Author Topic: [PSX/PC] General editor - Hades Workshop (0.41c)  (Read 359791 times)

gledson999

  • Cool newbie
  • *
  • Posts: 61
  • Karma: 2
  • Listem to my Story, this maybe our last chance ♪
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1600 on: 2019-10-25 13:00:22 »
So? Have you tried doing that?
But it can't be done for the PSX version. It's a modification of the game's engine, so it's for PC.

I understood, so the PSX version is impossible  :-( anyway thanks for reply and thanks for you impressive tool

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1601 on: 2019-10-25 14:30:37 »
About the frogs, it's in the scripts of the ponds:
1) In the "SpeakBTN" functions of the catchable frogs (Baby, Male, Female, Gold), there's a switch for the appearance of Quale:
Code: [Select]
            switchex 8 ( GetFrogAmount ) {
            case 2 ; 5 ; 9 ; 15 ; 23 ; 33 ; 45 ; 99:
                set VAR_GlobUInt8_64 = 2
                break
            default:
                break
            }
2) In the "Main_Loop", there's most of the cutscene's code, in particular the line "if ( GetFrogAmount == 99 ) {" triggering the battle.
The other rewards are also there, a bit after that line (in the "else" branch).

About the enemy targeting only Zombie characters, you can use that in an enemy script (the ATB function typically):
Code: [Select]
if ( ((GetRandom % 100) < 50) && ( FirstOf(SV_FunctionEnemy[MP]) >= 18 ) ) { // Example: 50% of chances to cast Life if there's a Zombie character and if the enemy has 18 MP or more
    set SV_Target = Matching( SV_PlayerTeam[STATUS_CURRENT_A], 64 ) // All the Zombie characters
    if ( #SV_Target ) { // Same as "if ( SV_Target ) {" or "if ( (#SV_Target) != 0 ) {"
        set SV_Target = RandomInTeam(SV_Target) // Pick only one of them
        Attack( ... ) // Cast Life
        return
    }
}
// etc... do something else if Life is not chosen for any reason
« Last Edit: 2019-10-25 14:32:08 by Tirlititi »

Clem Fandango

  • Fast newbie
  • *
  • Posts: 11
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1602 on: 2019-10-26 23:20:08 »
This is great, thanks!

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1603 on: 2019-11-02 21:08:06 »
It's me from the Steam forum. I've decided to take a shot at modding this with the AF Beatrix source files.

I'm reading up on the threads in the first post and I would like to make a mod that would make her permanetly playable (not optional) after you obtain the Blue Narciss. She would be present at Lindblum when Dagger can no longer speak.

What steps would I need to do to make this possible if at all?

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1604 on: 2019-11-03 10:00:51 »
It requires a lot of script writing. It's better if you are familiar with programing but in any case, you should read a bit about how to do simple things with scripts here, here and here for instance.

In order to add a character to the party without asking the player's opinion (like when Vivi joins in the Prima Vista), it's this line:
Code: [Select]
set AddParty(8)"8" is an ID for Beatrix's character slot (0 is for Zidane, etc... Marcus shares Eiko's character slot).
It works only if there are less than 4 characters already. You can remove a character beforehand using this:
Code: [Select]
RemoveParty(0)
In order to enable Beatrix in the party selection menu, you must add her in party's reserve:
Code: [Select]
set Setting_PartyReserve = 511
SetPartyReserve(Setting_PartyReserve)
Note that it's a bit flag list (it works just like SV_Target in battle scripts). Usually, this party reserve is set to 255 for all the eight normal characters, so adding 256 to that value adds Beatrix.
Party reserve is reseted at different points during the game (when characters are temporarily splitted apart, etc...) so you need to take that into account.
To display the party selection menu, it's this:
Code: [Select]
if ( IsInParty(0) ) {
    Party( 4, 1 ) // Form a party of 4 characters and lock Zidane inside
} else {
    Party( 4, 0 ) // Form a party of 4 characters without locking any character inside
}

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1605 on: 2019-11-03 15:48:06 »
I'll give it a shot.

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1606 on: 2019-11-08 21:49:03 »
Editing's going well though I seem to have an issue activating the rewards against Baku in Evil Forest.

He's supposed to give exp, gil and a drop, but only AP was given at the results screen.

I also unticked disabled rewards but that didn't work.

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1607 on: 2019-11-08 22:34:59 »
He's surely not defeated by the battle ending script (there's surely a line like "RunBattleCode( EndBattle, VICTORY )") so the reward specific to Baku is not given, only the reward of the group.
Make sure to flag him as defeated right before that line ending the battle:
Code: [Select]
set SV_FunctionEnemy[DEFEATED_ON] =$ 1You could also kill him for good with "set SV_FunctionEnemy[HP] =$ 0" but that would trigger other things like his death cry (I don't think he has one though), his death animation and fading... so that's a less good option.

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1608 on: 2019-11-09 06:47:55 »
Thanks, it works pefect.  :)

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1609 on: 2019-11-10 20:23:58 »
Meant perfect/ ::)

Anyway, I'm trying to add some black magic spells to Dagger with this guide.

Code: [Select]
new rdata.FF9COMMAND(89, 349, 8276, 1, 16, 192UL)
It's not working as I'm getting that error.

Is there more I need to change to get it working?

I plan to make her a Red Mage.

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1610 on: 2019-11-10 22:10:25 »
You didn't show the error.
Maybe that's a missing comma.
Maybe that's caused by a non-automatic type conversion: dnSpy does that a lot, you need to add type conversion to many places, like:
Code: [Select]
varshort = something + 16; // Error
varshort = (short)(something + 16); // Use this instead if the compiler complains: write the required converted type and wrap the computation inside parentheses

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1611 on: 2019-11-11 07:11:42 »
I never saw that error in dnspy. It complied just fine.

It was in HW when I was trying to add more spells to Dagger's magic command.  Despite following the guide, it says I can't add anymore spells to what she already has. :?

Hope that cleared the confusion

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1612 on: 2019-11-11 16:14:53 »
You can't add many spells inside commands in HW. Using dnSpy and the guide you linked is meant to bypass the limit in HW. Since you're using the Beatrix mod, I guess, that limit is already reached and that's why you need to use dnSpy.

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1613 on: 2019-11-11 17:42:22 »
I am using the Beatrix mod, but not her Shiroken Trance abilities. I made her a third dualcaster with her white magic.

In dnspy, her code is:

Code: [Select]
new rdata.FF9COMMAND(89, 349, 8276, 1, 16, 8UL)Like in your guide, I changed the last number to 192.

I changed the 16 to 24 so she could gain new spells. But HW still says I can't add anymore commands.

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1614 on: 2019-11-11 18:05:25 »
You can't use HW after doing that modification; that's something you have to do last.
Well, actually, I'm not sure of what are the consequences of using HW after doing that engine modification... But the limit is hardcoded in HW and the program can't catch that the limit was increased with dnSpy.

If her White Magic and her trance command use the same spells, you can avoid using dnSpy though. Simply select either one of these commands and link it to the other: doing this saves up spell slots.

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1615 on: 2019-11-11 19:32:04 »
I have to be more specific in future, sorry. ::)

I want Dagger to learn more spells, not Beatrix.

Beatrix's commands will stay the same.
« Last Edit: 2019-11-11 19:43:54 by ApolloGrimoire »

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1616 on: 2019-11-11 19:55:31 »
Still, if you link Beatrix's commands, it saves up space for adding more spells to another command.

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1617 on: 2019-11-11 20:14:31 »
That's what I've done for Beatrix, Dualcast with her White spells.

All I can do for now is leave Dagger with 6 white and 10 black spells until later.

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1618 on: 2019-11-13 21:49:54 »
Is there a way to increase or decrease the time limit when getting to Dagger at Alexandria?

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1619 on: 2019-11-14 10:34:31 »
Yes. In the script of "Environment -> Fields -> A. Castle/East Tower", there are these lines near the 2 thirds of the function "Zidane_Loop":
Code: [Select]
        ChangeTimerTime( 1801 )
        ShowTimer( 1 )
        RunTimer( 1 )
1800 seconds = 30 x 60 seconds = 30 minutes. Just put any number you want there to change the initial time limit.
Then, while it is running, you may use a line like "ChangeTimerTime( GetTimerTime + 60 )" to give a time bonus or whatever, for instance after defeating Tantarian in the Library.

Tip: this kind of setting, done in a cutscene, is usually either in the "Main_Loop" function of the cutscene's field or inside a function of the character doing the action at the same time the setup occurs. There, Zidane is the one speaking ("Yeah! We've got 30 minutes...") when the timer shows up, so that's in his function.

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1620 on: 2019-11-14 14:49:14 »
Thanks. It worked fine.

I'm almost at the point where I have to fight Beatrix for the last time and I want her special boss theme to play instead of the regular one.

Do I need to go into the Field tab for the Queen's Chamber or dnspy for this?

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1621 on: 2019-11-14 15:13:53 »
You need to use the Unity Assets Viewer for that.
Open the resources.assets archive, search for the file "BtlEncountBgmMetaData.txt", export it, modify it and then re-import it.
Inside that file, there's a list of field IDs (so the Queen's Chamber in which you fight Beatrix is 1223) and for each field, a list of battles that can trigger in that field with the music ID of the battle ran. If a battle is missing there, the ambiant music doesn't stop when entering a battle.

So just find the field (1223), the battle (73) and put the correct music ID for it (117, "The Wavering Blade").

Here's a list of music IDs. I don't think that you can actually see it in Hades Workshop (only in the UAV when you open the music archive p0data62).
Code: [Select]
34: Zidane's Theme
70: Unrequited Love
9: Vivi's Theme
82: Black Mage Village
76: Fleeting Life
10: Steiner's Theme
62: Steiner's Delusion
29: Garnet's Theme
113: Melodies of Life
69: Over the Hill
77: Awaking Song // A Song from Her Memory, probably sung in Dali
115: Zidane and Dagger's Song
106: A Song from Her Memory
59: Distant Memory
124: Light of Destiny
32: Freya's Theme
68: Burmecia
50: Unforgettable Silhouette
15: Quina's Theme
88: Eiko's Theme
139: Girl of Madain Sari
2: Amarant's Theme
116: Roses of May
117: The Wavering Blade
125: Protecting My Devotion
30: The Evil Within
53: Court Jesters
133: Cid's Theme
118: Master of Time
84: Pandemonium
95: Kuja's Theme
96: Desert Palace // Kuja's Theme, played during the exploration of the Desert Palace
97: Devil's Ambition
98: Bahamut is Summoned
94: Wicked Melody
134: Dark Messenger
73: Moogle's Theme
4: Danger in the Forest
60: Ice Cavern
3: Village of Dali
67: Beyond the Twilight
74: Lindblum
49: Out of the Frying Pan
57: Qu's Marsh
108: South Gate
85: Dark City Treno
92: Cleyra's Trunk
80: Cleyra Settlement
91: Gargan Roo
79: Fossil Roo
90: Conde Petie
99: Before the Altar
130: Ruins of Madain Sari
81: Eidolon Wall
109: Iifa, the Ancient Tree of Life
112: Aboard the Hilda Garde
144: Esto Gaza
110: Mount Gulug
129: Daguerreo, the Hermit's Library
87: Bran Bal, the Soulless Village
132: Memoria
121: Crystal World
24: Aloha De Chocobo
100: Ukulele de Chocobo
22: Vamo Alla Flamenco
58: A Place to Call Home
36: Oeilvert
105: Chamber of a Thousand Faces
103: Ipsen's Castle
101: The Four Mirrors
131: Terra
44: Outlaws
138: Peaceful City // Outlaws, when controlling Vivi early disc 3
18: Swords of Fury
27: Find the Princess
20: Eye to Eye
17: The Fateful Hour
33: Thy Warmth
25: Tragic Love
143: Star-Crossed Lovers
41: Kiss of Betrayal
145: I Want to be Your Canary
142: Inseparable Hearts
65: Prima Vista Orchestra
75: Rufus' Welcoming Ceremony
12: The Meeting
140: The Black Waltz
83: Eternal Harvest
7: The Extraction
141: Foolproof Love Letter Scheme
86: Look Back, See the Frog!
146: Broken Spell, Healed Hearts
72: Guardians
48: You're Not Alone
147: Assault of the Silver Dragons
1: Unforgettable Sorrow
89: Mourning in the Sky
45: Another Nightmare
52: RUN!
111: Hunter's Chance
66: Tetra Master
0: Battle
35: Boss Battle
61: Faerie Battle
71: Final Battle
5: Victory Fanfare
6: Game Over
156: Prelude
148: Doga and Une

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1622 on: 2019-11-14 19:33:09 »
I've changed it, but it won't let me import it back in.

The text for it is greyed out.


NM, I saw I had to close the launcher and import it that way. :-[

Works fine. :-D
« Last Edit: 2019-11-14 21:32:56 by ApolloGrimoire »

ApolloGrimoire

  • Fast newbie
  • *
  • Posts: 23
  • Karma: 0
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1623 on: 2019-11-16 21:29:12 »
OK, I'm nearing the end of disc 2 and one of my major changes is to add another hopeless boss fight.

I plan to add Kuja and end the battle against the party with Flare Star.
Down the line I plan to the same with Steiner and Beatrix face him at Alexandria for another hopeless fight.

I know I need to do a few changes in the fields tab to trigger the fight, but how do I add him as a boss in the enemy tab?

Tirlititi

  • Freak
  • *
  • Posts: 625
  • Karma: 79
    • View Profile
Re: [PSX/PC] General editor - Hades Workshop (0.41c)
« Reply #1624 on: 2019-11-17 10:10:47 »
You can't add new battles unfortunatly.
However, there are a few dummied battles (that's what I've used to add the 4 extra bosses):
- 2 dummy vices that have nonsensical names (the names are actually raw japanese glyphs),
- 1 Zorn/Thorn battle that is dummied (it doesn't have the "Marthym" dialogs and only dummy attacks).
Also, you may delete a few redundant battles (Grand Dragons...) and replace them in the World maps battle lists. The two Ozma battles are also nearly the same as the only difference is the "Out of reach" flag, etc...

You can copy/paste single enemies and single attacks with a right-click (so right-clicking "Kuja" -> copy -> go to a dummied battle -> right-click -> paste).