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Messages - Divatox

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51
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-09 14:05:17 »
Assuming this is for FF8. Why don't you try it? Make a copy of your 'template' enemy (doesn't matter if name, stats, etc. are left unchanged the important thing here is adding a new ID), give it a unique comxxx.dat ID, set it in a formation using cactilo (replace a boss one so you can trigger that particular fight for faster testing), then import it to the battle.fs using Deling tool. I haven't tried to add a new enemy to FF8 yet but I definitely plan to give it a go. Don't expect to be making unique models + animations though, we don't have a tool that can manipulate either of those; best you'll get is a palette-swap at the moment.

Once i tried but i forgot to put the enemy in the game, and he crash XD, but in the cactilo the new enemy didnt appear. I will try again thanks for the idea ^^
Oh the palette-swap, besides photoshop, what else i need to do? For exemple create a event like you did in FF7 to encounter the boss, step-by-step if possible, or not XD

52
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-08 19:08:54 »
Just a curiosity, this is really possible? Create a new enemy?

https://www.youtube.com/watch?v=jPI8BXZBdY0

53
Gameplay / Re: FF VIII How to MOD?
« on: 2017-11-05 17:38:08 »
Anyone has the encounter codes to the both insland heaven and hell?


I didn´t find it in here:
http://wiki.qhimm.com/view/FF8/Encounter_Codes

54
Gameplay / Re: FF VIII How to MOD?
« on: 2017-11-01 16:57:01 »
Well seems that Ai its still leaving some issues =/ some idea came.

It´s possible create new enemies? For example copy Abadon´s c0m103.dat renamed to c0m144.dat (a dummy) and change the enemy names, abilitys and AI (when works). I saw too inside Deling that you can save a photo from the enemy, maybe change the colors and import back to the new c0m144.dat?

----------
My mod its kinda simple, bosses boosted (stronger and with new attacks), and when you get in the 3 disk and access Ragnarok, in the 2 island Heaven and Hell you will encounter new hard enemies lvl 100 (Tiamat for example) and the created ones (if possible, im working on it, or better trying).

What im trying to do is something like monster arena from FFX to both 2 island, unfortunately you can´t choose witch monster will fight =/

Lunatic Pandora and Ultimecia´s Castle will be in the same way, new hard enemies on lvl 100.

What did you guys think? ^^

55
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-29 19:36:13 »
Well I think I may have found the root of the problem, it looks like if any if statement is > 255 bytes, the offset doesn't get patched correctly.
I'll see if I can find the old code somewhere to patch since the version I'm working on is a bit of a mess atm.

Edit: I've patched the issue and updated the link here

I'm not sure if it will fix the issue that is causing the problem but it does fix a very major issue - it completely screws the logic up but it doesn't show in the code because the decompiler ignores the offset.
To fix any file, you should be able to adjust the textbox to get the compile button and a compile + save should fix it.

Im using this one

56
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-29 19:35:24 »


Hm i just downloaded the ifrit again from the main topic

57
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-29 18:56:46 »
I guess so its: Ifrit011_AI_Beta

58
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-29 18:04:36 »
Forgetting about scan ( i will see that other time) i saw something strange, after Seifer second battle, when i change a simple thing about the AI, in the battle graffics some bugs moments occurs:


That´s only because i changed the target line from 201 to 204 and this kind thing started to happen, Abadon´s wings and tongue dessapears, and that´s black spots too. Thats also happens when i tried to change Edea AI, Seifer 3° Battle

Any help?

59
So i have a question, to see if i understand:

Encounter ID - 216
Enemy name - Abaddon (boss)
Battle Scene - Salt Flats

Change Abaddon for another enemy OR put more Abaddons just changing the Enemy Slot (1 to 8 its so much O_o )? And give the level 100 to them?

60
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-25 02:17:03 »
Here we go again, im past the last days trying to edit the SCAN magic to show all the HP from enemies after 99.999, but with no success =/

someone can give a little help?
-------------------------
And for some reason Fujin its using her SAI once at the party ( OK ) and once in her self O_o, how to fix it?

Quote
if (self.varDE != 0) {
    return
}
self.varDD += 1
if (self.varDD == 4) {
    if (self.varDF == 0) {
        self.varDF = 1
        target(201)
        domoveid(6)
        return
    }
}
if (gfstolen != 204) {
    if (self.hp < 5) {
        if (rand() % 4 == 0) {
            if (enemy.status == BLIND) {
                targetadv(0, 201, 0, 3)
                domoveid(5)
            }
            else {
                target(201)
                domoveid(6)
            }
        }
        else {
            target(201)
            choose(0, 0, 2)
        }
    }
    else {
        target(201)
        domoveid(0)
    }
}
else if (self.varDC == 0) {
    self.varDC = 1
    target(204)
    domoveid(4)
}
else if (enemy.status != 9) {
    if (rand() % 3 == 0) {
        target(204)
        domoveid(4)
    }
    else {
        target(204)
        domoveid(3)
    }
}
else {
    target(204)
    domoveid(3)
}

61
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-23 23:38:21 »
Oh i get it now, thanks  8)

62
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-23 21:00:25 »
Didnt work but i change the code line to:

 if (enemy.alive == 1)

and i dont know what i did, but its working XD

63
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-23 02:28:31 »
New issue, im trying to edit Norg boss, changing some magics to hit all party, like thunder summon and tornado:
Quote
if (self.varDE != 0) {
    return
}
if (self.varDD == 0) {
    self.varDD = 1
    target(200)
    domoveid( 8 )
    return
}
self.varDC += 1
if (rand() % 3 == 0) {
    return
}
else if (self.varDC == 1) {
    if (gfStolen != 204) {
        if (rand() % 3 != 0) {
            target(200)
            choose(1, 2, 253)
        }
        else {
            return
        }
    }
    else {
        target(204) <----------------- i changed from 201 to 204 (hit all pary)
        domoveid(4)
    }
}
else if (self.varDC == 2) {
    if (gfStolen != 204) {
        target(204)
        domoveid(10)
    }
    else {
        target(201)
        domoveid(4)
    }
}
else if (self.varDC == 3) {
    if (gfStolen != 204) {
        target(201)
        choose(5, 6, 253)
    }
    else {
        target(201)
        domoveid(4)
    }
}
else {
    self.varDC = 0
    target(201)
    domoveid(0)
}

and when i try to save this shows up :

[img width= height= alt=Sem-titulo.jpg" border="0]http://ap.imagensbrasil.org/images/2017/10/23/Sem-titulo.th.jpg[/img]

64
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-19 20:23:51 »
Hum its more complex that i thought XD
but thanks ^^

65
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-19 19:42:31 »
I get it and Cactilio works to edit magics too? I just want to make scan more clear and after hp 99,999 still show us the HP, not in ????

66
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-19 18:24:00 »
Quick question.

Its possible edit some place to only put a determined enemie? For example, Ultimecia´s Castle you will only encounter bosses Gerogero, Elvoret, Ifrit, Granaldo and his Raldos etc

or lunatc pandora or other place

67
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-16 00:53:36 »
never mind for some reason i putt my backup battle files in the data and now its working the "mod"  :mrgreen:

68
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-15 23:44:05 »
Hum....no if i change HP or some ability now the game dont load the chars in battle O_o
When i was testing everthing on glacial eye worked. even a glacial eye with HP=1000000

69
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-15 21:45:11 »
Nope only the HP =/ strange...
Biggs
--------------
Quote
INT AI

unknown19(1)
say(0)
self.varDC = 0
battle.var60 = 0
battle.var62 = 0
--------
TURN AI

if (unknown(0x0A, 02) == 4) {
    if (battle.var60 == 0) {
        unknown1B(1, 0)
        battle.var60 = 1
        battle.var60 = 1
    }
}
else if (self.hp < 5) {
    if (self.varDC == 0) {
        target(200)
        domoveid(5)
        target(89)
        domoveid(3)
        self.varDC = 1
    }
    else if (rand() % 3 == 0) {
        target(200)
        domoveid(3)
    }
    else {
        target(201)
        choose(1, 0, 0)
    }
}
else {
    target(201)
    choose(2, 0, 0)
}

Wedge
Quote
INT AI

unknown19(1)
target(200)
domoveid(3)

TURN AI

if (rand() % 3 == 0) {
    return
}
target(201)
choose(0, 0, 1)


70
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-15 19:54:21 »
New issue, i changed only a little the HP1 and HP2 by 5 on the first battle against Biggs.
When the battle starts no one show up, like all char dissapear and only the music plays.

71
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-15 04:26:05 »
I begun to edit/mod some bosses to rise the dificulty and i notice something:



What happens if i change those 3 parts?
party level
char level
level increment
------
And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack

72
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 21:47:59 »
Like how do i make a enemie start on level 100? Link in the 2 island, close to heaven and hell

73
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 20:27:13 »
It´s true i just tested its not 1-10 it´s 0-9 the command list
now it´s working ^^

Thank so much guys now i will start to make the changes. Last question, in the level to the enemie start always on lvl 100 i just put 100<>100 ?

74
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-14 19:06:49 »
Now he use vampire on it self XD (in the code that you send me =/)

Im trying now just he uses triple, i think its more simple so i did:

1-custom=2 / anim=13
2-magic=4(blizzard) / anim=11
3-magic=34(triple) / anim=11
5-custom=20 (vampire) / anim=14
-----------
INT AI

 target(200)
        domoveid(5)
-----------
TURN AI

if (self.hp <= 5) {
    if (self.varDC == 0) {
        self.varDC = 1
        target(200)
        domoveid(3)
        return
    }
}
else if (rand() % 3 == 0) {
    target(201)
    choose(1, 5, 5)
}
else {
      target(201)
      domoveid(2)
       if (self.status == TRIPLE) {
              target(201)
              domoveid(2)
              target(201)
              domoveid(2)
         }
        return
}
-----
But he still crashes the game doing vampire on it self

75
Gameplay / Re: FF VIII How to MOD?
« on: 2017-10-13 19:55:22 »
Ok lets go, i want to the enemie do:

start casting triple
cast haste, cure (cura or curaga), shell or protect with 50% HP

to resume, he cast support magics in him self when necessary. (like bosses) Right now the enemie use blizzard and reflect on my party XD

to cast a high level magic in the hole party is:

if (rand() % 3 == 0) {
    target(204)
    domoveid(2) <------- my question is, this move in from the list of abilities right?
    return

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