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Releases / Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.2)
« on: 2018-09-11 18:53:08 »
You edited every encounter in the game?
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yeah i having that sort of issue even with no AI changes and only some magic swaps...
tried restoring orig files for those enemies/bosses but i seem to still have issues.... maybe i've messed something up in cactilio i guess though...
if (self.varDC == 0) {
self.varDC = 1
if (unknown(0x12) == 1) {
if (self.varDE == 0) {
target(200)
domoveid(2)
}
remove(0)
remove(1)
gilgamesh()
}
else {
target(200)
domoveid(3)
}
}
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.
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.