Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hazedge

Pages: 1 2 3 [4] 5
76
Gameplay / Re: [FFVIII-PCSteam] Enemy AI?
« on: 2018-08-11 16:54:34 »
Hey guys, I wanted to modify something with Seifer 2nd battle.
When he lands his first dialogue, I wanted him to use an action but I dont know where to put the command.

Spoiler: show
if (self.varDC != 0) {
    return
}
if (rand() % 3 == 0) {
    return
}
if (self.hp < 3) {
    if (self.varDD == 1) {
        if (rand() % 3 == 0) {
            if (rand() % 3 == 0) {
                targetadv(0, 200, 0, 229)
                domoveid(4)
            }
            else {
                target(201)
                domoveid(0)
            }
        }
        else if (rand() % 2 == 0) {
            target(201)
            domoveid(5)
        }
        else if (rand() % 3 != 0) {
            target(200)
            domoveid(1)
        }
        else {
            if (self.status == POISON) {
                if (rand() % 2 == 0) {
                    target(200)
                    domoveid(1)
                    return
                }
            }
            if (self.status == BLIND) {
                if (rand() % 3 == 0) {
                    target(200)
                    domoveid(1)
                    return
                }
            }
            if (self.status == SILENCE) {
                if (rand() % 3 == 0) {
                    target(200)
                    domoveid(1)
                    return
                }
            }
            target(200)
            domoveid(1)
        }
    }
    else if (rand() % 3 == 0) {
        if (rand() % 3 == 0) {
            targetadv(0, 200, 0, 229)
            domoveid(3)
        }
        else {
            target(201)
            domoveid(0)
        }
    }
    else if (rand() % 2 == 0) {
        if (rand() % 3 != 0) {
            target(200)
            domoveid(1)
        }
        else {
            if (self.status == POISON) {
                if (rand() % 2 == 0) {
                    target(200)
                    domoveid(1)
                    return
                }
            }
            if (self.status == BLIND) {
                if (rand() % 3 == 0) {
                    target(200)
                    domoveid(1)
                    return
                }
            }
            if (self.status == SILENCE) {
                if (rand() % 3 == 0) {
                    target(200)
                    domoveid(1)
                    return
                }
            }
            target(200)
            domoveid(1)
        }
    }
    else {
        target(201)
        domoveid(5)
    }
}
else if (self.hp < 6) {
    if (rand() % 2 == 0) {
        if (self.status == POISON) {
            if (rand() % 2 == 0) {
                target(200)
                domoveid(1)
                return
            }
        }
        if (self.status == BLIND) {
            if (rand() % 3 == 0) {
                target(200)
                domoveid(1)
                return
            }
        }
        if (self.status == SILENCE) {
            if (rand() % 3 == 0) {
                target(200)
                domoveid(1)
                return
            }
        }
    }
    if (self.varDD == 0) {
        if (character.alive == SQUALL) {
            self.varDD = 1
            target(200)
            domoveid(9)
            target(0)
            domoveid(5)
            return
        }
    }
    if (rand() % 3 != 0) {
        target(201)
        domoveid(0)
    }
    else if (rand() % 3 == 0) {
        target(201)
        domoveid(5)
    }
    else {
        targetadv(0, 200, 0, 229)
        domoveid(3)
    }
}
else {
    if (self.varDF <= 3) {
        self.varDF += 1
        if (self.varDF == 3) {
            self.varDF += 2
            target(200)
            domoveid(6)
        }
    }
    if (rand() % 2 == 0) {
        if (self.status == POISON) {
            if (rand() % 2 == 0) {
                target(200)
                domoveid(1)
                return
            }
        }
        if (self.status == BLIND) {
            if (rand() % 3 == 0) {
                target(200)
                domoveid(1)
                return
            }
        }
        if (self.status == SILENCE) {
            if (rand() % 3 == 0) {
                target(200)
                domoveid(1)
                return
            }
        }
    }
    target(201)
    choose(0, 0, 3)
}


Can someone tell me where I can put the target(200) and domoveid(1)?

77
Gameplay / [FFVIII-PCSteam] Enemy AI? <Solved>
« on: 2018-08-09 23:55:44 »
Hey guys, I wanted to know which program I can see and write the monsters AI?

78
Gameplay / Re: [FFVIII-PCSteam] Testing out on monsters
« on: 2018-08-08 16:06:55 »
Use FF8 Archive Commander http://www.balamb.pl/qh/ff8ac.7z instead of Deling, it will be okay. ;)
WOW! This makes things alot easier, thank you very much!!!
But still, a debug mode to test out monsters and boss fight would help me alot.

79
Gameplay / Re: [FFVIII-PCSteam] Testing out on monsters
« on: 2018-08-08 00:48:00 »
So guys, any idea on how I can do this?

80
Gameplay / [FFVIII-PCSteam] Hit Count abilities? <Solved>
« on: 2018-08-05 15:53:44 »
I saw on Doomtrain Mod that I could change the Hit Count on magics, limit breaks and abilities. To see how it works, I changed the Hit Count on Fated Circle to 3 but in-game it changed nothing. Are there some limitations or I missed something to make it work?

81
All the time I'm trying to setting monster's param using Ifrit Mod, but I noticed that some monsters didnt had their stats changed after applying it with Deling, it only refresh when starting the game all over again.
Since I'm kind of tired to play from disk 1 to disk 4 all the time, I wanted to know if there is a way for me to test out fights without the need to play everything over and over, some kind of debug mode or something.

82
Gameplay / [FFVIII-PCSteam] Vit0 and Darkside modify?
« on: 2018-08-01 22:49:46 »
Hey guys, I wanted to know if its possible to modify vit0 to affect only VIT, for just a certain amount of time and not SPR as well? Cause its kinda broken to nullify both in only one effect and lasting until the end of battle.
Also, is it possible to modify Darkside power? The standard is kind of weak and not that useful.

83
Gameplay / Re: [FFVIII-PCSteam] Doomtrain: GF Abilities
« on: 2018-07-26 18:05:41 »
I finally found the answer to this problem about the empty abilites showing up!
If you leave at least one blank ability in the G-Force's Ability tab, there will be a blank in-game ability first than the others you choose in the Doomtrain mod.
To solve this, I simply repeated one ability of the tab and the game would overwrite it.

For example:
I've changed every ability of Quezacotl, but in these changed I left 1 ability blank on the list for some reason (don't had idea of what to put in so I just left it with 'none')
For it to work I just put another GFHP+10%. By doing this, the game wont put 2x GFHP+10% on the list, the game will overwrite it to show only 1 copy.

84
It worked!
I've changed the animation and its now doing the party buff with no problems!
Thanks for the help guys!

85
Hey guys!
In the mod I'm doing, I left the Limit Break be alot more frequently (even with 100% HP it have a chance to show up), but while I could manipulate everyone's Limit Break dmg overall, I can't do the same with Renzokuken (I can only manipulate the finishers, not the multi-hit combo part).
Is there some place in Doomtrain mod that I can modify the Renzokuken attack power? Or its bound to do dmg based on his Attack Command?

My idea was to make Attack Command do dmg based on their STR (like how it is already), and Renzokuken deal a little less dmg than normal (since its dmg is kinda ridiculous when triggering). By doing this, the player won't lose too much DPS by doing Attack Command to deal some J-Status effect on the target, but of course, the Limit Break would deal more than normal.

For example:
If Squall uses Attack, it deals 200 (with trigger)
If Squall uses Renzokuken, each hit deals 55 (with trigger). If its a 5-hits one, the result is 275
More dmg than Attack, but not so much.

EDIT:
A friend modder has answered that via PM, thanks!

86
Gameplay / Re: [FFVIII-PCSteam] OGG questions
« on: 2018-07-26 15:53:09 »
Yes you can change it with Deling, you just have to find the moment in the game and change the music ID. For example :


Wow, that moment I start reading in braile LOL
I wish I could understand these kind of language, it would improve sooooo much stuff
My respect to who understand that just like english.

87
Gameplay / Re: [FFVIII-PCSteam] OGG questions
« on: 2018-07-26 01:23:29 »
if using Roses and Wine, it does not support LOOPLENGTH yet.
I was just replacing then on the OGG paste in my case, worked just fine.

88
Gameplay / Re: [FFVIII-PCSteam] OGG questions
« on: 2018-07-25 23:05:00 »
I don't know about the "triggering a new song" but i did my arrangements all in OGG. Took the music I wanted in-game, put on Audacity, cutted where the loop will start and when saving, where you get to write down the artist, track, album, track number and so on... I created two more lines. One called LOOPSTART (writing down the SAMPLE time of when the loop starts) and LOOPLENGTH (writing down the SAMPLE time of the length the loop take to go back to the LOOPSTART).
All my new OGG musics works fine doing this way.

Example:
The music has 1.000.000 SAMPLE time, and I want it to repeat from 200.000 to 900.000 and keep repeating.
Then the LOOPSTART is 200.000, and LOOPLENGTH is 700.000

89
Are you still using Treatment's animation for the ability? That may be the issue. Try changing it to the animation of an ability that normally affects the whole party, such as Full-Cure, and see if that works (with the target set to 8 as mentioned earlier in the thread).
Thats an interesting point there, i'm gonna try it right away!
The animation is Command Data's Magic ID or Battle Command's Ability Data ID?

90
Its okay, thank you for trying!  ;D

91
Because of that (before i lost all my work with a damaged HD Ç_Ç) i was using ifrit, doomtrain and cactilio to changes stats, magic and attack powers from the enemies to make a hard mod, the Sorceress MOD.
When all enemies have stats changed to a little hard, bosses more powerfull and the sorceress boss are the true challenge, i had catastrophe magic with ultima animation too XD
Maybe soon i start all over again, i really wanted to use the AI to make littles stuffs with magic combos nothing complex. but i will keep the waiting untill the Ifrit become perfect *_*
It would be my dream to be able to perform my own AI, I had like tons of ideas to make it more fun and challenging... Maybe better luck in the future I guess.

92
In Abilities, try to change the Attack type from Curative Magic to Magic Attack.
Yeah, i did changed that since the beginning, trying to mimic Mad Rush.
If I leave the Battle Command's target to 20 (default) the command work as planned: animation + haste + shell + double. But it works with only one party member instead of the entire party.

Edit:
I tried to change 'Recovery' too, make it restore HP based on MAG (instead of the default 100% HP) and giving Regen, also to the entire party (changing the name from 'Recovery' to 'Rejuvenate').
The problem is that it does the animation but won't give Regen (before trying to make it a full party buff). if I put the Command Data's attack type to 'Curative Magic', the Regen checked will remove it instead of giving it, furdermore if I put the attack type to 'Magic Attack', it will deal dmg but the Regen works. And again, don't work for the entire party, doing the same bug as mentioned with Treatment.
Maybe these changes are impossible atm?

93
Ability Data ID? I tried changing it to 3 (the same as Mad Rush) and it actually used Mad Rush xD

94
What those flags do anyway? I unchecked everyone and the Faith button does the same as Magic (LOL)

95
With Target 8, marking the 6th and 7th flag (default ones), the buff goes to the entire party, without visual effects (only audio) and the party only gets the buff when they get hit.
With Target 8, marking the 6th and 8th flag (the Mad Rush ones), it happened the same as above, but one of the three characters got buffed right away, while the rest had to get hit.

96
It got messy. The character used the magic with no visual effects, only sounds. Then the buff worked to just two members, leaving one without the buff.

97
Hey guys, I've changed Mad Rush completely to "Brave" (used Carbuncle Mod to rename it).
I removed Berserk from its effects, leaving only Haste + Protect on it.
Now I was about to modify Treatment, changing it to "Faith", making it to be a Brave for mages: Haste + Shell + Double.
But like Treatment, its giving to one member at a time, while Brave is giving to the entire party.
Is there a way to change the "one member" to "full party"?

98
Indeed i was changing some basics things like the number of targets that some magic would hit, and the visual game was a mess, strange colors, enemies missing, or crashed battles  =/
i wanted so badly that Ifrit work fine, but its ok
I suppose its still a new program that needs more patches to work the way we want then, still some bugs to fix but its in the right way.

99
Oh great you're a life saver, the problem is that I'm a bit of an amateur on programing, I know the basic and understand the logics, but I cant write it from the start. It would be perfect if I had the formulas to change the values and order as I need.

100
Gameplay / Re: [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-15 14:54:46 »

Draw Resist... you would Extract/repack the files you need using Deling from \Final Fantasy VIII\Data\lang-en ....
for Doomtrain you'd want to extract the "kernel.bin" from "main.fs"...
I already did put 0 to all Draw Resist, strange that I still draw around 6 units.

Pages: 1 2 3 [4] 5