FF VIII How to MOD?

  • Thread starter Thread starter Divatox
  • Start date Start date
Status
Not open for further replies.
It´s true i just tested its not 1-10 it´s 0-9 the command list
now it´s working ^^

Thank so much guys now i will start to make the changes. Last question, in the level to the enemie start always on lvl 100 i just put 100<>100 ?
 
What I mean is that the magic is numbered 0-15, not 1-16.
In other words, the first magic line is id 0 - getting this incorrect would cause you to reference the wrong magic.
Of course, sorry I didn't understand. ^^

Which dat file?
Did you recompile and insert back into the archive?
What specific changes have you made?
That's the c0m085.dat and here's the 2 AIs I modified:

Turn:

Code: [Select]
Code:
self.varDC += 1if (self.varDC == 4) {    target(200)    domoveid(4)    target(201)    domoveid(0)}else if (self.varDE == 0) {    if (self.status != PROTECT) {        self.varDE = 1        target(200)        domoveid(5)        target(200)        domoveid(8)    }    else {        target(201)        choose(0, 0, 3)    }}else if (enemy.status == REFLECT) {    target(201)    choose(0, 9, 11)}else {    target(201)    choose(0, 3, 3)}
And counter:

Code: [Select]
Code:
if (self.varDD == 0) {    if (self.hp < 5) {        self.varDD = 1        target(200)        domoveid(6)        target(201)        domoveid(10)    }}
First I tried to just recompile the AI and second, I took a fresh file. For the same result. :(

Last question, in the level to the enemie start always on lvl 100 i just put 100<>100 ?
That's not clear sorry.
 
Last edited:
Like how do i make a enemie start on level 100? Link in the 2 island, close to heaven and hell
 
You can't do that with Ifrit, use Cactilio https://www.ff7catalog.com/threads/11143/

JWP: I've tested another battle and the graphical bug seems to have disappear except for the Seifer's gunblade.

Edit: well tested a battle with 3 different enemies, Fungar, Anacondor and Wendigo and the bug is already here. :(
 
Last edited:
I'll do some investigating. It'd be a huge help if you could find the smallest change that causes the issue so that I can isolate the problem quicker.
 
I've already done some investigating to find where is the problem but I understand nothing. Sometimes a small change is efficient and sometimes a big change and it works without problem. Another weird thing: sometimes 2 enemies can work together on a battle scene but if you change the scene, it doesn't work... really weird.
 
I begun to edit/mod some bosses to rise the dificulty and i notice something:

Sem-titulo.jpg


What happens if i change those 3 parts?
party level
char level
level increment
------
And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack
 
Last edited:
Hmm...
After recompiling c0m085.dat without any changes to the code, I get some changes to the file.
The offsets all change but this should be fine as it's related to a different number of 00's at the end of the code (the first one hit causes a return, so the count doesn't matter)
However there is a concerning difference:
Code: [Select]
Code:
if (self.hp < 5)changes from:02 00 00 01 05 00 0E 00to:02 00 C8 01 05 00 0E 00
I'll have to do some more investigating to see the impact of this change.
In addition to this, I'll code a test to recompile all the AI and check they come out the same to remove any other issues like this.
 
I begun to edit/mod some bosses to rise the dificulty and i notice something:
What happens if i change those 3 parts?
party level
char level
level increment
------
And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack
Those 3 parts are just for EXP calculation and don't affect anything in the enemy file; they're for the user's reference.

Average Party Level sets how much EXP will be gained with the team.

Finishing Char Level sets how much extra EXP will be won from the killing blow.

And Level Increment sets how many levels will be shown (for making the table more streamlined).

You can change enemy abilities, but make sure to have them retain a relevant animation. Magic should use their magic-casting animation, etc.
 
Hmm...
After recompiling c0m085.dat without any changes to the code, I get some changes to the file.
The offsets all change but this should be fine as it's related to a different number of 00's at the end of the code (the first one hit causes a return, so the count doesn't matter)
However there is a concerning difference:
Code: [Select]
Code:
if (self.hp < 5)changes from:02 00 00 01 05 00 0E 00to:02 00 C8 01 05 00 0E 00
I'll have to do some more investigating to see the impact of this change.
In addition to this, I'll code a test to recompile all the AI and check they come out the same to remove any other issues like this.
Anyway, it's better now with the update. I've done a battle that was impossible before, with Seifer, Fujin and Raijin. I have changed the 3 AIs and it works ! But with the gunblade disabled or I have a big graphical bug. There must be several things you have to modify but you'll make it ! :)

And why some abilities are 264,265,266 all null? Can i change them without a problem? add magics or repeat a definided attack
These are special actions like a dialog, don't change them. You can also use Doomtrain to see more details. https://www.ff7catalog.com/threads/11795/
 
Last edited:
I've run a test compilation on all of the files that can be parsed and I've determined the following:
these if statements are compiled incorrectly:
Code: [Select]
Code:
self.hpself.statusenemy.statusenemy.alive
I'm guessing they also need a parameter for the slot/id and it's more like "friendly(id).hp" which could be self with a certain id.
The line "self.var60 = 0" appears in c0m071.dat, this seems more like a coding error to me as self vars are in the range DC-E3.
 
Last edited:
New issue, i changed only a little the HP1 and HP2 by 5 on the first battle against Biggs.
When the battle starts no one show up, like all char dissapear and only the music plays.
 
Nope only the HP =/ strange...
Biggs
--------------
INT AI

unknown19(1)
say(0)
self.varDC = 0
battle.var60 = 0
battle.var62 = 0
--------
TURN AI

if (unknown(0x0A, 02) == 4) {
    if (battle.var60 == 0) {
        unknown1B(1, 0)
        battle.var60 = 1
        battle.var60 = 1
    }
}
else if (self.hp < 5) {
    if (self.varDC == 0) {
        target(200)
        domoveid(5)
        target(89)
        domoveid(3)
        self.varDC = 1
    }
    else if (rand() % 3 == 0) {
        target(200)
        domoveid(3)
    }
    else {
        target(201)
        choose(1, 0, 0)
    }
}
else {
    target(201)
    choose(2, 0, 0)
}
Wedge
INT AI

unknown19(1)
target(200)
domoveid(3)

TURN AI

if (rand() % 3 == 0) {
    return
}
target(201)
choose(0, 0, 1)
 
Last edited:
I think you've done some bad thing repacking the archive,  try another battle, a random encounter for exemple to see if it works.
 
Hum....no if i change HP or some ability now the game dont load the chars in battle O_o
When i was testing everthing on glacial eye worked. even a glacial eye with HP=1000000
 
I run into this issue now and then; it seems that the archive can become corrupt sometimes when repacking. The approach I use now is to manually insert/replace the edited enemy into the archive using the Deling tool.
 
never mind for some reason i putt my backup battle files in the data and now its working the "mod"  :mrgreen:
 
Last edited:
Quick question.

Its possible edit some place to only put a determined enemie? For example, Ultimecia´s Castle you will only encounter bosses Gerogero, Elvoret, Ifrit, Granaldo and his Raldos etc

or lunatc pandora or other place
 
As I said to you before, if you want to edit the battle scenes, use Cactilio. The problem is that you won't have the list of the battles, I have a french list but not the english.
 
Status
Not open for further replies.
Back
Top