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Messages - DenisColli

Pages: [1] 2
1
I always bring many strange questions for you, isent?
Here goes one more: I LOVE the Moonlight Slash animation...
Is it possible to edit it in a way that it dont break the target animation?
If its also possible to done in the "AbilityFeatures.txt" (as an SA that prevent the enemy to break), please explain me.

2
A little question: Do S.A. like Concentrate, Chemist and Power Up apply its bonus when its respective skills are used in Script 80 (Double Cast Special) ?
Another words: Do Script 80 respect the Scrip (and SA bonuses) of the 2 Skills it uses?
About this question i already discovered... rsrs
Hello, Brother! How are you?
Is it possible to create a S.A. that change the Target Code of an specific Skill or Script?
Like to replicating the Amarant logic... When you havent this SA, some sikill (or group of skills) are single targeted... And when you equip the SA, they become multi-targeted (If its possoble, during Trance!)...
If its possible, please, leave a simple exemple!
Am ansious to know the see!

3
A little question: Do S.A. like Concentrate, Chemist and Power Up apply its bonus when its respective skills are used in Script 80 (Double Cast Special) ?
Another words: Do Script 80 respect the Scrip (and SA bonuses) of the 2 Skills it uses?

4
That's the "Trance link" field in "Party -> Stats", mostly.
For example, Zidane's "Trance link" is set to "2nd command": the spells of the Dyne command will be available only if the related spells of the Skill command are learned ("related" means "at the same position in the command list" there).
If I'm not mistaken, adding more spells to the trance version (Dyne for example) will make them completly unusable, unless you add them to the "Ability List" above as well and earn enough AP or have an equipment teaching that added spell.

Note also that the spells of "Blk Mag" and "Dbl Blk" are exactly the same. Characters don't learn "spells inside a command" but simply learn "spells", making them available in all of their commands, so Vivi could as well have no trance link at all for the same result.

nice! só its possible to have more then 8 skills with its relatives trance links?
If you have 10 normal skills you can have 10 link skills. right?

5
A question: When we have Skill sets like Dyne, Elan and Shiroken... What defines that you "learned" (or only have access) the Skill Y in the moment you learned the Skill X?
For exemple: Tho have access to the No Mercy (Multi) when learning the No Mercy (single)...
What define this behavior?

6
I tried again with this order you told me...
Worked perfectly... Thanks

7
My Log: Is this some kind of problem?

That is the Order that worked with me:
FolderNames= "MoguriFiles", "MoguriSoundtrack", "MoguriVideo", "AlternateFantasy"

31.10.2020 10:43:27 |M| [SteamSdkWrapper] Initialized: True
31.10.2020 10:43:28 |M| Loading configuration Memoria.ini
31.10.2020 10:43:28 |M| [FontInterceptor] Dynamic font initialization.
31.10.2020 10:43:28 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
31.10.2020 10:43:28 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
31.10.2020 10:43:30 |M| [GameLoopManager] RaiseStartEvent
31.10.2020 10:43:30 |M| InitializeItemText
31.10.2020 10:43:30 |M| InitializeImportantItemText
31.10.2020 10:43:30 |M| InitializeAbilityText
31.10.2020 10:43:30 |M| InitializeCommandText
31.10.2020 10:43:31 |M| InitializeBattleText
31.10.2020 10:43:31 |M| InitializeLocationText
31.10.2020 10:43:31 |M| InitializeEtcText
31.10.2020 10:43:32 |M| InitializeEtcText
31.10.2020 10:43:32 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
31.10.2020 10:43:32 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
31.10.2020 10:43:33 |M| InitializeItemText
31.10.2020 10:43:33 |M| InitializeImportantItemText
31.10.2020 10:43:33 |M| InitializeAbilityText
31.10.2020 10:43:33 |M| InitializeCommandText
31.10.2020 10:43:33 |M| InitializeBattleText
31.10.2020 10:43:33 |M| InitializeLocationText
31.10.2020 10:43:33 |M| InitializeEtcText
31.10.2020 10:43:33 |M| InitializeEtcText
31.10.2020 10:43:33 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
31.10.2020 10:43:35 |M| [SteamSdkWrapper] Request stats: True
31.10.2020 10:44:54 |M| InitializeBattleText
31.10.2020 10:45:01 |M| [AssetManager] Asset not found: BattleMap/BattleTexAnim/TAM_B121.tab
31.10.2020 10:45:02 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MON_B3_014.tab
31.10.2020 10:45:02 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MAIN_B0_029.tab
31.10.2020 10:45:06 |E| [SoundData] Sound not found: 353
31.10.2020 10:45:06 |M| [AssetManager] Asset not found: SpecialEffects/ef353
31.10.2020 10:45:08 |E| [SoundData] Sound not found: 484
31.10.2020 10:45:08 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:46:37 |E| [SoundData] Sound not found: 484
31.10.2020 10:46:37 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:46:39 |E| [SoundData] Sound not found: 100
31.10.2020 10:46:39 |M| [AssetManager] Asset not found: SpecialEffects/ef100
31.10.2020 10:46:49 |E| [SoundData] Sound not found: 484
31.10.2020 10:46:49 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:08 |E| [SoundData] Sound not found: 104
31.10.2020 10:47:08 |M| [AssetManager] Asset not found: SpecialEffects/ef104
31.10.2020 10:47:16 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:16 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:27 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:27 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:42 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:42 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:53 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:53 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:48:21 |E| [SoundData] Sound not found: 484
31.10.2020 10:48:21 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:48:23 |E| [SoundData] Sound not found: 107
31.10.2020 10:48:23 |M| [AssetManager] Asset not found: SpecialEffects/ef107
31.10.2020 10:48:58 |M| InitializeBattleText
31.10.2020 10:49:00 |M| [AssetManager] Asset not found: BattleMap/BattleTexAnim/TAM_B121.tab
31.10.2020 10:49:01 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MAIN_B0_029.tab
31.10.2020 10:49:05 |E| [SoundData] Sound not found: 326
31.10.2020 10:49:05 |M| [AssetManager] Asset not found: SpecialEffects/ef326
31.10.2020 10:49:07 |E| [SoundData] Sound not found: 326
31.10.2020 10:49:07 |M| [AssetManager] Asset not found: SpecialEffects/ef326
31.10.2020 10:49:11 |E| [SoundData] Sound not found: 107
31.10.2020 10:49:11 |M| [AssetManager] Asset not found: SpecialEffects/ef107
31.10.2020 10:49:29 |E| [SoundData] Sound not found: 100
31.10.2020 10:49:29 |M| [AssetManager] Asset not found: SpecialEffects/ef100
31.10.2020 10:50:52 |M| [GameLoopManager] RaiseQuitEvent

8
"A few moments later..."

Congratulations, man!
Its working perfectly! I just replace "Memoria.Scripts.dll" and the white magic is respecting the law...
No more arrest warrants for her!
The normal attacks also...

9
Thanks man!
For me, its better to simply replace "Memoria.Scripts.dll" for the new version.
Is that right?

10
Nice! Do it , man!
For me its better to update the Source Code than restart a new version...
(After all this changes)
We are waiting...

11
This is my Log:

31.10.2020 01:47:56 |M| [SteamSdkWrapper] Initialized: True
31.10.2020 01:47:57 |M| Loading configuration Memoria.ini
31.10.2020 01:47:57 |M| [FontInterceptor] Dynamic font initialization.
31.10.2020 01:47:57 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
31.10.2020 01:47:57 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
31.10.2020 01:47:59 |M| [GameLoopManager] RaiseStartEvent
31.10.2020 01:47:59 |M| InitializeItemText
31.10.2020 01:47:59 |M| InitializeImportantItemText
31.10.2020 01:47:59 |M| InitializeAbilityText
31.10.2020 01:47:59 |M| InitializeCommandText
31.10.2020 01:47:59 |M| InitializeBattleText
31.10.2020 01:47:59 |M| InitializeLocationText
31.10.2020 01:47:59 |M| InitializeEtcText
31.10.2020 01:47:59 |M| InitializeEtcText
31.10.2020 01:47:59 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
31.10.2020 01:47:59 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
31.10.2020 01:48:00 |M| InitializeItemText
31.10.2020 01:48:00 |M| InitializeImportantItemText
31.10.2020 01:48:00 |M| InitializeAbilityText
31.10.2020 01:48:00 |M| InitializeCommandText
31.10.2020 01:48:00 |M| InitializeBattleText
31.10.2020 01:48:00 |M| InitializeLocationText
31.10.2020 01:48:00 |M| InitializeEtcText
31.10.2020 01:48:00 |M| InitializeEtcText
31.10.2020 01:48:00 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
31.10.2020 01:48:02 |M| [SteamSdkWrapper] Request stats: True
31.10.2020 01:48:54 |M| InitializeBattleText
31.10.2020 01:48:55 |M| [AssetManager] Asset not found: BattleMap/BattleTexAnim/TAM_B121.tab
31.10.2020 01:48:55 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MON_B3_014.tab
31.10.2020 01:48:55 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MAIN_B0_029.tab
31.10.2020 01:49:01 |E| [SoundData] Sound not found: 484
31.10.2020 01:49:01 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 01:56:09 |M| [GameLoopManager] RaiseQuitEvent

(In Memoria... In Moguri is almoust the same)

12
The strange is that i dont use Moguri at all...
I dont even have it...
I only use the ALternate Fant./Memoria...
Moguri is too heavy... too much GBs!
And the onlt magic tha show this problemms seams to be healing magics...
I'm using the "Noautotrance". is that a problem?
...
I Tried... Problem remains...

Is it possible to fix it? writing a cheat to force the Scrip 10 to respect single/multi damage sistem?

...

I decided to download the Moguri...
Lets see...

... Hum... Bad news...

No change! Even in Moguri and doing the changes you told me.

13
Man...
Inoticed that in your game the Healing magic give the same amount of heal from single or multi-target...
Is this proposital?

14
Your SA idea ended like this:
>SA 32 Break Resist.
Ability WhenBattleScriptEnd EvenImmobilized
[ code=Condition ] (TargetAbsorbElement & AbilityElement) != 0 [ /code ]
[ code=EffectTargetFlags ] EffectTargetFlags & 253 [ /code ]
[ code=HPDamage ] HPDamage / 3 [ /code ]  .......  ( or X / 4 ... I didnt decided...)
Ability WhenBattleScriptEnd EvenImmobilized
[ code=Condition ] (TargetGuardElement & AbilityElement) != 0 [ /code ]
[ code=EffectFlags ] EffectFlags & 191 [ /code ]
[ code=HPDamage ] HPDamage / 2 [ /code ]
Ability WhenBattleScriptEnd EvenImmobilized
[ code=Condition ] (TargetHalfElement & AbilityElement) != 0 [ /code ]
[ code=HPDamage ] 2 * HPDamage [ /code ]


My idea is that the enemy now take damage from elements that in other situation would not... But taking less damage than normal...

15
Another practical change I made was to give the Items the same descriptionin in battle that they have in field.
Just like Copy and Paste!

16
Oops! Sorry, man!
I thought you were was just an expert programmer on the system.
But this is just more merit for you!

I liked too much the idea of the SA... But the way it was in the exemple was a little O.P.

So I made something more "soft":

>SA 56 Deliverance
Ability AsTarget WhenBattleScriptEnd
[ code=Condition ] HPDamage >= TargetHP && TargetTrance >= 128 && (EffectTargetFlags & 3) == 1 [ /code ]
[ code=TargetTrance ] TargetTrance - 128 [ /code ]
[ code=HPDamage ] TargetHP - 1 [ /code ]

17
How do you know so many flags and codes?
Is there any other manual than the one that comes in Memoria Mod?

18
You're a genious, man!
Thank you very much...
Some times a take days thinkng in how to eddit a line command.
A remade many Support Ability and Replaced some of than, too...
Now the Player have the opportunity to costumize your char.
There is:
- HP +10%, +15% and +20%
- MP +10%, +15% and +20%
- Defense + 15%
- Mag.Def. + 15%
- Strength + 25%
- Magic + 25%

- The Killer abilities now have nice names, like Dragon Slayer, Beast Chaser, Bird Hunter, Bug Killer (the same... this is nice as it is...), Man Eater and Dark Stalker (That work agains Undeads, Demons and Stones...)

- Fast Reflexes (In the place of Distract): Evade +10 +(Evade / 2) and  Mag.Eva. +5 +(Mag.Eva. / 2)

- MP Attack became Trance attack,that consume Trance.
- Concentrate became Trance Magic, that does the same...
- There's also Trance Jump and Trance Throw.

- I addapted an idea from Alberios and created a SA called Deliverance, that consimes half of your Trance and avoid Death Blows, letting you with 1 HP.

- Freya has Lancer Up (In place of Innitiative.)

- Alert now gives an aritimetical bonus that increases with the number of members using the same SA: Preemptive Priority +1, Preemptive + 28 and Backattack -12 per Char with the SA active.

19
When you edit a Status effect and you change his property, are you changing his animations too?

20
I was think in transform "Mag Elm Null" in some kind of Support Ability that reduces enemies Elemental Resistance.
Something like:
-Absorb and Guard become Half.
-Half become Normal damage.

But i dont know what command line i wold use to edit this Sup. Ablt.

Have any idea?

21
NICE!
Or I can put the Skills in the Slots of Abilities that she could have learned at the moment...
Rsrs

22
I was thinking in give to Marcus some passive skills like HP+20%, Bandit and alike... But  do Eiko learns Skills in the Slots that Marcus had previously learned?

23
Thanks for the Patience, Brow!
About the Chemist try to use in Battle...
Out of Battle I usualy see that the amount healed is inferior,
Por exemple, Potion heals only 100 HP, not 150.

Onde more question: Am I wrong or now Beatrix has a Trance Gauge?

24
Hello people!
How are you?
A little question: when I downloaded the Altered Fantasy Mod there was also in the folder a "Source" folder with Save mods for HWS and scripts...
If I load one of this saves in a Vanilla game and "Save Steam Mode" in the HWS, it will be the complete Mod? With cutscenes, scripts, everything? Or just part of it?

25
Tirliiti... If you are not wanting to eat my guts for modding your game, can you answer one more question?
In the Actions.csv file betwen Shiva, Ifrit and Ramuh there are a new role o Fire, Blizzard and Thunder family, but with very low damage...
What's this? Enemy Magic?

**********

Forget it! Already discovered!
Sword Magic! rsrs

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