Show Posts

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


Messages - Hazedge

Pages: [1] 2 3 ... 5
1
Yo mcindus got a question about the hp cap ,the HP doesn't look right, for instance rinoa's hp is 12573.
But on the menu it reads 2573/2573. but if i go to the status screen it reads properly 123573/12573. this is the same for all my party.
is this normal?
Yes, unfortunately the game wasnt programmed to load tens of thousand on some scenes like the main menu and in-battle, but the game still recognize the full amount.

2
Can someone tell me how to edit the hex file? I can open it with some websites like www.onlinehexeditor.com for example, but viewing the hex is everything I do, I can't edit it and don't know how  :'(

EDIT:
Forget about it, I discovered the reason for it.
This a wrong code. If I use if (enemy.alive == 2) it wont recognize the enemy team, it will recognize the player team. I've made a test myself putting then to cast Blizzard if the code equals 1 and Thunder if the code equals 2 at every turn, so they were casting Thunder everytime... Until Irvine died, where they started casting Blizzard. Which comes the question: isnt it suppose to work as initially said? To count enemy numbers instead of characters? If thats working to count for alive character, which code I can use to count living monsters in the fight?

3
There's a problem with the tool. You'll have to change it manually by hexedit. Search for 02 06 c9 and change it by 02 06 c8.

I'm amateur too and learned by my own (with a little help like you) so I won't teach you a lesson. If it works that's fine ! :)
I couldnt find 02 06 c9, instead I fould two lines containing 02 06 c8.



I'm pretty bad at hex xD

4
Well, I wouldn't have write this like this but if it works, it's nice ! ;)
Are there a better way to write it?
I'm kinda amateur to programing, any hint is very much welcome!  :mrgreen:

EDIT:
Strange... Even putting this code
Code: [Select]
if (enemy.alive == 2) the boss still activate the command when there is only 1 on the field.

5
I got it!

Init tab
Spoiler: show
Code: [Select]
battle.var60 = 3
if (battle.var61 == 0) {
    if (save.var57 == 0) {
        battle.var61 = 1
        save.var57 = 1
        movesay(1)
        movesay(2)
        movesay(3)
        movesay(4)
        unknown1C(4)
    }
    else {
        battle.var61 = 1
        say(0)
    }
}
autostatus(23, 0)
self.varDC = 0
self.varDD = 0
self.varDE = 0


Turn tab:
Spoiler: show
Code: [Select]
if (self.status == SILENCE) {
    self.varDC += 2
    self.varDD += 1
}
if (self.status != SILENCE) {
    if (self.status != PROTECT) {
        target(200)
        domoveid(2)
    }
}
if (self.varDD >= 3) {
    self.varDD = 0
    target(200)
    domoveid(4)
}
if (self.status == PROTECT) {
    changestat(1, 30)
    self.varDE += 1
}
if (self.varDE >= 3) {
    self.varDE = 0
    target(200)
    domoveid(5)
}
if (self.status != PROTECT) {
    changestat(1, 0)
}
if (self.hp >= 7) {
    target(201)
    domoveid(0)
    return
}
if (self.hp >= 4) {
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}
if (self.hp < 4) {
    self.varDC += 1
    if (self.varDC >= 10) {
        self.varDC = 0
        target(201)
        domoveid(3)
        return
    }
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}


Counter tab:
Spoiler: show
Code: [Select]
battle.var60 += 1


Its working flawlessly!!
I can even put then to use Protect instead of Protect Stone!
What you think?

6
The problem here is probably the fact that he has reflect status due to the fact he has Carbuncle. And you can't do anything for that (maybe change something in the exe but I don't know). To avoid this problem he should use a protect stone instead of Protect.

There are some problems in your AI but I don't have the time now, I will explain later.
I thought the gfstolen code was the one that was putting REFLECT on if Carbuncle was still on his stock.
If he uses Protect Stone it wont be reflected then? I'm going to try it out.
I couldn't test this code because I was leaving to work, so it probably had some problems to fix  :-D

EDIT:
Yeah I saw some problems with the Turn tab, fixed some lines already...
Spoiler: show
Code: [Select]
if (self.status == SILENCE) {
    self.varDC += 1
    self.varDD += 1
}
if (self.status != SILENCE) {
    if (self.status != PROTECT) {
target(200)
domoveid(2)
}
}
if (self.varDD >= 3) {
    self.varDD = 0
    target(200)
    domoveid(4)
}
if (self.status == PROTECT) {
    changestat(1, 20)
    self.varDE += 1
}
if (self.varDE >= 3) {
    self.varDE = 0
    target(200)
    domoveid(5)
}
if (self.status != PROTECT) {
    changestat(1, 0)
}
if (self.hp >= 7) {
    target(201)
    domoveid(0)
    return
}
if (self.hp >= 4) {
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}
if (self.hp < 4) {
    self.varDC += 1
    if (self.varDC >= 10) {
        self.varDC = 0
        target(201)
        domoveid(3)
        return
    }
    if (rand() % 1 == 0) {
        if (enemy.alive == 2) {
            target(204)
            domoveid(1)
            return
        }
        else {
            target(201)
            domoveid(0)
            target(201)
            domoveid(0)
            return
        }
        target(201)
        domoveid(0)
        return
    }
}


His abilities order are:
0 - kernel Attack, ability 2, anim 14
1 - kernel Resonance, ability 121, anim 13
2 - kernel Protect Stone, ability 23, anim 11
3 - kernel Magma Breath, ability 120, anim 12
4 - kernel Barrier Change (edited to remove all debuffs), ability 235, anim 11
5 - kernel Unnamed (edited to remove all buffs), ability 232, anim 11

7
What the hell???
I tried again to delete the gfstolen code and it worked  :o
What witchcraft is this?

EDIT:
Even removing the code, Iguion still start the fight with REFLECT on.
These are the codes I'm using this time:

Init tab
Spoiler: show
Code: [Select]
battle.var60 = 3
if (battle.var61 == 0) {
    if (save.var57 == 0) {
        battle.var61 = 1
        save.var57 = 1
        movesay(1)
        movesay(2)
        movesay(3)
        movesay(4)
        unknown1C(4)
    }
    else {
        battle.var61 = 1
        say(0)
    }
}


Turn tab:
Spoiler: show
Code: [Select]
if (self.status == SILENCE) {
self.varDC += 1
self.varDD += 1
}
if (self.status != SILENCE) {
target(200)
domoveid(2)
}
if (self.varDD >= 3) {
target(200)
domoveid(4)
}
if (self.status == PROTECT) {
changestat(1, 3)
}
if (self.status != PROTECT) {
changestat(1, 0)
}
if (self.hp >= 7) {
target(201)
domoveid(0)
return
}
if (self.hp >= 4) {
if (rand() % 1 == 0) {
if (enemy.alive == 2) {
target(204)
domoveid(1)
return
}
else {
target(201)
domoveid(0)
return
}
target(201)
domoveid(0)
return
}
}
if (self.hp < 4) {
self.varDC += 1
if (self.varDC >= 10) {
self.varDC = 0
target(201)
domoveid(3)
return
}
if (rand() % 1 == 0) {
if (enemy.alive == 2) {
target(204)
domoveid(1)
return
}
else {
target(201)
domoveid(0)
target(201)
domoveid(0)
return
}
target(201)
domoveid(0)
return
}
}


Counter tab:
Spoiler: show
Code: [Select]
battle.var60 += 1


The idea is:
Iguion will cast PROTECT every turn and if he does his defenses will dramatically increases, so you have to cast Silence on him to avoid it.
Every turn hes silenced, he'll charge 1 var to remove the debuff on the count of 3 and charges 1 var to use Magma Breath (which is pretty strong this time, using as an Ultimate Attack).
Are those codes correct? Am I doing something wrong? Do I use some Unnamed Enemy Attack on Doomtrain to remove Reflect on himself? Or theres a code that I can use to remove REFLECT status?

8
You can't let the tab empty. You just have tu let the formula "battle.var60 += 1" alone.
Unfortunately that didn't work as well... It keep saying an error related to that gfstolen code.
In situations like that, veteran modders don't edit anything to avoid getting these errors or theres something else we can do?

9
Thanks for that man, had a right good play with that now. so far i have had a go with doomtrain done some REAL weird s***  with that 
   ;D ;D and now quezacotl.
Question if i may my man how did you get on with ifrit? really curious but reading the threads about crashes puts me off.
I think you could open a new post asking about it, cause its about something different from this post's content.

10

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
}
}

11
really wanna give this tool a try, but i dont know where the init.out file is. can somone please be kind enough to tell me?
thank you
Init.out can be found inside main.fs, which is in FINAL FANTASY VIII\Data\lang-en.
You can open it using FF8 Archive Commander to see init.out inside, after you finish editing you can insert it using the same program.

12
Gameplay Modding / Re: [FFVIII-PCSteam] Ice Breath AoE?
« on: 2019-07-30 04:30:48 »
No it won't work properly. You'll see damages on all the enemies but the animation will stay on a single one.

Oh, too bad. The game was lacking AoE skills so I was planning to do something like FFXIV: an AoE skill that does less damage than the single target. But I can do that with those GF command abilities for now, so it might be enough.
Thanks for the help!

13
Gameplay Modding / Re: [FFVIII-PCSteam] Ice Breath AoE?
« on: 2019-07-28 07:48:36 »
You probably have to change the target in Battle Commands. Try 64.

It worked!
Before I end this post, I wanted to ask something... Is it possible to make any of the low tier magics (Fire, Fira, Blizzard, Blizzara, Thunder, Thundara) from single target to AoE as well?

14
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?

15
Gameplay Modding / [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.......

16
Whats the font used to make the menu texts? I wanted to edit some special characters to match my language.

17
Its been a long time (long time testing every single file) and finally I've found the culprit!!
I have bought "Mcindu's Lunatic Pandora" and installed in a fresh FFVIII folder, everything worked just fine. So bit by bit I started applying my mods and other stuff until I got to Data folder.
The culprit is "menu" in "FINAL FANTASY VIII/Data/land-en" folder
Now I'm going to try using "FF8 Archive Commander" to extract Lunatic Pandora's TEX from its menu and insert inside the new FFVIII folder one. I'll edit this post for the results.

EDIT:

And thats it folks!! Everything working just fine!!
I wanted to thank everyone who tried to help me in this post and hope this community grows even more with the FFVIII Remaster coming up! (hope there will be a convertion for our mods to use in the Remaster o/)

18
Can you send me a file with all of those .bmps?  i'll run them through berrymapper and make a portuguese release!  Also, that iconflmaster_13 looks incorrect, so i'll have to fix that.  thanks for your feedback!  you can email the file to mcindusmods @ gmail

Done! E-mail name BMPs NOREPLACE.
All that was done was using the Translator Tool, Carbuncle and others text mods to translate the dialogue and options to portuguese using the lang-en as base.
You think the language could be part of the problem?
Making iconflmaster_13 and iconflmaster_15 look the same can solve the problem? iconflmaster_15 appears with low opacity, maybe I could multiply it to make it look opacity 100%?

19
Oh, I can do that? I'll check the files on the Tonberry folder and follow its tutorial. I'll try sending the info here.

EDIT:
Played for a while trying to trigger the scenes where the textures didnt worked, don't know if its relevant but the ones that showed up on noreplace folder thats similar to iconflmaster_13 and iconflmaster_15 were:

019.bmp
175.bmp
270.bmp
303.bmp
1281.bmp
1299.bmp
1345.bmp
1363.bmp
1581.bmp
1633.bmp (they all look the same)


288.bmp
290.bmp
1597.bmp
1599.bmp (same story here)



20
I've opened the iconflmaster_13 and iconflmaster_15 with photoshop and both have a transparent background (tried putting a black background in a layer below and it looks fine)
Strange that the _13 have modded only 1/4 the img, but maybe its necessary to make it work, I don't know

iconflmaster_13


iconflmaster_15


Tried a new game and the problem still remains.
I'm using a translated data to portuguese from Brazil overwriting the lang_en so I'm using the mod's english hashmap on FINAL FANTASY VIII\tonberry\hashmap

21
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)

22
I'm having a strange issue, like some textures are not changing correctly.

The LV and HP textures are still the vanilla (the cursor didnt change as well)


Alot of icons (elementals and negative status) and "Luck" status didnt changed too


I just copy and pasted the new file provided in the first updated post, plus the tomberry v2.04, am I missing something?

Whats the font name used in the interface btw?

23
Sorry if this was already answered somewhere but I really couldnt find it...
I cant make the ic folder to work on the mod, everything in this folder wont show up in-game.
"gf", "fa", "st", "sy" and "ma" works fine.
I placed all these folders inside "ff8/texture" and the "SeeDReborn_hm.csv" inside "ff8/tonberry/hashmap". Steam Overlay are disabled.

Am I forgeting something?

EDIT:
Odd situation, I made it work but to do so I had to insert the TEX version of it inside menu.fi, through the "texture" folder it wont work

24
http://forums.qhimm.com/index.php?topic=17064.0
Open wmset>  edit encounters
Whoa! Thats a pretty cool program you made there... But unless I'm suppose to put it elsewhere, the program is not opening correctly for me.
It stop working, forcing me to shut down. The console opens up though.

25
I'm being able to see the codes inside the places, how can I see the encounters in worldmap?

Pages: [1] 2 3 ... 5