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[FFX] Skill editor - Ronso (v0.3.1.0)

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nfitc1:

--- Quote from: gledson999 on 2015-08-07 00:14:55 ---congratulation for this nice tool, could you add weapon effect, ID, model and attributes too ;)

--- End quote ---

IIRC, model is determined (other than unique weapons like ultimates and Brotherhood) by a hierarchical combinations of attributes on the weapon.

Maki:

--- Quote from: Husbjörn on 2015-08-06 21:19:48 ---(...)that it scans all readable process memory for patterns that seem to be at a static offset to the skill / string data and works from there. If it is started and these patterns are not where they are supposed to in reference to the stored address, it will attempt to rescan the memory for them.

--- End quote ---

That's a really smart one! Good job! Scanning for pattern and finding addresses dynamically) is going to work in most cases on different versions and emulators (There are some less popular emulator there, but pcsx2 is the best one ATM). :)

Husbjörn:
Thanks :)


--- Quote from: NFITC1 on 2015-08-07 13:47:27 ---
--- Quote from: gledson999 on 2015-08-07 00:14:55 ---...could you add weapon effect, ID, model and attributes too ;)

--- End quote ---
IIRC, model is determined (other than unique weapons like ultimates and Brotherhood) by a hierarchical combinations of attributes on the weapon.

--- End quote ---
The actual base model isn't determined like this (or well it is upon creation / adding more attributes in-game but it doesn't repeatedly fetch its model like this; once the weapon is created this data is stored along with it and can be changed).


Weapon models for other characters can be equipped. For obvious reasons they may look wrong when held by another character than they were intended for though.


Here's another one... the model ID of the weapon also seems to determine what hit animation is played upon using it.


This is a Flame Sword with the Pupu model. The flames effect of the sword is applied but the model remains the same.


A buster sword model exists, but it seems to be in an unfinished state. It has no attachment points so it doesn't display any effects if coupled with an elemental strike ability (visiby at least) and the game gets stuck in an infinite loop if attacking with it, perhaps due to there being no associated on-hit animation. Using skills / items with it equipped works however.

This data is even stored in the save file when saving the game and can be changed by fuzzymillipede's FFXED.
The model "effect" is determined by whether it has any of the elemental strike atttributes like NFITC1 suggested however and I haven't been able to find anywhere to change this. What probably happens is that the attributes are checked when loading a battle and the respective effect is loaded. I was thinking that you could maybe detect this battle transition and change an attribute to whatever gives you the desired effect and then change it back as soon as the controllable part of the battle begins, but it seems that all weapon attributes are copied somewhere else when loading the battle so changing the attributes associated with an equipped weapon upon loading will for example make it have Fire Strike for the entire duration of the current battle. Another problem occurs if you were to switch weapons in battle.



--- Quote from: MaKiPL on 2015-08-07 15:31:41 ---That's a really smart one! Good job! Scanning for pattern and finding addresses dynamically) is going to work in most cases on different versions and emulators (There are some less popular emulator there, but pcsx2 is the best one ATM). :)

--- End quote ---
Haha thanks, I thought it would be pretty much the standard to do it like that. As you say, it makes sense to assume data is relative to each other in different versions of the same game unless it has undergone serious editing and / or your patterns happen to be part of what is indeed altered.
Just out of interest, could you name these less popular emulators?
The two I've found are PS2EMU, which flat out refuses to start for me (granted I didn't bother mucking around very much with it so it probably can be gotten to work) and NeutrinoSX2 that even advertises itself as being "a work in progress that currently can't run any commercial games".

eXistenZe:
n00b question: if this is a memory editor, won't changes revert on save load?

gledson999:

--- Quote ---The actual base model isn't determined like this (or well it is upon creation / adding more attributes in-game but it doesn't repeatedly fetch its model like this; once the weapon is created this data is stored along with it and can be changed).
--- End quote ---

so, each weapon model has the appearance for each name, like

Caladboung = has configured to create model id 0x07 inside the weapon model (data, vertex, meshes)? this is it?

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