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Messages - Hazedge

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101
Gameplay / Re: [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-15 11:35:58 »
I've never used that one sorry but here is a screen-shot to show how easy it is with Doomtrain Editor... and it will mean MORE magic per draw...
just not 100... cause that is ridiculous...


I guess the IMG got deleted or something, theres nothing coming up.
By "more magic pew draw" you mean more than the maximum 9?

102
So for now they'll use all their actions at random then?
One more thing, what is this "Animation" value exactly? The camera move or something? All the new Magic I'm putting I set the Animation to 11 but don't know exactly what the value means.

103
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?

104
Gameplay / Re: [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-13 20:59:48 »
I've found this code but I don't know how Hexedit works
This code will make it possible to get 100 units each time you draw magics
Spoiler: show


Can someone teach me real quick how it works?

105
Gameplay / [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-13 17:38:46 »
Hey guys!
I wanted to know if theres some way to modify the draw amount to 100 units fixed and infinite Magic usage with a mod and not using cheat engine table.
I know theres the Magic.dll by MCINDUS but I heard it wont allow players to use Double or Triple, which is a shame tbh.

106
Gameplay / Re: [FFVIII-PCSteam] Doomtrain: GF Abilities
« on: 2018-07-13 11:49:04 »
ALSO are we able to rename things like HP + 20%...?
i've reduced the gains by half on my mod for eg... but obv still says + 20% instead of +10% in-game for now...
Good point, it would be good to know where we can change the abilitie's name so when we change their value, we change the info as well and dont confuse the players whos playing the mod.

107
Hey guys, I was messing around with the Doomtrain mod program and were having some issues with changing the GF's abilities.
There was abilites that I didn't even put there, heres some images:

I removed 2 abilities, n9 and n18
Spoiler: show


But ingame it goes like this
Spoiler: show


Are there some kind of rule to change the abilities through Doomtrain?
My goal is to remove totally the Stat-J abilites, like HP-J, MAG-J and so on... Because I'm making every character with unique stats that grows pretty high end game, combining with the bonuses 60%, 40% and 20% you can max to 255 some of their stats (not all of then, for example, Squall wont have MAG 255 even with 20% + 40% + 60% on, but will have STR 255 with 60% + 40%).
I know I can remove then with Amnesia Greens ingame, but I'm doing this mod to some friends of mine, I want to make the game work correctly.

108
Gameplay / Re: [FF8-PCSTEAM] Stats mod?
« on: 2018-07-05 08:00:41 »
Saw another bug with Rinoa's Combine Limit Break.
I tried to change the dmg from Physical to Magical, when it gets ingame the animation got stuck doing multiple damage, forcing to alt+F4 the game.
Are there some limitations to what I can and can't do with Doomtrain perhaps?

Spoiler: show

109
For those who are having problems loading the dll (like Weisshuf and Skuffless) even having the log loading it properly, heres what happened to me:

The same problem was striking my game, log loading successfully but no mod working. But then I noticed something, when opening the game windowed mode, I could see the log working in parallel with the game and saw the log loading a little bit late than the game. So I've opened the Settings.ini from the HL_Files and changed the Delay from "2000" to "100" (havent tried other values but it worked for me). With that, the log loaded faster than the game and the MODs were working all the time.

110
Gameplay / Re: [FF8-PCSTEAM] Stats mod?
« on: 2018-07-02 08:29:57 »
Hey guys, I've done some big changes with this, its really awesome!
I could change the characters stats (make then more unique now), changed their EXP needed to LvUp and all Magics, Abilities, Moves and Limit Breaks have Break Damage Limit (using the break HP Limit mod as well makes the game really interesting), but now I'm facing some problems and needed help with then.

1 - When trying to change the GF's abilities, they get bugged ingame, some was left empty and others arent what I've programed with Doomtrain. (not a reeeally big issue though, but it would be fun to have this working properly)

2 - This one is weird, I've gone to Zell's limit break tab and increased his Attack Power + Break Damage Limit. After doing so, when he lands his Duel ingame, it does multiple hits (I didnt touched the Hit Count in Doomtrain) and the animation got stuck, forcing me to alt+F4

EDIT:
How can I change the enemies stats as well? HP, STR and others?

EDIT2:
I discovered that Zell's limit break only get buggy if I activate the Break Damage Limit, increasing his Attack Power doesnt do anything wrong.

111
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\
Really? I've been using Doomtrain for FFVIII Steam version some days already and my mods had been working so far, except for two...

1 - When I try to modify the GF's abilities order it got bugged in-game, some were empty and others wasnt the one I changed in Doomtrain.
2 - I dont know whats going on, but since I've changed the ATK Power from Zell's Duel, his limit break were bugging the game, making the enemy receive multiple hits nonstop, being impossible to continue the gameplay, forcing to alt+F4.

Does someone know why these things are happening? The rest of the mods worked just fine. (characters stats growth and exp to level, magics atk power, others limit break atk power, enemies abilities power...)

112
Gameplay / Re: [FF8-PCSTEAM] Stats mod?
« on: 2018-06-26 00:42:19 »
That sounds like exactly what I need, but maybe this is a noobish question hahaha: can't find the Kernel.bin file, where is it?

113
Gameplay / [FF8-PCSTEAM] Stats mod? <Solved>
« on: 2018-06-24 18:42:02 »
Hey guys, I really wanted to know if it is possible to modify the character's base stats and growing amount while leveling.
I don't know how the programing works, things like: 8A 14 4D F9 E0 CF 01  (someone have a dictionary for this? rofl hahaha)

Im doing this kind of gameplay:
The only part Junctions will take effect are the elemental and status effects, no magic would be spent on parameters like STR, HP and such. In doing so, the character's would have some unique characteristics about their stats... Squall would have high STR, so is Irvine with STR+SPD. Rinoa would have high MAG, so is Selphie when using Limit Break and so on...

Aside from Junctioning stats, it would be aceptable to use abilities buff like STR+40%.

Well, thats my gameplay style, in order to make it happen I wanted to understand how this works and try to do it myself.
Thanks!

114
I don't know if its related but I've got a quick question to mod my own game.
The paste "textures\st\start00" has the "start00_13.png" which is the title screen.
Anyone knows the directory to change the black n' white intro texture?
I really wanted to make my own through PhotoShop.

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