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FF7 Tools / Re: [FF7PC/PSX] Shop Editor - White Chocobo (v0.7b)
« on: 2017-11-04 16:45:22 »
The site has been taken down.
I need a re-upload of this program.
I need a re-upload of this program.
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OK, inside the Steam folder the path should be like this (at least with me it's like this):
Steamapps/common/Final Fantasy VII/data
The files you need are in the various subfolders of the data folder:
The gflevel.lgp is inside the field folder (needed for Makou Reactor)
The kernel.bin (needed for WallMarket) and the scene.bin (needed for Proud Clod and Hojo) are both inside the language folder (it's lang-de in my case, as I'm playing the German version, but it may be different for you) inside the kernel and battle subfolders, respectively.
With Proud Clod, you should open the scene.bin file.
The other editors are all found in their respective threads here in the tools section of the forum, the download link is always in the first post of each thread (make sure you use the most recent version of each).
Yep, I've encountered that a few times, the allowed statuses seem to get reset every now and then when you just move between the three enemies in the Enemy Stats panel in Proud Clod, that's why I've suggested Hojo instead. Seems a bit saver to me.
Sorry, but there's no way for us to know where you installed the game on your computer. Like NFITC1 said, the Steam version and the PC version use different paths by default, for example my PC version always installs itself to:
c:/Windows/Program Files/Squaresoft/Eidos
I don't remember where my Steam Version was because I've saved it in a directory of my choice after spending some time looking for it the first time. Seems strange that your search function doesn't work, did you make sure you had it search all of your hard drives?
Some of that's going to require some hex editing too. Kefka detailed good editors to get you started, but they all have learning curves. ESPECIALLY Makou Reactor. Lots of features in there that are trial and error.
For Proud Clod, you want to find the scene.bin file in your FFVII install directory. That's going to depend on which release you own. The Steam version will have a different path from the original 98 and 2012 releases. Whatever the base directory, you can find the scene.bin file in <baseFFVII>/data/battle directory.
Proud Clod should be able to edit enemy stats too, but it has been reported to be unpredictably buggy when doing so. Hojo is an older program that has a few things mislabeled.
AFAIK, there is no editor for anything related to any of the world maps. Most of the encounter info is known, but some hex editing will be involved.
Very few people know how the Chocobo mini game works. DLPB might be able to help with what you're wanting, though.
Adding a new character will require lots of scene changes, new character models, new limits, etc.
Greetings and welcome to the forum, Abashi76!
I'll try to help as best as I can to get you started. First off, stuff like adding a new playable party member or changing the game's story (not destroying Mideel) are major overhauls that cannot be done by any editors currently released. Even for people with expert programming skills these things would propably be a huge load of work, and I doubt something like this is even possible at all...
But the good news is, pretty much all of the stuff involving magic, items, equipment, materia and enemies can be edited pretty easily with various tools which can be found here at this site in the 'Tools' section. No programming skills are required for any of these except maybe ProudClod's enemy AI editing section. Here's a short overview of the most useful editors and which files they work with:
Wall Market: Open the game's kernel.bin file. It can edit the names and properties of every item, magic, materia, equipment, as well as the starting stats and stat growth curves (HP, MP, EXP, strength etc.) of every character. Tifa's and Vincent's Limit Break attacks are also included here, but the remaining ones aren't in the kernel but in the exe file, you'll need a different editor for that (see below).
Hojo: Open the game's scene.bin file. It can edit the names and basic properties of all enemies, including HP, MP, strength, magic, elemental resistances/weaknesses, status immunities, rewards (EXP, AP, gil, items to steal and drop).
Proud Clod: Open the game's scene.bin file. Also an enemy editor like Hojo, however this focuses more on enemy attacks and formations. It can edit enemy formations (which or how many enemies are faced in certain battles), enemy attack properties, and enemy AI (this one requires a bit of learning, can be difficult at first).
Makou Reactor: Open the game's flevel file. It can edit... a whole lot! Well, actually it allows you to edit everything relating to the game's fields, e.g. where certain items are found (including rewards for chocobo races, Fort Condor victories, other Gold Saucer games, Bone village digging treasures etc.), enemy encounter frequency (and also which enemy formations can be encountered in each field), and also events (e.g. you could theoretically add new NPCs, items, fixed battles, or dialogue to certain fields. However, this one also requires quite a bit of learning). Furthermore, it allows you to edit ALL dialogues throughout the game.
Libre: Open the game's exe file. It allows you to edit Limit Breaks (although the editor seems to be a bit buggy?)
White Chocobo: open the game's exe file. It allows you to edit the shop prices of all items and materia, as well as which shops sell what items/materia.
Black Chocobo: a savegame editor.
Kimera: a model editor, but I have little experience with this so far. I guess graphics stuff isn't my thing.
There are also some other editors which do stuff similar to some of the above, e.g. Loveless and Touph Script are dialogue editors, and Meteor is a field editor, but both of these aspects are already covered by Makou Reactor.
And remember: always keep a backup copy or two of your original files before you start to edit, just in case. (God knows I've screwed up a lot at first when I started to learn writing enemy AIs or add new things to fields with Makou Reactor.)
tools exist one way to find out how hard itis it to try to do it yourself.
Looks like you have a good idea of what mod you want to attempt to create. Now its time to go seek out the tools and get to work .