Author Topic: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)  (Read 366264 times)

azertyuiop2

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #600 on: 2017-01-23 20:11:27 »
Hello everyone !

I am a newbie with ProudClod but I would like to change some battle texts. I can find the right ennemy, then its "main" AI and there I see in the displayed lines the one that I want to change, for example the warning from Cloud to Barret in the 1st boss battle.

I can click on the line and edit it but how can I save my change ?
When I click somewhere else the string disappears, if I click Escape the change is cancelled, and if I click Enter the string disappears and the line above is changed in a way that I don't understand...  :o

Could you please help me ? Does a "how to use" manual exist ?

nfitc1

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #601 on: 2017-01-23 22:07:27 »
I am embarrassed to say I never got strings to cooperate with the rest of the AI editing in a consistent way. Try just clicking on the box with the text in it and start typing. You can't enter line breaks (pressing Enter) so you'll just have to create a new 93 code for additional lines. This is the biggest limitation of PrC and WM and I'm sure there's a better way to do it, but I haven't figured it out.

azertyuiop2

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #602 on: 2017-01-24 19:01:11 »
Thank you NFITC1, and please excuse me: my problem was because I was using an old version of ProudClod. With the last one I have no bugs anymore when I change texts in AIs...
Now I can complete my parody ;D

Raziel80

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #603 on: 2017-10-16 21:35:39 »
There is one mistake in Proud Clod. In the scene 109 in Soldier:3rd Tab, Proud Clod shows in Elements and Effects:
Manipulation - Double Damage
Fire - Double Damage
But application supposed to show:
Confusion - Double Damage
Fire - Double Damage.
In the scene 150 in Palmer Tab, application shows in Elements and Effects:
Gravity - Nullify
Reflect - Double Damage
But it supposed to show:
Gravity - Nullify
Sleep - Double Damage.
Maybe something wrong with status effects in Element's comboboxes.

nfitc1

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #604 on: 2017-10-17 13:27:01 »
Yes. I believe all the statuses are incorrectly indexed in the damage modifiers.

Sega Chief

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #605 on: 2017-10-17 14:09:55 »
Do you happen to have a list of the correct indexes? Just so I can add it to my notes.

nfitc1

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #606 on: 2017-10-17 16:11:20 »
Not on hand. I think they're off by one or two in either direction. Sorry I can't be more specific than that without digging more into it than I have time for right now.

Raziel80

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #607 on: 2017-10-18 07:48:04 »
In the wiki.qhimm: http://wiki.qhimm.com/view/FF7/Battle/Battle_scenes#Enemy_data_format
it says: Element types (8 records):
00h - Fire, 01h - Ice, 02h - Bolt, 03h - Earth, 04h - Bio, 05h - Gravity, 06h - Water,
07h - Wind, 08h - Holy, 09h - Health, 0Ah - Cut, 0Bh - Hit, 0Ch - Punch,
0Dh - Shoot,
0Eh - Scream
0Fh - HIDDEN
10h-1Fh - No Effect
20h-3Fh - Statuses (Damage done by actions that inflict these statuses will be modified)
FFh - No element.
It seems that in the application you wrote statuses: 0x10 - Death, 0x11 - Near-Death, 0x12 - Sleep, 0x13 - Poison, 0x14 - Sadness, 0x15 - Fury,
0x16 - Confusion, 0x17 - Silence, . . . , 0x1F - Regen, 0x20 - Barrier, . . .
But statuses had to be written like this: 0x20 - Death, 0x21 - Near-Death, 0x22 - Sleep, 0x23 - Poison, 0x24 - Sadness, 0x25 - Fury,
0x26 - Confusion, 0x27 - Silence, . . . , 0x2F - Regen, 0x30 - Barrier, . . .
So, they are off to the forward by 16 positions. When we see Manip status in application, then by the 16 positions in the backward direction is located Confusion status. Because instead of Manip status, right status will be Confusion, as wiki.qhimm says. Or in other words, when supposed to be Confusion status, we see in application Manip status, which is located in the forward direction by 16 positions.
« Last Edit: 2017-10-18 09:35:12 by Raziel80 »

nfitc1

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #608 on: 2017-10-18 13:57:52 »
In the wiki.qhimm: http://wiki.qhimm.com/view/FF7/Battle/Battle_scenes#Enemy_data_format
...
It seems that in the application you wrote statuses: 0x10 - Death, 0x11 - Near-Death, 0x12 - Sleep, 0x13 - Poison, 0x14 - Sadness, 0x15 - Fury,
0x16 - Confusion, 0x17 - Silence, . . . , 0x1F - Regen, 0x20 - Barrier, . . .
But statuses had to be written like this: 0x20 - Death, 0x21 - Near-Death, 0x22 - Sleep, 0x23 - Poison, 0x24 - Sadness, 0x25 - Fury,
0x26 - Confusion, 0x27 - Silence, . . . , 0x2F - Regen, 0x30 - Barrier, . . .
So, they are off to the forward by 16 positions. When we see Manip status in application, then by the 16 positions in the backward direction is located Confusion status. Because instead of Manip status, right status will be Confusion, as wiki.qhimm says. Or in other words, when supposed to be Confusion status, we see in application Manip status, which is located in the forward direction by 16 positions.

:P Yeah, you're probably right. The wiki is more often correct since it's easier to keep up-to-date.

Abashi76

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #609 on: 2017-11-10 18:00:10 »
Proud Clod still doesn't work on my computer even after i install the required programs.

It gives an error message :

Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentNullException: Buffer cannot be null.
Parameter name: buffer
   at System.IO.MemoryStream..ctor(Byte[] buffer, Boolean writable)
   at System.IO.MemoryStream..ctor(Byte[] buffer)
   at ProudClod.Form1.GUnZip(Byte[]& byteCompressed)
   at ProudClod.Form1.SceneName_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ComboBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8794 (WinRelRS2.050727-8700)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ProudClod
    Assembly Version: 1.5.0.2
    Win32 Version: 1.5.0.2
    CodeBase: file:///C:/Users/John/Downloads/New%20folder%20(2)/New%20folder%20(2)/ProudClod.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8800 (WinRelRS2.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8801 (WinRelRS2.050727-8800)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8784 (WinRel.050727-8700)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I posted this problem in the Gameplay Mod forum.

Grumpy_Edge

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #610 on: 2017-11-12 14:07:09 »
Hey,
I'm new to making my own mod in gerenal, but I love the work you and others have done so far!
My question is: Is it possible to apply a change to all enemies at the same time? For example, if I wanted to add 10 levels to all enemies? Or make everything immune to sleep? etc. Instead of manually changing each by hand?
Thanks!

resinate

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #611 on: 2017-11-17 22:50:19 »
few issues ive found:

*cant change drop rate of items
*when modding monsters stats some battle formations get bugged out happens to random battles
-for example i modded icicles on cliffs in disc 2 and now battle seems to spawn random monsters
« Last Edit: 2017-11-25 22:23:49 by resinate »

azertyuiop2

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #612 on: 2017-11-29 20:01:17 »
Hello NFITC1 ! :)

Is there an easy way to "merge" 2 different scene.bin files that have been modified independently (without obviously conflicting each other, I mean that the first have its "ennemies stats" modified, and the second have its "ennemies names/scripts" modified) ?

Thanks by advance and anyway many thanks for the software itself :)

nfitc1

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #613 on: 2017-11-29 21:55:56 »
Hello NFITC1 ! :)

Is there an easy way to "merge" 2 different scene.bin files that have been modified independently (without obviously conflicting each other, I mean that the first have its "ennemies stats" modified, and the second have its "ennemies names/scripts" modified) ?

Thanks by advance and anyway many thanks for the software itself :)

There's a menu selection under "File" called "Create Changes Patch". Let's say you have to modified scene files sceneA.bin and sceneB.bin and you want to merge them into sceneC.bin.
-Open sceneA.bin and select "Create Changes Patch"
-Select "No" to the dialog box that comes up
-Select an UNMODIFIED scene.bin file and it should create a sceneA.PrC file (or named something similar, might be a .patch file. I don't remember)
-Do the same thing with sceneB.bin to create a sceneB.PrC file
-Copy your unmodified scene.bin file as sceneC.bin
-Open the sceneC.bin and "Apply Changes Patch" in whichever order. The second one applied will overwrite any changes made by the first patch so prioritize them accordingly.
-Save the sceneC.bin file and utilize it as you see fit.

That's the intended procedure. I'm not sure if it 100% works, tbh. It was an idea I had a while back that is at least partially implemented. You should audit the results to make sure it does what you intend it to be because I'm not certain it works 100%.

Raziel80

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #614 on: 2017-12-09 12:29:39 »
Hello. I have one question. Can you add to Proud Clod, option to open "Any file" in the files type, when the program offers to open the file? In the Wallmarket we have two options: 1) Open Kernel.bin file; 2) Open Any file; But in the Proud Clod we have only one option: open Scene.bin file. How about to add option to open "Any file" in the Proud Clod, like it was done in the Wallmarket?
« Last Edit: 2017-12-09 16:45:12 by Raziel80 »

azertyuiop2

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Re: [FF7] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #615 on: 2018-01-15 22:26:50 »
I know it's a bit late, but I just want to thank you again NFITC1; your advice was useful for merging different files as I wanted and as far as I have checked I have seen no bug in the game. Ha and the same thing has been successfully applied to the kernel files with the software WallMarket !
GG 8)

resinate

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #616 on: 2018-04-29 09:12:07 »
sry for the bump but how can i change the battle formations camera angles cuz when i even open window i get array index out of bounds error

heres the error log
https://pastebin.com/zssZ1s3J
« Last Edit: 2018-04-29 09:18:14 by resinate »

nfitc1

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #617 on: 2018-04-30 02:39:51 »
I've encountered this error on Windows 10, but don't remember it happening in Win 7. It's weird. I'll have to look at it when I get time. I'm not sure there's a work-around.

Bartz24Games

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #618 on: 2018-09-19 02:23:48 »
Hi, I've been trying to use this editor but anytime I change anything (at least all I've tried to change), and then switch to another enemy "set", the editor gives the error "An attempt was made to load a program with an incorrect format (Exception from HRESULT: 0x800700B)".

After that, and I go back to the edited enemy "set" or try to save the scene.bin, the program crashes with the error "System.ArgumentNullExpection: Buffer cannot be null."

I am on Windows 10 too if that has anything to do with it.
Also, the Wall Market editor worked fine for me, so I'm not missing powerpacks or anything.
« Last Edit: 2018-09-19 02:27:47 by Bartz24Games »

nfitc1

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #619 on: 2018-09-19 13:22:07 »
it might be that the zlib1.dll isn't in the directory with the PrC executable.

Bartz24Games

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #620 on: 2018-09-19 17:26:14 »
Hmm...I just put the zlib1.dll file in the same directory and the same errors occurred..weird.

Bartz24Games

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #621 on: 2018-09-22 02:26:23 »
So, I downloaded the Proud Clod editor off of ngplus that SegaChief provided.

And that PrC editor is working perfectly fine.  So I moved that zlib1.dll file over to the directory that has the program I downloaded off of here, and then that editor worked fine.

So I must have had a bad zlib1.dll file or something.

Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #622 on: 2019-07-12 18:03:17 »
Hello everyone, I'm Darkslayer and i want help in this program. I want a tutorial of how to change enemy locations ou swap the enemies(when is so boring) to have more fun playing. I want modify the enemy ability too, to have enemy skills variety locations.
Sorry of my bad english, i'm BR

Abashi76

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #623 on: 2019-10-25 22:54:22 »
Hello everyone, I'm Darkslayer and i want help in this program. I want a tutorial of how to change enemy locations ou swap the enemies(when is so boring) to have more fun playing. I want modify the enemy ability too, to have enemy skills variety locations.
Sorry of my bad english, i'm BR

I've been asking for help, but I still have trouble. My normal attacks miss, and I've been trying to fix it by updating Kernal.bin files for ages.

Chrysalis

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Re: [PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)
« Reply #624 on: 2019-12-04 16:14:48 »
I've encountered this error on Windows 10, but don't remember it happening in Win 7. It's weird. I'll have to look at it when I get time. I'm not sure there's a work-around.

Same here on windows 8.1, I assume a dependency library thats newer on newer versions of windows is causing the issue.  Will try on a Windows 7/XP VM.