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 - Sega Chief

Pages: 1 ... 125 126 [127] 128
3151
I'll write down the AI code and post it here tomorrow when I get home. It's largely unaltered from the original death script, it was just that clean up move added to the start with those flags deleted. It might be the move's targeting that's done the trick. I set it to Enable Selection, Multiple, and All Rows (with 0X 100% Physical - No Damage set).

Edit: Here's the code for the Death Counter Script and other info. Note that 61 0170 is the clean-up move I added. The data for the clean-up move is:

Reno's Animation: 01 (hurt)

Attack%: 255
Impact Anim: FF
Target Anim: FF00
Anim ID: FF
Impact Sound: FFFF
Attack Str: 255
Attack Damage: 0X Physical, 100% hit chara - 0X No damage

Attack Target (following are ticked)
Enable Selection
Start as Multiple
All Rows

Attack Element: Gravity (or whatever the Pyramids have a death weakness to).

And the code itself for the death counter is:

Code: [Select]
12 2070
02 20E0
90
60 20
61 0170
92
12 2060
10 4002
80
60 00
90
12 2060
10 4003
80
60 00
90
12 2060
10 4007
80
60 00
90
12 2060
10 4008
80
60 00
90
12 2060
10 4009
80
60 00
90
12 2060
10 400F
80
60 00
90
12 0020
10 4024
80
60 00
90
12 0040
10 4024
80
60 00
90
12 0060
10 4024
80
60 00
90
12 2060
10 4015
80
60 00
90
12 2060
10 4017
80
60 00
90
12 2060
10 4016
80
60 00
90
93 Reno "It's time."
12 2060
10 402C
80
60 01
90
12 2070
02 2060
90
60 20
61 0164
92
73

I tested it again today with more than one character in a Pyramid and it worked okay. Remember that any other changes you've made to the Pyramid Death Counter AI or Reno's Pyramid move might affect how this works.

3152
I changed it to unlisted; I always get those two options mixed up.

3153
Actually, I think a week after this web series got shut down there was another kickstarter project to make a Super Metroid fan film. That got shut down as well. And there was that guy who was getting sandstone replicas of FF7 field models made at some 3D Printing shop and who then opened a page on some shopping site for people to pay money for them (about $20 per figure, I think, but the Chocobo was more expensive). That didn't last long either and the shopping site refunded people with gift vouchers instead of their money (just off of memory, might be wrong).

3154
Alright, I got the fight working. When Reno dies he does his Report, the Pyramids are cleared up, the fight transitions properly, and all characters that were disabled by a pyramid become active again. I put an 'invisible' new move at the top of Reno's Death Counter to hit all pyramids on the field with a no damage attack that has an element that the Pyramids had death weakness to (but I think NF1TC's suggestion of simply making their HP = 0 would be a much neater way to do it). However, after that I found that I had to delete the three instances of 'LocalVar:00##.Flag:MainScriptActive <- 0' from Reno's Death Script.

When those lines were gone from Reno's death script, characters caught in a pyramid were able to resume action when the next fight started. I think they maybe disabled the character somehow instead of the Pyramid. Just speculation, I don't know what any of this stuff does just that this seems to work for some reason.

Edit: Also, I'd initially deleted the chunk of script that handles the Pyramids in Reno's Death Counter and added these lines in again later (they appeared in the middle of Reno's status ailment clean-up so they weren't at the top of the Death Script anymore). Just mentioning this in case it affects the way the AI functions but it shouldn't make a difference.

I recorded the fight too. If you replaced the 'clean-up' move with NF1TC's suggestion for HP = 0 scripts then it should be fairly seamless: http://www.youtube.com/watch?v=OCzW23fNyZM&feature=youtu.be

3155
Isn't Imprisoned in the Reno fight (and the Bottomswell one, maybe) linked to the additional enemy that they 'summon'? How about putting an extra enemy in those formations (there should be space for a third enemy), an invisible one that doesn't do anything except run a script to kill Pyramids/Waterpolos when Reno/Bottomswell are dead. That way the fight doesn't end when Reno/Bottomswell are killed and the invisible enemy can 'clean up' the imprisoned characters before killing itself. That would end the battle with everyone 'free' and hopefully without any issues in continuing the boss-rush.

Couple of issues might be with Reno's Report move locking up the fight but if that happens then you could maybe look at Gongaga Reno's AI (he doesn't end or lock the fight there) or try giving him a different animation for his Report move (maybe Idle, which is nearly always 00). Another might be some kind of AI in their death counters that end the fight (they'd need to be removed if possible). Might be other obstacles, but those are what I can think of off the top of my head.

3156
You got him? That's good to hear. Just remember to buy plenty of stuff like Tranquilisers and Phoenix Downs; as far as I know, the Icicle Inn store doesn't sell certain items and back-tracking all the way from the top of Gaea's Cliff to the Bronco could be painful.

3157
Here's an idea for another work-around. You could edit the Materia itself in the Kernel using NFITC1's WallMarket (I remember you saying you can open that up now). That way, when people load up a save with your mod installed, the banned Materia will be useless so even if they go in with them it won't be of any use. Giving the banned Materia the exact same data as Underwater Materia should do the trick. Gjoerulv was able to change Master X Materia to other things so it should be possible. Haven't tried it though.

3158
I can maybe help with the accessory thing. As far as I know, accessories are removed along with Materia with the '17' function in 'Modules - Display Menu' (they're used in Shinra tower to un-equip party members before the Gunners and Rufus fights; these are in the 'direct' group of their respective field screens if you want to look at them).

Are you trying to get rid of KOTR for the boss-rush mod? I thought a potential work-around might have been to remove the party's Materia/Accessory by using '17' for each party member in turn (changing 'Short', the field below it, determines which party member it affects). This puts every Materia in the inventory assuming there's space. I'd have thought you could then 'target' KOTR and other banned Materia using Remove Materia under Party & Inventory (it looks like it asks for AP as an identifier as well as the Materia itself) but I just tested it with Fire Materia sitting at 0 AP and it was a no-go, unfortunately.

3159
the fun for me is figuring out how to defeat them and move forward by myself.

That's true; I enjoyed the Hardcore mod for the same reason. Good luck, and let us know how you get on!

3160
Your best bet is to equip yourself with Ice, Fire, and Bolt protection so it might be a good idea to go and get the Aurora Armlet and Bolt Armlet, as well as the Comet Materia, before fighting these guys (they're all in the Forgotten City, though I think the Bolt Armlet is in the caves round the back, where you have to climb up). Put up defences to start, like MBarrier, and then attack the two horsemen's' MP with Magic Hammer. This leaves them with just their physical attacks. Now kill one of the horsemen. Next, you'll want to take down Levant (the red guy). He counters when you hit him, but he'll counter anyway after he goes berserk so it's best to kill him now (I think he doesn't counter-attack if you hit him with Magic Hammer, so drain his MP first to avoid Fire 3). Comet works well as a source of damage. After Levant is down, take care of the last horseman.

I got a vid up showing a strategy for them which will hopefully help: http://www.youtube.com/watch?v=GoFtvbqrTlQ

3161
Hi Karifean,

I can copy-paste the AI data here (that Twitch chat thing didn't seem like a good place for it).

This is Sephiroth's Main AI. His pre-battle is to activate the main script and turn on Physical/Magical/Status immunities.
I'm not 100% on how this script works, so there's a good chance I've read it wrong. I think they might have started with
the greatest elemental damage thing but maybe ran into a problem with Harrier (which is immune to Quake and
which is slightly stronger than Fire/Ice/Bolt 3). It seems easier to just have him use certain spells against certain
formations (ones with Harrier in it) with random ones being used against the others.

I think it might be that it'll use a random spell by default but for Harrier groups it'll avoid using Quake. I think that's
the way it's been set up.

Code: [Select]
LocalVar:0000 <- 2
TargetMask <-  (TargetMask.GreatestElementalDamage >= 5)
If (TargetMask)
{
Debug.Print: "RESIST EARTH MONSTER" ; 0
LocalVar:0040 <- 1
}
TargetMask <-  (ActiveMask.FormationNumber == 25)
If ( ( (TargetMask And  (TargetMask.Status:Death == 1) )  And  (Random MOD 3 == 0) ) )
{
LocalVar:0020 <- 8

}

ElseIf ( (BitCount(AllOpponentMask) == 1) )
{
TargetMask <- RandomBit(AllOpponentMask)
If ( (TargetMask.BattleRow >= 16) )
{
LocalVar:0020 <- 29

}

Else
{
LocalVar:0000 <- 1
}

}

Else
{
TargetMask <- AllOpponentMask
If (Random MOD 3 + LocalVar:0040 == 0)
{
LocalVar:0020 <- 38
LocalVar:0040 <- 1

}

ElseIf (Random MOD 3 + LocalVar:0040 == 1)
{
LocalVar:0020 <- 32

}

Else
{
LocalVar:0020 <- 35

}

Else
{
POP(Random MOD 3 + LocalVar:0040)
}
Action(LocalVar:0020, LocalVar:0000)
SCRIPT END

3162
Completely unrelated / Re: Ehrgeiz RPG: Look what I found
« on: 2013-07-22 02:58:11 »
A mod of this game'd be great. I always preferred it to the fighting game it was paired with (which wasn't too bad itself, just a bit cryptic).

3163
Troubleshooting / Re: Reno at Gongaga tangled in a ball
« on: 2013-07-15 18:43:45 »
No prob. I'd almost forgotten about Rocko's Modern Life; that really takes me back.

3164
General discussion / Re: Tool Tutorials?
« on: 2013-07-15 18:33:57 »
I'd say forget that and wait for the remake. PrC sucks as it is and doesn't always work correctly. The only reason people use it is because there's no alternative. I can't make AI editing any easier because I have no idea how to write a compiler. I can say AI editing will be MUCH easier in PrCMDI.

Fair enough. So there is going to be an update for it? That's good news. The AI editing in the current version does work it just needs to be done nice and slow is all. I wouldn't say it 'sucks' though, it's a great program; just a bit wild sometimes.

3165
Solved Problems / Re: Gaea's Cliff Problem [FF7]
« on: 2013-07-14 23:32:04 »
What you might be able to do is use the Black Chocobo Save Editor to move your team into the next screen (onto the left hand side next to the Enhance Sword treasure box) so you can advance: http://sourceforge.net/projects/blackchocobo/ .

Another more long-term solution might be to reinstall the game/bootleg mod to fix whatever it is that's knocked the game's script out of whack (the flevel.lgp file is where the game's scripts and events are stored). But I hear that takes a while, so maybe not practical. Give the Black Chocobo editor a try, just remember that if your game files are in Program Folders or anywhere else that's protected then you'll need to give it permissions to access/edit data.

3166
General discussion / Re: Tool Tutorials?
« on: 2013-07-14 22:58:47 »
Well, if you guys need someone to make a tutorial series on Proud Clod I could maybe give it a go. I've been working with Proud Clod solid the last couple of months so I know the ins and outs of it (and how goddamn temperamental it can be, especially the AI Editing; that thing is a minefield).

3167
Troubleshooting / Re: Reno at Gongaga tangled in a ball
« on: 2013-07-14 22:23:51 »
Just had a look at Reno's files for the Gongaga scene, here's what he uses:

Skeleton/.hrc file: DHAF (this one has no eye/mouth textures and seems to have been designed to use Cloud's animations; probably because Reno didn't have enough animations of his own for this particular scene).

Animation Files (in order)
ACFE: Standing/Idle
AAFF: Walking
AAGA: Running
AAFE: Standing/Idle
BZCE: Shrug
AVJE: Taken Aback
AJEB: Head scratch
AQBF: Turn Right
APEE: Raises Fist

Seeing as a lot of these animations are shared by Cloud and a lot of NPCs it's probably either the DHAF skeleton that's busted or the flevel is looking for the wrong animation files. Now, I tried giving Reno his usual standing/idle animation (AOJD) and it resulted in him getting tangled into a ball so his usual skeleton (AODD) and animations are incompatible with DHAF and most 'default' animations that Cloud and other NPCs use. So either DHAF.hrc has gotten mixed up with AODD.hrc somehow or it's the animation names that are wrong (it should be looking for the animation files listed above).

Now about Makou, have you tried moving the flevel to the Desktop and opening it up from there? Makou is a bit strange in that it can read an flevel that isn't in the FF7 data folder but it'll go to the FF7 data folder to get all the other information that it uses (for instance, it'll read the char.lgp that's in the FF7 data folder regardless). If you can get it to work, then check the Gongaga scene (gonjun2 - 515) and hit Ctrl+M; this'll show the models and animations used in that scene. If DHAF is missing or if the animation files used aren't the same as above then that's the source of the problem (rename them by doubleclicking, then just type in the correct name). If they are the same, but showing as a jumbled mess anyways, then there's something wrong in the char.lgp with these files.

If Makou still isn't working for you though then I could maybe make a quick patch for your flevel, see if that fixes it. Problem there is you'll lose any changes you've made to the flevel already (like dialogue, maps, scripts, etc.)

On an unrelated note, that is a damn fine profile picture, cmh175.

3168
Gameplay Modding / Re: FF7 any leader proof of concept
« on: 2013-07-13 19:40:12 »
You're probably right, the world map editing should probably be left for now. I think if this mod was complete or close to it then it'd be much better leverage for convincing folk to start poking around looking for a way to make the world map thing happen. At the moment there's too much going on with the Steam guys and making things compatible for Bootleg, etc.

If you need any grunt work done with scripting or with rewiring some animations though (some characters don't have a ladder-climbing animation, duct-crawling, etc. and their jumps can be a little off) then let me know and I'll have a go at making them; really interested in seeing this mod come together.

That Forgotten Capital thing might be handy for a mod I'm doing. Hadn't thought of it as a place you can get back to before.

3169
Gameplay Modding / Re: FF7 any leader proof of concept
« on: 2013-07-13 14:48:37 »
Yeah, those're the three hrc files that the game uses to load Cloud/Tifa/Cid's world map models. The other hrcs are for world map structures, chocobos, etc. I was thinking that more hrc files could be added to the world_us.lgp like can be done with the battle.lgp so the first new .hrc file would be called enb.hrc (or end.hrc; there's a file underneath ena.a called enc_w) and it would carry on from there. It's just getting the game to read the new .hrc files, though. It's easy enough to add new battle models to the battle.lgp like this because there's an editor for the Battle Scene file but if the world map's equivalent is stored in the .exe then that might be a problem...

3170
Gameplay Modding / Re: FF7 any leader proof of concept
« on: 2013-07-13 14:01:04 »
It'll end up using either Cloud, Tifa or Cid's model for the world map, unless that can be changed in the time I've been away?

Nah, I don't think anything's changed in the last few months or so. Had a look through threads but it was still all a bit of a jumble when it comes to the World Map. I imagine if this project got itself to an advanced stage then maybe people will start looking into it a bit more. See, the flevel & battle scene can look up/refer to new models from unused designations without any modification to the code so hopefully it'd work the same way with the world_us.lgp. It's probably possible, but the reason maybe no-one's done it is because there's a lot of missing animations (no other character besides Cloud, Tifa, and Cid have chocobo riding animations, for instance) so it wouldn't have been worthwhile at the time.

3171
Well, as far as graphical mods go these two aren't exactly gonna set the world ablaze anytime soon but at least I got an idea of how compatible this patchmaker is with other versions. Thanks for testing them for me, Template; wonder if the OP got them working, though?

3172
Gameplay Modding / Re: FF7 any leader proof of concept
« on: 2013-07-12 22:30:13 »
It looks like a great project; unless there's a max file size limit for the flevel then this should work out really well.

I've been doing the whole replacing the main character thing a different way, going through the game's flevel and swapping the skeleton/animation file names around scene by scene and editing the models used by the mini-games and world map. Is there a way to get this mod of yours working for the world map, though? Is it going to need extra models, new animations, etc. added to the world_us.lgp to account for every character (assuming the game can be made to read them) or will it default to Cloud/Tifa/Cid's model?

3173
Gameplay Modding / Re: FF7 any leader proof of concept
« on: 2013-07-12 22:03:18 »
How versatile can this method be? Could it let you organise parties like in FF6 where anybody could be the party 'leader' and swap in/out any character outside of plot-critical events (like the Cid train thing)? Or would it be a mountain of work to enable that for every character?

3174
It works on the Steam version? That's good to hear. The mouths are supposed to be blank; I replaced them with a blank texture for a retro Playstation look (but I left the main characters alone because they have normal-ish mouths). Here's another version that replaces (most) of the mouth textures with ones used by the main characters: http://www.mediafire.com/download/dn4ujcbgglxuzj4/Mouth_Replacer.exe

3175
Thanks, buddy; I'd really appreciate that.

Pages: 1 ... 125 126 [127] 128