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Messages - secondadvent

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General Discussion / Re: Final Fantasy XIII
« on: 2009-09-17 05:48:33 »
i don't have a problem keeping up with subs (read em almost as soon as they appear actually, i can keep up with the text set to fast in most games, even rapidly pressing the button to skip the text  :roll:), and i was raised in one such place, or rather most of the faculty at the school, especially those in charge of the school, had very little brainpower  :|. but then again, i was able to read since i was around three with at least a third grade reading level, so i shouldn't have a problem  :wink:

i do have the stupid pad problem though, and it sucks having a shaking problem as well, since i will try to slowly move in a straight line, and sort of wiggle away, causing me to fail  :-(. four separate buttons for a pad is win, a single webbed pad is fail  :-)

General Discussion / Re: Bring it on?
« on: 2009-09-17 05:40:58 »
you not going for 6 hits on comet2?

General Discussion / Re: Bring it on?
« on: 2009-09-17 05:20:22 »
yeah, i did a test with a kernel as well, but i made sure to put the changes onto a fresh kernel because i did not know what all i changed :-P. i also do the same with the scene, though i may just copy my current one and make changes to the copy while my main is taking a break until i find what i like  :wink:

and you are probably going to hate me, but cure has a power of 99, based on what the patched kernel says  :-o. i am assuming (since the names are not saved due to something with WM not saving the names to the patch) that you replaced wall with horology, since it is based off of the clock, a move that can have potential, though seems a little costly to me (not knowing how much the damage cap is)... sorry, just looking over your kernel and adding my two cents  :lol:

meh... some of my magic is probably extremely strong now (which is pretty good, since enemies get that boost as well), and are cheaper as well (though kotr is much weaker, it now costs 155MP, to suit it's new damage... i did this weird damage to MP cost thingy to determine my ratio  :roll:), so magic is much more powerful, and physical attacks, mainly weapons, are going to be nerfed in mine, i can up it for you to look at if you want.

General Discussion / Re: Bring it on?
« on: 2009-09-17 05:01:43 »
whats with the starting 3 megalixers? is it because they are not very common normally, or just to help you along the way, since there is little heal-all items? enemy away/lure is a nice little addition though, they take a while to obtain normally, and could help with farming/running through areas  :lol:

@nfitc1, whenever you decide to pop in again :-P

this is kinda off topic, but how much is known about the shop data and such, because i found what looks like all of the prices (assuming shops' items are in the field data, since i do not know anything about it, and am not seeing it here) for items/materia and such within the exe when looking for the item/magic menu data, and it is in a fairly easy to read way too, sans what i am assuming is more materia stuff (like the master materia sell multiplier). it is more than likely known, since it is essentially right out in the open, but i just wanted to know what was known  :-). and, from my count there are 32 (just a rough count in a quick pass through WM) items/magic total that can be used in the menu, so it could just be a chunk of data like that that needs to be found (like the stuff under the item menu names), though there is nothing that looks like the WM data, or even any bits of it, so it could be in a different format altogether  :|.

General Discussion / Re: Bring it on?
« on: 2009-09-17 04:43:59 »
is it just me, or does your game start cloud with omnislash instead of braver? that seems kinda weird to me :P.

General Discussion / Re: Bring it on?
« on: 2009-09-17 01:42:40 »
will do, i will send the ones i just made, which is using the one upped a few hours ago, keep an eye out for them.

General Discussion / Re: Bring it on?
« on: 2009-09-17 00:52:07 »
[off topic]
well... i hate to do it again, but there is still some problems with the patch creating thing in both PrC and WM, WM's will successfully patch, but choosing yes or no to the include text changes results in the same exact patch being made, that does not include text changes, and PrC creates the patch, but it still says it is not a valid PrC file, both are using the recently upped versions from today :|. [/off topic]

anyway, my enemies are alright now, it didn't take an extreme amount of effort to kill them, and it shouldn't, since they are the starting enemies, and no shops are available (though the enemies coming next will be allowed to be stronger, with three members and a shop/limitless ethers for gil in the train graveyard before heading to the next destination, but will still be somewhat reasonable  :wink:). if you want i can send you the WM file, though it will not have my name changes (renamed a good many to fit with the newer FF magic names, though i know one to probably be wrong since i never used the spell in VII  :lol:), and a ppf patch for the scene, which can be patched with a program i can send you as well, and all that would not be present would be the renamed magics/item descriptions.

I've identified and fixed the errors in creating and loading changes patches (until someone else breaks them)

i didnt break them... they broke themselves  8-)

and the new loading time of the scripts is VERY nice... i havent tried the maximizing yet, because i normally work with multiple opened PrC's anyway, to compare multiple AI at once, but it should also be very nice as well  :wink:

General Discussion / Re: Bring it on?
« on: 2009-09-15 22:49:55 »
i understood it since about the post before my last post, your big tutorial post makes it hard NOT to understand  :wink:.

i  know i can be hard to understand sometimes (maybe more than sometimes :-P), but i even confused myself with most of my above posts, but i do understand it all, just ignore my confusion now  :lol:.

well, i found a nice "normal" difficulty, which i was able to clear with no real problem, my original would be like the "very hard", so that means i have to find a good balance for the version i want to be making right now, the "hard" mode. i would send you the normal mode, but it is too easy, and i know you want them to put up a fight :-P.

General Discussion / Re: Bring it on?
« on: 2009-09-15 21:07:00 »
nope, that is a perfectly good explanation :-P. i sort of thought that is what you meant after the last post, but i am used to makeppf, which uses the unmodified as a base, and then compares that to a modded one, and if you do it the same as yours, it creates the reverse, a patch to make the modded become the original, so easy mistake for me to make  :-). anyway, it will be a bit, since i have to rebalance the enemies (not too too long to do that, but i also have to cook and such :P), and fix a minor bug in mono drives AI, and then it REALLY should be ready for you  :roll:.

General Discussion / Re: Bring it on?
« on: 2009-09-15 19:28:54 »
yeah... i will assume that i sent the files that would take a modified version of each and make it back into the original (if it was working for me :-P), so if you can find the problem with whatever is causing the files not to patch, then i will probably have to send the good files, comparing the modded to the unmodded, not the reverse  :lol:.

and also the fact that i forgot to update the scene data in the kernel with the one i sent you  :roll:

Huh? The changes file(s) should take unmodded data and make the modifications that you made...

i am talking about choosing which file is the base, and which one it is checked against (i.e. if you start with an unmodded file, choose the file to compare it to by clicking no, and choosing the modded file, it will be different from starting with a modded and comparing it to an unmodded, and comparing modded to unmodded is how it is supposed to be, the opposite of what i sent you :-)), all of this is confusing me, because i am not entirely with it today (three hours of sleep, with a horrid headache :|)... so i may not be thinking how i should be :-P.

meh... my enemies are a little overpowered for the start, unless you can keep ahold of a few ethers and maybe some potions -_-... i guess i will have to lower the cap i have set for stats for this area eventually :|

ok, well the test will have to wait, because after a through testing on my own, i can now say for sure that the current enemies are safer at levels around 20ish, because they start to balance out by that point and grow less each level, while with their high stat mods, it is dangerous at lower levels, which is where it is expected to be beaten at. i fought against my GS, after farming for ethers for about an hour (only managed to keep one max in my inventory before needing more mp), and having a few spare potions, i went up against him, only to run out of resources (sans PD's, which would not help since i came back with less than he could do to me) around half of his life... so yeah it needs to be lowered some. higher item drops would make it easier to stay alive, but with the enemies extremely strong, it would be better to just keep the item rates as is and lower the stats of the enemies :P.

General Discussion / Re: Bring it on?
« on: 2009-09-15 18:32:58 »
yeah... i will assume that i sent the files that would take a modified version of each and make it back into the original (if it was working for me :-P), so if you can find the problem with whatever is causing the files not to patch, then i will probably have to send the good files, comparing the modded to the unmodded, not the reverse  :lol:.

and also the fact that i forgot to update the scene data in the kernel with the one i sent you  :roll:

and a random question, the kernel is loaded every time you start up a save right? if so, then is the random list stored in the save file itself, because i am getting the exact same two battles in a row (with the same level enemies to boot), and even randomizing the kernel does not change the battles i get (the second battle is a back attack, so i know that getting the same back attack after four consecutive loads means it has to save something)?

General Discussion / Re: Bring it on?
« on: 2009-09-15 17:53:12 »
alright, hold on a sec, i have to fax something first (because my school doesnt believe in emailing scanned documents, and because of that this is my 5/6th time doing this >_>"), and it is kind of a good thing that i didn't send the older files anyway, because i balanced out mono drive some more, taking from their magic and adding to atk/def (they still do 80-100 damage with fire, due to it's upgraded nature, so the big group of three is still deadly, not to mention how long it takes to kill the grunts that comes with the larger groups)... i ran out of potions in my current save, so all i have is cure from the restore materia, so i am guessing that restore is pretty required now :-P.

and which order does it need to be done in, i am assuming take the original and compare it to the modded one? i am guessing that it is not saving correctly because the file size varies when doing it in reverse, though you'd expect it to be the same :|. keep an eye out, i should have the files sent here soon, though GS is still not fully optimized, but he works, and that is all that matters on your end :D.

and sent... it should be in you mail now :D. i just hope i did it in the right order >_>. meh.. i think i did it backwards... i started with an unmodified one and compared it to a modded one... but either way will not patch, and comparing the original to a modded one (in that order) seems to have a larger file created than doing it the other way -_-

General Discussion / Re: Bring it on?
« on: 2009-09-15 16:10:41 »
i cannot for the life of me get the patch thingy to work right... i have created multiple patches, none of which i can patch onto a fresh kernel file (haven't tested PrC's patch maker yet), getting this error:

Code: [Select]
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.Form1.ApplyChangesPatchWMToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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)

how exactly is it supposed to be used? do you load a fresh kernel/scene.bin and then load the changes from the modified one, or vice versa? you never really clarified on how it was meant to be used, you just said it could be done  :wink:

edit: PrC does the same thing, but before giving the error it even says that the file is not a valid PrC file, so i have no idea what is going wrong (even tested with making a single change, creating a patch right after, and applied without the invalid file message, but still got the main error). i just seem to be getting all kinds of errors, all the time, huh?  :|

General Discussion / Re: Bring it on?
« on: 2009-09-15 12:15:07 »
i'm almost ready, just have a little more tweaking to do (GS is a long fight if you run out of MP), i am thinking of making ethers more common from mono drives since 1/8 seems to be too low chance for only restoring 40 MP now (i would really like to find the menu data for the items so that the changes happen there as well :|), and with the higher MP cost, i think 1/4 would be more appropriate. still debating on having barret with fire materia, and giving cloud restore in place of ice, though activating the materia menu at the start would probably be better since you get a free restore materia anyway.

meh... it should be done here in an hour or so it will still take some time since GS's AI needs more optimizing... i have to start from a fresh kernel though because my current one is probably a little messy from testing stuff :D. i will send the files (created via WM and PrC  :wink:) for you to add, and would send a save but i am still trying to find a good level for the end of the reactor through normal fighting, so it may be best to play through yourself (though you don't have to record it all. if you record anything, i would prefer just a GS fight, though i'd rather just get input from you on how everything went  :-P).

i may also send a starting level of 25 kernel for you to play with as well, though restore materia is mandatory from my experience, because the enemies take more away than the 200 HP restoring potions give, but it would just be to show off the leveling system  8-). oh, and you could check hojo if you wanted for the stats, because you would not be able to see what the enemy stats would be at any given level without checking the AI and making a calculator to find the stats at a given level, so the only reason not to check would be for item drops, though i do have a pretty nice excel spreadsheet that shows the stats for all of my enemies  :evil:.

... i seriously need to stop typing so much  :-)

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-13 21:56:35 »
well, that is better than the way i was doing it (typing the string in raw format), so i think i will have a go at GS now  :-P. when i re-redid mono drive, i just waited on doing the text until last, and since the repointing is working nicely, it wasn't too hard to do, but adding FF sounds a bit easier to keep track of :-P

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-13 05:02:14 »
ok, not entirely sure if you meant for it to be done solely in the new raw format, or a mix of normal and hex (as i suspect), but as of right now only encoding in the new raw format will allow changes to be made, making it done in regular text no longer works.

FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-12 04:59:41 »
ok... i think it is definitely happy worthy  :-D.

and i did see that thread... as soon as you happened to show it to me  :roll:. anyway, i will have to play around with the new PrC/WM a good bit now :D.

EDIT: and i also found a bug that is preventing me from redoing Guard Scorpion's main, because i end up with something along the lines of this:

it ends up massively screwing up the messages for whatever reason, and if i do not modify the text at all, and add anything else to the AI, it ends up crapping out right after the "Locked on Target" message, so i am assuming they are connected. i haven't tried from a fresh scene.bin as of yet, i only tried my original redone GS AI, and my more recent one, so I will get back with the results.

and it does create the same error when changing the original GS's main AI, and here is an error i get when trying to return to the main after modifying and leaving/returning to it's main:

Code: [Select]
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at ProudClod.Form2.FF7BattleScript(Byte[] NameArray, UInt16& StartPlace)
   at ProudClod.Form2.AISectionList_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)
   at ProudClod.Form2.CharacterAINameList_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ListBox.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)

when it had the error disassembling, it says an error is at or before the byte after the end of the main AI, not sure what that means, since the AI is fine otherwise :/.

and i also checked some other AI sections of different enemies, and it seems to only affect those that have the 93 command in use, and the bug only occurs if something is changed, the code will compile fine beforehand, so any text that was in originally will disassemble correctly, but any change breaks it.

i also assume that you added in the auto jump repointing (since my jumps just happened to repoint to the correct location, and i was at a loss as to why until i remembered you saying about that at some point, though i didnt see it in the list of changes :roll:), and so far that is working wonderfully... i was feeling kinda lazy while "fixing" the MP's machine gun range issue (enemies do not seem to have long range attacks for back row ignoring), and what do you know the editor helped me out a bit  :lol:. this is off topic, but i was tired of the enemy range issue, since there were enemies designed to attack differently with back row enemies, also taking into account their own row (which was broken itself  :-P), and so i decided that since being in the back row halves damage, i just made the same attack (machine gun/beam gun as examples) with an unused index, and made it's power twice the normal, and only being able to be used on a back row (or the enemy is in the back row) target, essentially negating the halved damage  :wink:.

General Discussion / Re: Bring it on?
« on: 2009-09-12 04:28:29 »
hmm... i may have to take you up on this at some point :D.

as for now, i am still redoing the enemy stats, and as the stuff i am doing is mainly just to see how a good balance would go (not extremely hard yet), it wouldn't be that hard... i will put that part off until i find a good full-game balance :P. from what i have seen so far though, with my enemy AI overleveling is actually pretty dangerous if you don't get better equipment, testing at level 25 with just the thunder/thundara and cure/cura (with initial equipment) was pretty difficult through the reactor, but using ultimate equipment and having master magic/summon made things simple (though since i am allowing higher stats for every few areas for the monsters, the disk 3 enemies would still be very difficult with all of my rebalanced attacks/equipment, or so i hope.

EDIT: made all reactor one enemies with a shot elemental attack to essentially ignore back row for damage calculation (since enemies do not do that for whatever reason, even with the shoot element) by creating an identical attack with just double power, and making the AI check for either the target or self in the back row, and if it is, it will use the double strength attack, otherwise the normal version of it, making it so that no matter where you or the enemy are, the attacks will do full damage. the fact that only guard hound and mono drive (though it has souped up fire attacks) do not have ranged attacks now, means that even the back row is not really safe anymore (fighting a gruntx2 and sweeper battle at level 25 was actually boss worthy, due to the ranged attacks and lack of equipment, not to mention blind from smoke shot :-P), and is how i am assuming most of the reactor enemies were meant to be designed, based on their AI layout (shoot was supposed to be LR for enemies as well, but it didn't make it or is bugged).

after i make my changes to guard scorpion, as well as the menu item/magic power (though i have no idea of where to look :X), since it is separate from the kernel data, i think it will make a decent taste of what everything will be like (may not add in an exp/ap/gil equation for the enemies for now, though it will likely be added later, but the exp needed to level will also be boosted, and AP for learning altered as well, though that is later :-P), i still have to play the entire way through the reactor, and i think that a restore materia may be added to cloud in place of the ice materia, because cure costs 8 MP now (with boosted output), my 200 hp healing potions are likely better since you get a cure materia before GS, though you cannot use it until sector 7 :roll:. i hope you are willing to play through the first reactor, or at least my GS battle, though it wouldn't have the same effect as leveling your party yourself  :wink:.

Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-10 06:01:03 »
ah, so you did it like what i said, minus the textures themselves? guess it does make it pretty easy then  :lol:

Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-10 05:30:00 »
nice  :lol:. do you have them all already identified, or do you need some help finding some of them? some of the smaller textures are likely going to be a pain to be able to see though, depending on how the game renders the texture. if you want any help in just finding which file is which (i am not a good texturer  :oops:), i can help if you want/need me to.

help by do mass in-game texture searches i mean  :wink:. i bet there are plenty of enemy attacks that will be harder to identify right away, that are out of reach of materia, and i don't really have too much else to do right now (making an enemy leveling mod, to make the enemies level up with you, but that will take a while to complete anyway... and english class is easy but boring, and is the only class i have right now :roll:)

Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-10 05:22:43 »
what, did you do something along the lines of the external texture, but pointed everything to textures that just say the name of the tex file it is referenced from or something along those lines?

Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-10 04:58:17 »
i was surprised when i first saw it... i was wondering what was going on, because the normal texture wasn't there (and at the start i didn't see what it said, until i got this view of it), and then it hit me :-P. it's no biggie... pretty funny actually... i think i will keep it in for now  :lol:.

at least you know what the texture is now  :roll:. and i may be mistaken, but it seems like the big shot texture is used for one of the parts of the animation KotR uses, it seems to be full of other textures from everywhere else if it doesn't have it's own (i will see if i can get a screenie of what looks like big-shot... hafta get my trigger finger ready  8-))

hmm... maybe not then, big shot looks better, it may have it's own texture then or uses a part of the fire spells.

Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-10 04:49:34 »
here is a screenie (dont mind my massive amount of stuff on my task bar  :roll:):

Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-10 04:32:31 »
um... i know you were using pyrozen's external texture thing to find the unknown textures... and it seems that you forgot to take it out of beta 8, because KotR has a nice spiraling external texture effect at the start of the summon's animation  :roll:

changing the ffvii config made it so that the new driver doesn't see it (the ffvii default driver took control), so IIRC you have to re-merge the registry data supplied with aali's driver so that it takes control again.

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