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Messages - gjoerulv

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1126
Archive / Re: my new FF7 enemeis youtube.
« on: 2007-11-29 13:34:03 »
I've made 10 from scratch. They aren't very advanced, and I'm using most of 'em in random encounters. I've actually "fixed" many of the bosses' and other enemie's AIs  (One of the biggest mistakes in the game is the turk fight in the gelnika plane. If Rude used one move besides his shoulder attack, he won't act for the rest of the battle). I've switched out many weaker magics for stronger as well.

I have some neat ideas concerning new enemies. I'll do my best to give you inspiration lol!  :-D

Oh and bugs, yeah, I usually experience 1 or 2 + bugs the 1st time I test a new enemy. I try to make the enemy complete before I test it, and it has only gone flawlessy once! I'm still kinda freash on this one. I figured the AI out 1 or 2 weeks ago, and recently the field thing! :-D

1127
Archive / Re: my new FF7 enemeis youtube.
« on: 2007-11-29 12:35:26 »
I'm sorry but I'm kinda bussy these days. I have 3 exams in a row, the 1st one tomorrow, then I'm having a 2 week project. I may find some time next week though, but don't expect any vids before Wednesday. The mod will prob be released before Christmas most likely. If I get the time that is!  :-D

On a sidenote I just figured out how to trigger custom battles from an in game action (can't believe I didn't think of that before :-P). I have the PC version, so PS1 users won't be able to try this out in my mod. 'Cause I the field format is different. Isn't it?

1128
Archive / Re: my new FF7 enemeis youtube.
« on: 2007-11-27 20:43:44 »
...
Edit:  Oh yeah its a cactuar right so where is its needles.    A cactuar can't be a cactuar without its needles can it?

It has a Needle attack. It doesn't show in the vid.

1129
Archive / Re: my new FF7 enemeis youtube.
« on: 2007-11-27 18:46:33 »
No protection yes. And he has not that much HP. Killing him won't really be that difficult. But you must do it fast. IMO the game lacks enemies you just must to kill pronto, or get killed yourself. That was the philosophy behind it he, he.

1130
Archive / Re: my new FF7 enemeis youtube.
« on: 2007-11-27 18:25:57 »
@weemus: I used all the programs available to easy change the stats, elements etch. JC i simply switched with Tonadu and gave him new attacks and AI. Also Sea Worm in the same Scene I simply switched to Land Worm. Named it Sand Worm, gave it a new AI and switched one attack.

All other enemies I've made from scratch.

@UltimaYoshi: I would love to use customized models. I've actually thought about it. But I'm not quite sure how to deal with the enemy ID. My guess is that they're loaded somewhere from the Field module?? I know the battle models are stored in battle.lgp. But this really isn't my apartment. If someone would be willing to make me some I would be astonished!  :-D

Nice lets see how many more interesting enimes you can come up with.

Dunno about giving him whirlsand attack though.

Hmmm, why not? I think it looks good. But that may just be me.  :-D

1131
Archive / my new FF7 enemeis youtube.
« on: 2007-11-27 12:11:07 »
This is fun! :-D Made lots of new enemies. I've made this thread to let you see 'em, he, he. I know JC has been made before but i just couldn't resist.

Jumbo Cactuar
Junon Patron
Cazador
Sand Worm
Locke, Venus & Theo 1/3
Locke, Venus & Theo 2/3 -Bevare! Poor audio
Locke, Venus & Theo 3/3


Sorry, bad image quality...

More will come.

1132
General Discussion / Re: How do you feel About...
« on: 2007-11-26 02:54:02 »
:-D  Interesting topic though, I do like the turn based RPG though.  Now that the Final Fantasy series has switched over, it just feels like any other RPG out there.  The characters need to have their gender identity back.  The men look too feminine.  That's just my opinion of course.  The only fact is that FFXI sucked.   :wink:

Any other RPG...? Perhaps, but for ten years ago we could say the same thing about turnbased RPGs. Agree with the gender identity. FFXI didn't suck. Thats your oppionion as well.

I like new challenges. I've played plenty of turnbased RPGs before. I like the way FF is going, if they manage to stay keep the stories top notch.

It would be über cool if they made XIII more action oriented. Like push X and cut. Not push X and bring up a menu.

I love editing FFVII. Not considering graphic but difficulty. It was way too easy for my taste. You don't really have to try, if you're not a 1st time RPG/Final Fantasy player.

I don't care 'bout that Square Soft --> Square Enix.

1133
Archive / Re: [Weeemus] New Main Char Design
« on: 2007-11-25 22:45:48 »
Ah I didn't notice sorry!  :-P Nevermind then... Keep up the good work!  :-D

1134
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-25 22:39:14 »
Relax! I'm not trying to prove you wrong or anything. I just want to clear up why there is a difference in our files (if any). It would help me a great deal when altering the scenes. But you're right, it's off topic. I'll start a new thread in gametweeking I guess...

1135
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-25 21:27:11 »
We talk about the same. How to change the attacks names of the enemy. If anyone could download the Kernel2.bin in the 1st post on this page and clear this up it would be great.

After downloading, backup you original Kernel2.bin and use mine. Then enter the game and fight Beachplugs on the shores (beach) near Costa del Sol. Manipulate one. On the manip menu it should say: Bite, Ice, Big Guard. Cast ice. When Beachplug use it, it should say Blizzard in the info window on the top of the screen.

This is if you haven't already changed the names in the scene. Then it would say -in the manip menu- what you changed 'em to.

1136
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-25 07:30:45 »
The manip menu loads from the scene file. The actual attack loads from the kernel. In other words, when maniping an enemy, the names in the menu will not change unless you do it in the scene. However when the enemy cast the magic, it will load from kernel, thus diplaying what it is named there in the top of the screen.

1137
Archive / Re: [Weeemus] New Main Char Design
« on: 2007-11-25 07:01:52 »
Is it possible to remove the sword from his back when he holds it? It looks kinda silly when he holds it and carry it on his back lol  :mrgreen:

1138
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-24 22:55:24 »

The kernel ONLy allows you to edit names of attack YOU use, but not the ones enemies use.
Enemy skills you use =/= enemy skills enemies use and magic spells you use =/= magic spells enemies use.

Hope you understand.

I understand what you mean but that is wrong. They are the same, BUT an attack can use the same animation have the same name and yet cause a different effect. That, however, requires the attack to have another ID than what was intended.

I'll make an example: An enemy uses Fire. The ID for Fire (the magic both you AND the enemy can use) is 0x00 1B. That ID is stored in the enemy data section in the Scene.bin. It's also stored after the attack data section to decide which attack the ID belong to (in order). Before the enemy use the attack the following order of bytes is placed in the AI: 60 20 60 1B 92.
Notice the bold part. The upcode 0x60 pushes one byte to the stack of the AI script. 0x00 1B is the Fire ID. But it pushes only 1 byte on the stack, not 2 (WORD). All attack IDs you don't share with the enemy, including manip attacks, are 2 bytes. In order to change the effect of fire, it doesn't help one bit to alter the Attack data of fire in the scene. You must alter it in the Kernel. HOWEVER, you can change the ID in all the places it is stored.  That way you can make your own version of Fire. Lets say you changed the ID to 0x01 01. Then you have to change the upcode as well in order to make it push 2 bytes (WORD), not just one. The AI becomes: 60 20 61 01 01 92.

This is how it works for me anyways. I dunno if I have some unique files or whatever. I play on PC. I have checked, double checked and 100x checked. You can't alter attacks with ID 0x00 xx.

I edited attack names in kernel2 and it only affected the names of my characters.

Example: I renamed Big Guard to Mighty Guard.
The enemy skill I used was named Mighty Guard.
However, if enemies used it, is was still named Big Guard.

Well I managed to do it. And I haven't changed a single name in the scenes. Try my Kernel2: http://www.speedyshare.com/190627846.html

1139
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-24 21:22:14 »
You play on PC or Playstation? I know I'm right. I just checked - again - to make sure. Did you try what i suggested? Not the Kernel.bin, but kernel2.bin!

Well... At least it works for me...

1140
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-24 21:03:22 »
:? :? :?

Sorry to disappoint you, but I know I'm right on this. ALL the magics you share with the enemy - magics and enemy skills - can be named in the KERNEL2.bin file. Try it! Replace your modded Scene.bin with the original. Then enter the Kernel2.bin file and rename the spells. Enter the game and face an enemy with the spell you renamed. VOILA! There you go!

in kernel are attack of characters, but in scene.bin is attack of monsters. Monsters have names of attack which are not in kernel.This way can each monster have different name of attack(but same effect...)

Yes only attacks YOU can't use (not including manipulate) must be renamed in the scene. All others can be renamed in the kernel2.bin. It's as simple as that.  :-D

1141
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-24 15:07:38 »
I doubt not. But It would be way easier to just change 'em in the kernel. There all the spell names are stored. When I change the enemies attack I don't bother to change those which already has a path in the kernel, cause the effect doesn't change that way. I have changed the names too. What do you think:

The obvious:

Cura - Curaga
Fira - Firaga
Blizzara - Blizzaga
Thundara - Thundaga

And on to the not so obvious...

Stone (quake) - Stonara - Stonaga
Bio - Biara - Biaga (kinda lame, I dunno)
Demi - Demara - Demaga (lame?)

Aero3 must be changed in the scene. Obviously 'cause it doesn't exist in the kernel.

1142
Releases / gjoerulv's "Hardcore" mod
« on: 2007-11-23 06:33:56 »
OK question:

My Safer Seph has 255+ str and is on lvl 99. Why then does his wing attack, which has an attack power of 150, only cause ca 2000 damage on a lvl 99 character in front row, and with a 150 defence in total? Same with his Shadow Flare and Pandora's Box. Both deals only ca 4500 damage. His Magic is, of course, maxed.
The attacks has no elements... Ruby has SFlare and PBox too. His stats are pretty much the same, but he deals a lot more damage. Iron Man's Sword attack is almost the same as Safer's wing, but deals tons of more damage (32 000+ to a character in front row and no Barrier).

Is it the his level?? Does the script set the damage?? I doubt it, but it wouldn't suprise me. I know the script set his stats based on characters at lvl 99, but I don't see how this could effect the damage. Perhaps it's too much power lol.

On a sidenote I'll be releasing a new mod which contains new enemies as well. And it's harder too  :evil:. Somewhat more Exp and Ap gain, and the materia AP levels are set back to the original. Too many glitches. No one figured out why?

1143
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-20 23:55:03 »
Well, I updated the spell names of enemies.
Aka 2,3 names to ra, ga names.

I just hope you can finish the attack script editing feature ASAP. :wink:

I don't think it will work changing the names that both you and the enemies can use, not including manip. Those names are stored in the kernel too, and it seems the game loads from the kernel when these actions are called upon. At least you don't have to change the name if you manage to e.g change ice to fire. Actually you barely have to alter the attack data in the scene at all. All you really need to do is to change the attack ID which should be at 2 places, not including the AI. In the AI you must find the ID which usually comes after 0x60 or 0x61, and is usually followed by 0x92.

To simply change the ice, fire, bolt etch names simply use THEIO and load the kernel2.bin.

1144
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2007-11-19 00:51:07 »
The ultimate editor would include attack, and AI altering as well. I know the AI is a tedious thing. This editor is great though! Just tested it.

1 question though, that you're prob aware of. You know the status immuneties bits are subtracted, not added? e.g: Immune to death would be 0xEF not 0x10.

1145
Releases / gjoerulv's "Hardcore" mod
« on: 2007-11-09 03:37:11 »
As I've stated earlier I kinda have my hands full these days. I do some tweaking when I find the time but that is generally minor stuff. I barely have time for any game testing. I'm currently being owned by Diamond lol, though haven't played for some days now.

What I meant by the final bosses being hard; I didn't mean mindblowing ridiculously hard, but something more than a pushover, and actually quite an enjoyable challenge (to me at least). I can make all enemies in the game almost impossible to beat if I wish. What I am trying to create, however, is an "enjoyable" challenging mod ("duh").

And concerning Jenova and the rest of the bunch, I haven't added more statuses or anything. This late in the game only the damage makes the real difference considering attack effects.

Also keep in mind that this mod was in the 1st place meant to satisfy me. That doesn't mean my needs won't change as I see people comment it. I appreciate feedback a lot!

1146
Releases / gjoerulv's "Hardcore" mod
« on: 2007-11-08 19:24:24 »
Yup you figured it out huh? Wasn't that hard. However the dragon is supposed to be harder. Harder dragon no easy leveling!  :-D I've actually made him much harder, but it isn't in the release yet.

Everything can be easy if you just level enough. But where is the fun in that? The only place int my mod where it may be hard if you mastered everything is the Weapons and the final battles.

1147
Releases / gjoerulv's "Hardcore" mod
« on: 2007-11-07 19:58:33 »
Haven't changed any names, no. But diamond might be too hard... I have edited some more now as well, but I wanna be satisfied before putting it up. Anyone beaten Jenova in my mod?  :-D

1148
Releases / gjoerulv's "Hardcore" mod
« on: 2007-11-07 00:09:38 »
Perhaps a late reply, but try using the characters with least kills. The characters (except cloud) who has killed fewest enemies if there were any doubt.  :-D

1149
Archive / Re: [Release] Reno for Tifa BETA
« on: 2007-11-05 12:33:23 »
Man... Isn't this just Yaoi? Well I bet tons of fangirls would like playing it this way.

To swap shinra for avalanche would be cool. Cloud is Rufus, Barret is Heidegger, Tifa is Scarlette etch. But making battle models for these could be hard.

1150
Archive / Re: auto-fill Limit Bar
« on: 2007-11-04 19:54:26 »
Isn't this decided in the AI? If so, you need to apply this script to every scene.

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