Author Topic: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)  (Read 178633 times)

Mamb0ParaMi

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #525 on: 2020-06-04 12:51:03 »
Had the checksum issue too, managed to fix it by NOT installing 30fps FMVs.

error:


Sorry for bad cropping.

cosx

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #526 on: 2020-06-04 12:56:17 »
Please explain the meaning of these parameters. Thanks!

[Cheats]
Rotation = 0
Perspective = 0
SpeedMode = 1
SpeedFactor = 3

[Import]
Field = 0

[Battle]
NoAutoTrance = 0
AutoPotionOverhealLimit = 20 ; Maximum oveheal in percents, -1 to disable a new behaviour

[Hacks]
BattleSpeed = 2

ivanfuhr000

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #527 on: 2020-06-04 18:54:47 »
For some reason, as you can see in the image i uploaded, i can't target the enemy copy. I move the cursor from one enemy to another, but the epitaf (stone monster) is always targeted

https://imgur.com/a/im6xIuE

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #528 on: 2020-06-04 19:20:55 »
Please explain the meaning of these parameters. Thanks!

[Cheats]
Rotation = 0
Perspective = 0
SpeedMode = 1
SpeedFactor = 3

[Import]
Field = 0

[Battle]
NoAutoTrance = 0
AutoPotionOverhealLimit = 20 ; Maximum oveheal in percents, -1 to disable a new behaviour

[Hacks]
BattleSpeed = 2

Honestly I don't know all of them, I think Albeoris should comment these better in Memoria's documentation. In the next version, I'd like to have a more verbose Memoria.ini.


For some reason, as you can see in the image i uploaded, i can't target the enemy copy. I move the cursor from one enemy to another, but the epitaf (stone monster) is always targeted

https://imgur.com/a/im6xIuE
Probably a problem with Scaled Battle UI.

You can make him a ticket: https://www.nexusmods.com/finalfantasy9/mods/11?tab=bugs

alexd

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #529 on: 2020-06-04 20:52:09 »
Sorry I was out of time the update 8 v5 is the same as it is on the page moguri 8.0.1 or is this more advanced?

cosx

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #530 on: 2020-06-05 03:31:20 »
I found sound errors in my log file. Although the sound is normal by ear. The psx version is installed.

Spoiler: show
05.06.2020 05:53:52 |M| [SteamSdkWrapper] Initialized: True
05.06.2020 05:53:52 |M| Loading configuration Memoria.ini
05.06.2020 05:53:53 |M| [assetInterceptor] loading from directory [./StreamingAssets]
05.06.2020 05:53:53 |M| [assetInterceptor] loading from directory [./StreamingAssets]
05.06.2020 05:53:53 |M| [assetInterceptor] loading from directory [./StreamingAssets]
05.06.2020 05:53:53 |M| [FontInterceptor] Dynamic font initialization.
05.06.2020 05:53:53 |M| [FontInterceptor] Initialize new font: [Names: {Calibri, Times Bold}, Size: 24]
05.06.2020 05:53:53 |M| [FontInterceptor] Loading font [Original: Garnet (UnityEngine.Font)]
05.06.2020 05:53:54 |M| [LocalizationDictionary] Loading from [./StreamingAssets/Text/US/System.strings]...
05.06.2020 05:53:54 |W| [LocalizationDictionary] Loading was skipped because a file does not exists: [./StreamingAssets/Text/UK/System.strings]...
05.06.2020 05:53:54 |M| [GameLoopManager] RaiseStartEvent
05.06.2020 05:53:56 |M| InitializeItemText
05.06.2020 05:53:56 |M| [ItemImporter] Importing from [./StreamingAssets/Text/US/Items.strings]...
05.06.2020 05:53:57 |M| [ItemImporter] Importing completed successfully.
05.06.2020 05:53:57 |M| [assetInterceptor] loading from directory [./StreamingAssets]
05.06.2020 05:53:57 |M| InitializeImportantItemText
05.06.2020 05:53:57 |M| [KeyItemImporter] Importing from [./StreamingAssets/Text/US/KeyItems.strings]...
05.06.2020 05:53:57 |M| [KeyItemImporter] Importing completed successfully.
05.06.2020 05:53:57 |M| InitializeAbilityText
05.06.2020 05:53:57 |M| [AbilityImporter] Importing from [./StreamingAssets/Text/US/Abilities.strings]...
05.06.2020 05:53:57 |M| [AbilityImporter] Importing completed successfully.
05.06.2020 05:53:57 |M| [SkillImporter] Importing from [./StreamingAssets/Text/US/Skills.strings]...
05.06.2020 05:53:57 |M| [SkillImporter] Importing completed successfully.
05.06.2020 05:53:57 |M| InitializeCommandText
05.06.2020 05:53:57 |M| [CommandImporter] Importing from [./StreamingAssets/Text/US/Commands.strings]...
05.06.2020 05:53:57 |M| [CommandImporter] Importing completed successfully.
05.06.2020 05:53:57 |M| InitializeBattleText
05.06.2020 05:53:57 |M| InitializeLocationText
05.06.2020 05:53:57 |M| [LocationNameImporter] Importing from [./StreamingAssets/Text/US/Location]...
05.06.2020 05:53:57 |M| [LocationNameImporter] Importing completed successfully.
05.06.2020 05:53:57 |M| InitializeEtcText
05.06.2020 05:53:57 |M| [EtcImporter(CardLevels)] Importing from [./StreamingAssets/Text/US/ETC/CardLevels.strings]...
05.06.2020 05:53:57 |M| [EtcImporter(CardLevels)] Importing completed successfully.
05.06.2020 05:53:57 |M| [EtcImporter(CardTitles)] Importing from [./StreamingAssets/Text/US/ETC/CardTitles.strings]...
05.06.2020 05:53:57 |M| [EtcImporter(CardTitles)] Importing completed successfully.
05.06.2020 05:53:57 |M| [EtcImporter(BattleCommands)] Importing from [./StreamingAssets/Text/US/ETC/BattleCommands.strings]...
05.06.2020 05:53:57 |M| [EtcImporter(BattleCommands)] Importing completed successfully.
05.06.2020 05:53:57 |M| [EtcImporter(BattleMessages)] Importing from [./StreamingAssets/Text/US/ETC/BattleMessages.strings]...
05.06.2020 05:53:57 |M| [EtcImporter(BattleMessages)] Importing completed successfully.
05.06.2020 05:53:57 |M| [EtcImporter(Libra)] Importing from [./StreamingAssets/Text/US/ETC/Libra.strings]...
05.06.2020 05:53:57 |M| [EtcImporter(Libra)] Importing completed successfully.
05.06.2020 05:53:57 |M| [EtcImporter(WorldLocations)] Importing from [./StreamingAssets/Text/US/ETC/WorldLocations.strings]...
05.06.2020 05:53:57 |M| [EtcImporter(WorldLocations)] Importing completed successfully.
05.06.2020 05:53:57 |M| [EtcImporter(Chocobo)] Importing from [./StreamingAssets/Text/US/ETC/Chocobo.strings]...
05.06.2020 05:53:57 |M| [EtcImporter(Chocobo)] Importing completed successfully.
05.06.2020 05:53:57 |M| InitializeEtcText
05.06.2020 05:53:57 |M| [CharacterNamesImporter] Importing from [./StreamingAssets/Text/US/CharacterNames.strings]...
05.06.2020 05:53:57 |M| [CharacterNamesImporter] Importing completed successfully.
05.06.2020 05:53:57 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
05.06.2020 05:53:57 |M| [BattleImporter] Loading from [./StreamingAssets/Text/US/Battle.strings]...
05.06.2020 05:53:57 |M| [BattleImporter] Loading completed successfully.
05.06.2020 05:53:57 |M| [BattleImporter] Loading...
05.06.2020 05:53:57 |M| [FieldImporter] Initialization...
05.06.2020 05:53:57 |M| InitializeItemText
05.06.2020 05:53:57 |M| [ItemImporter] Importing from [./StreamingAssets/Text/US/Items.strings]...
05.06.2020 05:53:57 |M| [ItemImporter] Importing completed successfully.
05.06.2020 05:53:58 |M| InitializeImportantItemText
05.06.2020 05:53:58 |M| [KeyItemImporter] Importing from [./StreamingAssets/Text/US/KeyItems.strings]...
05.06.2020 05:53:58 |M| [KeyItemImporter] Importing completed successfully.
05.06.2020 05:53:58 |M| InitializeAbilityText
05.06.2020 05:53:58 |M| [AbilityImporter] Importing from [./StreamingAssets/Text/US/Abilities.strings]...
05.06.2020 05:53:58 |M| [AbilityImporter] Importing completed successfully.
05.06.2020 05:53:58 |W| [FieldImporter] Failed to parse a line number from the reference: [066}].
05.06.2020 05:53:58 |M| [SkillImporter] Importing from [./StreamingAssets/Text/US/Skills.strings]...
05.06.2020 05:53:58 |M| [SkillImporter] Importing completed successfully.
05.06.2020 05:53:58 |M| InitializeCommandText
05.06.2020 05:53:58 |M| [CommandImporter] Importing from [./StreamingAssets/Text/US/Commands.strings]...
05.06.2020 05:53:58 |M| [CommandImporter] Importing completed successfully.
05.06.2020 05:53:58 |M| InitializeBattleText
05.06.2020 05:53:58 |M| InitializeLocationText
05.06.2020 05:53:58 |M| [LocationNameImporter] Importing from [./StreamingAssets/Text/US/Location]...
05.06.2020 05:53:58 |M| [FieldImporter] Initialization completed successfully.
05.06.2020 05:53:58 |M| [LocationNameImporter] Importing completed successfully.
05.06.2020 05:53:58 |M| InitializeEtcText
05.06.2020 05:53:58 |M| [EtcImporter(CardLevels)] Importing from [./StreamingAssets/Text/US/ETC/CardLevels.strings]...
05.06.2020 05:53:58 |M| [EtcImporter(CardLevels)] Importing completed successfully.
05.06.2020 05:53:58 |M| [EtcImporter(CardTitles)] Importing from [./StreamingAssets/Text/US/ETC/CardTitles.strings]...
05.06.2020 05:53:58 |M| [EtcImporter(CardTitles)] Importing completed successfully.
05.06.2020 05:53:58 |M| [EtcImporter(BattleCommands)] Importing from [./StreamingAssets/Text/US/ETC/BattleCommands.strings]...
05.06.2020 05:53:58 |M| [EtcImporter(BattleCommands)] Importing completed successfully.
05.06.2020 05:53:58 |M| [EtcImporter(BattleMessages)] Importing from [./StreamingAssets/Text/US/ETC/BattleMessages.strings]...
05.06.2020 05:53:58 |M| [EtcImporter(BattleMessages)] Importing completed successfully.
05.06.2020 05:53:58 |M| [EtcImporter(Libra)] Importing from [./StreamingAssets/Text/US/ETC/Libra.strings]...
05.06.2020 05:53:58 |M| [EtcImporter(Libra)] Importing completed successfully.
05.06.2020 05:53:58 |M| [EtcImporter(WorldLocations)] Importing from [./StreamingAssets/Text/US/ETC/WorldLocations.strings]...
05.06.2020 05:53:58 |M| [EtcImporter(WorldLocations)] Importing completed successfully.
05.06.2020 05:53:58 |M| [EtcImporter(Chocobo)] Importing from [./StreamingAssets/Text/US/ETC/Chocobo.strings]...
05.06.2020 05:53:58 |M| [EtcImporter(Chocobo)] Importing completed successfully.
05.06.2020 05:53:58 |M| InitializeEtcText
05.06.2020 05:53:58 |M| [CharacterNamesImporter] Importing from [./StreamingAssets/Text/US/CharacterNames.strings]...
05.06.2020 05:53:58 |M| [CharacterNamesImporter] Importing completed successfully.
05.06.2020 05:53:58 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
05.06.2020 05:53:58 |M| [CreditsImporter] Importing from [./StreamingAssets/Text/US/Manifest/StaffCredits_Steam.txt]...
05.06.2020 05:53:58 |M| [CreditsImporter] Importing completed successfully.
05.06.2020 05:54:06 |M| [SteamSdkWrapper] Request stats: False
05.06.2020 05:54:30 |W| [SoundLib] FF9SOUND_SNDEFFECTRES_RESTORE: slot: 1 is null!
05.06.2020 05:54:36 |M| InitializeBattleText
05.06.2020 05:54:44 |E| [SoundData] Sound not found: 102
05.06.2020 05:54:47 |E| [SoundData] Sound not found: 103
05.06.2020 05:54:52 |E| [SoundData] Sound not found: 326
05.06.2020 05:55:01 |E| [SoundData] Sound not found: 107
05.06.2020 05:55:05 |E| [SoundData] Sound not found: 100
05.06.2020 05:55:08 |E| [SoundData] Sound not found: 103
05.06.2020 05:55:12 |E| [SoundData] Sound not found: 102
05.06.2020 05:55:24 |E| [SoundData] Sound not found: 107

05.06.2020 05:55:42 |M| [GameLoopManager] RaiseQuitEvent

vekien

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #531 on: 2020-06-05 20:39:34 »
I probably asked a little wrong question.
I would like the game to work in the given resolution, but not expand to full screen. You can play in windowed mode, but it’s not very, but in full-screen mode, the game is stretched.
Here is a picture, I want it to work like that.
https://imgur.com/a/uv82Z3T

And yet, I forgot, my monitor does not support 1600x900 mode.

I think you're having the same issue I am having, even though I select 1920x1080 it does not output in that resolution, I wonder if its to do with windows scaling.

vekien

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #532 on: 2020-06-05 20:52:22 »
Can't seem to edit my post.

I can confirm that if you use windows scaling it breaks all the resolutions by the scale amount because it assumes you're scaling all monitors, which isn't always the case...

Also the screen selection dropdown doesn't work properly.

Doom Oyster

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #533 on: 2020-06-05 21:21:29 »
05.06.2020 05:54:44 |E| [SoundData] Sound not found: 102
05.06.2020 05:54:47 |E| [SoundData] Sound not found: 103
05.06.2020 05:54:52 |E| [SoundData] Sound not found: 326
05.06.2020 05:55:01 |E| [SoundData] Sound not found: 107
05.06.2020 05:55:05 |E| [SoundData] Sound not found: 100
05.06.2020 05:55:08 |E| [SoundData] Sound not found: 103
05.06.2020 05:55:12 |E| [SoundData] Sound not found: 102
05.06.2020 05:55:24 |E| [SoundData] Sound not found: 107
05.06.2020 05:55:42 |M| [GameLoopManager] RaiseQuitEvent

I also get sound not found: 200

benitobennet

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #534 on: 2020-06-07 09:13:27 »
what is the difference between this mode and that of this page https://sites.google.com/view/moguri-mod/install which is the best because I do not see what brings your


alexd

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #535 on: 2020-06-07 13:09:04 »
por fin pude hacer que esto funcione  :p  Scald Battle UI



Onean

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #536 on: 2020-06-07 17:17:22 »
Had the checksum issue too, managed to fix it by NOT installing 30fps FMVs.

error:


Sorry for bad cropping.

Was there anything else you did? Because aside from the first install I've also not been installing the 30fps FMVs but still having a problem. (Or the extra music, though that was the case for every install.)

Khrone

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #537 on: 2020-06-08 11:00:10 »
what is the difference between this mode and that of this page https://sites.google.com/view/moguri-mod/install which is the best because I do not see what brings your

They are literally the same. One of the authors cited on the website is here, talking to everyone.

Adrianx

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #538 on: 2020-06-08 18:58:13 »
Hello. I want to talk about a bug that is annoying to me and preventing me to play the pc version of this game (and also this beautiful mod). I know it's just a minor glitch but for me it's ruining the experience. This glitch is about the "ambience sounds" that you can hear in the background, for example the owl sounds in the evil forest, or the crowd sounds in Alexandria at the start of the game. The problem is that these sounds loop at every screen change. You can easily hear it in the evil forest, it always start with the same sound. In the psx version, these sounds continue between each screens. I hope I can make myself understood (I'm not English (french)).
No one is talking (or even seems to be aware of) about this glitch so I wanted to create an account just so it could maybe be fixed in the future.
Thanks and congratulation for the creator of this marvelous mod.

I've the same problem :( I don't want to play this game until there is a solution...I want the complete FFIX experience lol

Please, any help?

Mamb0ParaMi

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #539 on: 2020-06-09 01:33:10 »
Was there anything else you did? Because aside from the first install I've also not been installing the 30fps FMVs but still having a problem. (Or the extra music, though that was the case for every install.)

Hi,

No extra music, no 30FPS FMV, and I disabled the 3 options on the next screen (fonts, cheats and I can't remember the last one)
Note that I was using beta 3-4 without any issue.

-Ori

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #540 on: 2020-06-09 05:05:18 »
i finally got around to installing moguri 8.0.0.0.1 that i downloaded (on top of a very old version of moguri), the install was successful and it applied the music and a few other things, but graphically the game was still vanilla, kinda strange

beta 5 worked like a charm

i see there is a newer version now, maybe i'll try that
« Last Edit: 2020-06-09 05:21:39 by Orichalcon »

Ragpan

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #541 on: 2020-06-09 14:33:50 »
So i just installed Mog mod 8.0.1, before that i had only the Memoria Mod and i modified the stealScript so I can steal with 100% accuracy all the time, but after installing the moguri mod i'm back to normal when i Steal, I guess mog only get some features from Memoria and doesn't look at the scripts? because i can only make the script work without the mog mod, i've tried to install everything like 5 times in diferent order but the result is still the same If i use Memoria Patch, Mog graphics won't work but the script does and if i install mog, the script stop working. I don't know if it's normal or not but tbh i hate the Stealing system in this game but if i can only make one work i'll go with mog and ignore stealing i guess

(i only put like 6 lines in the script if this helps)

m_artn

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #542 on: 2020-06-09 20:25:12 »
So i just installed Mog mod 8.0.1, before that i had only the Memoria Mod and i modified the stealScript so I can steal with 100% accuracy all the time, but after installing the moguri mod i'm back to normal when i Steal, I guess mog only get some features from Memoria and doesn't look at the scripts? because i can only make the script work without the mog mod, i've tried to install everything like 5 times in diferent order but the result is still the same If i use Memoria Patch, Mog graphics won't work but the script does and if i install mog, the script stop working. I don't know if it's normal or not but tbh i hate the Stealing system in this game but if i can only make one work i'll go with mog and ignore stealing i guess

(i only put like 6 lines in the script if this helps)

Add the steal script to .../StreamingAssets/Scripts/Sources/Battle/ and than run the Memoria.Compiler.exe under .../Scripts/Compiler/
This worked fine for me.

I've no problems at all. The game runs almost perfect for me with the Moguri Mod! Thanks a lot to all involved individuals  8-)
Here is what I did:
1. made a clean install of FF IX from steam (I play the German Version)
2. Run the Game once
3. Install Moguri 8.0.1 (2020-05-26) from the mogul mod website into the FF IX Game Folder
   I've unchecked the Orchestral music because it don't loop correctly and the Garnet Font (I prefere the new one)
4. Run the Game once
5. Build my own custom sharedassets2.assets to have PSX Controller Button layout
6. check the Memoria.ini and do settings as I prefere
7. Add the 0058_StealScript.cs in the folder (.../StreamingAssets/Scripts/Sources/Battle/) and run the Memoria.Compiler.exe
8. All worked for me as intended and it is awesome (except for the known issues)

KNOWN ISSUES:
- Orchestral music: additional tracks don't loop correctly and endgame music is bugged
- Battles are too fast by default: you can change that in Memoria.ini: BattleFPS = 15
- Some 30fps FMVs play too fast and sound sometimes desyncs. End title comes too fast.
- D-pad not recognized on some controllers (workaround: disable steam overlay and force Per-Game Input Settings on)


The only thing I wish is a cheat or mod to always win this **** Tetra Master Card Game... I down get it at all and I've tried a lot. This Card Game broke the game for me when I was young on the original PSX and I'm really struggling with this today. Thats no fun and the Memoria settings for Tetra Master don't help.

Here is what my 0058_StealScript.cs looks like:
Spoiler: show
Code: [Select]
using System;
using Assets.Sources.Scripts.UI.Common;
using Memoria.Data;

namespace Memoria.Scripts.Battle
{
    /// <summary>
    /// Steal, Mug
    /// </summary>
    [BattleScript(Id)]
    public sealed class StealScript : IBattleScript
    {
        public const Int32 Id = 0058;

        private readonly BattleCalculator _v;

        public StealScript(BattleCalculator v)
        {
            _v = v;
        }

        public void Perform()
        {
            BattleEnemy enemy = BattleEnemy.Find(_v.Target);
            if (!HasStealableItems(enemy))
            {
                UiState.SetBattleFollowFormatMessage(BattleMesages.DoesNotHaveAnything);
                return;
            }

            if (!_v.Caster.HasSupportAbility(SupportAbility2.Bandit))
            {
                _v.Context.HitRate = (Int16)(_v.Caster.Level + _v.Caster.Will);
                _v.Context.Evade = _v.Target.Level;

                if (GameRandom.Next16() % _v.Context.HitRate < GameRandom.Next16() % _v.Context.Evade)
                {
                    UiState.SetBattleFollowFormatMessage(BattleMesages.CouldNotStealAnything);
                    return;
                }
            }

            if (enemy.StealableItems[3] != Byte.MaxValue)
                    StealItem(enemy, 3);
                else if (enemy.StealableItems[2] != Byte.MaxValue)
                    StealItem(enemy, 2);
                else if (enemy.StealableItems[1] != Byte.MaxValue)
                    StealItem(enemy, 1);
                else
                    StealItem(enemy, 0);
        }

        private static Boolean HasStealableItems(BattleEnemy enemy)
        {
            Boolean hasStealableItems = false;
            for (Int16 index = 0; index < 4; ++index)
            {
                if (enemy.StealableItems[index] != Byte.MaxValue)
                    hasStealableItems = true;
            }
            return hasStealableItems;
        }

        private void StealItem(BattleEnemy enemy, Int32 itemIndex)
        {
            Byte itemId = enemy.StealableItems[itemIndex];
            if (itemId == Byte.MaxValue)
            {
                UiState.SetBattleFollowFormatMessage(BattleMesages.CouldNotStealAnything);
                return;
            }

            enemy.StealableItems[itemIndex] = Byte.MaxValue;
            GameState.Thefts++;

            BattleItem.AddToInventory(itemId);
            UiState.SetBattleFollowFormatMessage(BattleMesages.Stole, FF9TextTool.ItemName(itemId));
            if (_v.Caster.HasSupportAbility(SupportAbility2.Mug))
            {
                _v.Target.Flags |= CalcFlag.HpAlteration;
                _v.Target.HpDamage = (Int16)(GameRandom.Next16() % (_v.Caster.Level * _v.Target.Level >> 1));
            }

            if (_v.Caster.HasSupportAbility(SupportAbility1.StealGil))
            {
                GameState.Gil += (UInt32)(GameRandom.Next16() % (1 + _v.Caster.Level * _v.Target.Level / 4));
            }
        }
    }
}
« Last Edit: 2020-06-09 20:29:57 by m_artn »

-Ori

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #543 on: 2020-06-10 03:44:58 »
if anyone is playing this with a DS4 controller and has everything BUT the d-pad working
(this will likely work with other controllers as well, as long as the program detects your dpad properly)

here is a fix:   https://drive.google.com/file/d/1sp4ASX5DqCAn8uSZKSy6aaNChiNbZ8nD/view?usp=sharing

its simply the newest version of joytokey with 1 config file packaged with it to make the d-pad convert to wsad
and also a settings file that makes it as fool-proof as possible

just extract the JoyToKey_en folder to your Documents folder, then with your controller plugged in, right click on JoyToKey.exe and click 'Run as administrator'
windows smartshield will come up (because its a program that can take control of your cursor and keyboard) so click 'more info' and then 'run anyway'

my avast antivirus doesnt flag it, but its best to either disable your antivirus temporarily or add JoyToKey.exe as an exception as well

but anyway, once you get the window to come up you're good to go  :wink:

you can also create a shortcut to JoyToKey.exe and place it in your startup folder to have it run when windows starts, it takes very little resources

m_artn

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #544 on: 2020-06-10 05:59:53 »
I‘m playing with the DS4 and have no problems at all.
The D-Pad works fine out of the box.

-Ori

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #545 on: 2020-06-10 16:39:41 »
I‘m playing with the DS4 and have no problems at all.
The D-Pad works fine out of the box.

it certainly does not work out of the box, you must have done some work beforehand/installed something that made it immediately work



Arcenstone

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #546 on: 2020-06-11 16:16:11 »
I've the same problem :( I don't want to play this game until there is a solution...I want the complete FFIX experience lol

Please, any help?

At least I'm not alone  ;D

tbcam88

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #547 on: 2020-06-11 19:32:07 »
I'm having an issue where some screens will only display in widescreen when the game is paused (see below). Any idea the cause/fix here? Thanks!




faospark

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #548 on: 2020-06-12 04:51:41 »
I just want to say thank you . i was not able to use this mod before because believe it or not i just like to play this as pass time on my 32bit system laptop. the installer before was only compatible to 64bit. and now it is manual install... thank you very much. this mod makes the game really beautiful.

benitobennet

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #549 on: 2020-06-13 17:38:39 »
after installing the mod the writing blocks that appear when the characters speak are of very poor quality and its necessarily comes from the mod because I had launched the game just before without the mod to make the difference before and after. can we solve this problem or should I uninstall the mod?