Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tirlititi

Pages: 1 2 [3] 4 5 6 7 8 ... 35
51
No, Gledson999. Hades Workshop cannot increase the file size of the PSX version, so using custom backgrounds can't be done and will most likely never be possible for the PSX version.

52
Yes @Robgatti 👍

53
You found the complicated thing in the complicate panel "Environment -> Fields", congrats 👍
Now you just need to find the easy thing in the easy panel: "Environment -> Texts -> Chocobo Places". It contains all the texts and dialogs used in chocobo places (forest, lagoon, garden, paradise and dream). Around the middle of the list, there's the line you are looking for. Double-click on it and you'll be able to edit that line.


54
That's one of the dialogs in the "Chocobo Places". Search for Mene's lines "Mene “What do you want, kupo?”..." in the "Environment -> Texts" panel.

55
@Telverin: It depends on whether you replace that spell only in the list in "Party -> Commands" or if you replace that spell in both places.
If you replace it only in her command, she'll be able to use it right from the bat.

@Robgatti: It's not "recommended". Unless you want to go for a perfect game, there's barely any point in restraining your level progression.

56
You can edit spells or summons a character has, both in combat and in menus. The only thing is to be aware that the 2 lists are not the same and thus you need to edit both lists.

In the panel "Party -> Commands", you modify the list of spells/summons contained in each command and thus those that are available in battles.
In the panel "Party -> Stats", you modify the list of spells/summons that each character can learn and thus those that are shown in menus.

For example, Steiner's magic swords are not taught by pieces of equipments: they are not in Steiner's "Stats" list and they don't appear in the menu. But since they are in Steiner's "Mgc Swd" command, they appear in the battle's menu.

57
Many enemies indeed have a higher evasion, especially flying enemies.
It is not difficult to go through the mod without ever thinking of how to counter-measure the lower hit rate of physical attacks (Free Energy, Accuracy+ or even Float) because missing attacks doesn't lead to a critical situation very often. But I personally prefer to play with that parameter in mind. Even in the base game, that's not a factor to ignore so lightly.

Enemies with a higher evasion are mainly the flying ones, but also a couple of enemies that look agile, like Mus.

58
Yes, running Memoria.Patcher.exe installs it.

59
Yes, Memoria Engine.
When you use Hades Workshop with a game modded by Memoria, you should generate your mod in the form of "Raw Assets + Spreadsheet (Memoria)". If you didn't use it until now, I suppose you used to generate "Unity Archives + Compiled DLL" and replace the base game's files with them. When you use Memoria, you don't replace any existing file with your mod(s): you use mod folders and activate those in the mod manager.

60
In order to have a weapon model for the throwing disc, you need to first generate your mod with Hades Workshop and then manually open the file "{YourModFolder}/StreamingAssets/Data/Items/Weapons.csv" using the Notepad text editor: at the bottom of the file, you'll see that the disc models are "<null>" and that you can copy/paste another weapon's model ID to replace it (eg. replacing the "<null>" by "GEO_WEP_B1_011" will make it look like Cinna's hammer).

Adding defensives stats to any item is also something that the next Memoria release will allow.

61
That will be possible in the next Memoria release.

62
Well done finding out how to do what you wanted to do.
Good luck for the rest 👍

63
The target selection is done in their AI script for enemies. Most likely in the "ATB" function.
A line like this is single-target:
Code: [Select]
set SV_Target = RandomInTeam(SV_PlayerTeam)A line like that is party-wide:
Code: [Select]
set SV_Target = SV_PlayerTeam

64
Have you checked this post? You need to do several things in order to add a new enemy in a fight, especially if you copy/paste it from another battle. Mainly, you need to (1) add it in a group, (2) add a line "InitObject" for it in the script's main function and possibly (3) add an entry and functions for it if you use an enemy from another battle.

65
Do you use the Steam version or the PSX version?

66
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2023-01-07 14:01:17 »
I confirm that those issues are produced by the fact Memoria now uses a custom save file on top of the normal save file: there is no problem in reading datas for the save editor but the update of the datas is done only in the normal save file and not in the custom one. That is why the changes are not taken into account in-game.

As faospark showed, the normal save file "SavedData_ww.dat" is still there (it contains all the normal save slots), and additionally there is one custom save file for each save slot (+ the auto-save). This custom save file is similar to the normal save file but doesn't contain all the datas (for example it contains a registry "40000_Common" but it doesn't contain "30000_MiniGame", at least not yet). There also are a couple of differences for taking care of the features added by Memoria.

As always, the source file JsonParser defines the save file format. I'm here in any case to answer questions if you need, gjoerulv.

67
Hello,
Good luck, that's an exciting project :D

I thought that you could add/remove entries and functions with the "Batch -> Import" (or "import script" in the commandshell version). Maybe I misremember and I didn't make it possible, but it shouldn't be too hard to add it then if you edit HW's source code or use it for your own project.
What is the error that you get if you try to add eg. a function that doesn't exist yet?

I'm glad that the commandshell is useful to someone ^^'

68
"Blind" makes it so the targets can be mixed up, but only if they are on line with each other. If Garnet tries to use a spell or an item on Quina, she targets someone on her left and there's only Quina there. If she tries to target Vivi, she knows he's on her right so turns toward her right, but Blind can make her miss Vivi and hit Zidane instead because he's also in that direction.

It's hard to explain with words as it's mostly a visual thing.
Also, it's a system that makes the party's order matter more than before.

69
WIP / Re: FF7 + FF9 Field Maps
« on: 2022-11-28 23:53:04 »
That's too bad :'(

I am fairly sure that it's not "other parameters" that is the problem, it's most likely the fact that they changed a bit the way cameras work between FF7 and FF9. You know, when the system is created, the devs decide for example that the coordinate system will be:
Code: [Select]
1st number: left to right coordinate (negative is on the left, positive is on the right)
2nd number: front to back coordinate
3rd number: bottom to top coordinate
But it's arbitrary. They could have used them in different orders or with different meanings.
For camera parameters, it's the same: knowing the correct number doesn't help if you don't know what these numbers correspond to. Also, there are much more arbitrary choices that can be made concerning camera parameters than for the coordinate system. I hoped that they didn't change the meanings of camera parameters between the different games but I'm afraid that's what is going on there (even though they kept some part of it, like 4096 being the unit).

70
WIP / Re: FF7 + FF9 Field Maps
« on: 2022-11-25 20:31:46 »
The first 3 lines look like a matrix, yes.
It's not exactly a 3D cube, but it can relate to one, depending on how it is interpreted. But in any case, it's a mathematical device.

Here are the different numbers I have for the camera of these two maps. If you can try and see what you need amongst them and in which order, I can generate a file containing all the coordinates for all the maps.
Code: [Select]
Ice Cavern/Outside
Proj = 588
Matrix =
4096 -14 -32
0 3451 -1763
35 1645 3697
Position = 6 -379 -1190
CenterOffset = 0 -7
WidthHeight = 352 560
vrp = 160 192 112 448
Depth = -1

Ice Cavern/Entrance
Proj = 718
Matrix =
4093 -10 152
0 3814 286
-153 -266 4083
Position = -319 1246 9176
CenterOffset = 0 -136
WidthHeight = 320 368
vrp = 160 160 112 256
Depth = -196

Maybe the matrix should be "transposed", that is, instead of using these for the Entrance:
Code: [Select]
x: 4093 y: -10 z: 152
x: 0 y: 3814 z: 286
x: -153 y: -266 z: 4083
The numbers may need to be symmetrized like this:
Code: [Select]
x: 4093 y: 0 z: -153
x: -10 y: 3814 z: -266
x: 152 y: 286 z: 4083

71
WIP / Re: FF7 + FF9 Field Maps
« on: 2022-11-24 19:35:16 »
Wow, impressive :)
I can surely provide the camera matrix of each map, but I never really figured out how that matrix should be interpreted (the things I tested back then were always a bit off). Or if you need other kind of informations, feel free to ask. I never used the FF7 modding tools myself, except 7th Heaven as a player.

72
There has been several reports yesterday of weird things like that happening. That is very strange.
Normally, the Character Pack shouldn't mess at all with the way you did your Freya Solo mod: there is no "AddParty" or "RemoveParty" in any script that points to the added characters.

The problem is, I fail to reproduce any of these weird bugs and thus I struggle to find out what could be the cause.

Someone said that the bug triggered only if the "[Import]" section of the Memoria.ini is enabled. Indeed, that feature preceeds mod folders, it uses different formats for many files, it messes a lot with other things and I never really cared maintaining it or looking at how it worked. However, even enabling it, I fail to reproduce your bug (Freya is in the party if I use her + the 3 new characters, and I don't see why your mod would make any difference regarding that).

I don't understand though "[It worked by running a script] at the beginning of every enemy script". Do you use "AddParty" in enemy scripts? Maybe that's not the cause of the problem (or maybe it is), but it would be an incorrect behaviour. I don't advise messing with the party members in-battle. Besides, if you've spotted all the places where the party members are changed (including before scripted fights) and added your "AddParty(4)" script there, you shouldn't need to add anything in battles.

You can reach me on Qhimm's discord.

73
The documentation for SFX sequences can be found there. It's not easy to master it.

For Zidane's attack, you would want to use "MP_ATTACK" (and/or "MP_RUN_TO_ATTACK") as the main animations that loops, not "MP_SET". For almost all characters (and enemies), the attack animation is splitted into several pieces:
Code: [Select]
MP_SET
then MP_RUN
then MP_RUN_TO_ATTACK
then MP_ATTACK
then MP_BACK
then MP_ATK_TO_NORMAL
It's only the ranged weapons that use only "MP_SET" as a complete attack animation loop.

74
The first line of each file is the description ^^'
The player attack sequences are special cases that all can be found in the range "ef100-ef118".

However, you can see the enum list in Memoria's code here as well.

75
I don't think that's possible using the supporting ability features. However, you can try doing something like that as a custom SFX sequence.

In "Data\SpecialEffects\ef104\PlayerSequence.seq" (and similarly in ef106 and in ef111):
Code: [Select]
// Player sequence of SFX Player_Attack_Garnet_LH_Racket

WaitAnimation: Char=Caster
PlayAnimation: Char=Caster ; Anim=MP_SET
StartThread: Condition=AreCasterAndTargetsEnemies ; Sync=True
Turn: Char=Caster ; BaseAngle=AllTargets ; Time=10
EndThread
StartThread: Condition=!AreCasterAndTargetsEnemies ; Sync=True
MoveToTarget: Char=Caster ; Target=AllTargets ; Offset=(0.0, 0.0, 1600) ; Time=0
Turn: Char=Caster ; BaseAngle=AllTargets ; Time=0
EndThread
StartThread: Condition=CasterWeaponId == 52 ; LoopCount=3 ; Chain ; Sync
LoadSFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=25
PlaySound: Sound=WeaponAttack
WaitSFXLoaded: SFX=Player_Attack_Garnet_LH_Racket
PlaySFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=7
EffectPoint: Char=AllTargets ; Type=Effect
StartThread: Condition=!IsAttackMiss
PlaySound: Sound=WeaponHit
EndThread
StartThread
Wait: Time=10
EffectPoint: Char=Everyone ; Type=Figure
EndThread
WaitAnimation: Char=Caster
PlayAnimation: Char=Caster ; Anim=MP_SET
EndThread
LoadSFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=25
PlaySound: Sound=WeaponAttack
WaitSFXLoaded: SFX=Player_Attack_Garnet_LH_Racket
PlaySFX: SFX=Player_Attack_Garnet_LH_Racket
Wait: Time=7
EffectPoint: Char=AllTargets ; Type=Effect
StartThread: Condition=!IsAttackMiss
PlaySound: Sound=WeaponHit
EndThread
Wait: Time=10
EffectPoint: Char=Everyone ; Type=Figure
StartThread: Condition=AreCasterAndTargetsEnemies ; Sync=True
Turn: Char=Caster ; BaseAngle=Default ; Time=4
EndThread
StartThread: Condition=!AreCasterAndTargetsEnemies ; Sync=True
MoveToPosition: Char=Caster ; AbsolutePosition=Default ; Time=0
Turn: Char=Caster ; BaseAngle=Default ; Time=0
EndThread
WaitTurn: Char=Caster
WaitSFXDone: SFX=Player_Attack_Garnet_LH_Racket
After a test, that seems to work fine. Maybe I'll do something similar for my own mod ^^
It requires the "SFXRework" system to be activated, which should be the case by default.

However, there is no option "swap to a random target" for now, so she will attack the same target 4 times (that would have also been the case with a SA feature).

Pages: 1 2 [3] 4 5 6 7 8 ... 35