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Messages - Kefka

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101
Hi guys,

like the thread title says, I’m looking for a way to learn enemy skills without actually having to defeat the enemies afterwards. I always found it strange that you could learn an enemy skill (and can even use it right away in that same battle), but if you run from the battle the skill becomes “unlearned” again. Not only is this illogical, but it’s also a major hindrance for low level games, as having to win the battle forces you to earn EXP. I’d like to be able to learn enemy skills even when running from the battle, does anybody happen to know how to make that possible? Any ideas are welcome.

102
Gameplay / FF7: The Remove spell from the Exit Materia
« on: 2016-10-12 18:54:56 »
Hello all, I don't know if my request is doable or not (but I sure hope so), but anyways:

The Remove spell from the Exit materia has that side-effect of denying you any gil from the defeated enemies, and I was wondering if it was possible to change it so that it reduces EXP to 0 instead of gil.

I'm working on a hack that allows a true low level game for FF7, and the main obstacle here is to make it through all the mandatory battles without gaining EXP. I know I could simply use Hojo to make all enemies from mandatory battles give 0 EXP, but I don't like that idea, as those that choose to play the game normally should still be able to gain EXP from those enemies. I did put all bosses at 0 EXP, though, as that's how all other FFs from 5 to 9 did it. I like how FF9 solved that problem by giving the player the possibility to beat enemies without gaining EXP via the Break and Stop spells, so I'd like to create a similar spell for FF7.

Did anybody already take a closer look at the Remove spell? Would it be a complicated change from 0 gil to 0 EXP?

103
I have similar memories of my earlier times with FF7. The first playthrough is usually the hardest because you don't know where to find most enemy skills, but once you do, a ton of possibilities open up. Possibilities that you simply don't have with normal spells. Beta, Aqua Lung, and Trine where already mentioned, but the most overpowered ones in my mind aren't even attack spells. To me, they are:

1) White Wind: You can learn it as soon as you get the Buggy (Zemzeletts in Junon area have it, but you need Cait Sith's Manipulate materia in order to learn it), and at that time in the game it is about as powerful as a Cure2 spell, albeit a bit more expensive at 34 MP. However, it does have 2 major advantages over Cure2: first, the number of times you can cast Cure2 on the entire party per battle is limited by the level of your All materia, and for most of disc 1, that usually won't be any higher than 2, maybe 3. With White Wind you have a healing spell for the entire team that can be cast an infinite amount of times, as long as you have enough MP. Second, it also cures almost all status ailments! The only normal spell capable of doing that is Esuna, but it takes quite long to learn that one (I usually get it near the end of disc 2), and White Wind makes it obsolete from the get-go.

2) Angel's Whisper: this spell is basically Life2, Full Cure AND Esuna combined in one, but at only half the MP cost of either Full Cure or Life2! However, I guess the fact that you can only get it at the very end of the game makes this a moot point, but still... Life2 and Full Cure are also supposed to be end-game spells, so they shouldn't be outclassed like that...

3) Big Guard: Wall and Haste combined, and unlike either of them, the number of times you can cast it on the entire party is not limited by any All materia level. It's available at the same time as White Wind, long before you can buy even the standard Barrier and Magic Barrier spells! To top it off, it costs a little bit less than Wall. However, one might argue that Wall is overall better because the barriers last longer without haste. Still, I think it was a mistake to make a spell this powerful available so early in the game, would have been better if you got it near the end of disc 2.

4) Magic Hammer: Ethers just became completely obsolete? Free Magic recharge as long as your foe has MP left? With this, there's basically no more resource managing necessary in battle. Definitely needs to be nerved in some way. I'm thinking of the Magic Hammers in other FF games like FF5 or FF9 where it also damaged the enemy's MP, but didn't heal your own.

5) Bad Breath: thanks to this basically all green materia status spells become obsolete, especially since Bad Breath even has a higher success rate than most other status spells, if my memory serves right. It costs quite a lot of MP, but the ability to cripple most regular enemies and even some bosses makes it well worth the cost.

And those are just some of the overpowered enemy skills, with others like Magic Breath, Shadow Flare, and Pandora's Box deserving honorable mentions. But the best/worst part is: you get all of these spells for the price of just ONE materia slot! This makes it very hard for green materia spells to compete.

104
Nice work, but the download link still leads to version 1.0a...

105
Carbuncle is only for the english version, so that would be very helpfull to add a text editor. ;-)

Being another player who owns a non-english version of the game, I'll second that request.

Quote
Sorry for the double post. I see that the menu items can't be change. There's a chance to see it in a future release ? (espesially for the gf items)

If you mean the item effects out-of-battle, then I can only make a guess based on how it is in FF7. There, when you use WallMarket to change e.g. the healing amount that a potion gives, the effect is only changed inside a battle. It turned out that out-of-battle item effects are located in the FF7.exe, so I would think that it's the same for FF8, maybe.

106
@Kefka:
Attack param does different things depending on the attack hence why the generic name. For example with fixed damage attack type it is used to subtract from power*100.

No idea apart from editing the hardcoded crit formula, which is not easy to do.

For names you can use the editor Carbuncle.

Which refinement ability can transform which item i don't think it's in the kernel. m00x file are in menu.fi, 255 means it's hardcoded and offsets should be the offsets to the selected m00x file if i remember right.

Oh, I see, thanks for the reply. One more question though, a lot of enemy attacks are still shown as "null", but I'm guessing they aren't all unused, are they? I've already stumbled upon some that I know, e.g. 108 and 109 are used by the T-Rexaur, so they must be his Tail Swipe and his Devour-like attack, respectively. Will these attacks be identified in future versions?

107
Ok, after playing around a bit yesterday, I've got a couple questions/requests:

The first is regarding enemy attacks, specifically physical attacks: Am I correct in the assumption that the "Attack Param" determines the accuracy (hit%) of an attack? Because certain late-game enemies have attacks that keep missing almost the entire time, and I'd like to change that. I'm mainly referring to Elnoyle's Tail Needle, Behemoth's Assault Horn, Krysta's Charge and such. How exactly does the Attack Param translate to accuracy? I'm fairly sure it can't be a direct percentage, as all of the aforementioned attacks have an Attack Param in the range of 50-60, but that doesn't match with their performance in-game. These attacks hit successfully MAYBE 1 out of 20 times, so their accuracy sucks.

Also about enemy physical attacks, do you know how the chance for critical hits is determined (because I know that certain enemy attacks have a rather high chance of dealing critical hits?).

My next question is, will it be possible in future versions to edit the names and descriptions of items/magics/abilities? Because I've just changed the % boost of the various stat-increasing abilities, but if their names and descriptions still display the standard 20%, 40% etc, that'll be confusing.

And lastly, do you plan on making the various Refinement-Abilities editable? I mean being able to determine exactly which Refinement-Ability can transform which item into what, and such. That would be awesome. So far there's only an index to certain m00x files and a range of offsets, but I'm kinda left in the dark as to what that stands for, or how to edit what I want. Could you explain that part to me please?

108
This is definitely the best news of the day for me! Many thanks to all three of you! Oh how I've been longing for this, now I can really start the work on my FF8 mod.

109
Gameplay / Re: FF VIII: How to modify damage formulas?
« on: 2016-06-12 11:34:50 »
Ah, interesting. Thanks for the tip, I'll try that. Just out of curiosity, does this mean that the same result could be obtained by increasing the byte that Callisto discovered to 5, 6, 7, or higher to cover more/all enemies?

110
Gameplay / Re: FF VIII: How to modify damage formulas?
« on: 2016-06-12 05:46:14 »
Thank you. I had a closer look at the .exe and it looks like the variable that controls the enemies' magical damage output can be found there indeed:

http://i.imgur.com/TloXdVQ.png

Raising the value within the red box from 3 to 4 seems to do the trick. Enemies are now equal to the party when it comes to magical damage output, which I think is very important. No more measly 2000 HP (or even less) damage from spells like Holy or Flare... :roll:

Well, I'm ok with the thread being moved to the scripting/reverse engineering section. Getting some help regarding the other points would be great, as finding the correct value from above alone took me quite some time.

I tried your change Callisto, and while it seemed to work at first, I did encounter one weird problem when fighting multiple enemies: the magic damage boost from that variable seems to only cover the first enemy in battle, and not any others. So when multiple enemies are present in a battle, only the enemy in slot 1 will deal increased magical damage, the remaining enemies seem to be unaffected by that variable change. I've tested this in various battles, e.g:

In the Dollet boss fight, only Biggs gets the damage boost, but Wedge and Elvoret do not.

In the last battle on disc 2, Seifer got the damage boost, but Edea did not.

In the boss battle with the Oilboyles, only one of them deals increased damage with Sonic Wave, even though both were at the same level.

Do you have any idea what might be responsible for this? Or am I missing something?

111
Once again, excellent work guys! I'm hyped for this editor as well! Can't wait to get my hands on it!

112
Thanks a ton, it worked now! I just tried it in the Cerberus battle and casted about 20-30 Meltdowns on him without inflicting the status once!

113
If patching the new addresses doesn't work, could you give me a disassembly of the area in question?

Sure, I've sent you a PM. Thanks.

114
@JWP: one more question about your Vit0 patch, I tried it with the german version but it didn't work, and I realised that the offsets in the German FF8.exe are all exactly 48 bytes further down than in the English version that you posted earlier.

While your offsets are:

0x8BEE8:
0x8BF95:
0x8C014:
0x8C131:

Mine are:

0x8BF18:
0x8BFC5:
0x8C044:
0x8C161:

I suppose due to this the patch can't be applied 1:1 because certain jumps in your patch might lead to wrong places. Do you by any chance know what I would need to change in order to make it work for my version?

115
Ah, ok, I got it now. Thanks to the both of you.

116
Amazing work JWP! Just tried this myself and it seems to work perfectly. By making these changes, it is very simple to adjust Vit 0 resistance for each enemy individually, especially in conjunction with Ifrit enemy editor. Almost like a dream becoming true.. Can finally get back to work now. Thanks a ton! :-D

Wait, how are you changing Vit0 resistance with Ifrit? I just looked again, and Ifrit doesn't have the Vit0 status byte to edit (the last one available is the byte for the unused Percent spell). So even by using JWPs code changes in the .exe, you'd still have to edit the Vit0 byte in each enemy file with a hex editor, or am I missing something obvious here? Sorry if this is a dumb question.

117
Just wanting to let you know that things are moving forward with the kernel editor, MaKi is helping with pretty much all the code. An initial release shouldn't be that far away. :)

This is awesome news, I'm really looking forward to it! :)

118
@JWP: ah, thanks, so the power used in the 3rd formula is referring to the weapon's attack power. That makes sense. I've seen that guide before (some years ago), but I couldn't understand the weapon's role in damage calculation, as it just says "a normal attack has a power o 20". If it said "weapon's power" instead of just power and "all weapons in the game have a power value of 20", then it would have been more clear.

@alexfilth: wow, that's like music to my ears! I can't help but feel excited even though you say it's not a lot at the moment, but I'd say it's a good start. And Doomtrain is a pretty cool name 8).

119
Quote
struct Weapon {
   WORD name_offset;
   BYTE renzokuken_finishers; //0x01 = Rough Divide, 0x02 = Fated Circle, 0x04 = Blasting Zone, 0x08 = Lion Heart
   BYTE unk;
   BYTE character_id;
   BYTE unk;
   BYTE attack_power;
   BYTE hit_bonus;
   BYTE str_bonus;
   BYTE weapon_tier;
   BYTE unk[2];
}

A question about the weapon data: the strength bonus is the increase towards a character's strength stat once the weapon is bought, right? That's what pretty much all websites list as the weapon's attack power. However, here seems to be an additional attack power byte which is the same for every single weapon (just looked in the kernel, and all weapons have a value of 20 for their attack power). What is this byte used for? Is it an additional but invisible strength increase? Or does it serve a different purpose in damage calculation? I'm just confused because all guides around the web always refer to the strength bonus when talking about a weapon's attack power.

120
HadesWorkshop 33B version where is that at??? Sorry if I am being blind.

At the front page of the thread, the big bold "Hades Workshop" right above the list of older versions.

121
Wow, I'm amazed by how much progress has been made on FF8 in one single week! Finally, being able to edit spells, junction boosts, GF abilities, stat growth etc., that's something I've been eagerly awaiting for ages, glad to see that it's finally possible. One question, though, does anybody plan on making an editor for all this stuff? That would greatly help in making the entire editing process more comfortable. I'd do it myself if only I knew how. Anyway, kudos to all of you who worked on uncovering these things, you rock!

122
With Hades Workshop, that's really easy, all you gotta do is increase the attack's accuracy (it's 0 by default). You can also change the damage formula if you don't want it to be a gravity-based attack, whatever you like.

But if you mean the Steam Version, you'll have to wait for another update. Tirlititi already announced that he's trying to make the editor compatible with the Steam Version.

123
Thanks for the update, adding enemy spells works perfectly fine now. Indeed, many newly added attacks had no animation sequence, and it was impossible to add one later. Glad to know I wasn't the only one with that problem.

124
Awesome work, man! I imagine it was quite some work to create a remix like this.

125
About the text offsets, I just tried the disc 1 and 3 of the german version and it worked perfectly :/
I'm afraid your discs 2-4 are not really vanilla games. I don't think that can happen, but tell me if you verify the fact that it was non-modified and it still doesn't work.

I got it working now by simply deleting the old configuration files and having Hades Workshop create completely new ones. I remember that I had a similar issue with older versions of HW some time ago, and it could be solved just like that.

However, I'm having problems using the new feature of adding/removing enemy attacks. When I try adding 2-3 new enemy attacks, HW crashes pretty often. Has this happened to others, too? Is there a limit as to how many attacks can be in one attack list? Is it a question of available space for each enemy entry?

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