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Messages - Sega Chief

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4026
Right, first off the LocalVar needs to equal 0 for Izanagi to use Lv5 Death as his final attack. His AI adds 1 to this value each time he uses Tsu or Yume. Then he'll use Kyu, and the AI is supposed to randomly detract 1 or 2 from the LocalVar: 0000 (50% chance of it becoming 0 or 1). It needs to be sitting at 0 when you land the finishing attack so only try to kill him after he's used Kyu (if you kill him after he's used either Tsu or Yume then it's guaranteed that LocalVar:0000 will be either 1 or 2, rather than 0, and you won't see Lv5 Death).

But, I've not fought Izanagi that I can remember so I gotta ask: does he stop attacking after using Kyu or does he do anything else unusual? I've had trouble getting monster AI to subtract values and to my knowledge the game doesn't naturally use subtraction commands in a default game (it instead pushes a new value into variables in most cases). If Izanagi stops attacking or starts using the same move over and over then there might be an issue with the AI that'll prevent you from getting LV5 Death from him (outside of killing him before he has a turn). If he's attacking normally, using a mixture of moves, then his AI is probably okay.


Now for scripting-

I've only a working knowledge of AI (I know how to get things to work but not necessarily how or why they work). From what I know, Random MOD (#) makes the game generate a number based on the one specified. So Random MOD (5) will have the game generate 0-5 as a number (so six possibilities in all); this'll then direct the AI to the correct 'chain'. The (Not) thingie in there though changes how it works slightly. The number has to be the same as the number of options (it perhaps eliminates 0 from the generated numbers) and it'll choose one or the other; a 50% chance in this case.

LocalVar itself seems to be a set of temporary variables that the game uses to store numbers that the game can use to direct monster AI to particular attacks and code. In some cases though they get used to store target information, enemy/character ID, animations, moves, and other information. They're quite versatile, and they go in 20's for some reason, so LocalVar:0000, then LocalVar:0020, 0040, etc. rather than LocalVar:0000, 0001, etc.

Someone with more experience can definitely explain it better, though.

4027
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-12-23 01:10:32 »
The Wutai boss (assuming Godo) has a second form?

4028
Troubleshooting / Re: ff7input.cfg
« on: 2013-12-03 21:56:41 »
Alright, this might be a bit sketchy on facts but hopefully should solve the problem. The ff7input.cfg is a file that saves your settings in Config (things like custom button layout, sound, etc). It's not a mod file, it's something that the game makes. Far as I know, that should get created when you play the game for the first time. My usual routine for a fresh install of the game is to start a new game, set my button layout in Config of the in-game menu, and then play until the first save point. Then I make a save file in the first slot of every...uh, slot (there's ten, 0-9).

That seems to get things sorted as far as the ff7input.cfg is concerned. But I'm pretty sure that a missing ff7input.cfg doesn't cause the game to not start up or crash though, so if the game is still crashing then the problem might be elsewhere.

4029
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-11-29 17:59:15 »
WTH?!?

BOOOOO SegaChief BOOOO!!!

You used L4 Suicide on the Trio, I'm disappointed LOL!  :-D

EQ2 had over 10K of life and could deal over 10K of damage! I didn't to that with my Mod, not sure if I knew how :(

What can I say? I found an inherent weakness in them and I took advantage of it. :p

I'd recommend trying to get that break damage mod applied, Jon. The last few bosses and the Weapons aren't really designed for 9999HP teams because of their defence-ignoring moves; you'll often be getting hit for 9999 damage, even through Barrier if it's a critical hit (and a critical hit cancels out a 'Lucky Dodge' so having maxed Luck for evasion can only help so much). That said, it's not impossible to beat them without it but it'll be no picnic.

4030
Troubleshooting / Re: Faded/Washed out enemy textures
« on: 2013-11-28 11:20:49 »
I have bought a hat specifically so I can hold onto it; thanks for making these drivers for us, Aali.

4031
Troubleshooting / Re: Faded/Washed out enemy textures
« on: 2013-11-28 02:41:05 »
It doesn't seem to fix it, unfortunately. Thanks anyway.

4032
Troubleshooting / Faded/Washed out enemy textures
« on: 2013-11-28 00:46:22 »
Hi all,

Had this minor graphical problem since the start. Basically, the eye and mouth textures of certain enemies in battle appears transparent or faded, as pictured:



I was wondering if you guys have seen this issue before and know a way to fix it up? Party characters don't appear to be affected, unless their battle models are used as an enemy. It's the old FF7 PC, and I've got Aali's custom graphics driver (7.10b) installed with its default options and the game runs off a Intel HD integrated graphics card (not strictly a graphics card, but y'know). I tried tinkering with the OpenGl driver settings but it was a no-go. I've searched a couple of times for a thread related to this but it's proven tough to find.

Anyways, any info on this (or a link to a related thread) would be appreciated. It's been bugging me for a while.

4033
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-11-27 22:18:53 »
It's possible to get the birds to 'yield' where they kill themselves. Not sure what the trigger for it is, might be MP.

Theo's 'weakness' to restorative magic means he gets double healing from cure spells, makes his Cure2 more effective without having to ramp his magic up (which would have made Bolt2/3 a bit much). Enemies that absorb healing are the ones that take damage from it. And that reminds me, never combine Full Cure with MP or HP Absorb. It is a bad idea.

4034
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-11-25 23:13:43 »
The first one was a track from The Last Remnant. Not played it, but the name jumped out at me when I was scouting for music. The one after it is from FF2 but I often get early FF music mixed up.

4035
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-11-25 01:05:19 »
I said already, but congrats again. I basically just waded in with a physical hitter (the Strength boost from the Gigas Armlet is pretty healthy) while the other two maintained health. Peace Rings were probably used, and Death Force takes care of, well, Death. Enjoy your vacation!

4036
Completely Unrelated / Re: I quit my job
« on: 2013-11-06 22:46:34 »
I'll say that money doesn't MAKE someone happy, but it helps enable them to be happy because it lets them do more things and opens up doors. The only thing you've got to worry about is commitments; rent, food, etc. so in most cases you've got to make a compromise between what you want to do and working. But if you've started work somewhere else, earning a wage, and you're happy in it this time then I guess you're sorted.

4037
FF7 Tools / Re: Damage Calculator
« on: 2013-11-03 00:41:27 »
Assuming this is giving accurate(ish) damage numbers this'll really help speed up modding and help with planning out challenges; thanks for putting this together.

4038
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-10-31 14:05:04 »
Hi Jon,

Good programs tend to cost money but if you run FF7 in a window then you might be able to use a program called Camstudio. It's not 100% stable but it's free and might do the trick. Otherwise, there's Fraps if you don't mind spending some money and have a multi-core PC (or a really, really good single-core PC).

And ATB Wait isn't really a newbish option; some fights are much easier with ATB Active because statuses can wear off much faster, like if the enemy uses Barrier, Shield, Regen, and Peerless or if you've been hit with Dual Drain. Picking your ATB is part of the strategy, I reckon.

4039
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-10-30 12:36:10 »
I remember you saying you don't have Death Force, Jon. That makes the Death Sentence effect on Red Light a major problem as Confusion has to be guarded against. I've got a few ideas that might help.

-) Cloud's Cross Slash can paralyse Jenova and on Wait ATB at the slowest speed this'd buy you a good few turns to get your team set up and put some damage down. Also, if Cloud can survive one Red Light hit it'll very likely fill his limit bar again (100% certainty if the Fury status sticks to him) so he can use it again to keep Jenova Paralysed in-between her attacks. If you can get the first turn and use Cross Slash, followed by Slow, then you'd have a major advantage going into the fight; it depends on Cloud's starting ATB.

-) The Slow status is the key to winning; she has 200 Speed so you have to slow her down. Haste on your team may or may not be a good idea. If it doesn't get you an extra turn then it just makes you more vulnerable to Death Sentence and Dual Drain.

-) Tifa's Powersoul will likely deal max damage if she is hit into Near-Death by Red Light and if it gives her the Death Sentence status. Combine that with Jenova's 2x weakness to physical attacks and some strength boosting equipment and/or the Berserk status and she'll probably be able to kill Jenova in about 18 hits, assuming it does 9999 damage. And then there's her limit break, of course, which can hit multiple times.

I think the key is being able to survive one hit from Red Light. That'd give you Cross Slash and a tonne of power to put down with a PowerSoul. The third character would be there to facilitate the other two and heal them up. If you level up until you have just enough HP to survive one blast from Red Light then I think those suggestions above could do the trick.

4040
I didn't know you had a playlist for the Hardcore mod, Alyza (very efficient solution to the Omega fight, by the way). Yeah, I probably should've shown equipment and set-ups a little more; I think I only showed the party setup once in the entire run. Maybe not so helpful for people :/

The first challenge of the Hardcore mod is getting out of old habits with the game. Like Squall said, you have to stretch your thinking and try new things. In the first area you can 'recover' by fighting MPs and Mono-Eyes on the catwalks where Wedge is as they drop Potions, Ethers, and Grenades. Sweepers are tough but they can drop Bolt Plumes which really help with your fight against Guard Scorpion. I think by the time you get a stable collection of potions (ten or so, you'll be using less of them to heal as you fight and level up) you'll be roughly Lv7 and ready to go.

Give it another chance, once you get a few levels you'll start getting into it.

4041
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-10-26 23:51:23 »
Lol, good to see you're still slugging it out; getting stuck can be a pain. That work schedule sounds fierce, though.

4042
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-10-26 00:44:19 »
Buthurt, seriously? No complaints in this long? The world is enough! :D

Looks like he might be gone, I was kinda hoping he'd make it to the end. One thing I've noticed on the vids is that the comments from people about how they beat the bosses seem to abruptly end right at Battle Square. Have you ever considered that the difficulty of your mod could be considered a crime against humanity?

In any case, it would appear that your mod has claimed yet another victim. How many more must fall before you're satisfied?  :(

4043
FF7 Tools / Re: [REL 1.5.0/FINAL] Proud Clod
« on: 2013-10-04 19:12:21 »
I'm still testing the latest version of the editor just now but there seems to be a major issue with changing formation data (camera, enemy position, etc.) Whenever you click 'done' when you're viewing/editing in the animation/formation tab menu, an error will pop up (included it here in case it helps:

Code: [Select]
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at ProudClod.Form1.new_formations(Byte section, Byte index, Byte position, Byte enemy)
   at ProudClod.Form3.SaveChanges(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5472 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ProudClod
    Assembly Version: 1.5.0.0
    Win32 Version: 1.5.0.0
    CodeBase: file:///D:/Download%20Directory/FF7%20Downloads/ProudClodFinal/ProudClod.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

Oddly, changes to the animation that an enemy will use for a move will persist, and so will the battle location used, but changing anything in the formation section such as camera or enemy ID won't. Sometimes though these numbers will persist but if you go in and out a few times then they go back to what they originally were (haven't been able to replicate it though).

There's a similar issue with setting the numbers for drop/steal rates (but these are working correctly in-game, I was testing them on Cripshay). If you click away after changing these numbers, all of them except the box that the typing cursor was in will revert back to their original values (and if the typing cursor isn't present in any box, then they all go back). This only seems to be the case for steal/drop values, the other stats can be changed without an issue. So you can only really change one steal/drop number at a time from the look of it (there was a similar issue on the Hojo editor but it was a little worse as it would sometimes 'bump' an item used in a lower/higher scene up into another enemy, for instance if the enemy in the middle slot was given a War Gong as a drop/steal then the enemy in the middle slot above that scene would also get War Gong if their corresponding item slot was empty).

That said, need to wait and see if other people have the same problems. Might just be my machine and installed programs/frameworks or something. Enjoy your Windwaker WiiU bundle!

4044
I am also seeing if I can do it myself with that uLGP thing, so I might get it going on my own  ;D

I think your best bet is the LGP thing, that way you can insert mods manually and have greater control over how your game looks/runs (which can come in handy in the future if you see a better model for a character or if you want to mix and match models). Just remember to use Gjoerulv's battle.lgp when inserting the character models as it contains new monsters that the mod needs in order to work (none of the old monsters/battle models were overwritten though so for the most part replacing a character's battle model should work fine).

If you don't have this bookmarked already, then this will be invaluable: http://www.alhexx.com/documents/other/battle_database.txt

It lists all the battle models in the battle.lgp. Basically, battle models are grouped by the first two letters (so every file starting with 'RT' in the battle.lgp belongs to Cloud's regular battle model). So to insert a new Cloud model, you'd basically 'unlgp' the battle.lgp, copy-replace all the new Cloud parts in, then 'lgp' the file again so that it can be read by the game. If you can get it working, Borde's Kimera tool can let you see battle/field models before and after you've moved them to see if you've done it right.

4045
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2013-10-04 10:45:03 »
I'm going to be releasing PrC's source soon (maybe even tomorrow) along with the final version of PrC hopefully with this issue resolved.

A new version of PrC would be like Christmas came early, thanks for working on this stuff for us.

4046
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2013-10-03 23:43:58 »
Hi NFITC1,

I'm doing the first proper beta test of a mod, but I've ran into the issue that Tonfa mentions a few posts ago. Basically the drop/steal rates are messed up on a few enemies like Cripshay, Aero combatant, Mighty Grunt, etc. (seems to be fine on others). I tried running the battle.scene through Hojo and saving it there but these enemies are still tossing up glitched items and crashes. This is an example of a standard drop pattern I'm using:

[Item Drop] 8
[Item Drop] 63
[Item Steal] 63
[Nothing: Steal flag ticked] 63

For most enemies, this works fine but the same set on certain enemies gives those glitched items. Do I have to manually set drop/steal rates through Hojo and then save it or is there maybe a specific issue with certain enemies and their drop/steal rates? Any info you have on this would be appreciated, trying to iron out all the bugs before release.

4047
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-10-02 13:57:37 »
I wouldn't call Cover + Defend cheating, you're up against a boss that has 180,000HP and can hit for 3000 damage a time. I'd say that using Overflow is cheap, or manipulating Cait Sith's Slots for Game Over. That being said I'm not sure if a Tank with Cover+Defend would be able to survive three blasts of Red Light, and I don't think Cover works for Red Light anyway (it's a magical attack).

4048
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-10-01 17:27:46 »
I think you can grab Phoenix Downs and Tents from the enemies in that area. Might be handy, because I don't know if you can return from the area or not.

4049
Hey Tenko, I just saw your post in the Hardcore mod thread.

Yeah, I've been looking at the Nightmare mod (I'm assuming you meant this one). One thing that's putting me off is that it requires a Bootleg installation and I'm not sure that I've got enough room left in the HDD for that or how it would affect my older mods (I'm using things like Ficedula FF7Music and an old version of Aali's Graphics).

I was reading the features bit. Is it possible to get a version of this mod that's pared down to just the battles, the kernel, etc.? Something I could just stick into a data folder and then plug n' play? I'm not really into the new graphics or music stuff, I just want the gameplay challenge. Is that possible?

4050
Really? Damn. I'd heard from a few people that the very early versions of the mod were ungodly hard so I'd been hunting around for them. If they're more or less the same as the later versions then no worries.

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