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Messages - ToraCarol

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1
@ToraCarol: It's not really possible to do that because not all the characters have the correct animations (like opening a chest or climbing a ladder).
"InitObject( 251 )" works only if there are script functions for the character. For instance, if Eiko is the first character, then the script must have a "Eiko_Init" function attached to Eiko's entry for "InitObject( 251 )" to work.
You can see in the "Edit Entries" window that there is always an entry for the player characters. It's just that they usually don't have any function linked to them.

In order for the player to control a character, it's something different: you need to use "DefinePlayerCharacter()" in the entry that you want the player to take control of (usually, it's in the "Init" function but it can be in another function if, for instance, the control is not given as soon as the characters are placed).

You don't bother me; it's just that I stopped modding so I don't answer right away anymore.

Mhmhmh..maybe I'm missing something. So what I actually did for a test it was to "InitBlank", so I created this Init for him and then I've tried to put on the Main Init the "InitObject (251)"  ???
But it doesn't work anyway.. I've also added the  "DefinePlayerCharacter()"  thing.

I had to mention this before, forgive me!

Anyway, I was thinking about memoria because is the place where it needs less animation (like Hiza and stuff that are in common with all the characters, almost). And since is the last part of the game I thought it would be nice to create something like this!

And don't worry, you've been very helpful and I appreciate it! I want to say thank you for the help you gave me, also Incinerator too! Without you I guess this Mod (even if is not perfect) would never have been created!

2
I'm really sorry if I bother...now I'm trying to solve by myself the Burmecia thing..I think I can solve somehow...

Still no Idea about Memoria..can someone help? :(

3

I'm so so sorry to bother you again but this time I seriously don't know where's the problem. So in the end of the Zorn and Thorn loop, when Zidane move is enabled again, it looks like Freya doesn't want to follow him and stay in her place...so..why? I've tried everything but I guess i'm missing something..

Anyway when I change from one field to another, everything it's ok, so this just happen at the end on the loop, before to leave the field!



UPDATE: Another thing, on Memoria I want to make appear on the Field the first character of the Party, to control instead of Zidane..so I've tried to entry a new character for test, set InitObject (251) (TeamCharacter 1),  but it doesn't seem to work..Zidane still appears? Why?

4
Sorry I have another little problem, tomorrow I try to check again but if someone can help me for now, I'll be glad. So on Burmecia I'm in the "Zorn and Thorn event", but I don't know why for some reason it's freezing at the start, when Zidane comes in the Region for the event. I've tried to set the VAR_GlobBool_247=0 because if I don't put the variable in it freezing anyway, and if set to 1 Freya keeps walking randomly for some reason, but..it seems to not work. Have I to set "if" or something on the loop? I really don't understand :| The only thing I know is that before to put the variable the script worked! So it may be the reason..i'm not sure.

I'm sorry if i'm coming with silly problems like this but...sometimes I don't really know how to come through x"D



Ok guys, I've checked and solved...thank you anyway!!! 8)

I also want to say sorry for my oversight, yesterday I was on my phone and I haven't seen that TheHobgoblin asked about the temporary character-trance thing..and Tirlititi explained very well. So I'm very sorry for having asked a so obvious question.  :oops:

Just a thing, it's necessary to use DnSpy? And if so, where I have to go exactly? (I didn't used DnSpy so much, the only time I've used it was just for change the font  :roll:)

5
@ToraCarol: Yes, that's the main point of my previous message.

Okay, great! I'll check closer the post later  ;)

6
Thanks for the help Tirlititi, it works!

ps: while we're in argument of "battle trance model"...there is, so, a way to let temporary characters use trance mode, right?

7
Quote
@ToraCarol: You can put the "Freya follows Zidane" code in a new function with a high function code (let's say "Function Freya_20" if it doesn't exist already) and add the line "RunScriptAsync( 2, 255, 20 )" inside the "Freya_Init" function (replace 20 by your function code if needed).
This way, it won't mess with the "Freya_Loop" function. The condition "IsMovementEnabled" in the code I showed should be enough to disable that feature during cutscenes.
You may want to add a "return" line after the end of the "while ( 1 )" loop even though that shouldn't be problematic (I think I added a warning if there's no "return" or "loop" line when you parse).

Thank you as always, it works great!  One last question for now about the "following" thing, when I'm going from one Field to another it happens that Zidane keeps to run through the new field as he have to do, but Freya, instead, stops suddenly and waits in that field (anyway she appears back in the new field, obviously) ..so, how can I do to let Freya follow Zidane? Hope I explained well

8
Thank YOU for all the replies Tirlititi! Tomorrow I check

Ok, the problem on World Map was solved..thank you so much!

Now I'm testing the "following character" thing on Burmesia and..seem to work perfectly! I have Freya that follows Zidane and it's...awesome. But I have a problem on the first part.

At the start of Burmesia there's a looping part where Freya, Zidane etc talking to each other... in this case, where I have to put that code for Freya? Thank you and anyone for the reply!

9
Thank YOU for all the replies Tirlititi! Tomorrow I check


10
Aw man..now how can I solve? I've tried to copypaste back the original code but it still happen and I really don't know what to do! :(

11
Guys sorry..I have another problem, and I hope someone of you can help me. Now I've added extra dialogs on Burmecia field, before Cleyra..but for some reason, when it goes on World Map it happens something like..that?

Spoiler: show


So what happened? What's the problem?

That's the code i modified

Code: [Select]
Function Freya_Loop
    switchex 6 ( VAR_GlobUInt8_24 ) {
    case 0:
        EnableHeadFocus( 0 )
        SetStandAnimation( 8385 )
        Wait( 30 )
        set VAR_GlobUInt8_26--
        while ( VAR_GlobUInt8_26 > 0 ) {
            set VAR_GlobBool_230 = 1
            Wait( 1 )
        }
        while ( VAR_GlobBool_230 == 1 ) {
            Wait( 1 )
        }
        set VAR_GlobBool_231 = 1
        break
    case 1:
        RunAnimation( 8387 )
        WaitAnimation(  )
        SetStandAnimation( 6484 )
        WindowSync( 1, 128, 302 )
        set VAR_GlobBool_231 = 1
        break
    case 5:
        WindowSync( 1, 128, 307 )
        set VAR_GlobBool_231 = 1
        break
    case 12:
        RunAnimation( 6482 )
        WaitAnimation(  )
        SetStandAnimation( 2556 )
        set VAR_GlobUInt8_26--
        while ( VAR_GlobUInt8_26 > 0 ) {
            set VAR_GlobBool_230 = 1
            Wait( 1 )
        }
        while ( VAR_GlobBool_230 == 1 ) {
            Wait( 1 )
        }
        set VAR_GlobBool_231 = 1
        break
    case 13:
        RunAnimation( 6489 )
        SetStandAnimation( 6635 )
        WindowAsync( 1, 128, 319 )
        WindowSync( 1, 128, 320 )
        WaitAnimation(  )
        RunAnimation( 6629 )
        SetStandAnimation( 2556 )
        set VAR_GlobBool_231 = 1
        break
    case 15:
        WaitAnimation(  )
        SetObjectFlags( 7 )
        SetPathing( 0 )
        SetWalkSpeed( 45 )
        TimedTurn( Angle(62969, 61115), 16 )
        WaitTurn(  )
        InitWalk(  )
        Walk( -2567, -4421 )
        SetDialogProgression( 0 )
        set Field_MusicVolume = 0
        RunSoundCode2( 34305, 0, 128, Field_MusicVolume )
        set VAR_GlobBool_167 = 0
        if ( 1 ) {
            set VAR_GlobBool_167 = 1
        }
        RunSoundCode2( 38401, 65535, 128, 0 )
        if ( VAR_GlobUInt8_17 == 255 ) {
            set Op66(( GetData_12 - 160 ), ( GetData_13 - 112 ))
        }



------I MODIFIED FROM HERE------



     0xA9( 250 )
        FadeFilter( 6, 64, 0, 255, 255, 255 )
        Wait( 65 )
        MoveInstantXZY( -1707, 0, -3264 )
        TurnInstant( 56 )
        Wait( 75 )
        WindowAsync( 0, 16, 336 )
        RaiseWindows(  )
        WaitWindow( 0 )
        Wait( 25 )
        0xA9( 250 )
        WindowAsync( 0, 16, 337 )
        RaiseWindows(  )
        WaitWindow( 0 )
        Wait( 25 )
        0xA9( 250 )
        WindowAsync( 0, 16, 338 )
        RaiseWindows(  )
        WaitWindow( 0 )
        Wait( 35 )
        set VAR_GlobBool_158 = 0
        if ( VAR_GlobBool_159 == 1 ) {
            DisableMove(  )
            if ( VAR_GlobBool_144 == 0 ) {
                DisableMenu(  )
            } else {
                Wait( 1 )
            }
        }


----------------TO HERE

        0x27( 127 )
        RunSoundCode1( 21761, 65535, 0 )
        RunSoundCode( 8448, 65535 )
        set VAR_GenInt24_64 = 246588L
        set VAR_GenInt16_67 = 64746
        set VAR_GenInt24_69 = 2147483647L
        set World_PlayerAngle = 248
        set General_FieldEntrance = 51
        set VARL_GenBool_753 = 1
        if ( General_ScenarioCounter >= 4600 ) {
            set VARL_GenBool_754 = 1
        }
        if ( VAR_GenUInt8_13 < 9 ) {
            set VAR_GenUInt8_13 = 3
        }
        RunSoundCode1( 20864, 1321, 0 )
        if ( VAR_GenUInt8_14 < 9 ) {
            set VAR_GenUInt8_14 = 3
        }
        RunSoundCode1( 20864, 1322, 0 )
        set General_ScenarioCounter
        set World_MusicVolume = 125
        switchex 2 ( General_FieldEntrance ) {
        case 65 ; 83:
            set World_WhiteTransition = 1
            break
        default:
            set World_WhiteTransition = 0
            break
        }
        if ( General_ScenarioCounter < 5990 ) {
            switch 67 ( General_FieldEntrance ) from 17 {
            case +0 ; +6 ; +7 ; +9 ; +10 ; +11 ; +16 ; +17 ; +21 ; +24 ; +27 ; +29 ; +34 ; +46 ; +47 ; +49 ; +66:
                WorldMap( 9000 )
                break
            case +18 ; +19 ; +25 ; +26 ; +28 ; +30 ; +31 ; +33:
                WorldMap( 9011 )
                break
            case +1 ; +12 ; +13 ; +20:
                WorldMap( 9010 )
                break
            case +50 ; +51 ; +52 ; +53 ; +54 ; +55 ; +56 ; +57 ; +58 ; +59 ; +60 ; +61:
                WorldMap( 9002 )
                break
            case +35:
                WorldMap( 9001 )
                break
            case +45:
                set General_FieldEntrance = 0
                WorldMap( 9009 )
                break
            }
        } else {
            if ( General_ScenarioCounter < 10400 ) {
                if ( ( General_ScenarioCounter >= 9615 ) && ( General_ScenarioCounter <= 9790 ) ) {
                    switchex 4 ( General_FieldEntrance ) {
                    case 7 ; 10 ; 2 ; 83:
                        WorldMap( 9005 )
                        break
                    }
                } else {
                    switch 84 ( General_FieldEntrance ) from 2 {
                    case +0 ; +2 ; +3 ; +4 ; +5 ; +7 ; +8 ; +11 ; +12 ; +13 ; +14 ; +15 ; +16 ; +17 ; +18 ; +19 ; +20 ; +21 ; +22 ; +23 ; +24 ; +25 ; +26 ; +27 ; +28 ; +29 ; +30 ; +31 ; +32 ; +33 ; +34 ; +35 ; +36 ; +37 ; +39 ; +40 ; +41 ; +42 ; +43 ; +44 ; +45 ; +46 ; +47 ; +48 ; +49 ; +54 ; +57 ; +61 ; +62 ; +77 ; +81:
                        WorldMap( 9003 )
                        break
                    case +51:
                        WorldMap( 9004 )
                        break
                    case +52:
                        WorldMap( 9005 )
                        break
                    case +53:
                        WorldMap( 9006 )
                        break
                    case +83:
                        WorldMap( 9012 )
                        break
                    case +60:
                        set General_FieldEntrance = 0
                        WorldMap( 9009 )
                        break
                    }
                }
            } else {
                if ( General_ScenarioCounter < 11090 ) {
                    switch 85 ( General_FieldEntrance ) from 1 {
                    case +0 ; +1 ; +2 ; +4 ; +5 ; +6 ; +7 ; +9 ; +10 ; +11 ; +12 ; +13 ; +14 ; +15 ; +16 ; +17 ; +19 ; +20 ; +21 ; +22 ; +23 ; +24 ; +25 ; +26 ; +27 ; +28 ; +29 ; +30 ; +31 ; +32 ; +33 ; +34 ; +35 ; +36 ; +37 ; +38 ; +39 ; +40 ; +41 ; +42 ; +43 ; +44 ; +45 ; +46 ; +47 ; +49 ; +50 ; +56 ; +59 ; +62 ; +63 ; +64 ; +79 ; +81 ; +82:
                        WorldMap( 9007 )
                        break
                    case +84:
                        WorldMap( 9012 )
                        break
                    case +61:
                        set General_FieldEntrance = 0
                        WorldMap( 9009 )
                        break
                    }
                } else {
                    switch 85 ( General_FieldEntrance ) from 1 {
                    case +0 ; +1 ; +4 ; +5 ; +6 ; +7 ; +9 ; +12 ; +13 ; +14 ; +15 ; +16 ; +17 ; +19 ; +20 ; +21 ; +22 ; +23 ; +24 ; +25 ; +26 ; +27 ; +28 ; +29 ; +30 ; +31 ; +32 ; +33 ; +34 ; +35 ; +36 ; +37 ; +38 ; +40 ; +41 ; +42 ; +43 ; +44 ; +45 ; +46 ; +47 ; +49 ; +50 ; +57 ; +60 ; +62 ; +63 ; +64 ; +80 ; +82:
                        WorldMap( 9008 )
                        break
                    case +84:
                        WorldMap( 9012 )
                        break
                    case +61:
                        set General_FieldEntrance = 0
                        WorldMap( 9009 )
                        break
                    }
                }
            }
        }
        set VAR_GlobBool_231 = 1
        break
    }
    Wait( 1 )
    loop

12
UV texture errors from upscaled NPCs textures and the like of p0data4.bin!. High res textures damage texture animation + UV on some objects for unknown reasons; I have the same issue with my model's 4096x4096 textures. Have not yet found a fix for this yet!.

Understand..thank you for the reply, Incinerator!  ;)

13
I have also another question if anyone can help.. there's somebody who knows in battle, how to make a model closing their eyes when KO and not look wierd/"creepy" like this?? Unfortunately this happens also when they're sleeping, faint etc etc on the normal field..but..why?

Spoiler: show

14
Ah, I knew I forgot something! A few pages back I was asking tirlititi about changing the music used in certain battle formations, and this was his response:

Now what you have to do is open Hades Workshop, but instead of opening the FF9_Launcher the normal way, go to Tools -> Unity Assets Viewer, and open the Launcher there. Then go to Archive -> Shared Assets -> resources. Now scroll until you find the "BtlEncountBGMMetaData.txt" and export it (a text file will be generated in the HadesWorkshopAssets folder). Open this text file, the format is the one described by tirlititi. The list of field IDs is the same as in Hades Workshop when the fields are NOT sorted. In our case, Pandemonium laboratory is field ID 2705. There you will see that battle formation 896 is listed with a "0", which means normal battle theme. You'll have to delete the "896": "0" entry from this field, save, and then import this text file back into the Unity Assets Viewer by right-clicking the "BtlEncountBGMMetaData.txt" and chosing 'Import Selection'.

That should do the trick. Keep in mind that this will keep the field music playing at any time battle formation 896 is triggered, so maybe remove it as a random encounter from that location.

It works!! Thanks alot!!!  :-D :-D



15
What a coincidence, I did exactly the same for my mod last year! I've added a Malboro battle in the first screen that you're gonna fight with Vivi and Eiko in the party (always found it kinda sad/wierd that those two were left out of this string of battles in the vanilla game).


Ahahah that's so hilarious, Kefka! I did the same, Eiko and Vivi fight against Malboro with Zidane! Plus a little extra dialog before the battle

So I did everything like you said (the battle is 896 instead of 897 but..whatever), I've also checked "don't stop music", "can't flee" etc etc

But I don't know why, for some reason it keeps start the music battle... it's weird! :| I've also replaced the p0data2 and the AssemblyCSharp..so I really don't know! I've checked once, twice..I can check again..maybe I'm missing something but...

16
Guys, I want to add a new battle in the "You're not alone Event" but I don't know how to start a battle without switch to field-battle music..how can I solve? Thanks for the help

17
Sooo that's it! Now I get it..stupid me... stupid mistakes..it was so easy!!! Thank you so much! Really!!

Man you're totally right, I guess I need to :oops:
Ok..so lets start with questions right now..so.. I understand that to have Blank to work I have to use that "General_FieldEntrance = 10" ( and "General_FieldEntrance != 10"  is the one who prevents the rest from appearing while I'm using Blank.. I got it man  8) ), so..for the Plant Brain one it was quite easy because there were already two case to work at...
For the other fields, instead, I guess I'll have to use also variables now... right??



Nevermind for this one, I solved in an easier way...! ;)

UPDATE:

Also I was wondering... how can I have a second character that follows the Main? I mean..like Beatrix and Steiner at Alexandria while they're fighting the "Mist Monsters"?

For example, at Burmecia I'd like to have Freya that follows Zidane in this case..is it possible?

UPDATE 2:

One last thing..if it's not too much for you Tirlititi x''D What about if I want to set a Victory pose? I mean.. Amarant does not make the "Victory Pose" until the end of Ipsen Castle. So, is there a way to enable anyway the victory pose?

18
Ehy, forgive me for askin...I've tried to solve by myself but I'm really stuck in this stupid problem and I'm sure that if you'll help me I'll solve it one time forever.

So, now I've got Blank in this "cutscene" ..and I'm playing the character on the Field (250) , how do I move to another field from Region8_Range? Which condition I have to put to make it works with Blank too? Again, I've tried my best but I seriously don't get how to do because for a reason or another I'm still messing with something  :roll:

19
Great, thanks for everything!

20
Thanks alot Incinerator!I'll give a try right now!!! :-D

It's buggy,huh? So no way for adding sound on, for example, spells and victories? (the second one is interesting...because there is to consider a way to not play the sound of every character in the same time but only for the last one who "defeated")

Hope you understand what I mean..sorry for the bad english ^^''

UPDATE:

Uhm...where I have to work exactly? On CIL code?  ???
And the sound ID is in the document "Soudeffectmetadata" right?


21
Be weary! Some sounds ignore the pitch and frequency set in Sdlib.dll! What you initially replace as say 44100hz can be played at frequency 22050hz in game! I still haven't understood this doing.

Sounds good to me!
On terms of difficult, well, way back when when I attempted to add assets for Voice line in FF9 TZA, I too had to add those assets with Unity Asset Viewer, and later work the source to make it use it. I didn't get successful with that attempt. IIRC, even when I added the assets in the p0data61-63.bin archives, updated soundeffectmetadata.txt and added the necessary functions in Assembly CSharp.dll, the audio still refused to play. I then settled with using some UNUSED sounds of the game for the voice lines. Just so one could still archive their ultimate goal whilst keeping everything else intact.

Great, thanks for the reply Incinerator!  You know I've got this idea thanks to your FF9 TZA!  I've seen you used the voices from FFXII so I said..WOW! Maybe I can give a shot  :evil:


Can I ask you now two questions?

First of all..what are exactly the unused sounds? How can i recognize them?
And second...how did you put the sound to play exactly in the instant when, for example, a character die, or attack? I never tried something like this before :roll:

22
Great, thanks!

I've asked you about adding sound because i'm interested on adding voice to characters in battle for make something like "Opera Omnia" what do you think? It' too hard?

And tell me where I have to go exactly in DnSpy for making the source code?

ps: talking about sounds, is there a way to fix the reflex SFX (maybe adding another sound, instead of the sound of the magic is using..)

23
Tirlititi just want/need to ask you an interesting question.. What's the best way to add/replace sounds??? I have not seen a tutorial about it  ;D

24
Thanks to both for the reply! For now i put the Enemy Death sound fix and works like  a charm!!!

Now I'm checkin for the SFX mod, I let you know for anything else  ;)

25

Thanks for the reply, as always  ;)

Just want to ask...whats the best way to install the Dwight's "SFX & Missing Enemy Death Sounds Fix" to  be compatible with my Mod? (When i copypaste the resoruce.assets, obviously, the game
looks kinda corrupted)

It's necessary to start from a clean project?

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