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Messages - powerincarnate

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-12 04:52:35 »
It says, menu overhaul not supported on the steam version of ffVII and was deselected

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-12 04:22:44 »
I'd type them as you see them, line by line. One thing though, If strings are updated automatically so it's best to think of them as pointing at something. If the 70 #### points to the end of the script, then input the current number that points to the end of the script. Otherwise they'll be directing to the wrong places.

As for space, it seems that the kernel AI has it's own 'segment', though I'm not sure.

-) Cloud
I'm still working out how to do it properly. Ideally I want it to be someone in the current party but I'm having trouble getting their ID over to the appropriate script without it getting too large.

-) Tifa
I'm still working on getting something organised that reduces the target's defence but it's been tricky due to Subtraction not seeming to work correctly. Past the update though, there will be no changes in stats when leveling up; that's instead handled by the Rank-Up system where the player assigns stat growth instead (so there's no need to min-max levels, except maybe for HP/MP). Setting it to be triggered by an evaded attack would likely make it very difficult to gain consecutive stacks too. Long story short though, this one doesn't seem popular so it's not going to appear in the update. If I can't get the defence reduction to work, then I'll put some more ideas to people here.

-) Barret
Defensive stats were buffed recently, and are now twice as effective. +40 on Vit + Spr should make a tangible difference, but I wanted the front row one to be tempting enough to have players pull Barret to the front sometimes. Due to the change in the way stats are grown, I can now balance things up much more easily so hopefully I can avoid it getting too overpowered when combined with other +STR gear and a STR focused build.

-) Cait Sith
Let's do the opposite: https://youtu.be/OJ9zEqHxLZE

-) Vincent
I think it'll come in handy for situations where there's maybe a few too many things to defend completely against later on in the game, or for freeing up armour/accessory/slots that would otherwise go to elemental defence. As for the Limits, there's not much I can do; although I've been meaning to try out kernel spells on the Limit bar to see if he can use them. Could cast, say, Flare instead of handing control over to Galian Beast for example. I'm fairly sure it'd still require MP though :l

-) Cid
I've actually got Cid pegged as a luck-orientated guy because of that Lady Luck emblem he has on the Highwind. It's also a great stat for a front row fighter because of the crits + additional evasion it gives. It was a toss-up between Tifa and Cid for who was going to get the high luck stat, but in the end I figured Tifa would have Dex and Cid would be a lot slower (although I'll admit that the idea of a Dragoon-esque fighter with low Dex doesn't sit too well with me).

Dammit, I didn't even think of that. A warning message could maybe help with that, but it might be that I have to remove that particular option and replace it with something else instead. Not sure what, though; maybe an SP check to compliment Rank-Up?

How did you get that menu overhaul, which is seen in Tifa's various mods with the new threat 1.3 since Tifa's final heaven only support 1.2.  I would like to use that updated menu and perhaps character models with new threat, but without the behemoth that is tifa's bootlet or final heaven. 

Thanks,

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 22:11:56 »
Outside that digging city, where we go to the ancient forest, when I fight that red dragon, two times now when I do Cid's hyper jump limit (level 2) it works, but then after several tries, the game freezes in the middle of that limit.  Has this happen to anyone else??

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-22 23:05:39 »
Here's the plan, see:

The NG game starts in Tifa's Bar in Sector 7; from there, you need to reach the Crater and beat up Safer. The enemies will all be remixed and specced against end-game teams (Lv.70+). The first objective is to escape Midgar itself, which'll be a similar scenario to the Dark Cave sidequest; from there, you'd be loosely following the same progression through areas as the regular game, eventually reaching the northern continent with the Bronco to head for the Crater. It'll be like a gauntlet; minimal story, and more about surviving.

A lot of the towns and areas you pass through will be deserted, shops & Inns will be few and far between, and there'll be a lot of new events and unique challenges to make your way through. Areas that aren't compulsory to visit will contain bonus loot and bosses to take on, to encourage players to explore. This is going to be a big project which'll likely require a new separate set of files; for that reason, I'm thinking of making it a stand-alone mod that can be played without a finished NT save file; I can set the Kernel to have characters start at a high level and with a reasonable inventory of items, equipment, and Materia (though likely nowhere near as much as what a finished NT file would have).

It'll take a while to finish something like this, though; that's why I want to 'complete' NT before moving onto it.

Sounds odd, I'll check my game just now and see if it's happening there too.

Edit: Seems to be okay on my end. Do you have a controller plugged in? The game can take input from multiple sources at once, and if the target flag is flashing then it might mean that a button binded to it is being held down accidentally (or might be malfunctioning). For instance, if I hold my controller's shoulder button down then the target flag flashes while I input commands using a keyboard. Could it be something like that?

Yeah, I'm using a PS3 Sixasis controller.  It ended up being my R2 was stuck somehow where it was still depressable and barely stuck, so I didn't notice it was stuck.. after you said it was fine on your end, I went investigating it and low and behold it was stuck. 

thanks

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-22 03:29:54 »
Another little bug i've seen, when in battle, the target sign keeps flashing and isn't able to be turned off?  I've tried pressing all buttons, but it stays on and flashing.  Any idea what's going on??

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-20 13:53:51 »
I keep getting a glitch where the battle is about to start and the game freezes before the battle fully loads when trying to get Yuffie in Kalm. 

7
I have a very simple question.

It seems like Tifa's Final Heaven mod only has new threat (NT) 1.2, instead of the newer 1.3 version.  Is there any way to change that, if so how?


Thanks,


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