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Messages - Kefka

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76
So, I finally got around to buying the Steam version as well. First I thought I could just keep using the PSX version as it'll be essentially the same, but it seems that the steam version just offers so many more modding possibilities. My next step now is to import all my changes I already made to the PSX version to the steam version, and here I've got a couple questions:

1) It was said a couple pages back that text cannot be imported from hwf files from the PSX version, but that was with an older version of the tool when steam compatibility first came out. Is this still true, and does this only refer to dialogue (I hope), or does it also include the names and descriptions of items, spells, enemies etc?

2) Also a couple pages back, there was the rumor that the random encounter rate in the steam version is far lower than in the PSX version despite the encounter rates in the various fields being identical. Is this true? And if so, is there a way to remedy that? Because that would leave you seriously underleveled under normal circumstances, so I'd really prefer playing the game with the original encounter rate.

3) And last, about the saving instructions you posted earlier:

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Saving Instructions
You have to backup your files yourself. The program asks for the "FF9_Launcher.exe" file when opening the game, and then for a folder where you want to save your modded files. In any case, never choose the folder in which the selected "FF9_Launcher.exe" lies, either create a new folder either save it in a folder containing another "FF9_Launcher.exe".

The files created this way are intended to replace the files in the sub-folders of your "FINAL FANTASY IX" folder.

Here are the 2 safest possible choices :
1) Start by creating a backup of your "FINAL FANTASY IX" folder. When you use HW, only open the backup files and choose the non-backup "FINAL FANTASY IX" folder when you save (it's important that you keep that default name). As that's the game launched by Steam, you'll have your game directly modded.
2) Start by creating a backup of your "FINAL FANTASY IX" folder and use that backup for HW, but create a new folder somewhere else for the saving. To apply the mod, you need to replace manually the files in the "FINAL FANTASY IX" folder by the modded ones.

In any case, a 3rd backup is not a bad idea, unless you don't mind downloading the game again in case of problems.

So do I get this right, whenever I save my changes on an unmodded file, it'll change every file in this entire FFIX folder, and then I have to copy each one of them over the original ones in the different FFIX folder that I will be using to play?

Thanks for your answers, and thanks again for your awesome work so far, tirlititi!

77
thanx you ^^
Is work.

Is possible change stats regular items arms and all armor stats,  attack, defence,  evade,  magic defence, magic evade to steam and change formula effet ?
Thanx you verry much ...

The stats of all equipment can be edited in the Inventory panel, including the healing amount of Potions, the damage formulas used by weapons, and other stuff like elemental properties, status attacks, abilities learned from the equipment piece etc.

78
I had the same problem at first, for some reason White Chocobo never works when I try to open via 'Load FF7 exe'. But it always works fine by using this 'trick' from the first post:

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Known Issues

    Program sometimes crashes when File...Load FF7.exe is clicked. I don't know why, but if this is happening to you, just hit alt+L instead

79
Another thing I am considering: Is there a way to change the steal rates and to edit the AP required to learn skills and abilities?

The required AP for each ability can be edited in the stats panel, there should be a field called 'AP requirement' right next to each party member's ability list.

As for the steals, you can change the slots of each stealable item for each enemy, thus indirectly increasing/decreasing your success rate. I don't know if it's possible to modify the basic steal probability for each of the four slots, but maybe something can be done with MIPS code (if the code for the steal subroutine has been discovered yet, not sure).

80
Thx :)

What is the ID for Ho-Chu? The online calculator for Hex vs Decimal doesn't seem right.

Is 795 right for Ho-Chu?

This one seems to work:
http://www.rapidtables.com/convert/number/hex-to-decimal.htm

PS : Can Proud Clod change battle encounters on the world map or does that need a new yet to be made program?

Yep, 795 is the Ho-Chu battle that was (presumably) originally intended to be in the Ancient Forest, but didn't make it into the final game for whatever reason. Now you just have to find the various ancient forest fields in Makou Reactor, go to Tools -> Encounters, and add the Battle 795 into one of the free slots (and change the propabilities accordingly).

For your second question: the World Map encounters are also there in Proud Clod (the first 70 or so scenes contain enemies from the world map, and their respective battle formations), and you can change which enemies are present in which battle.

81
1: But the music scripts that i found all say either 0 or 1? How do i assign certain tracks?

In Makou Reactor, go to Tools -> Tutorials/Sounds, there you see a list of the Musics that are enabled for the current field. You can either change an existing one or click the green + to add an additional music entry, then assign it the track you want from the list on the right.

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3: What about making Contain Materia skill order : #1 Tornado and #3 Freeze instead?

That's easily done with Wall Market. Go to the Materia section and select the Green Materia you want to edit. The 6 fields called "Materia type modifier" do different things depending on what type of materia it is. For Green Materia, it contains the IDs of the magic spells that are learned, in that order. You can see all magic IDs in the Attack section right next to the list (called Attack ID), e.g. Cure is 0, Cure2 is 1, Cure3 is 2 and so on. You'll see that Freeze has ID 47 and Tornado is ID 49. Now select the Contain Materia in the Materia section and simply switch those numbers in the Materia Type Modifier fields.

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Where can i find enemy encounter number ids? There are only about ~250 in Proud Cloud and Hojo, and i see #300s.

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How do i find out Battle IDs? They are completely different in Proud Clod than Makou Reactor!

Wait, you're mixing up something here. The individual scenes are not the battle formations. Also, Hojo doesn't show any battle formations, only Proud Clod can do that. Each scene contains up to 3 different enemies and 4 possible formations, but each formation can only contain enemies from the current scene (so no more than 3 different enemies can be present in a battle, ever).

In Proud Clod, select a scene and go to Scene Data Management -> Animations/Formations. 4 entries will appear, the first 3 containing informations about the body animations executed by the enemies when performing certain attacks. Select the last entry called Formation. In the new window, you'll see lots of info that might be confusing at first,  including camera positions, the background used in the battle, and of course the enemies present in the battle. (You can add additional enemies to each battle via the bottom table, by entering the enemy's corresponding ID and coordinates on the battlefield. And you can preview your changes by clicking one of the preview buttons nex to the camera table.)

But anyway, the Battle IDs that you seek are the 4 boxes at the top of this window. The catch is that while Makou Reactor uses decimal numbers, those in Proud Clod are in Hex, so you have to convert them (either use a tool, or in your head if you're really good at math). For example, when a Battle ID in Makou Reactor is 380, you'll have to search in Proud Clod for the Battle ID 017C, as that's 380 in Hex.


82
Where is the Wall Market Materia shop? I couldn't find it in game.

It's the guy that requests you to get him a drink from the vending machine from the Inn in exchange for a tiara. If you talk to him again later he should offer to sell some Materia (nothing special though).

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What about changing where certain battles are encountered, and how rare certain enemy encounters are? Also, what about my request for Mideel?

The encounters can be modified with Makou Reactor. Open the flevel file and choose a field where you want to change encounters or encounter rates. Then go to Tools -> Encounters. You'll see a list of Battles that are possible for this field, each time a random encounter occurs, one of the battles in this list is chosen at random. You can change both the encounters themselves and the propability for each encounter (note that the sum of all propabilities cannot exceed 64 for each block of 5 battles).

The encounter IDs are the same that you can view in Proud Clod, so if you want to know which enemies are in a certain formation, look at the corresponding enemy formation in Proud Clod. The only catch is that Makou Reactor displays the Battle IDs in decimal, while Proud Clod displays them in Hex, so you should keep that in mind. Most Hex editors should allow you to display decimal numbers as hex numbers and vice verca. Anyway, once you found the enemy formation that you want in Proud Clod, enter that formation's Battle ID in the field you want via Makou Reactor.

About your request for skipping the destruction of Mideel... well, this would require some MAJOR changes not just to field scripts but also to the world map script (preventing the change from regular Mideel to destroyed Mideel on the overworld). Also, as NFITC1 already stated, hardly anything is known about the workings of the world map as of now. Unless someone is already working on something similar, I'm afraid a change like this is not gonna happen anytime soon.

83
I see, too bad that neither Proud Clod nor Wall Market seem to be working for you, as these 2 are really among the best editors for FF7. I guess you could ask NFITC1 for help. Since he is the creator of both Proud Clod and Wall Market, maybe he can help you find out what the problem is.

For enemy stats, you can use Hojo instead, and learning how to use Makou Reactor is very time-consuming at first.

84
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I found it. The program doesn't seem to be working for me. It doesn't load anything besides these bazarre symbols and "Cure 3" and "Bolt 3". What are the system requirements?

That's actually normal, the first couple scenes contain only dummy enemies which aren't used in the final game, just ignore them.

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I figure out how to make it work, but i get errors. Why do i have to change enemy stats for every formation? Same goes for enemy attacks. I should be able to do it by only changing it once.

That's because most enemies exist multiple times in the game's data, and they are used in different battles respectively. You really need to apply any change you make to all copies of the respective enemy, unless you want the stats of a certain enemy to differ between different battle formations.

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Also, when does it save? Am i damaging my game by doing this? I don't know how to save. Does it actually change my game the moment i click on something? EDIT : Oh, its "apply changes patch" right?

To save changes, you need to go to File -> Create SCENE.BIN to overwrite your current scene.bin file, or you could select 'create changes patch' to create a patch file containing the changes you made. This patch file can then be applied onto a different scene.bin file to automatically apply all those changes. I'd always keep a backup copy of my original scene.bin just in case.

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What other programs are there to edit enemy states and ability stats?

Hojo can also edit enemy stats, but enemy attacks can only be edited with Proud Clod.

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I'll try Hojo. I can't get Wall Market from this site because my computer refuses to download from the URL and the Microsoft programs don't respond on my computer. Is there another version of Wall Market? I need it. Edit : I tried Wall Market and it doesn't work on my computer, Windows say "program stopped working".

Hmm, that's too bad that Wall Market doesn't seem to work, as that's exactly the one that can edit all items, magic spells, materia, weapons, armor etc. What error message do you get? Does it tell you that you're missing a specific .dll?

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Makou Reactor work, but i don't know how to use it. How do you change what items you get from the Chocobo races (Megalixer > Elixer)?

Understanding Makou reactor can be quite complicated at first. First off, you need to locate the correct field, which is 'crcin_1' in this case (field ID 511).
In the middle column you see a list of all elements that are active in the current field, including field models, lightning animaions and such. The list usually starts with a Main Directory, followed by models for Cloud, Tifa, Cid, and others. By clicking on one of these entries, you can see all field scripts that are executed from this entry under certain conditions.
Next you need to find the script that hands out the rewards after winning a chocobo race. In this case, it is script 4 in Cloud's entry. By clicking on 'Expand the tree' you can see all sections of this rather long script.
It contains a variety of 'If' conditions to determine the item and GP amount of your prize. Now chose an entry with an item that you want to change, and double-click on the line that says 'Add 1 item(s) No. to the inventory'. Then you can change the item and the quantity that you get by selecting a new item ID. It's easier if you have a list of item IDs available so that you know which ID corresponds to your item of choice.
Also, you'll need to change the dialogue text of the received item by going to Tools -> Texts, and find the text box that belongs to your changes item, and change the text accordingly.

85
I found this:
C:\Users\John\Documents\Square Enix\FINAL FANTASY VII Steam
but the game isn't there

what file would i load with the editor anyway?

also, where are all the other ones? can you link me?

OK, inside the Steam folder the path should be like this (at least with me it's like this):

Steamapps/common/Final Fantasy VII/data

The files you need are in the various subfolders of the data folder:

The gflevel.lgp is inside the field folder (needed for Makou Reactor)

The kernel.bin (needed for WallMarket) and the scene.bin (needed for Proud Clod and Hojo) are both inside the language folder (it's lang-de in my case, as I'm playing the German version, but it may be different for you) inside the kernel and battle subfolders, respectively.

With Proud Clod, you should open the scene.bin file.

The other editors are all found in their respective threads here in the tools section of the forum, the download link is always in the first post of each thread (make sure you use the most recent version of each).


86
Proud Clod should be able to edit enemy stats too, but it has been reported to be unpredictably buggy when doing so. Hojo is an older program that has a few things mislabeled.

Yep, I've encountered that a few times, the allowed statuses seem to get reset every now and then when you just move between the three enemies in the Enemy Stats panel in Proud Clod, that's why I've suggested Hojo instead. Seems a bit saver to me.

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Where is the game installed? For some reason my computer's search engine doesn't work.

Sorry, but there's no way for us to know where you installed the game on your computer. Like NFITC1 said, the Steam version and the PC version use different paths by default, for example my PC version always installs itself to:
c:/Windows/Program Files/Squaresoft/Eidos

I don't remember where my Steam Version was because I've saved it in a directory of my choice after spending some time looking for it the first time. Seems strange that your search function doesn't work, did you make sure you had it search all of your hard drives?

87
Greetings and welcome to the forum, Abashi76!

I'll try to help as best as I can to get you started. First off, stuff like adding a new playable party member or changing the game's story (not destroying Mideel) are major overhauls that cannot be done by any editors currently released. Even for people with expert programming skills these things would propably be a huge load of work, and I doubt something like this is even possible at all...

But the good news is, pretty much all of the stuff involving magic, items, equipment, materia and enemies can be edited pretty easily with various tools which can be found here at this site in the 'Tools' section. No programming skills are required for any of these except maybe ProudClod's enemy AI editing section. Here's a short overview of the most useful editors and which files they work with:

Wall Market: Open the game's kernel.bin file. It can edit the names and properties of every item, magic, materia, equipment, as well as the starting stats and stat growth curves (HP, MP, EXP, strength etc.) of every character. Tifa's and Vincent's Limit Break attacks are also included here, but the remaining ones aren't in the kernel but in the exe file, you'll need a different editor for that (see below).

Hojo: Open the game's scene.bin file. It can edit the names and basic properties of all enemies, including HP, MP, strength, magic, elemental resistances/weaknesses, status immunities, rewards (EXP, AP, gil, items to steal and drop).

Proud Clod: Open the game's scene.bin file. Also an enemy editor like Hojo, however this focuses more on enemy attacks and formations. It can edit enemy formations (which or how many enemies are faced in certain battles), enemy attack properties, and enemy AI (this one requires a bit of learning, can be difficult at first).

Makou Reactor: Open the game's flevel file. It can edit... a whole lot! Well, actually it allows you to edit everything relating to the game's fields, e.g. where certain items are found (including rewards for chocobo races, Fort Condor victories, other Gold Saucer games, Bone village digging treasures etc.), enemy encounter frequency (and also which enemy formations can be encountered in each field), and also events (e.g. you could theoretically add new NPCs, items, fixed battles, or dialogue to certain fields. However, this one also requires quite a bit of learning). Furthermore, it allows you to edit ALL dialogues throughout the game.

Libre: Open the game's exe file. It allows you to edit Limit Breaks (although the editor seems to be a bit buggy?)

White Chocobo: open the game's exe file. It allows you to edit the shop prices of all items and materia, as well as which shops sell what items/materia.

Black Chocobo: a savegame editor.

Kimera: a model editor, but I have little experience with this so far. I guess graphics stuff isn't my thing.

There are also some other editors which do stuff similar to some of the above, e.g. Loveless and Touph Script are dialogue editors, and Meteor is a field editor, but both of these aspects are already covered by Makou Reactor.

And remember: always keep a backup copy or two of your original files before you start to edit, just in case. (God knows I've screwed up a lot at first when I started to learn writing enemy AIs or add new things to fields with Makou Reactor.)

88
Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.

The kernel.bin is inside the main.fs file, you need Deling to extract it from there. After making your changes with Doomtrain, use Deling again to insert the kernel.bin back into main.fs.

89
General Discussion / Re: FFX modding scene dead ?
« on: 2017-05-21 18:39:38 »
I would also like to be able to mod the gameplay aspects of FFX, mainly stat growth, abilities, enemies, treasures etc. A reasonable increase in difficulty would also be welcome, as despite being balanced overall, FFX is just like the PSX-FFs in that it's simply too easy.

90
Thanks for the quick reply, it starts to make more sense now. So "GetRandom & 3" is basically like "GetRandom & 1" and "GetRandom & 2" in succession, resulting in 75% chance total (two 50% chances).

And for example, "GetRandom & 7" would then be like "GetRandom & 1" plus "GetRandom & 2" plus "GetRandom & 4", resulting in 3 x 50% chances = 87,5% final chance, right?

I'm gonna read that wikipedia page thoroughly sometime, I guess it'll be really helpful to non-programmers like me.

91
Tirlititi, another question regarding enemy AI, mainly about certain symbols used: what exactly is the difference between:

"if ( GetRandom % 2 ) {"     and     "if ( GetRandom & 2 ) {"

I've always assumed they're pretty much the same ( a 1 in 2 chance), or how does the difference between the "%" and the "&" affect propability? Like for example in the Tantarian ATB function, it contains a switch that goes like this:

            switch 2 ( GetRandom % 4 ) from 0 {
            case +0:
                set #( SV_Target = RandomInTeam(SV_PlayerTeam) )
                Attack( Edge )
                break
            case +1:
                set #( SV_Target = RandomInTeam(SV_PlayerTeam) )
                Attack( Doom )
                break
            default:
                set #( SV_Target = SV_PlayerTeam )
                Attack( Paper Storm )
                break

Now the Random Number selected is a 1:4 chance, however the switch only has 2 possibilites (0 and 1), so half of the time the default attack is used instead of the switch (meaning that Tantarian has a 25% chance of using Edge, a 25% chance of using Doom, and a 50% chance of using Paperstorm, right?). Now If I were to increase the GetRandom to % 5 or % 10 or such, it would increase the chances for selecting Paperstorm and lower the chances for the other two attacks, correct? Just to make sure I'm reading things correctly.

And the other question: some enemies (Trance Kuja in this case) use HP-related conditions like this:

    if ( ( FirstOf(SV_FunctionEnemy[HP]) - 10000 ) < ( ( FirstOf(SV_FunctionEnemy[MAX_HP]) - 10000 ) >> 1 ) ) {

I'm unsure of how to read this, what's the meaning of the ">>1" at the end? All I can say from observation is that Trance-Kuja never counterattacks when his HP are near max, but does so quite frequently when his HP drop below a certain point (about half his max HP, roughly).

92
Yay, I've just tried it out and it works like a charm! Thanks a ton! Now it's finally possible to make the Zorn and Thorn battle more challenging. After a bit of testing I can say that when you need 3 hits on a clown it's still possible to knock them out of the charged state, but you need to be real quick, and they will get off their attacks quite frequently now.

93
@Tirlitit: on the topic of Enemy AI editing: this may seem like a dumb question, but is there a way to make it so that Zorn and Thorn don't immediately lose their charged magic after every single attack? I'm looking for ways to make this battle at least a little bit harder, but simply boosting the power of their spells won't really be sufficient considering that it's so easy to prevent them from using them in the first place. I was thinking of maybe making it so that you'd need 2-3 attacks on a charged clown to cancel their spell instead of just one. But my efforts so far didn't really accomplish anything. Thanks in advance for any help.

94
General Discussion / Re: Need help. New to modding.
« on: 2017-01-28 06:22:44 »
I've definetely got 1.5.0. Is anything out of place in this screenshot? Also I don't know what it means by 'Next Arenas' I just copied that from the Gongaga fight but maybe that has relevance?
https://gyazo.com/1d75db4b5486fb97c802b4a8c03d7fe2

Hello and welcome to the forums. The "Next Arena" data is only important for the battle square in the Gold Saucer, the game randomly chooses the next battle formation that you fight from one of those 4 that are listed there. But I'm unsure about your error message, the new formations that I've been creating worked so far.

95

I'm not going to say "no", but I'll say "I don't think so".
I have a much better understanding on how these animation indexes work than when I made that first post, but It boils down to memory leaks. The animation methods are all in a single line in memory and if a player magic goes beyond what its maximum value should be it starts at the beginning of the next list and continues going. You can't go "backward" through the list as these values are unsigned. Sometimes these will use the same animation methods. Enemy attacks sometimes share an animation with a particular item (happens all the time with items). Ethers might have an equivalent, but Hero Drinks might not. I can look it all up tomorrow when I get it in front of me.

EDIT:
No. There is no way to make an enemy perform the effect for Hero Drink without some EXE editing.

Too bad, but thanks anyway for looking. I think I MIGHT have found a way to still imitate a Hero-Drink-looking effect by editing the kernel: The 2 spells between Shield and Choco/Mog are unused, so I thought about using one of them to create a custom spell with 0 MP cost and give it the effect of a Hero Drink and the animation of Big Guard (this should be possible, since Big Guard comes in a later set of spells). Then I just add this new "spell" to an enemy's attack list, and since no materia is using that spell, it'll be like an enemy-exclusive ability, sort of. I hope this explanation wasn't too confusing. I'm gonna test that tomorrow.

Edit: It worked! It's possible to create a player spell in WallMarket with the properties and animation of Hero Drink and let an enemy use that.

However, now I've got a different question about enemy AI: is it possible to have a magical counter-attack script NOT trigger when hit by a specific spell? Because I wanted to let enemy A cast Wall on all enemies, but this triggers enemy B's magical counter script, making him attack enemy A after receiving Wall, which looks kinda stupid. I've looked through various enemy AIs, and I know that it's possible to have counter scripts trigger when certain specific spells are used (example: Ruby Weapon counters with Ultima when hit with Knights of the Round, but counters with tentacle strikes against all other attacks). My question: does a code for the opposite exist as well? I mean, a magical counter script that triggers against all spells EXCEPT a certain specific one (in my case Wall)? In short, enemy B shall still use his counter attack against spells from the player, but not against his buddy when he gets Wall from him.

96
I've got a question regarding attack animation IDs. Is it possible to make an enemy use items in battle? Or at least create an enemy-exclusive attack using an item animation ID? Because I thought it would be fun to have certain human-like enemies (the Turks) use items like Ethers, Hero Drinks and such. First off, I've read the various threads about it that I could find:

http://forums.qhimm.com/index.php?topic=8195.0

http://forums.qhimm.com/index.php?topic=9277.0

http://forums.qhimm.com/index.php?topic=11534.0

They were very informative, but they were usually aiming at giving enemy-exclusive attack animations to player-attacks, and I'm kinda trying to do the opposite. I'm unsure how to go about it since the above threads didn't cover item animations. Is it even possible at all?

97
And I found that 254 is the exact average of party members levels. Also, it's always this exact value

Ah, this is good to know, thanks. It always bugged me when I was looking for a certain enemy and needed it at a high level for draw/steal purposes, and then it's level was too low because it was 20% below my average.

98
This doesnt appear to allow you to edit the level scaling formulae...(like how deep sea research center adds +15 to the level of enemies) :(

Well, you can't edit the formulae themselves, but you can choose which level scaling formula to apply in which battle:

values from 1-100 are fixed levels
values from 101-200 are the max levels (used by most storyline bosses)
values above 200 are those that get a certain number of levels added to the calculated average level (monsters in the Deep Sea Research center have a value of 215 here)
There seem to be some special values too, like 252 being random levels from 1 to 100 (used by random encounters in Ultimecia Castle)

See also mine and JeMaCheHi's posts above.

@JeMaCheHi:

I was playing around with adding additional enemies to some encounters, but sometimes it is rather difficult to judge where you have to place an enemy without it being partly off-screen or overlapping with other enemies. So I was wondering if it's possible to add a battle view preview like ProudClod has for FF7. This would make editing monster formations way easier.

99
I did some testing and noticed something odd. Jenova-Birth's attacks are not flagged as short range in proud clod, but they are short range in game...characters in the back row will take half damage from it's laser attacks.

This is acutally a bug concerning ALL enemy attacks except magic spells. Apparently, all physical attacks from enemies are always treated as short range regardless of whether or not they have the 'long range' flag checked. There was once a thread about this bug here:

http://forums.qhimm.com/index.php?topic=14998.msg210596#msg210596

100
Thanks for the replies, guys. Wow, that's a really long list of bugs, didn't know there were that many. Took me a while to read through all that, lol. Yeah, the Enemy Skill issue is already on the list, I sure hope there's a way to fix that somehow.

@NFTC1:
Which file is the function you mentioned in? Is it in the .exe?

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