scenario, like for stealing and whatnot. Double-Attacks might cause the same problem though if you're trying to reduce enemy HP safely or knock someone out of confusion, etc.

I was actually thinking of giving Cloud a stacking defensive debuff, maybe 1% each time. It should go on the weapon too, which would save on AI space. Could give that to Tifa instead though, and maybe use the boost to STR and MAG when Cloud is in critical HP (although Tifa has weapons which power up when near-death too; maybe that'd fit better for her?)

3220
If I had to guess, it was probably the three Materia caves where you can sometimes not get the Materia when you pick it up (the Independent/Purple cave didn't have the issue though, I think; that was set up differently). As for las2_4, I bet he's gotten rid of...a certain trick that's not common knowledge. The fiend.

3221
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 09:10:52 »
I've said a few times that I'm only starting work in earnest on New Game+ once the NT Mod has reached a point where I'm happy to call it 'finished' and upgrade it to 1.4. When the current re-balance + features are done, I'll likely call it 1.35 because the changes have been quite vast since 1.3 initially released. It's important I focus on the now and make the mod as good as possible with everything I can fit into it.

Edit: Forgot to mention something, I had an idea a while back about giving characters some kind of innate ability. For instance:

Barret: Gains +1 Vitality/Spirit when attacked (maximum of +20)
Tifa: Random counter-attack chance against physical attacks (separate from Counter-Attack materia)
Aeris: Party gets 2x HP from healing
Red XIII: Strength/Magic rises by +1 every turn (maximum of +15-20)
Yuffie: Has a random chance to evade a physical attack, separate from normal evasion (sort of like how Cactuars work)
Cait Sith: Some kind of randomised 'Rage' system using spells + buffs (like Gau, sorta)
Vincent: Innate Fire, Bolt, Poison, and Death resistance (based on his Limit forms)
Cid: When present in battle, all characters have their Luck stat doubled

Just stuff like that. What do you guys think, any ideas? Too broken? I couldn't think of one for Cloud :I

3222
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 07:51:16 »
Boring, he says. Taking the stairs is like one of the most iconic scenes in the game, and a proud tradition. You can't tamper with that, it's taboo.

Good thing you reminded me about the Icicles though. I forgot about that.

Edit: Fixed the ending, just going to wrap up these save points and then a patch can be put out.

3223
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 07:14:54 »
oh right i never took the elevator, i guess this means i missed a boss fight?

maybe you can make it that the game doens't let you use the stairs so no one can miss the boss fight.

No, not THAT elevator; I meant the one with Hundred Gunner and Heli-Gunner. Thunder Gunner turns up with Heli-Gunner in that fight, at least in 1.3 (though I think he's there in 1.2 too).

Edit: Figured out the problem with the ending; I could kick myself. It might be tricky just now to update the flevel because the save points are being modified but if I get that done and disable the rank-up feature on it (at least until that's been properly specced) then I'll be able to get this ending fixed and upload the patch.

3224
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 06:36:33 »
well its your mod, you can choose what you please with the SP thing, just think how bad FF8's draw system is for stat building hehe.

but overall I think it would be best if everyone got equal SP, i don't see how it could work any other way as how would you scale things back for certain playthroughs with different party members.

not sure at what points you mean when talking to them in the story, i guess your basically asking the player which one to increase its stats, sortof like a choice, im not sure if that's such a good idea either as then the player would feel forced to keep whichever one he chose in that situation, and for the choices where the player can't choose to talk to a certain party member , he wont get to use them, but its your choice at the end.

its most likely the player will be doing everyones new threat boss anyway to get the party read to take on the final story bosses, you can give SP points for that particular character for each of the boss fights, but its most likely you will expect the player to do all of them anyway, so it wouldn't much either way.

yeah half the new threats bosses are really cool, but i hope barrets and cids get replaced with something better, i never got to see tifas.


what is with this new boss towards the end of this video

https://www.youtube.com/watch?v=PGjA1Zu0VZA

I don't remember encountering it in 1.2.

Also I would suggest blocking off the final story bosses until the new threats are taken care of, including the weapons, and then you will be strong enough to do the final story bosses.

That video was from v1.1 of the mod; Bio-Troopers replaced Thunder Gunner there and TG was moved to the Elevator battle.

Hi me again,

After i defeated Safer Sephiroth, the Game freezed/stopped working in the Moment when Sephiroth called Cloud. Background-video(rain)+Audio was still working.
No Error message.

Greetz Aquarii

I can hazard a guess at what caused that, probably someone got stuck when they walked off-screen (maybe). But it was raining in the crater? Maybe I forgot to add the variable switch to the entrance, but I thought I had. Sorry for the soft-lock, that's probably the worst place to get one.

Yup, I liked that dialogue too! As soon as I saw him comment on my choice of sword I knew I had to check it with the Buster, and was disappointed I couldn't beat him with it (mostly because it took too long and I got stuck in the mog power soft lock), but I'm sure it's possible if the bug is fixed (if slow).
I enjoyed the battle so much that I've actually gone back to play Crisis Core again, I hope you're pleased! :P
Adding a slow growth to the Buster Sword would be very cool for keeping it relevant - more weapon options is more fun, right? And it's so iconic, I'm sure at least a few people would like to use it.

I kind of agree that all the boss battle SP should be given to all the characters equally, but I like the idea of giving the characters some individual SP for giving them attention in story sequences, or for their sidequests. So maybe you could award individual bonus SP for completing the battle square and the Junon leagues with a character too, if someone feels their character is underdeveloped. Makes up for neglecting them!


The Soldier 1st hype is real :p.

Oh yeah, the Junon Leagues could be good for SP. I need to overhaul that place slightly though, it takes a little too long to get through it all. I could try a test or three with the Buster Sword then, see if I can make it scale or not.

3225
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-29 19:45:22 »
Glad you liked it. Yeah, there was something I didn't know about Poison at the time when I made a lot of these fights; the ticks of damage it causes are also Poison element, so they're dealing double damage too. It means the fight is over in as few as 16 ticks instead of 32 + the damage the player is laying down. In the revision I'm working on, I'll likely make these guys take half damage from Poison instead (so it'd be 64 ticks instead of 16) and combine it with anti-Poison measures. Should make it a little better + keep the elemental consistency enforced.

He originally did use Omnislash if you took too long to kill him during the final phase. Also happy someone found that hidden Buster Sword dialogue, I just figured it'd be a wee easter egg. As for a Buster buff, I was wanting to do something like that but it would need either 7H or one of the pre-existing weapons to be 'sacrificed' for it. Gjoerulv had a good idea for it, I think he gave it Death Penalty's formula but set up Cloud's kills in such a way that very few people noticed the difference when using it. That way it got progressively stronger over the game as Cloud racked up more kills, could do something like that?

Heaven's Cloud is Morphed from a tricky Extra Battle boss called Variablis. The reason this one is tricky is because I made the boss mechanics without really thinking about how well suited it would be for this game. It mimics Number024 and Magimaster from FF6 in changing it's elemental defences, but the two glaring flaws with that is Sense doesn't work on bosses with more than 30,000HP and I don't think elemental weaknesses are tracked when they change through AI.

The present strategy for him is to use a Vaccine on him, then hit him with a super-charged Ultima (either through MP Turbo and/or a high Magic stat) four times and to then use two 'Cactuar Guns' to inflict close to 2000 damage. This leaves him with very little HP and perfect for a Morph using either a Conformer or one of the 'Ancient' weapons (Nail Bat, etc.) which I was told ignore the Morph damage penalty to some extent. Variablis himself is going to be completely overhauled for the update.

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