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Messages - rassellek

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1
I'm running into an "Unknown exception error" that occurs at the start of battle. The battle screen loads in, the camera pans around the battlefield and settles on to the characters, then when the ATB bars should start filling, the game crashes. I have completely uninstalled the game, installed a clean vanilla version, and the game runs normally. I installed Roses and Wine, game functions normally. When I add the "lang-en" folder from the Ragnarok standard mode, the game functions normally. But when I add the Ragnarok_mod.txt file, the game crashes at the start of battle. I have also installed a bunch of other Tonberry compatible mods and all seem to be functioning normally. It's only when I add the Ragnarok mod file that the game crashes.

I've rebooted my PC, reinstalled the game, reinstalled all mods, downloaded a fresh copy of the Ragnarok mod, run the game as administrator, run the game in compatibility mode with Win7 as administrator, reinstalled all Microsoft Visual C++ redistributables from 2008-2022, ensured I'm using the latest driver for my GPU (RTX 3070), uninstalled Microsoft One Drive, and removed the mod to make it to a later battle in the game, then added the mod back and it still crashed. I'm at a total loss as to what to even attempt next.

Description
Faulting Application Path:   C:\Games\steamapps\common\FINAL FANTASY VIII\FF8_EN.exe

Problem signature
Problem Event Name:   BEX
Application Name:   FF8_EN.exe
Application Version:   1.0.0.0
Application Timestamp:   38ee7395
Fault Module Name:   FF8_EN.exe
Fault Module Version:   1.0.0.0
Fault Module Timestamp:   38ee7395
Exception Offset:   00776921
Exception Code:   c0000005
Exception Data:   00000008
OS Version:   10.0.19045.2.0.0.768.101
Locale ID:   1033
Additional Information 1:   8e0c
Additional Information 2:   8e0cbb031b705f73124165af984eb9bc
Additional Information 3:   4546
Additional Information 4:   4546e4b6f9abfac94c7f988eabde7704

Extra information about the problem
Bucket ID:   77b6dd514d7885a2e74e97f776a89e21 (1679446800159252001)


Hello! I have the same problem. I deleted the line from Ragnarok_mod.txt:
#ATB Wait behavior rewritten (redirection to code cave)
A9450 = E9 CC D4 6C 00 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
This helped solve the problem. I'm not sure what it affects, but the game doesn't crash anymore. THY!

2
Hello, Tirlititi!

I use custom AbilityFeatures.txt (>SA global) to change the magic properties of a character with a certain items.

Example:
Permanent
Code: (Condition) [Select]
Weapon ID == 64
Code: (Magic) [Select]
Magic + 6 .

However, this, unlike MaxHP/MaxMP, changes the magic forever. That is, if you remove / put on an item, the magic reaches 99. Is this a bug of the method or is another function used for this?

I didn't find anything in the description (except Max HP, Max MP, Speed, Strength, Magic, Spirit, Defense, Evasion...)

Thanks You!)

3
The C# macros (and more generally the "CIL code" panel) don't work with the Memoria Engine mod.
I just added a "Break damage limit" option directly in Memoria though: it will be a new option of the next Memoria release.

Great news!
Thanks Tirlititi  :)
We are waiting for the release, have you planned a date?

4
Version 0.35b is up. All the changes apply only to the Steam version :
- Fixed the black screen bug in battles when you modified an item,
- Improved the reading/modding of Assembly-CSharp.dll,
- Added a "Break damage limit" macro, be careful that it will bug with certain bosses,
...->

Hello, Tirlititi!
Please help me! I save the "Apple Macros" macro using "save steam mod" -> "c# code pieces" -> "raw assets". I'm applying a new mod in "memoria.ini". However, in the game, the maximum damage inflicted remains 9999. Did I miss something? This is the only way to achieve breaking the damage limit, if so, how do I make it work? Thank you!)

5
Hello! Is it possible to rename a character in a specific save file? I messed up with the translation, and now some of the characters' names are duplicated. "ZidaneZidane" "ViviVivi".

6
Thank you again! I thought about it, tried it, and everything worked.

My code:
StartThread: Condition=CasterWeaponId == 8 ; LoopCount=1 ; Chain ; Sync
   Wait: Time=1
   WaitSFXLoaded: SFX=Player_Attack_Zidane_Sword
   PlaySFX: SFX=Player_Attack_Zidane_Sword
   EffectPoint: Char=AllTargets ; Type=Effect
   PlaySound: Sound=WeaponAttack
   StartThread: Condition=!IsAttackMiss
      PlaySound: Sound=WeaponHit
   EndThread
   StartThread
      Wait: Time=4
      EffectPoint: Char=Everyone ; Type=Figure
      WaitSFXDone: SFX=Player_Attack_Zidane_Sword
   EndThread
   PlayAnimation: Char=Caster ; Anim=MP_ATTACK
    WaitAnimation: Char=Caster
EndThread

7
I'm trying to figure out how to work with it correctly. I tried it on a Zidan, the result looks terrible...

StartThread: Condition=CasterWeaponId == 8 ; LoopCount=1 ; Chain ; Sync
   LoadSFX: SFX=Player_Attack_Zidane_Sword
   PlaySound: Sound=WeaponAttack
   Wait: Time=2
   WaitSFXLoaded: SFX=Player_Attack_Zidane_Sword
   PlaySFX: SFX=Player_Attack_Zidane_Sword
   PlaySound: Sound=WeaponAttack
   EffectPoint: Char=AllTargets ; Type=Effect
   StartThread: Condition=!IsAttackMiss
      PlaySound: Sound=WeaponHit
   EndThread
   StartThread
      Wait: Time=8
      EffectPoint: Char=Everyone ; Type=Figure
   EndThread
   WaitAnimation: Char=Caster
   PlayAnimation: Char=Caster ; Anim=MP_SET
EndThread

8
I tried to copy this part of the code. Works.  :)
How do I determine which "ef#" to use if I want to apply it to other characters or other weapons? Is there a description somewhere?

9
Hello, @ Tirlititi!

The new patch is working with a bang, thank you very much.

I have a new question.
I tried to write code that allows you to attack twice.

Example:


How to improve this code so that the character attacks more than twice. For example 3 and more?

Because in my opinion, the counterattack doesn't work more than once.  :(
 




10
I must have badly tested it because that was indeed a bug common to all of the HP+X% or MP+X% features.
Thanks for pointing that bug; I've fixed it for the next Memoria release.

@Tirlititi !!!  :-* Thank you for the answer! Thanks to you, I was able to solve this problem. Everything works fine. I'm looking forward to the new patch. I can't build it myself in Visual Studio according to the instructions, there are a lot of errors, apparently I don't have enough experience in this... But I will try to become like you!

11
I'll check what it is but I don't remember having that issue. Maybe that's because you use GlobalLast instead of Global? Although I don't see why it would matter... I'm pretty sure that my implementation of MP+20% on Magus Hat doesn't have that problem.

This happens in >SA 5,6,7,8. The same error occurs in Global and GloBallast. I need to restore HP and MP when I change weapons, equipments or abilities.

12
Hello! ;)

I have a little problem. With maxMP/HP active abilities, the current MP/HP values are constantly reset to base values when changing equipment and activating other SA abilities.

example
## Permanent (code=MaxHP) MaxHP + MaxHP / 2 (/code) ##

the patch from April 29 is installed.


<iframe src='https://my.mail.ru/video/embed/3747690893717536769' width='626' height='367' frameborder='0' scrolling='no' webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>

13
Good day to you!
It would be awesome to have more visual guides but I have such a long todo-list right now about this game that I don't feel like doing it myself at the moment.

Updating the "Memoria.script.dll" will not help toward "AbilityFeatures.txt". I can tell you however that "Memoria.script.dll" goes to "StreamingAssets/Scripts/Memoria.script.dll" by default and it can also be present in mod folders to take over that default one (for example, I have one for my own mod and thus it has the path "AlternateFantasy/StreamingAssets/Scripts/Memoria.script.dll").

Running Memoria.Patcher.exe should the be correct way to update Memoria.
There are surely problems because you have the game installed in the D: drive though, and not the C: drive. If you didn't install the game using Steam, then I don't know what happens. The normal installation path is "C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY IX".

Hello again, @Tirlititi! =)

I've done a lot of work on my knowledge, learned what a repository is and how to work with it

With the help of Visual Studio, I downloaded the repository "https://github.com/Albeoris/Memoria.git " and according to his instructions, "I put together a solution."

Updated the game with a patch along the path that you suggested (C:\Program Files (x86)\Steam\steamapps\common\Final Fantasy IX).

After all the manipulations, the game started.

The new launcher has the opportunity to download your Alternative Fantasy mod.

But I found that even in your patch, even after everything I did according to the instructions, "SA GLOBAL" refuses to work =D

I think that Assembly-CSharp.dll  is broken how to download a new one and where I never understood.



14
I used Memoria.Compiler.exe . Files have been updated ==> (D:\Final Fantasy IX\StreamingAssets\Scripts). But I haven't moved them anywhere. Copies of these files are nowhere to be found.

#######################################################################################################

Good Morning! I have studied a lot of your articles. I tried to write some interesting scripts to change the number of attacks, the amount of critical damage, and they work.

But attempts to add effects to weapons using ">SA GlobalLast" did not lead to anything. I studied Git and tried to update the Memoria with a patch, but that didn't help either. I don't understand where and how to move it Memoria.script.dll to make it work. I don't know what I can do about it anymore...

It would be really cool if you made a mini guide as a screen recording :-[


15
I used Memoria.Compiler.exe . Files have been updated ==> (D:\Final Fantasy IX\StreamingAssets\Scripts). But I haven't moved them anywhere. Copies of these files are nowhere to be found.

16
I wrote the code on your recommendation, I attach a screenshot.  I didn't get the expected effect. Maybe the problem is that I'm writing code in the wrong file or place? I will be grateful for the help, I did not find an example.


17
"Examples of equipment passive effects
Those must be included in the >SA Global or >SA GlobalLast section in order not to be bound to any supporting ability."





For examples, in my AbilityFeatures.txt it looks like:

">SA 62 Bandit (effect is coded in 0058_StealScript.cs)

>SA 63 Void

>SA
GlobalLast
Permanent
Code: (Condition) [Select]
WeaponId == 74
Code: (MaxMP) [Select]
MaxMP + MaxMP / 2 "

I don't understand how to make it works...

18
Thank you, we will be waiting! I saw your article about it. Just didn't understand you need to open a text document AbilityFeatures.txt or something else to correct the CIL code? Sorry, I'm new to this, and I'm only using Hades Workshop now. I want to learn more))).    :-P

19
Thank you for your work. Tell me please. Is it possible to overcome the limit of hit points for the mark 65535? In the editor, this is the maximum value...  :-(

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