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Messages - Loseless

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1
FF7 Tools / Issue with ProudClod and battle file
« on: 2022-03-21 21:11:51 »
Hello, everybody

I somehow messed up the battle file and done so without realizing it at the time and even understanding how I did it. Somehow, the data for the enemies on the 140 slot was replaced by another slot. I tried to put everything the way it was by using a previous version of the file, but I cannot edit the animations and formations values without Proud Clod crashing. The moment I try to save I get an unhandled exception and that's it. Heck, this happens even on the vanilla file...

In gameplay terms, this means that I can find the encounter on that slot, but I cannot attack the enemies nor do they actually do anything, as their AI/moves are not properly assigned.


This happened a while ago, before I completed my changes, so the only way to go back is to repeat dozens of hours of changes and that would just kill me at this point. But the encounter, while not mandatory, involves an enemy that teaches an enemy skill, so I really want to fix this somehow.


Any help would be appreciated!

2
About custom supporting abilities, they can be modified in the Steam version but not with Hades Workshop (to be exact, it is very tedious and limited with Hades Workshop), because they are way too intertwined with the rest of the game's code. The modification of supporting ability effects is a feature of the Memoria Engine modifier, which is also installed automatically if you have the Moguri mod. Open the file "FINAL FANTASY IX\StreamingAssets\Data\Characters\Abilities\AbilityFeatures.txt". Read the documentation, the examples and the way vanilla abilities are coded there to know how to modify things.

Thank you for the points up. I don't have much in the knowledge of code, so I'm probably getting this wrong, but If I understood that doc correctly, I would have to create said file and modify the corresponding status. For instance, where is

>SA 0 Auto-Reflect
StatusInit AutoStatus Reflect

I could put

>SA 0 Auto-Reflect
StatusInit AutoStatus Protect

Instead?

--------------

I'm pretty close to complete my difficulty mod, but I still have a few kinks to iron. For example: If I raise the required AP for Garnet to learn her starting Eidolons, she starts without them. Should I check her status page, I can see she has them listed with the previous required AP values, but as she doesn't has the complete AP she has no access to them any more. I would guess the AP values for her starting Eidolons are given at the point she enters the party, post Evil Forest. Then I assume I would have to find the respective CIL field map code and edit these values. Would you know where the code is located? There are an awful amount of them to just randomly go through.

Another question: where can I change the prizes from fighting the monsters in Treno? And the auction items? Are these things easily changed, or too much hassle to bother?

Thanks for the assistance!

3
Can someone confirm if this is possible: replace some abilities, like Ability Up or Gamble Defense, for other custom abilities, say Auto-Protect. In the ability tab I can only change the required AP and text (name and description) of the ability, so I assume I would have to edit it elsewhere. Perhaps the CIL codes?

Thanks in advance!

4
Hey, guys! Maybe someone has experience regarding a particular idea of mine:

Every character has an ability list. I know how to swap abilities for others, but not all characters have the same number of abilities. So is therefore possible to give or add abilities to the list. What I want to know is how to do this. I want characters to learn abilities they normally don't have access to. I guess this requires some CIL code editing, but I haven't been able to find where it is.

Any thoughts?

5
Thanks!

I tested in several stores and is as I initially thought: there's a max number of items shown that is equivalent to the store's original number of items. Adding more items after that will result in them not showing up. I guess there is a variable somewhere that controls the number of items visible in each store. Maybe Tirlititi can have a look at this in the future.

6
Hello, people!

I added several items to stores in the game, but while they appear listed in their respective stores in Hades, the items only appear up until the number of original items on that store. For instance: Lindblum weapon store sells 17 items during disc 1. I added several of them and they only appear until the number 17 on the list. All items after that do not show at all. I imagine this might be related to the number of items visible or listed, but I found no option on Hades to extend the list.

Anyone has any ideas?


Another thing: does anybody know how to make it so that the Beatrix fights have no time/turn limit, so that you can only end them by depleting her HP and triggering her final move?

Thanks in advance

Guys, anyone, please? :(

7
Hello, people!

I added several items to stores in the game, but while they appear listed in their respective stores in Hades, the items only appear up until the number of original items on that store. For instance: Lindblum weapon store sells 17 items during disc 1. I added several of them and they only appear until the number 17 on the list. All items after that do not show at all. I imagine this might be related to the number of items visible or listed, but I found no option on Hades to extend the list.

Anyone has any ideas?


Another thing: does anybody know how to make it so that the Beatrix fights have no time/turn limit, so that you can only end them by depleting her HP and triggering her final move?

Thanks in advance

8
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2019-05-02 17:15:49 »
The only thing I wish you could manage to allow the editor to edit the stat pool on the steam version.

9
Now this one might be difficult. If I turn Protect and Shell, among others, into multi target they still won't affect all targets because they lack animations. I've been looking at the animations and it seems that there are two animations for such spells: of for an single target and another for multi target. This being said, how can I add an animation of Protect and Shell that supports multi targeting?

10
Thanks, Kefka. I though I had seen the AP thing somewhere but couldn't remember. Searched everywhere else but the stats tab.

The steal rate was asked by some players. Moving some items from the 4th to the 3rd slot helps in a few cases, but in some instances, even the third slot can get tricky in difficult fights.

11
Thank you so much, Tirlititi! It was exactly what I needed.

Another thing I am considering: Is there a way to change the steal rates and to edit the AP required to learn skills and abilities?

And while at it, how can I make spells like Protect and Shell affect the entire party? There's no multi animation for them.

12
Hello! I've been reading a few things here and there. I'd very much like to change the magic stones growth curve, but I'm having some trouble figuring out how. I've located the CIL script that handles the function, but I can't figure what to change in order to increase how fast stones are gained...

Perhaps if I changed one of the values in bold below?

Does anyone here have a clue?

The Magic Stone progression is defined in the CIL Code, so it's a bit tedious to change. It's the method "ff9level::FF9Level_GetCap" :
Code: [Select]
public static int FF9Level_GetCap(int slot_id, int lv, bool lvup) {
PLAYER pLAYER = FF9StateSystem.Common.FF9.player[slot_id];
FF9LEVEL_BONUS bonus = pLAYER.bonus;
FF9LEVEL_BASE fF9LEVEL_BASE = ff9level._FF9Level_Base[ff9play.FF9Play_GetCharID((int)pLAYER.info.menu_type)];
if (lvup) {
int num = (pLAYER.cur.capa != 0) ? 0 : 5;
int num2 = 0;
FF9LEVEL_BONUS expr_53 = bonus;
expr_53.cap += (ushort)(num + num2);
}
int num3 = (int)fF9LEVEL_BASE.cap + lv * 4 / 10 + (bonus.cap >> 5);
if (num3 > 99) {
num3 = 99;
}
return num3;
}
In term of CIL Code, the main operation ("int num3 = ...") is those lines:
Code: [Select]
ldloc.3 // fF9LEVEL_BASE
ldfld 0x4000890 // FF9LEVEL_BASE::cap
ldarg.1 // lv
[b]ldc.i4.4 // Multiply by 4[/b]
mul
[b]ldc.i4.s 10 // Divide by 10[/b]
div
add
[b]ldloc.2 // bonus[/b]
ldfld 0x400088B // FF9LEVEL_BONUS::cap
[b]ldc.i4.5 // Right-shift by 5 ( = Divide by 32)[/b]
shr
add
stloc.0

I have no idea of where the font used is defined.

13
FF9 Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-11-12 22:50:49 »
I'd just wish you could unlock the stats pool on the PC version. I used that to make a New Game + run in the PS1 version.
 

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-15 21:27:37 »
I just ran into another bug. While on the desert I used lvl5 on the Land Worm. After that, while on its turn, she just stayed there, doing nothing, and killing the game dead.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-11 15:08:38 »
I believe I've found an error with the rank system. When I chose to raise all of Cloud's stats by 5 I got 10 of each source instead. When it came to Barret, I chose to raise Str & Luck by 10, plus Dex by 5, yet I got 15 sources of the first two stats, 10 of dex and 5 of the remaining stats. So unless ranking up grants 5 of each source just by itself, I think the number of sources is correct.

Also, the guy at the entrance of Fort Condor that greets you until you climb up doesn't talk at all. I just got past him like he wasn't there.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-07 12:45:36 »
I experienced something interesting that maybe related to the mod. The game froze after the party fell in Corneo's trap door. Cloud never jumped. Had to restart the game.

17
FF9 Tools / Re: [FF9] Save editor - Memoria (0.6.2b)
« on: 2016-09-17 23:29:27 »
Hey!

Been a long time user of this neat little tool. Now with the Steam version I was trying it out, but the stats pool are locked. I know you have little time, gjoerulv, but do you think these will be available any time soon? I use them on my net game plus and was wondering if I should put the game off for a while because of that.

Best regards and good luck!


Edit: I also found a little bug on the editor. The number of steals is stuck at 15 and can't be edited. Its like a dummy value or something that doesn't correlate to the number of steals.

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-01 21:34:10 »
Thanks Chief. Remind me to hug you one of these days.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-01 18:07:51 »
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.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 14:20:10 »
Thanks for the info. The passive exp thing is kind of annoying for me. I usually like to steal weapons and armor, as well as learning limit breaks with everyone. If people level up at the same pace, it kind of steals the fun away from it. Otherwise, I end up being over-leveled.

It's one of those things that could be optional.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 13:32:59 »
I read somewhere in the thread that you intended to change the chocobo's levels to multiples of 5, but I sensed one near the farm and it was still at 16, hence my question.

And another thing: could you stop other party members from leveling up? I've been dreaming about something like that for a decade and half.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 12:53:40 »
What's a guy with a green shirt doing at the entrance of Fort Condor? The bastard won't even talk to me.

Also, the prize for the first battle is the Echo comb, although in the menu it's called Howl Comb.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 10:15:54 »
Hey Chief, just a dumb question: if the birds need to be down to 1/32 of their HP, and L4 Suicide is now L5 Suicide, does this mean we have to randomly hit every bird until we, by chance, leave it at critical to get it to cast Chocobuckle?? The only chocobos I know to be at a level multiple of 5 are near Wutai.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-13 10:32:20 »
Nikkolas, I'm finding it strange that you're having such difficulties with Ethers. I haven't played this version yet, but I beta tested most of the principles applied here and maybe at fault for the lack of money and ethers :P

What I thought of was that, since there are 9 party characters, players should have to use them all. I tested the game with MP values as high or maybe higher than those used here and never used Ethers outside of boss fights. When a character ran out of MP I'd just use another instead. Besides, since you now can change party everywhere, this is pretty much standard. It goes against the habits of old players, but that's what came out of our discussions regarding the balance and adding new layers of difficulty, like money, MP, items and such. Plus, keeps the game interesting, since most character will end up receiving attention and a type of roles were kind of introduced. In some fights a magic oriented party might be more useful. Therefore, using Barret and Cid would be a crappy idea. Aeris, Red and Vincent would be the best choices. Or maybe speed is more relevant. It depends. And the range of possibilities and strategies that are possible because of the changes add a lot to the gameplay and replay value of the mod.

My advice here is: learn first to unlearn what you know about the original FF7. Then all will be easier. Players tend to have constant approaches to the game, so mods always make things interesting.

PS: try to kill the flames first. They'll ran out of MP eventually, I assume. Keep on the defense until then.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-09 17:15:03 »
The problem with the poison weakness was always that enemies, besides getting double damaged, also get poisoned. I might be off here, but I think enemies that can't be poisoned are also immune to poison damage. Thus fights against the Turks tend to be easy thanks to them getting sick with anthrax or something.

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