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Messages - Girl next door

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76
Thanks Maki, it works now. :)

77
Hum Maki... the encounter editor doesn't seem to work. When I try to change something, I always have that whatever I do:



 :|

78
OK, I'll wait for the new editor. Thanks for the update. :)

79
So if I understand well, it will be possible to edit the encounters by sections ? I think about the great forest of Timber. Encounters are all the same in each part of the forest. That would be interesting if I could make a special encounter for one part of the forest. For example.

80
Try to use FF8AC, sometimes that doesn't work with Deling.

Thanks Maki, so I'll wait for the update. :)

81
Thanks, great job ! :)

But now I've got some trouble:





I've selected on the world map the Centra region, your tool indicates that's it's the region 7. But when I look at the encounters, those are from Trabia region...

And another thing: the word map encounters editor don't seem to be able to edit some region right ? Like the Island closest to hell.

82
Of course, one thing after the other. :) Will you put this editor in your Rinoa's toolset ?

83
And I found that 254 is the exact average of party members levels. Also, it's always this exact value

84
About the world map, do you know where is the draw points data please ?

85
Great ! Looking forward to its released ! ;D

86
That's good news ! ;D

But well, it's hard to understand for me. At which offset the sector 4 begins please ?

87
What do you want to do exactly ?

88
Yes, it's the same thing for the wmsetfr:



That's a weird code no ? You should find somewhere the encounter's ID no ? But here, it's just the map if you have the ability No encounters no ?

89
General Discussion / Re: FF8 VIII Gf Ability removal
« on: 2016-10-08 17:53:29 »
No and if you change GF abilities or character's levels, you'll have to play 'til you find them to check it. ^^ But you can trust Quetzacoatl, the changes I made work well. I've played my mod 'til FH and everything works well.

90
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-07 15:56:05 »

91
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-06 17:45:48 »
Do you compile your changings before saving ?

Also, it could be the fact that you have the field.fs opened in 2 tools in the same time.

92
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-09-27 14:30:12 »
Oh yes, of course. I use this tool but I forgot this flag. Thanks !

93
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-09-26 22:20:36 »
Hi!

I'm trying to put a new timer at the end of CD1 during the Edea's parade, it works well but when I enter the battle against the two Iguion, the timer stops. I've tried tu put a DISPTIMER and a GETTIMER but no, that doesn't work... any idea ?

94
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-22 07:49:01 »
Hum fine, so I can use 6 save vars (I've deleted the AI tutorials), that's not much.... anyway thanks for the help. :)

95
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-21 19:53:24 »
Sorry for the double post.

Now, I want to use save.var for sidequests but I wonder how it works. I tought it use  this list of variables: http://wiki.qhimm.com/view/FF8/Variables but no, that's not the case. So, where I can find the good list and is there some unused ?

96
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-21 18:08:24 »
Oh great, I've missed this update. I've tried it and it works fine, thanks.

97
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-09-20 18:58:22 »
Thanks !

I don't know why it corrupts the file but what I know is that I have troubles with fonctions which have self.var or save.var. Here's an example with the Fastitocalon fake. Its AI:

Code: [Select]
if (rand() % 3 == 0) {
    return
}
if (self.status == CONFUSION) {
    target(207)
    if (self.varDC == 0) {
        target(200)
        domoveid(2)
        self.varDC = 1
        changeresistance(3, 900)
        changestat(1, 10)
        changestat(3, 10)
    }
    else {
        target(207)
        domoveid(1)
    }
    return
}
if (self.varDC == 0) {
    target(201)
    domoveid(0)
}
else {
    target(201)
    domoveid(1)
}

When I try to change a simple number, I can compile it, save and when I go back to the file, the AI has changed to something bugged:

Code: [Select]
if (rand() % 3 == 0) {
    return
}
if (self.status == CHARGED) {
    target(207)
    if (self.hp == 20) {
        domoveid(2)
        self.varDC = 1
        changeresistance(3, 900)
        changestat(1, 10)
        changestat(3, 10)
    }
    else {
        target(204)
        domoveid(1)
    }
    return
}
if (self.hp == 7) {
    domoveid(0)
}
else {
    target(201)
    domoveid(1)
}

98
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-09-20 14:05:35 »
OK, thanks ! :D

(HS: you didn't see my post on Ifrit thread or you don't know how to do it ? ^^)

99
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-09-20 13:47:46 »
Thanks, I've put this in the script and it works fine, magic is disabled:

Code: [Select]
PSHN_L      1
LASTIN
PSHN_L      1
SEALEDOFF
PSHN_L      4
SEALEDOFF
PSHN_L      8
SEALEDOFF
PSHN_L      16
SEALEDOFF
PSHN_L      32
SEALEDOFF
PSHN_L      64
SEALEDOFF
PSHN_L      128
SEALEDOFF

Just one thing I'm not sure: how do I set byte 334 back to its original ?

100
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-09-20 06:11:46 »
Hi there !

I'm looking for the code which determines the disabling of magic command in Ultimecia's castle. I want to use it in another field in the game. It seems that it's hardcoded and I can't see it in the script. Does anyone know how it works ?

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