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Topics - Hazedge

Pages: [1] 2
1
Support / [PC-2013] Alt-Tab bugs textures?
« on: 2023-11-22 02:17:13 »
When I press alt-tab or just click outside the game, sometimes when I come back the screen is covered in a texture .png.
Does anyone know how to solve this bug?

2
Heya! I was looking at the gunblades png textures, and was trying to draw some new designs, but gunblades with curvy models (cutting trigger and twin lance for example) was kinda confusing to understand...

Revolver is okay to understand.
Are there any tutorial or advises? Or the game are pretty limited in this regard and can't be helped?

3
Gameplay / [FFVIII-PCSteam] Problems with Ifrit program
« on: 2019-07-30 08:52:26 »

As the imagem shows, I'm trying to edit Iguion AI.
I'm trying to remove his Auto-Reflect even with Carbuncle, but everytime I try to remove anything in Counter tab it gives me this error.
The Counter tab had this code:
Spoiler: show
Code: [Select]
if (gfStolen != 204) {
    autostatus(23, 0)
}
battle.var60 += 1


In Turn tab there was this (gfStolen != 204) too but I could remove it without the error, and now if I try to put it back it gives me the same error.
Is it not possible to remove? Or I need to do something else to make it work?
This is what I did in Turn tab:
Spoiler: show
Code: [Select]
if (self.hp >= 8) {
if (rand() % 2 == 0) {
if (enemy.alive == 2) {
        target(204)
        domoveid(2)
return
}
}
else {
target(201)
domoveid(0)
return
}
}
if (self.hp > 4) {
if (rand() % 2 == 0) {
if (enemy.alive == 2) {
        target(204)
        domoveid(2)
return
}
}
else if (rand() % 2 == 0){
target(201)
domoveid(0)
target(201)
domoveid(0)
return
}
else {
target(201)
domoveid(0)
return
}
}
if (self.hp <= 4) {
self.varDC += 1
if (self.varDC >= 3) {
target(204)
domoveid(1)
return
}
if (rand() % 2 == 0) {
if (enemy.alive == 2) {
        target(204)
        domoveid(2)
return
}
}
else if (rand() % 2 == 0){
target(201)
domoveid(0)
target(201)
domoveid(0)
return
}
else {
target(201)
domoveid(0)
return
}
}

4
Gameplay / [FFVIII-PCSteam] Ice Breath AoE? <Solved>
« on: 2019-07-27 01:14:25 »
Hey guys, I tried to modify the Doom command into the Ice Breath skill, with the idea to make it hit the entire enemy group causing one debuff. But somehow the skill is hitting in single target only. Do I need to modify something to make it hit everyone?

5
Gameplay / [FFVIII-Steam] Renzokuken name text?
« on: 2019-06-27 15:41:35 »
We all know that theres a total of 5 types of Renzokuken (not counting the ones exclusive to some enemies), which is the one with 4 hits, 5 hits, 6 hits, 7 hits and 8 hits.
My question is, the name "Renzokuken" showing above during the action is a global name for every move? Or for each different action theres a different Renzokuken name to edit?
What I wanted to do is:
 Change the Renzokuken name with 4 hits into "Uppercut Blues"
 Change the Renzokuken name with 5 hits into "Savage Claw"
 Change the Renzokuken name with 6 hits into "Gnashing Fang"
 And so on.......

6
S'up guys, quick problem here that I hope its easy to solve (well, I hope)
I've installed the SeeDReborn v4.1 that was recently posted here. The Tonberry v2.04 and Microsoft Visual C++ are all installed and updated, but theres something wrong going on...

Below is a print of the menu screen, the navigator did not change to the gunblade one. LV, HP and their values, Play Time, SeeD rank and Gil did not changed as well.


Most of the new icons did not change in the print below


In-battle you can see the damage's value did not change, only the characters names and the command action/options.


Even the in-battle HP values ​​(like the menu ones) did not change


I did everything that instructed in the mod's post, copyed and pasted the "texture" folder to FFVIII root, alongside tonberry and some other mods (as you can see in the prints, I modded their clothes and the 3D character face on menu and its working correctly)

7
Hey guys, I've created some time ago a post about how to add more music to the game, since no one answered that I had another idea and needed some help with it.
I have the Cactilio v0.2 and can change the battle units, but is there a way to choose which music will play in that specific unit?
My idea is: I'm making some secret Boss Fights in some places, when killing then you earn some great prizes. For then I wanted to play "512 Galbadia GARDEN (Alternate - UNUSED)" (I edited this music for this secret boss fight) instead of a normal fight ost.

8
Gameplay / [FFVIII-PCSteam] Abilities Refinements <Solved>
« on: 2018-10-04 08:59:08 »
Since we can change a bunch of magic names, limit break and abilities too, I'm facing a little problem with the Refinements conversions.
For example, I've changed these names:
Aero > Aerora
Tornado > Aeroga
Water >Watera
Demi > Waterga (changed its animation and other effects...)

But when using Time Mag-RF, its help info said thats turning Steel Orb into "Demi", which was already changed.
How can I modify these infos? And is it possible to modify each of these RF abilities to my liking?

9
S'up guys
I've been trying to do some counter attacks for the AIs and faced this code: unknown(0x0A, X)
I saw alot of those around, being the X a bunch of numbers from 0 to 5, 6 and so on.
I have a list of unknown codes but theres no 0x0A, can anyone explain to me whats it does?
Talking about Counter, I wanted the enemy to recognize a physical attack and a magical attack, so depending on which, he have a different reaction. Does this 0x0A is related or something completely different?

EDIT:
The strange part of this code is that if I change any value (a simple domoveid for example) and the program wont save, saying about a syntax error.

10
Gameplay / [FFVIII-PCSteam] Doomtrain Enemy Attacks unused
« on: 2018-10-02 13:13:35 »
In a past post I learned about these Enemy Attacks thats not being used in the game, all of then usually called "Unnamed". But after messing around with a bunch of monsters AI I noticed that some of these Unnamed are indeed being used.
So I wanted to do a list of Attacks that I could modify without having future problems, does anyone know a place where I can research or already know wish IDs I can use?

EDIT:
Unused Enemy Attacks found until now

235 - Barrier Change
378 - Ultima
379 - Holy
380 - Quake
381 - Tornado
382 - Unnamed
383 - Unnamed

11
Hey guys!
I was trying to program one specific AI and got stuck in something thats not working (or I'm doing it the wrong way).

Code: [Select]
if (self.status == BLIND) {
self.varDD += 1
if (self.varDD >= 5) {
self.status - BLIND
                self.varDE += 1
}
}

My intention is to remove the status BLIND when the varDD gets to 5 or more and make the enemy use BERSERK when self.varDE gets to 3, but the program don't recognize the minus in self.status - BLIND.
Is there a right way to make it work?
I can't make variables do the same thing too, all I could do is put then to = 0 instead of - value.

EDIT:
Taking advantage of this post, what code should I use to change one enemy's resistence?
In this case I want to make him immune to BLIND when BERSERK is used.

12
Gameplay / [FFVIII-PCSteam] Add more musics?
« on: 2018-09-29 06:27:52 »
Hey guys, I know we can change the OGG music using Roses and Wine, but is it possible to add more music to the game's database? And if its possible or not, what AI command I could write to trigger any music like the Griever's Shockwave Pulsar, Ultimecia junction to Griever and Final Ultimecia?

13
So guys, I was looking around the Cactilio v0.2 and had to ask this.
A friend gave me the idea to add more monsters, just by copying the same ones but painting their texture to another color and making another AI.
I didnt tried it yet, don't know if the game will bug hard or anything, just wanted to know before trying this.

A) Is it possible to add more encounters?
B) Making a copy of a monster, painting with another color and putting into a new Monster Group would bug the game?

EDIT:
The monster won't show up on Cactilio v0.2 monster list =/

14
Gameplay / [FFVIII-PCSteam] Add text on enemy AI?
« on: 2018-08-25 16:03:26 »
While learning about the AI of FFVIII (kinda buggy) I noticed the Text tab. Is it possible to add more Texts? Or even modify the present ones? I tried modifying the premade ones and it didnt saved.

15
Hey guys, after making my own AI with some monsters, I've encountered a pretty strange bug and hoped someone could explain whats going on and if there is some way to fix it.
When I changed the AI of Bite Bug, Caterchipillar got invisible during the fights hes included in the same group (its still present, doing attacks the way I wrote on its AI, but only the shadow showing up), like the one theres 1x Caterchipillar and 2x Bite Bugs in Balamb forest (near Fire Cavern). If I change the Caterchipillar AI nothing wrong happens, but changing Bite Bug's does happen.
Whats going on?

This is the code I wrote on Bite Bug's AI:
Code: [Select]
if (self.status == CONFUSION) {
    target(207)
    domoveid(0)
    return
}
if (self.varDC < 5) {
    self.varDC += 1
}
if (self.status == AURA) {
    self.varDC += 1
    return
}
if (self.varDC <= 2) {
    target(201)
    domoveid(0)
    return
}
if (self.varDC >= 5) {
    if (rand() % 1 == 0) {
        self.varDC = 0
        target(201)
        domoveid(2)
        return
    }
}
if (rand() % 1 == 0) {
    target(201)
    domoveid(1)
    return
}
else {
    target(201)
    domoveid(0)
    return
}

And this is Caterchipillar's:
Code: [Select]
if (self.status == CONFUSION) {
    target(207)
    domoveid(0)
    return
}
if (self.status == AURA) {
    self.varDC += 1
}
if (self.varDC < 5) {
    self.varDC += 1
}
if (self.hp < 4) {
    if (rand() % 1 == 0) {
        target(200)
        domoveid(4)
        return
    }
}
if (self.varDC < 4) {
    if (rand() % 1 == 0) {
        self.varDC += 1
        target(201)
        domoveid(0)
    }
    else {
        target(201)
        domoveid(1)
    }
    return
}
if (self.varDC >= 4) {
    if (rand() % 1 == 0) {
        target(201)
        domoveid(2)
    }
    else {
        target(204)
        domoveid(3)
    }
    if (rand() % 1 == 0) {
        self.varDC = 0
    }
    else {
        self.varDC = 1
    }
    return
}
self.varDC += 1
target(201)
domoveid(0)

16
I have found some codes that I didnt understand what they mean exactly, hoped someone could explain to me:

When an enemy was programmed to cast Thundaga, it had: targetadv(0, 200, 0, 231)
When an enemy was going to cast Remedy+: targetadv(0, 201, 0, 4)
When an enemy was about to physical attack: targetadv(0, 200, 0, 214)

I wanted to understand how the line targetadv works

EDIT:
I'm already posting this, so I'll take advantage and ask about some other commands.
The target(20x) has alot of values, from 200 (I take it targets self), 201 (any of the party members) and 204 (all party members). But then I saw 203 and 207 and don't know what it does, which makes me ask if there is a list showing the entire commands to use so I could learn.

EDIT2:
Someone sent me a PM showing me these
200 self
201 one target random
203 last opponent who attacked
204 all oponents
205 all allies
207 one ally
208 multiple hits

I've found a code list and there was this: 0x26 - targetadv(arg1, arg2, arg3, arg4), I really wanted to know what are each of these arguments, I guess the arg2 means the target? I don't know.

17
So, as the title says, I wanted to modify the maximum amount of magic you get using Draw command. I know the max amount is 9, I really wanted to change it for a higher value.
Do I have to use hext for it? I really wanted to learn how to do it.

18
Hey guys! I have a pretty complex question here (since my programmer friend couldnt solve this LOL)
I was messing around with the monsters AI using the new Ifrit mod, but after some attempts I couldnt create my own variables, it always ended up messing with the enemy's appearance, like bugged sprites over him.

Let me explain what happened:
I was trying to modify Seifer's AI, the second one in the Galbadia Garden fight.
My idea was for him to use REGEN the moment he shows his first dialogue during the fight, for that my friend Rick (the programmer) was trying to add a new var self.varE0 (since Seifer already uses DC DD DE and DF), but everytime he tried to add a new variable, Seifer's sprites got completely messed up, but the code was working perfectly fine! Oh, and not just adding new variables, putting the same existent ones also got the same problem, like changing the values of "self.varDC != 0" to something else.

Are we forgeting something? What we intended worked just fine, but the bugged sprites gets in the way of perfection.

19
Gameplay / [FFVIII-PCSteam] Enemy AI? <Solved>
« on: 2018-08-09 23:55:44 »
Hey guys, I wanted to know which program I can see and write the monsters AI?

20
Gameplay / [FFVIII-PCSteam] Hit Count abilities? <Solved>
« on: 2018-08-05 15:53:44 »
I saw on Doomtrain Mod that I could change the Hit Count on magics, limit breaks and abilities. To see how it works, I changed the Hit Count on Fated Circle to 3 but in-game it changed nothing. Are there some limitations or I missed something to make it work?

21
All the time I'm trying to setting monster's param using Ifrit Mod, but I noticed that some monsters didnt had their stats changed after applying it with Deling, it only refresh when starting the game all over again.
Since I'm kind of tired to play from disk 1 to disk 4 all the time, I wanted to know if there is a way for me to test out fights without the need to play everything over and over, some kind of debug mode or something.

22
Gameplay / [FFVIII-PCSteam] Vit0 and Darkside modify?
« on: 2018-08-01 22:49:46 »
Hey guys, I wanted to know if its possible to modify vit0 to affect only VIT, for just a certain amount of time and not SPR as well? Cause its kinda broken to nullify both in only one effect and lasting until the end of battle.
Also, is it possible to modify Darkside power? The standard is kind of weak and not that useful.

23
Hey guys!
In the mod I'm doing, I left the Limit Break be alot more frequently (even with 100% HP it have a chance to show up), but while I could manipulate everyone's Limit Break dmg overall, I can't do the same with Renzokuken (I can only manipulate the finishers, not the multi-hit combo part).
Is there some place in Doomtrain mod that I can modify the Renzokuken attack power? Or its bound to do dmg based on his Attack Command?

My idea was to make Attack Command do dmg based on their STR (like how it is already), and Renzokuken deal a little less dmg than normal (since its dmg is kinda ridiculous when triggering). By doing this, the player won't lose too much DPS by doing Attack Command to deal some J-Status effect on the target, but of course, the Limit Break would deal more than normal.

For example:
If Squall uses Attack, it deals 200 (with trigger)
If Squall uses Renzokuken, each hit deals 55 (with trigger). If its a 5-hits one, the result is 275
More dmg than Attack, but not so much.

EDIT:
A friend modder has answered that via PM, thanks!

24
Hey guys, I've changed Mad Rush completely to "Brave" (used Carbuncle Mod to rename it).
I removed Berserk from its effects, leaving only Haste + Protect on it.
Now I was about to modify Treatment, changing it to "Faith", making it to be a Brave for mages: Haste + Shell + Double.
But like Treatment, its giving to one member at a time, while Brave is giving to the entire party.
Is there a way to change the "one member" to "full party"?

25
Hey guys!
I was modding some enemies stats and trying to make then use some new moves and magics.
Then I was messing around with Diablos, and put him to use Silence and Slow, but I've got a question about the program now:
Spoiler: show


Is it possible to make priorities? Like "he will use magic X more frequently than others of the list"? Or they're casting everything from the list at random?
Another thing: I've put him to use Cura but hes using on my party members instead of himself. Am I doing something wrong?

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