Final Fantasy 9 > FF9 Tools
[PSX/PC] General editor - Hades Workshop (0.50b)
HopefulTarnished:
Thank you! I can't believe I didn't see that panel before omg...
Yes! Sorry about the edit. I've modified the post to include the original question. I deleted it before because I didn't realise anyone had replied, I figured out my own workaround, and didn't want to waste anyone's time with an unnecessary question. I'll leave all future posts as they are!
Thanks for the reply, that's amazing! That variable panel is SO helpful for keeping track.
I'd really like to know also is there a way to modify the item drop rate chances (256/256, 96/256, etc)?
And with character-specific trance styles (like Steiner getting 300% damage, Zidane having access to Dyne, or Dbl Wht), are they hardcoded into the character id's (0 for zidane etc), or are they controlled some other way?
bumble_treez:
Holy wow this is a huge thread and its astonishing how active you are! Thanks for your commitment to one of my favorite games ever!
Im just dipping my toes into this whole scene and into coding in general so excuse any misunderstandings I may have here. Ive looked around at the information available here but didnt see what i was looking for.
Im trying to find a way to implement an alternative stat system. Something where you get to choose which stat bonuses you get over time for each character and perhaps respec later in the game.
My initial idea was to have this be some sort of pop up window triggered on level up but that seemed a little crazy to implement. I also thought it may be impossible if it wasnt just insanely hard.
So my next best idea was to just have a Stats option at every Moogle that let you interact with your stats. For all i know this could be even more difficult to implement, though, so your advice is welcome.
My main question is about how to interact with the character stats in general. Can i just give a permanent stat bonus to a character via a menu? Could a key item give a stat boost to a character? ive got a couple of ways i think it could work but im utterly lost at how to get started.
I also want this system to not be affected by the level at which the character enters the party, so i imagine i will have to find a way to deal with that, too. i expect that i will need to calculate how many points are expected to be available to a character based on their current level and then compare that to the amount of allocated stats for that character. Then, if there is a difference between those numbers, you are awarded the difference. Can this just be done with code or will i have to get creative with something like dummy items in the inventory?
charlie_38:
Hi Tirlititi,
I've detected a couple of bugs in this HW version that maybe you want to have a look (if they have already been spotted in this topic, sorry!).
-If you want to change spells for Sword Magic (Steiner) in "Party / Special", the corresponding "MagicSwordSets.csv" file is exported correctly. However, if you save and close your HW project, when you reopen it these changes are not saved, and Sword Magic appears with default spells.
This is not something very annoying since you can export it once and it will work for your mod.
-This other one is a bit hard to explain, I'll try! If you want to add a new dialog text for a localization, for example "Environment / Texts / Fossil Roo", it will be created at the bottom of the list, in my case "PRUEBA ESPAÑOL":
https://drive.google.com/file/d/1KULPIAfKlQNecY2XB-cl_rRUYA8XVqiD/view?usp=drive_link
If you save and close your HW project and you reopen it, this new text is still at the bottom of the list but its "preview" (the text in the language you have set in HW preferences) is gone. Instead, you will find the "preview" of your new text replacing the "preview" of the first original game's text in the list which had an empty "preview". So, in my example, you can see that the preview text "PRUEBA ESPAÑOL" has replaced the text that goes after "Stilzkin─En Cleyra he pasado las de Caín...":
https://drive.google.com/file/d/1C704jDKsxRWa6aYBoBqfwVYII-4xJvob/view?usp=drive_link
However, when you open the last text of the list, which has no "preview" now, is indeed your new text with the content you set for each language:
https://drive.google.com/file/d/1B8AVwQvtP_uaeIziu7M2xwC0aer-jKHJ/view?usp=drive_link
This issue can be fixed if you delete the "preview" which is replacing the original game's text and then rewrite it for your new text. Next new texts you add won't have this bug.
I've also noticed that adding texts can cause HW project to crash when you want to reopen it. Apparently you can rename your project and it will normally reopen.
Regards!
Tirlititi:
Hello Charlie_38,
Indeed, the HWS files sometimes bug right now. It is quite irritating because it's the first version of HW that has bugs concerning the save format in a long time and it can (and unfortunatly did) make people lose their mod or parts of it.
So I advise to always save your HWS as a new file everytime you save, instead of overwriting them.
Sometimes, a HWS that usually crashes on load can be opened without crash randomly. That's not the renaming that solved it but something random that I have yet to understand. It may be that a part of your changes were lost in the process as well.
An example of what was reported to be randomly lost is the field script modifications, but only in japanese.
I made a couple of changes in my own mod without noticeable problem myself (even though it's a big mod), but maybe i missed them or maybe the bugs really appear when adding new entries as you saw with texts... In any case, we should be careful.
I saw that the "Party -> Special" panel makes the HWS very unstable indeed. Your details about the bug in the texts may help me to find the issue.
I'll try to update the tool to fix these bugs and catch up with a couple of Memoria features, but somehow it's always delayed.
Sorry about that.
charlie_38:
Hi Tirlititi,
Thanks for your quick response. I will then follow your advise to save as a new file everytime I save.
I've tried to reopen a project and yes, it indeed crashes randomly even after renaming it.
My situation now is that I finished modding disk 1 and 2, but that HW project went somehow bugged and crashed so I couldn't reopen it anymore. I started a new project to mod abilities (spells, SA, commands, stats...), and my idea is to redo now disk 1 and 2 (and then continue with 3 and 4) in this new project. I've not been saving in different files in this new one, so... Althought it hasn't crashed or bugged yet, do you still advise me to start over and be careful with saves so that it doesn't crash in the future?
I'm glad that my explanation concerning the texts bug can help you. Should you require a little more detail about it, just let me know.
Regards!
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