Author Topic: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)  (Read 111119 times)

LeOsTyLe

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #275 on: 2020-09-13 20:13:13 »
I Created something betwin one thing and another...
As I see that the difference of leveling up with or without Bonus is very huge, than i reduced the difference betwin the Items
I gave

Old     New
 0        +1
+1      +2
+2      +2
+3      +2
+4      +3

Than this makes the Item to dont seems all the same, but gives an solutions to the Bonus Evolving Dilema...

Could you send me the file or tell me how you created the mod? When i change stats.csv it affects the current stat bonus when i wear a item. But i dont want to change it, i just want to change the stats growth per level up when i wearing certain items. i want change that all items i wear give me +1/32 to all stats per level up. So if i wear 5 items i got 5/32 to all stats.

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #276 on: 2020-09-14 03:23:36 »
I didnt Made a Mod at all...
I just went to the files in AlternatFantasy and changed there...
(with all my respect Tirlititi!  :P

Here: ... STEAM\steamapps\common\FINAL FANTASY IX\AlternateFantasy\StreamingAssets\Data\Items
And open Stats.csv

A little patience to change all this numbers...

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #277 on: 2020-09-14 04:02:06 »
Im very Happy!
Tirlititi mod mad almoust every change I imagined to make a perfect Final Fantasy 9!
Hehehe

I made just some little changes:
Gave damege and Shadow element to Poison and Bio (That i named "Venom")

And solved a Dilema that always makes me Insomniac:
Changed "Half MP" for "Save MP", that gives MP Cost -1/3 (-33,333%)

HAiUHaiUA! I always found Half MP very OP!!!

One day I made a comparative calc to discover what would be the "real" price of "Half MP".
If you consume Half MP, so its like you have a "MP+100%" Ability + the Bonus for not have to replanish MP all the time...
Becauso you consume 50% less then Normal...
If MP+20% cost 6 MS (Mag.Stones), so a "MP+100" would cost at least 30 MS !!! (6x5= 30!)

So i created a lesser version... -1/3 MP! That is similar to MP+50%, at the cost of 15 MS!

I feel that the game will be more balanced after that...

Now I need to change the MP cost of the spells... Because I know Tirlititi made the prices thinking in the Half MP system.
Reducing the costs to -25% would sustain the balance of the game. (20 -50%= 10  and  15 -33,333%= 10)

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #278 on: 2020-09-14 04:25:54 »
Tirliiti... If you are not wanting to eat my guts for modding your game, can you answer one more question?
In the Actions.csv file betwen Shiva, Ifrit and Ramuh there are a new role o Fire, Blizzard and Thunder family, but with very low damage...
What's this? Enemy Magic?

**********

Forget it! Already discovered!
Sword Magic! rsrs
« Last Edit: 2020-09-14 04:48:53 by DenisColli »

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #279 on: 2020-09-19 22:58:16 »
Hello people!
How are you?
A little question: when I downloaded the Altered Fantasy Mod there was also in the folder a "Source" folder with Save mods for HWS and scripts...
If I load one of this saves in a Vanilla game and "Save Steam Mode" in the HWS, it will be the complete Mod? With cutscenes, scripts, everything? Or just part of it?
« Last Edit: 2020-09-19 23:00:24 by DenisColli »

LeOsTyLe

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #280 on: 2020-09-20 12:41:06 »
Playing Mougri Mod with Alternative Fantasy and i just realized that front and back row dont have any influence. Damage dealt (Basic Attack) and taken are the same in front and back row, is this normal? Turned Alternative Fantasy off and the Row Bug was solves, so its defenetly Alternate Fantasy which makes the row bug happen.
« Last Edit: 2020-09-22 10:16:46 by LeOsTyLe »

gomesL

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #281 on: 2020-09-25 01:58:05 »
Hello guys!
Can someone help me?
I tried to patch the Playstation version with ppf-o-matic but had the following error "Binblock / patchvalidation failed". I've tried two different roms, downloaded the patch file again and even used a patcher app on Android but the error persists.

MysticLord

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #282 on: 2020-09-25 22:05:29 »
Playing the PS1 version; currently in the Evil Forest with Zidane, Steiner, and Vivi. Is there something I need to do to make the moogle who will accept a letter appear in Alexandria Castle? Does that moogle appear later on, or have I already missed something?

LeOsTyLe

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #283 on: 2020-09-27 08:22:36 »
Playing the PS1 version; currently in the Evil Forest with Zidane, Steiner, and Vivi. Is there something I need to do to make the moogle who will accept a letter appear in Alexandria Castle? Does that moogle appear later on, or have I already missed something?

If i remember right there are two Moogles in the Evil Forrest.
Spoiler: show
One before the 1st or 3rd Boss fight hidden in a tree stumpand one in front of the Ship where you started, but i think this moogle will not be there from beginning, i think after a certain boss it will be added.

MysticLord

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #284 on: 2020-09-27 11:46:02 »
If i remember right there are two Moogles in the Evil Forrest.
Spoiler: show
One before the 1st or 3rd Boss fight hidden in a tree stumpand one in front of the Ship where you started, but i think this moogle will not be there from beginning, i think after a certain boss it will be added.

Yep, you're right! I was worried that there were added events requiring constant backtracking. Some modders love that for some reason.

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #285 on: 2020-09-28 17:26:09 »
@DenisColli: It's all explained in the "Readme.txt".
When you "Save Steam Mod" (generating spreadsheets and assets), you'll get many of the files of AF but not all of them.
All the other files, except one, are to be picked directly from AF's mod folder (not the source); for instance, the file "DictionaryPatch.txt" was written by hand so you can consider it as part of the source.
The last file that is neither generated by HW nor created "by hand" is the "Memoria.Scripts.dll". The source code of that file consists of the .cs files in the folder "Source/Battle" of AF. Check the documentation of Memoria to see how to generate the DLL from these files (basically, you need to replace the folder "StreamingAssets\Scripts\Sources\Battle" by the one from AF, then run "StreamingAssets\Scripts\Compiler\Memoria.Compiler.exe": if everything goes fine, the program should tell you so and the "Memoria.Scripts.dll" should be (re)generated in the parent folder).

adnanj91

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #286 on: 2020-10-01 19:13:37 »
For some reason, the "Chemist" ability is not working correctly for me. It shows 300 when I use a potion but the real HP heal is only 150. Any idea how to fix this?

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #287 on: 2020-10-01 20:04:31 »
That is hard to believe :o
I've double-checked and the number displayed is the same as the number of HP heal. There is no possibility for Chemist to modify one without modifying the other.

adnanj91

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #288 on: 2020-10-02 18:51:20 »
I'll try it again and try to record a video of it too.. will keep you posted.

LeOsTyLe

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #289 on: 2020-10-03 17:17:14 »
I read that max summon bonus with jewels is +49. Do i need 49 Jewels or 99 for a bonus of +49?

avfcjay

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #290 on: 2020-10-03 22:49:46 »
I read that max summon bonus with jewels is +49. Do i need 49 Jewels or 99 for a bonus of +49?

49 Jewels is all you need and you get the other +50gain from using the summon 50 times.

LeOsTyLe

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #291 on: 2020-10-04 10:54:47 »
49 Jewels is all you need and you get the other +50gain from using the summon 50 times.

Thanks

Edit: Did some tests with Bahamut and Garnets

49 Garnets = 6k damage
99 Garnets = 7,5k damage

So you need 99 Jewels to get the +49 bonus.
« Last Edit: 2020-10-04 20:32:03 by LeOsTyLe »

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #292 on: 2020-10-05 09:37:41 »
More precisely, you need 98 jewels for the +49 bonus (+1 every two jewels, except for Atomos for which it's +1% every 4 jewels and +1% every cast).

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #293 on: 2020-10-07 01:02:55 »
Thanks for the Patience, Brow!
About the Chemist try to use in Battle...
Out of Battle I usualy see that the amount healed is inferior,
Por exemple, Potion heals only 100 HP, not 150.

Onde more question: Am I wrong or now Beatrix has a Trance Gauge?

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #294 on: 2020-10-07 01:17:47 »
I was thinking in give to Marcus some passive skills like HP+20%, Bandit and alike... But  do Eiko learns Skills in the Slots that Marcus had previously learned?

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #295 on: 2020-10-07 08:35:13 »
Yes, Beatrix has a trance now.
About giving passive skills to Marcus, Eiko would indeed learn the slots that Marcus learn... I'm not sure of the effect of the code "UnlearnAbility" in that regard: maybe you can use it in the field script of Conde Petie's Mountain Pass when Eiko joins the team for the first time, I *think* that it will reset the AP to 0 even if the corresponding skill ('s slot) was not fully learned.

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #296 on: 2020-10-07 15:26:23 »
NICE!
Or I can put the Skills in the Slots of Abilities that she could have learned at the moment...
Rsrs

Kelrin

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #297 on: 2020-10-16 19:49:27 »
Hi!

I use the most recent versions of AF and Moguri together for my current playthrough.
I just got Hildagarde 3 and, thinking it was time to recruit Beatrix, I rushed to Alexandria.
I've been looking for her all around the city and the castle, but didn't find her anywhere.

Am I trying to get her to soon? Do I have prior steps to take?

Edit: I figured it out, I had to put "Alternate Fantasy" before "Moguri XXX" in Memoria.ini.
Makes me wonder if I missed out anything from AF though. Bibi's first weapon did have MP+20% on it from the start... 🤔
« Last Edit: 2020-10-18 10:00:54 by Kelrin »

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #298 on: 2020-10-18 22:46:32 »
I was think in transform "Mag Elm Null" in some kind of Support Ability that reduces enemies Elemental Resistance.
Something like:
-Absorb and Guard become Half.
-Half become Normal damage.

But i dont know what command line i wold use to edit this Sup. Ablt.

Have any idea?
« Last Edit: 2020-10-19 01:49:33 by DenisColli »

heretic667

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #299 on: 2020-10-19 03:17:24 »
Quote
Tirlititi Mar 11, 2017 @ 3:00pm
You can remove those by short-circuit the method "EIcon::PollCollisionIcon".

With Memoria: Open "EIcon.cs", write a "return false" at the start of the function "PollCollisionIcon" and compile the thing.
With Hades Workshop: Go to "CIL Code" then search for "EIcon" -> "PollCollisionIcon" and replace the 2nd line "stloc.0" by "ret".

PollCollisionIcon handles only the bubbles that were added for the Steam version, so you still have the bubbles for the treasures and stuff.

Found this quote on steam from 2017.  Tirlititi, can you expand on this?  I'm hoping to get rid of the exclamation points that pop up next to every NPC while keeping the exclamation points that pop for the hidden items.  Unfortunately what is written doesn't make sense to me.  I use Memoria but I'm not sure where to go from there.