I also don't understand the turn order. Sometimes he just gets no less than four turns in a row. What can I do about a Blue Shockwave followed by a Meteor? The answer is nothing.
Necron's ATB is a bit tricky since he actually has 4 ATB bars. The main one is the fastest and casts Blue Shockwave and Grand Cross (and Neutron Ring in vanilla ; here it became a counter). The other ATBs use respectively the -aga spells, the Cure/Buff spells and the Flare/Holy/Meteor megaspells. So yeah, you can't do a lot if he gets several turns at once ^^
But knowing that, you can care a bit more of the ATB trick : it's not always a good idea to let the ATB run while Necron is casting.
Update.
A Steam version of the mod is now available. It doesn't differ much from the PSX version except that Beatrix can be recruited at the end of disc 3.
I've tested it from new game to the end and didn't encounter bugs, but there may still be. Don't hesitate to tell me if you find one.
There may be bugs if you're using the cheats though.
There may be bugs if you're using the cheats though.
I - English version, Beatrix has no supporting abilities
It is easier.
1) Open Hades Workshop then "File" -> "Open" -> select the file "FF9_Launcher.exe" from your Steam FF9 directory. Choose "English (US)" as language.
2) Go to "File" -> "Open Mod" and select the .hws file which is available in the mod's archive.
3) Untick all the boxes "Spells", "Commands", etc... Only keep the following ones :
Texts
Fields
4) Once the mod is imported, go to "Tools" -> "Mod Manager". There is a list of fields for which I did modifications and you want to keep only the ones that are related to Beatrix, right? If you don't care, or if you want the other modifications (most of them are about unlocking the hidden scenes), you can skip this step. Otherwise, untick the following fields :
All the fields up to "A. Castle/Courtyard" (not the one at the top, rather the one near the end of the list, before I. Castle fields - let that "A. Castle/Courtyard" ticked)
I. Castle/Stairwell
Daguerreo/Entrance
Daguerreo/Right Hall
Chocobo's Lagoon
Chocobo's Air Garden
Mognet Central
Memoria/Entrance
Memoria/Birth
Memoria/Gate to Space
5) Almost done : go to the panel "Environment" -> "Fields" and search for the field "Pand./Hall" (2nd one). In this field, I make the battle a bit harder whether there is Beatrix or not, but since the battle modifications are not imported, it will bug. Click on "Edit Scripts", then "Function Main_Loop", then browse the script's to find these lines (near the 2 thirds):
if ( VAR_C5_7173 ) {
BattleEx( 0, 1, 160 )
} else {
BattleEx( 0, 0, 160 )
}
Change "BattleEx( 0, 1, 160 )" to "BattleEx( 0, 0, 160 )" (or replace the whole 5 lines by a single "BattleEx( 0, 0, 160 )"). Then Parse, then Ok².
Do this step even if you didn't step 4).
6) "File" -> "Save Steam Mod" -> choose whatever directory you want (just don't choose the folder where "FF9_Launcher.exe" lies). Done !
7) You may share the mod here if you want to spare your headache to the other people (I don't) :D
II - English version, with Supporting Abilities
This one is a bit harder because you can't just import those supporting abilities from my mod (the other characters' abilities would be modified too).
1) Do the steps 1-5) described above in flavor I.
When unticking the fields in "Mod Manager", let "A. Castle/Queen's Chamber" ticked (it is before the "Courtyard" one).
2) Go to the panel "CIL Code" -> "Macros", then select "Unlock Ability Learning" and Apply.
3) If you've read the description of the macro, you know you need to go to the panel "Party" -> "Stats", select Beatrix and modify her Ability list + her AP requirements. Either you do that for her Ability Set 2 (that's the one used from disc 3 and afterwards), either you do that for both Ability Sets. Thunder Slash needs a non-zero AP requirement. Input her supporting abilities there as well.
4) You should check that Beatrix has access to the supporting abilities (that is, she can wear at least one piece of equipments that teach the abilities you gave her). You may go to the panel "Inventory" -> "Items" -> "Regular Items" and add abilities to armors for that purpose.
5) By default, I made so that Beatrix automatically learns her abilities Cura, Silence, Reflect, Blind, Thunder Slash, Stock Break and Shock. If you're not ok with that (either add more, either remove some), go to the "Fields" panel, search for "A. Castle/Queen's Chamber" (at some point, there are two of them with the "Library" field between them : choose the 2nd one). Then "Edit Script", go to the "Beatrix_Loop" function and search for the lines "CureStatus" and "LearnAbility" near the end. Add more "LearnAbility" lines or remove some of them, then Parse and Ok.
5) Proceed to steps 6-7) of flavor I.
III - Other language version
You may include the flavor's II steps for it.
You need some gumption for it so I won't go far into details.
1) Do steps 1-5) of flavor I but with two differences :
- At step 1), choose your language instead,
- At step 3), untick "Texts" and the remaining "including texts".
2) You need to add custom translated texts in the "Environment" -> "Texts" panel. Look at the texts already in place for the text format (the dialog conventions may also differ from one language to the other, like the english dialogs using “” and a space at each new line). The added texts which are related to Beatrix can be found in the following file (append ".txt" to the URL). Since it contains spoilers of my mod, don't dare to read it for non-translation puprose ! Else, I'll get to come to your house and remove your memories of this file 'manually' from your head.
https://dl.dropboxusercontent.com/u/98687557/Divers/FF9Beatrix
3) Unless I'm missing things, that's enough and you can proceed to steps 6-7) of flavor I (if you share the translation, you'll spare headache and I will be gratefull).
A.Castle/Public Seats -> Minigame tweaks
Alexandria/Main Street -> Minor alteration
Alexandria/Rooftop -> Hidden scene
A.Castle/Courtyard -> Minor alteration
A.Castle/West Tower -> Minor alteration
Prima Vista/Storage -> Hidden scene
Ice Cavern/Icicle Field -> Added nasty trap
Dali/Field -> HP damage depending on player's choice
Mountain/Shack -> Hidden scene
Lindblum/Synthesist -> Changed chest content
L. Castle/Royal Chamber -> Added "Learn Free Energy" as a reward for the hunt
Gizamaluck/Cavern -> Added Mogshop
Burmecia/Residence -> Minor alteration
Burmecia/Uptown Area -> Minor alteration
Chocobo's Forest -> Minigame tweaks
Treno/Bishop's House -> Minor alteration to fit Auction's alterations
Treno/Auction Site -> Changed prices
Cleyra/Tree Trunk -> Changed chest content
Cleyra/Tree Trunk -> Minor alteration
Cleyra/Cathedral -> Hidden scene
Cleyra/Cathedral -> Hidden scene
A.Castle/Underground -> Minor alteration
A.Castle/Chapel -> Added Mogshop
A.Castle/Queen's Chamber -> Beatrix mod (learn starting abilities)
Pinnacle Rocks/Hole -> Hidden scene
L.Castle/Base Level -> Hidden scene
L.Castle/Airship Dock -> Hidden scene
Fossil Roo/Passage -> Minigame tweaks
Brahne's Fleet/Event -> Hidden scene
Quan's/Cave -> Minor alteration
Quan's/Fishing Area -> Changed chest content
Alexandria/Square -> Hidden scene (minigame)
Alexandria/Residence -> Minor alteration
Treno/Pub -> Rank S change
Treno/Bishop's House -> Minor alteration to fit Auction's alterations
Treno/Auction Site -> Changed prices
Treno/Knight's House -> Beatrix mod (allow her to fight)
Treno/Knight's House -> Beatrix mod (allow her to fight)
Alexandria/Main Street -> Minor alteration
Lindblum/Theater Avenue -> Minor alteration
Oeilvert (6 of them) -> Minor alteration
A.Castle/Courtyard -> Beatrix mod
I.Castle/Entrance -> Beatrix mod
I.Castle/Small Room -> Beatrix mod
I.Castle/Stairwell -> Minor alteration
I.Castle/Mural Room -> Beatrix mod
I.Castle/Mural Room -> Beatrix mod
Shrines (5 of them) -> Beatrix mod
Bran Bal/Gate -> Beatrix mod
Bran Bal/Storage -> Beatrix mod
Pand./Hall -> Beatrix mod
Pand./Hall -> Beatrix mod (+ battle change if Beatrix is here)
Pand./Hall -> Beatrix mod
Pand./Control Room -> Beatrix mod
Pand./Event -> Beatrix mod
Pand./Event -> Beatrix mod
Pand./Event -> Beatrix mod
Invincible/Core -> Beatrix mod
Daguerreo/Entrance -> Rank S change (ExcII reward)
Daguerreo/Right Hall -> Rank S change
Hilda Guarde 3/Bridge -> Beatrix mod
Hilda Guarde 3/Engine -> Beatrix mod
Hilda Guarde 3/Deck -> Beatrix mod
Hilda Guarde 3/Deck -> Beatrix mod
Hilda Guarde 3/Bridge -> Beatrix mod
Chocobo's Lagoon -> Minigame tweaks
Chocobo's Air Garden -> Minigame tweaks
Mognet Central -> Changed chest content
Treno/Knight's House -> Beatrix mod (allow her to fight)
Invincible/Controls -> Beatrix mod
Red Rose/Bridge -> Beatrix mod
Memoria/Outside -> Beatrix mod
Memoria/Entrance -> Changed chest content
Memoria/Birth -> Excalibur II reward if under 14h
Memoria/Gate to Space -> Changed chest content (+removed the time limit)
Hill of Despair -> Beatrix mod
last (4 of them) -> Beatrix mod
Mage Village/Entrance -> Beatrix mod
2) You need to add custom translated texts in the "Environment" -> "Texts" panel. Look at the texts already in place for the text format (the dialog conventions may also differ from one language to the other, like the english dialogs using “” and a space at each new line). The added texts which are related to Beatrix can be found in the following file (append ".txt" to the URL). Since it contains spoilers of my mod, don't dare to read it for non-translation puprose ! Else, I'll get to come to your house and remove your memories of this file 'manually' from your head.
https://dl.dropboxusercontent.com/u/98687557/Divers/FF9Beatrix
Don't say that! It is still possible to annoy me many many more times :p
Here's an updated link (https://www.dropbox.com/s/8ezt90mqyg4gfrr/FF9Beatrix.txt?dl=0).
However, Italian is actually a language for which there already is a translation (of the current version of AF). TheFF8Fan was able to translate everything all by himself, and even added a couple of scripted sequences.
https://www.youtube.com/watch?v=NWWxD4WKBdA (Check out his profile for the parts after this.)
There is one (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984), in english only (it was made before the latest release).Thank you :) I actually want to try your mod as well but I am not really an experienced player in FF9. I only played with it twice on ps1. Once nornally but lost the save somehow then I found the gameshark team editor mod and added Beatrix to my team.
Hi!Hi. Thanks for your reply. I've already started my playthrough on this and it looks pretty good so far. Although, my plans for a max stats run is pre-emptively flushed down the drain because I can't get past Black Waltz and Sea Lion for the life of me. The measly lvl1 105 hp just isn't enough to survive. I mean it can be done with pure luck, but the odds are quite grim and I'm not a madman lol. Oh well, better start leveling then. I'll be counting on those Ultimate weapon stats :D
The stat system itself has not been changed. However, I made some tweaks related to it: a few forced battles don't give exp anymore and ultimate weapons all give very good stat boosts. I am afraid that if you're both a perfectionist and annoyed by lvl1 playthroughs, that will be a pain to you ^^'
I swaped a few items' location, but didn't add or removed any chest. There are a few less Protect Rings obtainable with the end game sidequests (they have been replaced by other rewards) but you can still get them from the Hot & Cold minigame. Also, the blue magics are not given by the same monsters as before, but they are all available during the end game. Making a documentation is kind of opposite to what I am aiming with the mod: making the player try and seek for things he would have not bothered with in vanilla because he knows the game by heart.
Hi Rasca, I'm glad that you like it.
I am sorry for the steals but you got unlucky: the steal rate has not been reduced and it was even increased for Beatrix's rare steal (her 1st encounter) as it was changed from a super-rare steal 1/256 to a rare steal 16/256. I did the same change for the Fairy flute of Hilgigars.
It is still a big matter of luck. I also used to steal things pretty easily (I didn't even notice the Fairy flute was so hard before 5 or 6 playthroughs) but it can really get long indeed. I would have liked to change the mechanics to avoid it (like giving a limit to the number of fails) but it is not implemented for now.
Magic Hammer is somehow random: it removes the enemy's MP by a random amount between 0 and its current MP. When repeated several times, it completely depletes an enemy's MP pool with a quite robust probabilty and independently of his initial Max MP. For the vast majority of the game's enemies, that's the only way to make enemies run out of MP (Lancer can be used to help at the end, but is not efficient enough by itself), which usually makes the fight much easier (well, for Antlion, only his Fira costs MP for instance) but requires a few turns to setup. Personally, I don't find that it worths it, but it is a legit strategy and only a few enemies have a counter-measure against it.
The principle of Magic Hammer works exactly the same in vanilla, Unleashed or in this mod. One should edit the game's battle engine code to mod that effect (or create another kind of attack removing MP) and I didn't do it.
Enjoy your next playthrough :)
This message (https://steamcommunity.com/app/377840/discussions/0/1741105805743188237/?ctp=26#c1795152172931120205) describes how to install AF with Moguri's mod.
You are correct.
The p0data2.bin contains both datas of the enemies (AF) and textures of the battle scenes (Fraggoso's NPC mod).
You can't use AF without the datas of the enemies; there won't be obvious bugs for some time (except that enemies are not changed from vanilla) but it would eventually crash on some key fights.
2 solutions:
• Just use the p0data2.bin of AF and play with non-upscaled battle scene textures,
• Merge the two p0data2.bin. You can do that using just the "Unity Assets Viewer" tool that is included in Hades Workshop (http://forums.qhimm.com/index.php?topic=14315.0):
1) Install the p0data2.bin of Fragosso's NPC mod (the other files are irrelevant during the whole merging),
2) Open the Unity Assets Viewer (in HW's "tools") and open the game with it (selecting the FF9_Launcher.exe),
3) Open the archive p0data2 inside the UAV and sort the files by their type,
4) In the UAV's options, make sure that the "Automatically convert images" is deactivated ("Don't convert"), it makes things go better,
5) Select all the files of type "Texture2D", right-click and "Export selection"; that's the files upscaled by Fragosso,
6) Verify that a folder "HadesWorkshopAssets" has been created in FF9's folder, containing all the exported files (you shouldn't be able to see the images as they are not converted),
7) Close everything, install the p0data2.bin of the AF mod, reopen the UAV, reopen the game with it, reopen the p0data2, sort the files by type,
8) Select all the files of type "Texture2D" again, right-click and "Import selection". It should print a success message.
Once that's done, you have a p0data2.bin that contains both Fragosso's HD battle scenes and AF's enemy modifications.
I didn't do it myself because, as you said, that makes huge files to upload and I didn't want to multiply the versions "AF + Fragosso's HD backgrounds" / "AF + Fragosso's HD backgrounds + Fragosso's NPC" / "AF + Fragosso's NPC"...
Maybe there is some protection against this spell?Yes.
Thank you :)
Indeed, I decided to give only a minimal description of what the abilities do, following the principle of the original (I mean, Lucky 7's or Limit Glove's descriptions are basically "It deals damage"... very informative!). I made that choice mainly by laziness: it would have taken a lot of time to decide how to formulate complete descriptions of the abilities in all the languages and make sure that they are small enough to be contained in the battle help (in the menus, there isn't really a limitation of space but there is in the battles).
In the spreadsheet, I could write things in english only and use a formal description that would be a bit dry in-game. I agree that it's far from ideal though.
I look forward to see how you will fare against the new bosses! A couple of people commented them but they didn't make a video out of the fights :D
Until then, good luck!
@setafd: Hi. No, you shouldn't do that.
This old patch should still work if it's used as a stand-alone or even with the Moguri mod. However, AF already changes that treasure there (it effectively removes the timer condition but also give another item than Excalibur II (because that sword can be given either by Gilgamesh or by Hades in the mod, never found next to Lich)).
If you simply want to have Excalibur II after defeating Lich and without getting it by collecting all the treasures of the game, you should rather use gjoerulv's save editor (http://forums.qhimm.com/index.php?topic=11494.0) to add the sword in your inventory.
Hey Nesouk,
I have seen what happened and found why: it's because healing Berserk cancels all the commands of the character (Freya there), not only her attack command. So it did:
1) Inflicted Berserk
2) Triggered Trance -> healed Berserk instantatly -> canceled all her commands (auto-potion).
It's a bug that is actually already in vanilla. I've never seen it but I guess that Trolls can trigger it as well since they have an attack that both deals damage and inflict Berserk. The same would occur with Confuse by the way.
It's also similar (and a bit related) to another well-known bug that speedrunners use when fighting Black Waltz 2. In that fight, the Black Waltz counters with Fira once it gets under a HP limit. Also, it is scripted to never attack Garnet (in vanilla) so if ever his current target becomes invalid (KO), it cancels its commands to avoid redirecting the attack on Garnet by mistake. And it cancels all its commands as well, including its Fira counter (that would not be redirected anyway). So speedrunners purposely suicide Black Waltz's last target (that is kept in memory as its "current target" until a new ATB command is issued) right before putting it under the HP threshold and thus completly skip the Fira counter.
Also, final small detail: if any command is successfully canceled by healing Berserk (even if that's auto-potion), then the character's ATB is resetted to 0. So you could actually have had an even worse bug where Freya's ATB is half-filled when Photon hits and it gets empty for no apparent reason right after that.
You're progressing well so far. Sorry about Stiltzkin being fidgety in Oeilvert; that's also in vanilla ^^"
1) As in Vanilla, their power increases with the number of jewels that you own (except for Odin for which it is a penalty), up to a +49 bonus [+99 in vanilla],
Hi AuthenticM. No, the mod doesn't change anything regarding Dagger losing her concentration, there's still a chance for her to have her command canceled (1/2 IIRC). Same for the short animations of summons that always did two thirds of the full animation's damage.
if (battle.GARNET_DEPRESS_FLAG != 0 && regist.bi.player != 0 && regist.bi.slot_no == 2 && cmd_no < 48 && Comn.random8() < 64)
"Comn.random8()" returns a number between 0 and 255, so that's actually a 1/4 chance to fail a command and not 1/2.@AuthenticM: I retired from modding. I only answer questions and might do a compatibility update of the mod, but not change it anymore.Alright, no problem. Thanks a lot for keeping the mod compatible with Moguri! I'm waiting for it to be completed before replaying the game with your mod. It's really appreciated.
About the summon animation, anyway, I wouldn't have done that. I feel that having an option to always see the short animation should be something more related with UI mods and such, so a feature of Memoria.
Regarding Dagger's concentration loss, that's not something I would change for mod balancing. I think that, considering Dagger has that problem for at most 2 dungeons and is an original way to add personification to a character's gameplay progression. If you want to change that, though, you can do it using the tool dnSpy. After opening the Assembly-CSharp.dll using that tool, search for the class "btl_cmd", then its method "CheckCommandCondition", right-click, "Edit Method", search for the following line and lower the number 64 to something else:Code: [Select]if (battle.GARNET_DEPRESS_FLAG != 0 && regist.bi.player != 0 && regist.bi.slot_no == 2 && cmd_no < 48 && Comn.random8() < 64)
"Comn.random8()" returns a number between 0 and 255, so that's actually a 1/4 chance to fail a command and not 1/2.
@Nesouk: Yes, I have delayed that scene to disc 4 because the reward there has changed.
Final Fantasy IX: Alternate Fantasy is a mod aiming to increase the difficulty and, above all, to give a new experience of FF9 for those who already know the game well.Basically, the integration of Beatrix, the new optional bosses and the change of the battle core mechanics are completly missing from the PSX version. The other aspects are there although a bit different (there are fewer hidden scenes put back, some enemies are different, etc).
Most of modifications are gameplay related but a few of them are also scenaristical. Those are mostly dialog scenes that were deleted by the developers from the final release of the game. You’ll find the scenes from the “Hidden Dialogs” patch, but also a few others for which the only remains are the texts.
One of the point of the mod is to enhance the statuses. Some basic spells deal statuses additionnally to their damage.
Here is a list of the principal changes in the player's abilities:
Zidane
Trance skills deal much less damage
What's that?! inflicts Blind to everyone now
Annoy has been replaced by Free Energy : a regular attack with 100% accuracy and no backrow reduce
Sacrifice has been replaced by Regenerate : use an ether on the team
Lucky Seven has been replaced by Warm Up : increase Zidane's strength by 25%
Thievery has been replaced by Transcend : bring Zidane to Trance
Vivi
Fire spells have a chance to inflict Heat (base : 5%, 10% and then 20%)
Ice spells have a chance to inflict Freeze (base : 5%, 10% and then 20%)
Thunder spells have a chance to inflict Slow (base : 10%, 20% and then 40%)
Slow has been replaced by Annoy (80% of inflicting trouble)
Demi has been balanced from 30% of max HP with 40% accuracy to 25% of max HP for 80% accuracy
Death has been replaced by Gradual Petrify (75% accuracy)
Break is now an Earth elemental attack in addition to inflicting Petrify (30% accuracy)
Water sometimes inflict Shell to its targets
Meteor has been replaced by Waterga : Water damage plus Silence (50% accuracy)
White Magic
Panacea only cures Poison but is multi-targeting
Stona only cures Gradual Petrify but is multi-targeting
Confuse and Berserk are now magical attacks in addition to inflicting statuses
Most of status-inflicting spells have their accuracy upscaled
Holy sometimes inflict Regen to its target
Dagger
The full powered Ark now deal damage twice, allowing to deal more than 9999
Eiko
Fenril is a wind eidolon by default
Quina
LV5 Death has been replaced by LV5 Flare : inflict non-elemental damage to enemies with lvl multiple of 5
LV4 Holy has been replaced by LV4 Def-less : randomly decrease defence of enemies with lvl multiple of 4
LV3 Def-less has been replaced by LV3 Aerial Slash : inflict Wind damage to enemies with lvl multiple of 3
Doom has been replaced by Lightning : Thunder damage plus Silence to one target (50% accuracy)
Roulette has been replaced by Self-Destruct : convert Quina's current HP into damage on all the enemies
Aqua Breath has 75% accuracy instead of 50%
Matra Magic has been replaced by Zombie Breath : non-elemental damage plus Zombie on one target (20% accuracy)
Limit Glove has been replaced by HP Switching : switch Quina's current HP with an ally's ones
Twister has 50% to inflict Float in addition to its Wind damage
Earth Shake has 100% to inflict Slow in addition to its Earth damage
Frog Drop has been replaced by Devil's Snack : use a Dead Pepper on all enemies
Freeze has been replaced by Cocytos : Ice damage and inflict Slow on one target (100%)
Mustard Bomb has been replaced by Phlegethon : Fire damage and inflict Haste on one target (100%)
Freya
Lancer's damage are increased, as well as its MP cost
Dragon Breath has been replaced by Dragon Life : apply Auto-Life on Freya
Six Dragons has became single-targeting for 15 MP
Cherry Blossom is more powerful
Dragon's Crest has been replaced by Ikari : deal physical damage and Trouble to all the enemies (50%)
Amarant
Aura has been replaced by Starburst : deal 60 times an enemy's level as damage
Demi Shock's accuracy has been upscaled from 50% to 80%
Countdown has been replaced by Concentrate : increase an ally's Magic by 33% for 28 MP
Steiner
Iai Strike has been replaced by Quadraslash : a physical attack using the elemental power of Fire, Ice, Thunder and Water
The accuracy of the 4 break abilities have been upscaled
Thunder Slash now inflict 21% of target's max HP as thunder damage
Climhazzard has been replaced by a weaker Shock : deal 2 times the physical damage on one target
Shock has been replaced by Sword Dance : deal 2 times the physical damage on all enemies ; it's a magical attack
Marcus
Added 2 abilities for the time he is with you on the disc 2 : Strong Hit (more damage but harm Marcus) and Contaminate (100% to inflict Poison)
Also,
Ragtime Mouses Quizz has been refreshed
The enemies are stronger and more resistant; many of their spells inflict statuses additionally to their damage
The most frustrating bug of the game has been corrected: the last Tetra Master rank displays properly
A couple of weapons can be used by several characters (for instance, Dagger can use the… dagger)
The ultimate weapons give a big boost to main characteristics (Strength, Magic, Speed and Spirit)
Phoenix Pinions now cure Doom; they also cost and sell cheaper
A mini-game has been re-added at the beginning of disc 3
Excalibur II can now be acquired by two different methods:
1) Reach and beat Hades in less than 14 hours,
2) Get all the treasures of the game (there are 3 little mistakes allowed) to obtain the higher treasure rank. Some particular cases don’t count (Stilzkin’s sells and Ragtime Mouses’s/Ozma/Hades rewards mainly). Kupo Nuts don’t count by themselves but all the one-time rewards count (roughly 1 per disc from disc 2). Similarly, Chocographs don’t count when you unearth them but the treasure themselves count. Also, Mimics count. In the end, that makes 404 unique treasures to find.
There are more, but I'll let you find it by yourself. Have fun!
Hello Paky-outsider.
Indeed, the description of the v3.2 is gone here, although I could retrieve it from another website:Basically, the integration of Beatrix, the new optional bosses and the change of the battle core mechanics are completly missing from the PSX version. The other aspects are there although a bit different (there are fewer hidden scenes put back, some enemies are different, etc).
However, there is no italian translation for the PSX version, no.
I can make one, though, since I had to do a translation in italian for the PC version. Just give me a couple of days because I need to get the italian version and the process is not so straigtforward.
@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.
Hello and thanks Setafd.
That's a known problem of the widescreen mode. Unfortunatly, there is not a proper fix yet (I think).
You can either disable the widescreen mode (Alt + Spacebar) or try to use a hacky fix that should make things better (but then it will bug in the other way in the non-widescreen mode). This hacky fix is described there (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=28#c2262438048221351602).
@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.
No idea sorry. It depends on too many factors, some of which being unrelated to the actual difficulty of building compatibility but rather on my own situation at that time.
Hello Hinyaldee.
No, it's not possible for me to create a mod on PSX to include Beatrix as a regular playable character. It would require a change of file size that I can't do. For the Moguri mod, it's even worse because it would require a very deep modification of the game's engine which has as much chance to happen one day as having FFXV ported to PS1.
There are gameshark codes for hacking Beatrix into the party though (without cutscenes and all, but at least she can be played).
@Nesouk: It has 30 000 HP x 4 = 120 000 HP (each orb corresponds to 30 000 HP).
It can't heal over a threshold so if you got rid of all his orbs, it can't heal to more than 30 000 HP even with Regen for example.
I *think* that if you installed the Moguri mod then the Beatrix files, then you'll have at best plenty of features of the Moguri mod missing and at worst fatal errors or soft locks. If you installed the Beatrix files then the Moguri mod, you should have a working Moguri mod but many problems with Beatrix (trance will bug, supporting abilities may not work, the added optional bosses will bug...).Thanks so much for the reply and for all your work, I'll wait patiently! :)
So you should probably wait for an update yes.
Thanks for the report of the bug, obtusedan. I'm not sure of why Blue Shockwave would heal... I have seen very strange things on Necron's fight, with damage overflow and things like that. I'll have to do some tests with the Moguri/Memoria mod because I used to make my tests mainly on the standalone version and I've oversight many bugs because of that.
Neutron Ring being an Earth-elemental attack, characters can be guarded against it.
@pseudodiego: I didn't want to give an ETA because it depends on many things, but I have progressed well these days so I guess that it could come out by the end of the month.
It removes a couple of experience that would be otherwise impossible to avoid though ("You're not alone" segment).Does this also include Tantarian? I remember reading about a custom version that removed the exp from all the forced encounters but is this now also a feature of the main version?
The ultimate weapons of the different characters give a big boost in the main stats though and they can give some points overall.Does this mean that perfect stats are completely different, and potentially much higher, than vanilla "perfect stats"? Are there other equipment stat changes besides the perfect weapons?
I guess I'll make him sensible to Stop once it reaches 1/4 of its Max HP. Seems the best solution for me as I don't want to remove the Exp but also lvl 1 playthroughs should be allowed to kill it.That sounds like a perfect solution; best of both worlds.
There are very few equipment stat changes besides the perfect weapons (and the Hammer) and I don't think any matters the optimal equipment route.This is good to know too, since it means we can still use available equipment lists to plan instead of redoing all of that.
Thanks for the playthrough!
No problem about the frustration, I perfectly understand. You didn't see my frustration when I saw you were doing something and I would have played differently :p
That's not a glitch on Necron for once. It's something that happens if you have recruited Beatrix: one of the characters at random gets 2 "vital force" and that character gets a Max HP boost for the final battle.
Hi.
@LeOsTyLe:
1) I think that there is a mod for that on Steam. At worst, you may create that mod yourself (it's rather simple now thanks to Memoria):
%u2023 Get the icon atlas (https://www.dropbox.com/s/ug9838i0jp6o46c/icon%20atlas.png?dl=0) (I obtained it with Hades Workshop's tool "Unity Assets Viewer" from the "sharedassets2.assets", but you don't have to care about it),
%u2023 Replace the icons of the buttons on the bottom-right of the image,
%u2023 Put the atlas file in a folder "PSXButton/embeddedasset/ui/atlas" with the folder "PSXButton" being placed inside FF9's folder. Also, remove the ".png" extension such that the image is named "icon atlas",
%u2023 Add "PSXButton" to the list in Memoria.ini's "[Mod] FolderNames" field.
Hopefully, the PNG compression will not create ugly marks on the icons in-game. If that is the case, try saving it with a looser compression.
I Created something betwin one thing and another...
As I see that the difference of leveling up with or without Bonus is very huge, than i reduced the difference betwin the Items
I gave
Old New
0 +1
+1 +2
+2 +2
+3 +2
+4 +3
Than this makes the Item to dont seems all the same, but gives an solutions to the Bonus Evolving Dilema...
Playing the PS1 version; currently in the Evil Forest with Zidane, Steiner, and Vivi. Is there something I need to do to make the moogle who will accept a letter appear in Alexandria Castle? Does that moogle appear later on, or have I already missed something?
If i remember right there are two Moogles in the Evil Forrest.Yep, you're right! I was worried that there were added events requiring constant backtracking. Some modders love that for some reason.Spoiler: show
I read that max summon bonus with jewels is +49. Do i need 49 Jewels or 99 for a bonus of +49?
49 Jewels is all you need and you get the other +50gain from using the summon 50 times.
Tirlititi Mar 11, 2017 @ 3:00pm
You can remove those by short-circuit the method "EIcon::PollCollisionIcon".
With Memoria: Open "EIcon.cs", write a "return false" at the start of the function "PollCollisionIcon" and compile the thing.
With Hades Workshop: Go to "CIL Code" then search for "EIcon" -> "PollCollisionIcon" and replace the 2nd line "stloc.0" by "ret".
PollCollisionIcon handles only the bubbles that were added for the Steam version, so you still have the bubbles for the treasures and stuff.
>SA 32 Your custom elemental resistance reduction
Ability WhenBattleScriptEnd EvenImmobilized
[►code=Condition◄] (TargetAbsorbElement & AbilityElement) != 0 [►/code◄]
[►code=EffectTargetFlags◄] EffectTargetFlags & 253 [►/code◄]
Ability WhenBattleScriptEnd EvenImmobilized
[►code=Condition◄] (TargetGuardElement & AbilityElement) != 0 [►/code◄]
[►code=EffectFlags◄] EffectFlags & 191 [►/code◄]
Ability WhenBattleScriptEnd EvenImmobilized
[►code=Condition◄] (TargetHalfElement & AbilityElement) != 0 [►/code◄]
[►code=HPDamage◄] 2 * HPDamage [►/code◄]
The mod was designed to be beatable with no sort of grinding.
It was even proved to be beatable in a full lvl1 game (although that requires a lot of luck, retries and planning).
(Congrats @DenisColli btw)
Enabled = 1
EncounterInitial = 0
CountersBetterTarget = 1
SummonPriorityCount = 1
CurseUseWeaponElement = 1
FloatEvadeBonus = 30
CustomBattleFlagsMeaning = 1
SpareChangeGilSpentFormula = Power * Gil / 100
StatusDurationFormula = ContiCnt * (StatusIndex == 31 || StatusIndex == 27 ? 8 * (30 + TargetSpirit / 2) : (StatusIndex == 30 ? 200 : 400))
StatusTickFormula = OprCnt * 150
(More specifically, the bug with multi-single target being as powerful comes from "CustomBattleFlagsMeaning".)L. Castle/Royal Chamber -> Added "Learn Free Energy" as a reward for the hunt
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.
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) ?About this question i already discovered... rsrs
Another words: Do Script 80 respect the Scrip (and SA bonuses) of the 2 Skills it uses?
Is there a way to tell early game if the mod is working properly? I feel like I don't remember Vivi starting with +20% MP ability, but maybe that's bad memory.
So I seem to be having a problem with this mod.
Everything has been going perfectly but I can't seem to find beatrix for recruiting. I got to the point where you get Hilda Garde 3 and checked Alexandria Castle before and after ipsen's castle without any luck finding her to recruit.
Did I do something wrong?
@paky-outsider: Here is the italian version of the mod on PSX (v3.2).
Alternate Fantasy (italiano - PSX) (https://www.hiveworkshop.com/attachments/alternatefantasy_italiano_v3-2-zip.352998/)
I didn't test. Tell me if there are bugs.
@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.
Yes, Necron is a hell of a boss.
He has 30 000 HP that are refreshed everytime he absorbs an orb, which makes 120 000 HP in total. He also gets even less forgiving after absorbing these orbs. The struggle to keep on living while damaging him is intended (that doesn't mean it's fair ^^" but I wanted the player to be forced to save some turns to heal what he's inflicting to you). If it wasn't the final boss, I would consider him to be unfairly hard but since that's a final boss, I consider he's worth the challenge. I can understand he can be extremely irritating though.
Not really. Ark can bypass the damage limit because it deals damage twice, and Doom can bypass the damage limit when applied on some bosses, but that's pretty much all.Thanks for the answer :)
In term of coding possibilities, I guess that could be done at least in Alternate Fantasy without bugs. I'm not sure if/how/when I'll let this happen though.
FolderNames = "AlternateFantasy", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"
No. Unless I'm forgetting things, you only need to edit the file "AlternateFantasy/Memoria.ini": remove the two lines starting with "StatusDurationFormula" and "StatusTickFormula".
Try updating Memoria. The log file doesn't catch the problem.
I have no idea, sorry.
Maybe your downloads are corrupted? It's strange that neither Moguri nor Alternate Fantasy work for you...
SetCharacterData( 4, 0, 4, 6, 4 )
Wait( 5 )
Menu( 1, 4 )
Wait( 10 )
set VAR_GenUInt8_6 |= 16
The point is to empty the party reserve right before the "SetCharacterData" call, because levels will be initialized by averaging the current party's levels (not only taking Zidane's level into account). And then you need to put the reserve back to what it should be. For instance, still about Freya:SetPartyReserve( 0 )
SetCharacterData( 4, 0, 4, 6, 4 )
SetPartyReserve( Setting_PartyReserve )
Wait( 5 )
Menu( 1, 4 )
Wait( 10 )
set VAR_GenUInt8_6 |= 16
Then parse the function and validate everything.In this situation, Garnet is blinded:
- single-targeting Vivi or Zidane is unreliable (either one can be aimed at in the end) because they are both on Garnet's right side,
- single-targeting oneself is reliable,
- single-targeting Quina is reliable because s/he is the only one on Garnet's left side,
- single-targeting any enemy is unreliable (any enemy can be aimed at in the end),
- multi-targeting is reliable.
Hello,
I think that all the achievements can be obtained in Alternate Fantasy. Pillar of support only counts for the number of supporting abilities you've learned, so it doesn't matter if some abilities are replaced or are removed as long as there are at least 63 supporting abilities to learn in total.
and the latest version of Alternate Fantasy should be installed from Memoria's mod manager.
Recently i got a Steam Deck, is it the mod playable in a steam deck ?It should, yes. I don't have a Steam Deck and cannot help you much in that regard, but there are tutorials on how to install the latest Memoria versions. If you succeed in doing that, then using Alternate Fantasy shouldn't be harder (at worst, you'll need to put the mod manually in the game's folder, if the Mod Manager doesn't work on the Steam Deck).
Assuming you've already got Moguri installed, go to Desktop Mode and all you have to do is put the Memoria Patcher from the embedded video's description into your FFIX folder, then add the patcher .exe as a non-Steam game. Then right-click the patcher in Steam and select Properties > Compatibility. There will be a single checkbox that says something like "Force use of a Steam Compatibility tool". Check that, and from the drop down that appears, select Proton 7. Then hit Play in Steam and it will install it.
I found the checkboxes for the launcher did not work in Steam Deck (the Moguri launcher did before), but you can still activate the settings you need by editing Memoria.ini.
Also worth noting you can go as high as 120 FPS, though Steam Deck's screen is 60hz so no need to go higher than that for it.
---‐----------
There are few minor issues to be aware of:
- The game's lack of animation blending is much more apparent at higher framerates.
- World map animations are locked at the original FPS even when increasing it, it really just makes the camera turning look smoother. If you think this looks off-putting, you can turn it off individually for the world map.
- 2D sprite VFX will still be at the original 15 FPS, they would probably need a whole mod to update the VFX through interpolation or just use brand new VFX.
>SA Global+
BattleResult [code=BonusExp] BonusExp / 2 [ /code ]
This reduces the experience gain to 50%. It basically works like the supporting ability "Level Up" but it applies without being tied to any supporting ability. if ((_v.Target.HpDamage > 9999) && (_v.Target.HpDamage < 15001))
_v.Target.HpDamage = 9999 + (_v.Target.HpDamage - 9999) / 2;
if (_v.Target.HpDamage > 15000)
_v.Target.HpDamage = 12500 + (_v.Target.HpDamage - 15000) / 4;
using System;
using Memoria.Data;
namespace Memoria.Scripts.Battle
{
public static class CommonScript
{
public const String InfoMessageColor = "[00FFFF]";
public const String GoodMessageColor = "[00FFFF]";
public const String BadMessageColor = "[FF4040]";
}
public abstract class BaseWeaponScript : IBattleScript
{
private readonly BattleCalculator _v;
private readonly CalcAttackBonus _bonus;
private readonly Boolean _drain;
protected BaseWeaponScript(BattleCalculator v, CalcAttackBonus bonus, Boolean drain = false)
{
_v = v;
_bonus = bonus;
_drain = drain;
}
public virtual void Perform()
{
if (_drain && (!_v.IsCasterNotTarget() || !_v.Target.CanBeAttacked()))
return;
_v.PhysicalAccuracy();
if (!_v.TryPhysicalHit())
return;
if (_bonus != CalcAttackBonus.Level)
_v.WeaponPhysicalParams(_bonus);
else
{
Int32 baseDamage = GameRandom.Next16() % (1 + (_v.Caster.Level + _v.Caster.Strength >> 3));
_v.Context.AttackPower = _v.Caster.WeaponPower;
_v.Target.SetPhysicalDefense();
if (_v.Caster.Weapon == (RegularItem)256)
{
_v.Context.AttackPower += 3 * _v.Caster.Level / 4;
if (_v.Target.IsPlayer && _v.Target.PlayerIndex == CharacterId.Garnet)
_v.Target.Flags |= CalcFlag.HpRecovery;
}
else
{
_v.Context.AttackPower += _v.Caster.Level / 2;
}
_v.Context.Attack = _v.Caster.Strength + baseDamage;
}
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Mini))
_v.Context.Attack = 1;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Berserk))
++_v.Context.DamageModifierCount;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Defend))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Protect))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Sleep))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Mini))
++_v.Context.DamageModifierCount;
if (_drain)
_v.PrepareHpDraining();
if (_v.Caster.Weapon == (RegularItem)15) //I still have to add other final weapons
{
_v.CalcDamageCommon();
_v.Target.HpDamage = _v.Context.EnsureAttack * _v.Context.EnsurePowerDifference;
if (_v.Target.Flags != 0)
{
Single modifier_factor = 1.0f;
Single modifier_bonus = 0.5f;
Byte modifier_index = 0;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance) && _v.Caster.PlayerIndex == CharacterId.Steiner)
modifier_bonus = 1.0f;
while (_v.Context.DamageModifierCount > 0)
{
modifier_factor += modifier_bonus;
modifier_index++;
if (modifier_index >= 2)
{
modifier_bonus *= 0.5f;
modifier_index = 0;
}
--_v.Context.DamageModifierCount;
}
while (_v.Context.DamageModifierCount < 0)
{
modifier_factor *= 0.5f;
++_v.Context.DamageModifierCount;
}
if ((_v.Target.Flags & CalcFlag.HpAlteration) != 0)
{
_v.Target.HpDamage = (Int32)Math.Round(modifier_factor * _v.Target.HpDamage);
if ((_v.Target.HpDamage > 9999) && (_v.Target.HpDamage < 15001))
_v.Target.HpDamage = 9999 + (_v.Target.HpDamage - 9999) / 2;
if (_v.Target.HpDamage > 15000)
_v.Target.HpDamage = 12500 + (_v.Target.HpDamage - 15000) / 4;
if ((_v.Target.Flags & CalcFlag.HpRecovery) != 0)
{
_v.Target.HpDamage = btl_para.SetRecover(_v.Target, (UInt32)_v.Target.HpDamage);
_v.Target.FaceTheEnemy();
}
}
}
}
else
{
_v.CalcPhysicalHpDamage();
}
if (_drain)
_v.Caster.HpDamage = _v.Target.HpDamage;
}
}
}
// In your "CommonScript.cs"
public static void TryCriticalHitAdjusted(BattleCalculator _v)
{
Int32 quarterWill = _v.Caster.Data.elem.wpr >> 2;
if (quarterWill != 0 && (Comn.random16() % quarterWill) + _v.Caster.Data.critical_rate_deal_bonus + _v.Target.Data.critical_rate_receive_bonus > Comn.random16() % 100)
{
_v.Target.HpDamage = (Int32)(_v.Target.HpDamage / 4f + Math.Min(15000, _v.Target.HpDamage) / 4f + Math.Min(10000, _v.Target.HpDamage) / 2f);
// Do the same for "_v.Target.MpDamage"; apparently you don't use "_v.Context.Attack" in your situation when the critical strike triggers
_v.Target.Flags |= CalcFlag.Critical;
}
}
And then you use "CommonScript.TryCriticalHitAdjusted(_v)" in place of "_v.TryCriticalHit()".using System;
using Memoria.Data;
namespace Memoria.Scripts.Battle
{
public static class CommonScript
{
public const String InfoMessageColor = "[00FFFF]";
public const String GoodMessageColor = "[00FFFF]";
public const String BadMessageColor = "[FF4040]";
}
public abstract class BaseWeaponScript : IBattleScript
{
private readonly BattleCalculator _v;
private readonly CalcAttackBonus _bonus;
private readonly Boolean _drain;
public static void TryCriticalHitAdjusted(BattleCalculator _v)
{
Int32 quarterWill = _v.Caster.Data.elem.wpr >> 2;
if (quarterWill != 0 && (GameRandom.Next16() % quarterWill) + _v.Caster.Data.critical_rate_deal_bonus + _v.Target.Data.critical_rate_receive_bonus > GameRandom.Next16() % 100)
{
_v.Target.HpDamage = (Int32)(_v.Target.HpDamage / 4f + Math.Min(15000, _v.Target.HpDamage) / 4f + Math.Min(10000, _v.Target.HpDamage) / 2f);
// Do the same for "_v.Target.MpDamage"; apparently you don't use "_v.Context.Attack" in your situation when the critical strike triggers
_v.Target.Flags |= CalcFlag.Critical;
}
}
protected BaseWeaponScript(BattleCalculator v, CalcAttackBonus bonus, Boolean drain = false)
{
_v = v;
_bonus = bonus;
_drain = drain;
}
public virtual void Perform()
{
if (_drain && (!_v.IsCasterNotTarget() || !_v.Target.CanBeAttacked()))
return;
_v.PhysicalAccuracy();
if (!_v.TryPhysicalHit())
return;
if (_bonus != CalcAttackBonus.Level)
_v.WeaponPhysicalParams(_bonus);
else
{
Int32 baseDamage = GameRandom.Next16() % (1 + (_v.Caster.Level + _v.Caster.Strength >> 3));
_v.Context.AttackPower = _v.Caster.WeaponPower;
_v.Target.SetPhysicalDefense();
if (_v.Caster.Weapon == (RegularItem)256)
{
_v.Context.AttackPower += 3 * _v.Caster.Level / 4;
if (_v.Target.IsPlayer && _v.Target.PlayerIndex == CharacterId.Garnet)
_v.Target.Flags |= CalcFlag.HpRecovery;
}
else
{
_v.Context.AttackPower += _v.Caster.Level / 2;
}
_v.Context.Attack = _v.Caster.Strength + baseDamage;
}
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Mini))
_v.Context.Attack = 1;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Berserk))
++_v.Context.DamageModifierCount;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Defend))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Protect))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Sleep))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Mini))
++_v.Context.DamageModifierCount;
if (_drain)
_v.PrepareHpDraining();
CommonScript.TryCriticalHitAdjusted(_v);
if (_v.Caster.Weapon == (RegularItem)15)
{
_v.CalcDamageCommon();
_v.Target.HpDamage = _v.Context.EnsureAttack * _v.Context.EnsurePowerDifference;
if (_v.Target.Flags != 0)
{
Single modifier_factor = 1.0f;
Single modifier_bonus = 0.5f;
Byte modifier_index = 0;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance) && _v.Caster.PlayerIndex == CharacterId.Steiner)
modifier_bonus = 1.0f;
while (_v.Context.DamageModifierCount > 0)
{
modifier_factor += modifier_bonus;
modifier_index++;
if (modifier_index >= 2)
{
modifier_bonus *= 0.5f;
modifier_index = 0;
}
--_v.Context.DamageModifierCount;
}
while (_v.Context.DamageModifierCount < 0)
{
modifier_factor *= 0.5f;
++_v.Context.DamageModifierCount;
}
if ((_v.Target.Flags & CalcFlag.HpAlteration) != 0)
{
_v.Target.HpDamage = (Int32)Math.Round(modifier_factor * _v.Target.HpDamage);
if ((_v.Target.HpDamage > 9999) && (_v.Target.HpDamage < 15001))
_v.Target.HpDamage = 9999 + (_v.Target.HpDamage - 9999) / 2;
if (_v.Target.HpDamage > 15000)
_v.Target.HpDamage = 12500 + (_v.Target.HpDamage - 15000) / 4;
if ((_v.Target.Flags & CalcFlag.HpRecovery) != 0)
{
_v.Target.HpDamage = btl_para.SetRecover(_v.Target, (UInt32)_v.Target.HpDamage);
_v.Target.FaceTheEnemy();
}
}
}
}
else
{
_v.CalcPhysicalHpDamage();
}
if (_drain)
_v.Caster.HpDamage = _v.Target.HpDamage;
}
}
}
Is the Beatrix only Mod still available to play? or is it only the 1 main alternate Fantasy mod now? I'm a little confused on this?
Hello, I'm trying to use the Beatrix-only mod but when I recruit her she has White Magic abilities but no Seiken abilities. The Seiken menu is completely empty. Is there a file/files I can modify on my end to fix this? Or drag/drop from the AF mod to replace the older Beatrix-only version?Was facing the same problem, but keep playing and eventually you will get some Knight swords (Ragnarok for example) that teach her Seiken abilities.