Author Topic: [FF9] General editor - Hades Workshop (0.38)  (Read 183906 times)

eugene9

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #950 on: 2017-11-22 19:41:39 »
Yes, I am! sorry for any inconvenience I have just realized you're the same person who replied me in that post. I'm sorry to make a nuisance of myself but I have seen that with that trance mod, when you cast white magic a shadow appears among the casting lights. It resembles to a transparent figure of the original battle model. Is there any way to remove that? Thank you in advance, and thank you also for all your work and concerns.

IsMakiThere

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #951 on: 2017-12-30 18:41:56 »
Hi, I am proper noob and I just dont get how this works? I used the memoria one just fine but it wont allow me to edit high score and total games played on chocobo hot & cold, does this editor allow that? so I am going to where my final fantasy save is stored but it wont find a bin file and when i change it to all files the same way i would use memoria it just comes up with an error. could you post a vid or a little guide on how to use this? cheers! 

Tirlititi

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #952 on: 2017-12-30 21:15:59 »
This tool is about modifying the game, not your scores or stats or whatever related to your game save.
You *could* make it so a hot & cold game gives you more score but that's quite tricky and the Memoria save editor would be better for that. I thought it was possible with it :/

IsMakiThere

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #953 on: 2017-12-31 08:55:15 »
Ah got ya, I think at one point it was possible with the memoria editor however the boxes seem to be greyed out now and you cant edit the values.

gorildo

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #954 on: 2018-01-06 17:46:30 »
Does anybody knows how to edit the Jump Rope minigame, so it automatically jumps 1000 times with one press or jump automatically?

More practical than using GameShark and this useless key item hurts my OCD. :-P

Tedrainbow

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #955 on: 2018-01-10 12:14:45 »
Hello it me again !

It possible to PC steam version change.

Speed = Basic Speed + [Level / 10] + [Bonus Fragments / 32]

Force = Basic Force + [Level * 3/10] + [Bonus Fragments / 32]

Magic = Basic Magic + [Level * 3/10] + [Bonus Fragments / 32]

Psy = Basic Psy + [Level * 3/20] + [Bonus Fragments / 32]

Max Speed: 50      Max Force: 99    Max Magic: 99    Max Psy: 50     Max HP: 9999       Max MP: 999    Max Magic stone  99

Change to

Speed = Basic Speed + [Level * 5/13] + [Bonus Fragments / 44]

Force = Basic Force + [Level * 5/13] + [Bonus Fragments / 44]

Magic = Basic Magic + [Level * 5/13] + [Bonus Fragments / 44]

Psy = Basic Psy + [Level * 5/13] + [Bonus Fragments / 44]

Max Speed: 99      Max Force: 125    Max Magic: 125    Max Psy: 99     Max HP: 15000       Max MP: 2500      Max Magic stone  111

thanx ^^

Tirlititi

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #956 on: 2018-01-10 13:43:48 »
Yes for most of it. I am not sure about changing the Max values of stats though.

For changing the stat progressions:
Go to CIL Code, then search for "ff9level" in the list on the left, then "FF9Level_GetDex", then Edit Code.
Spot the following lines near the bottom of the code.
Code: [Select]
ldarg.1
ldc.i4.s 10
div
add
ldloc.2
ldfld 0x4000885 // FF9LEVEL_BONUS::dex
ldc.i4.5
shr
add

Replace that portion by this:
Code: [Select]
ldarg.1
ldc.i4.s 5
mult
ldc.i4.s 13
div
add
ldloc.2
ldfld 0x4000885 // FF9LEVEL_BONUS::dex
ldc.i4.s 44
div
add

Then do the same for the "FF9Level_GetStr", "GetMgc" and "GetWpr". The codes are pretty similar (always replace the few lines between "ldarg.1" and "shr/add").

For changing the max values, it's at the same place but right below: you have two lines "ldc.i4.s 50" at the end of these codes (or "ldc.i4.s 99" for Str and Mgc). Replace that with 99 or 125.
In "FF9Level_GetCap", you have the limit for the magic stones ; the code is similar to the others and you'll find two lines "ldc.i4.s 99" at the end.
In "FF9Level_GetHP" (resp. "GetMP", the code is much smaller but still with two lines "ldc.i4 9999" (resp. "ldc.i4 999").

I am not sure that increasing the max values is safe. If the HP of a character is beyond 9999, it will display a bit strangely but work just fine. However, there might be more troublesome bugs.

Tedrainbow

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #957 on: 2018-01-10 19:45:13 »
thanx you ^^
Is work.

Is possible change stats regular items arms and all armor stats,  attack, defence,  evade,  magic defence, magic evade to steam and change formula effet ?
Thanx you verry much ...
« Last Edit: 2018-01-12 14:18:08 by Tedrainbow »

Kefka

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #958 on: 2018-01-13 19:21:45 »
thanx you ^^
Is work.

Is possible change stats regular items arms and all armor stats,  attack, defence,  evade,  magic defence, magic evade to steam and change formula effet ?
Thanx you verry much ...

The stats of all equipment can be edited in the Inventory panel, including the healing amount of Potions, the damage formulas used by weapons, and other stuff like elemental properties, status attacks, abilities learned from the equipment piece etc.

ste459

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #959 on: 2018-01-15 19:58:35 »
Hi!

Still no way to stop ATB filling during animations? Actually the system the ATB work causes all status to be quite ineffective (too short duration) with high Spirit, and Regen to be horribly overpowered. No Way to fix this?

If fixing this is not possibile, it is possibile at least to manually increase the Regen healing interval?

Thanks in advance

Incinerator

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #960 on: 2018-01-19 21:52:30 »
.
I am not sure that increasing the max values is safe. If the HP of a character is beyond 9999, it will display a bit strangely but work just fine. However, there might be more troublesome bugs.

What kind of bugs would this cause? Tried it and haven’t seen any yet.

Tirlititi

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #961 on: 2018-01-19 23:39:45 »
@ste459: Controlling the ATB that accurately is not possible with Hades Workshop. It is possible with Albeoris's Memoria but you'd need to recode part of the engine for that.
However it is indeed possible to increase the Regen frequency, with both HW and Memoria. In HW, you go to CIL Code, search for the method "btl_stat -> SetOprStatusCount" and remove that part of the code:
Code: [Select]
ldarg.0
ldfld 0x400022A // BTL_DATA::elem
ldfld 0x400080F // ELEMENT::wpr
sub
It's the four lines under a "ldc.i4.s 60". The Regen frequency formula is indeed "Frames to wait = (60 - wpr) << 2", which is, in a more standard writing, "(60 - Spirit) * 4". Removing these four lines will remove the spirit part so you will always regen with the same frequency (the overall duration is something else and will still increase though). You may change the number in "ldc.i4.s 60" to adjust it if you think it's too slow (or too fast).

@Incinerator: I was bugged by the task of giving a precise answer but replying to ste459 gave me one : if you use regen on a character with 60 spirit or more, the formula above goes to negative which can either mean regen will never trigger or it will trigger every single frame (having a quick look at the code, I would incline to the latter).

Incinerator

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #962 on: Yesterday at 00:29:52 »
I see thanks.
Is it possible to not make the sfxs no pitch with speed booster on?
« Last Edit: Yesterday at 02:07:10 by Incinerator »

Tirlititi

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Re: [FF9] General editor - Hades Workshop (0.38)
« Reply #963 on: Yesterday at 15:41:34 »
That one is in the method "SfxSoundPlayer::PlaySfxSound". You have, in the second half of the method, the following lines:
Code: [Select]
ldloc.1
conv.r4
ldloc.0
ldfld 0x40038A0 // SoundProfile::Pitch
mul
stloc.2
ldloc.0
ldloc.2
stfld 0x40038A0 // SoundProfile::Pitch
Remove the last 3 lines (ldloc.0, ldloc.2, stfld).
Surely that, because you don't have high pitch, you will still end up with weird sounds, with each one on top of the others. It's something to try but I'm not sure that the result will be satisfying.