[FF7] Enemies editor - Hojo (1.0)

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Squall78

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Hi !

I released my enemies editor : Hojo.

Current version : 1.1

Features :
- edits enemies data : name, level, HP, MP, Exp., AP, gils, strength, speed, defense, mag. def., evade, luck, elements weaknesses, status immunities, manipulation capability, morph item, attacks name, items (dropped/stolen)
- edits battle locations of each formation
- kernel.bin updater tool included
- "Find" function available
- an enemy profil can be created and easily applied on all enemies or on the displayed enemy
- multilanguage program :?:

Screenshots :



Download link :
http://www.ffheaven.fr/projects/Hojo 1.1.zip EDIT: This download URL is out of date. Try http://www.breck-mckye.com/final-fantasy-modding/Hojo 1.1.zip instead - Bosola
 
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Instant Download. :-D

Now, if you could remove and add attacks and magic spells from enemies with this program....
This would be the answer to all my problems. :-)
 
Instant Download. :-D

Now, if you could remove and add attacks and magic spells from enemies with this program....
This would be the answer to all my problems. :-)
You could copy data from MAGIC, ITEM and LIMIT description to attack data in scene file, add or replace current attack, add attack to script (in case if you add new attack) and it must work. (there is one mo type of action that uses same format data (0xD), but I don't yet understood what it is)
 
I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).
 
You could copy data from MAGIC, ITEM and LIMIT description to attack data in scene file, add or replace current attack, add attack to script (in case if you add new attack) and it must work. (there is one mo type of action that uses same format data (0xD), but I don't yet understood what it is)
I´m not good at these things. :-(
I tried once, but it either didn´t work or the scene file was messed up.

I've planned to add some new features in Hojo, in which a better attack editor ( the current one only allows you to edit attacks name).
Thanks, try your best. :wink:
(I already renamed some attacks.)
 
would this be able to make a super battle with ruby, ultimate and diamond? if so, you just made my wish came true!  :lol: (well, ruby may or may not work for any super battles)
 
I suppose it's possible, but the new battle area have to be very large lol.
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).
 
I suppose it's possible, but the new battle area have to be very large lol.
In a next version of Hojo I will develop the "monsters formation" aspect (with the possibility to change what enemies are in each formation, etc).
Sounds like Hojo will be the answer to FFVI´s Multi Editor. :lol:
 
The ultimate editor would include attack, and AI altering as well. I know the AI is a tedious thing. This editor is great though! Just tested it.

1 question though, that you're prob aware of. You know the status immuneties bits are subtracted, not added? e.g: Immune to death would be 0xEF not 0x10.
 
Yes, the status 0xFFFFFFFF means the enemy can be affected by all status. Hojo reads the 4 bytes of the status and substracts the right bit if you check a box (and adds it if you uncheck the box).  :wink:
 
Looks good, I hope you can tab through all those options - so you dont need to use the mouse much!
That would be handy if you have to edit 200 scene files...
 
Yes I have used tab capability. You can go through options merely using tab.
 
Well, I updated the spell names of enemies.
Aka 2,3 names to ra, ga names.

I just hope you can finish the attack script editing feature ASAP. :wink:
 
Well, I updated the spell names of enemies.
Aka 2,3 names to ra, ga names.

I just hope you can finish the attack script editing feature ASAP. :wink:
I don't think it will work changing the names that both you and the enemies can use, not including manip. Those names are stored in the kernel too, and it seems the game loads from the kernel when these actions are called upon. At least you don't have to change the name if you manage to e.g change ice to fire. Actually you barely have to alter the attack data in the scene at all. All you really need to do is to change the attack ID which should be at 2 places, not including the AI. In the AI you must find the ID which usually comes after 0x60 or 0x61, and is usually followed by 0x92.

To simply change the ice, fire, bolt etch names simply use THEIO and load the kernel2.bin.
 
Nope, it worked well.
The scenes weren´t messed up, so renaming attack names is possible here.
 
I doubt not. But It would be way easier to just change 'em in the kernel. There all the spell names are stored. When I change the enemies attack I don't bother to change those which already has a path in the kernel, cause the effect doesn't change that way. I have changed the names too. What do you think:

The obvious:

Cura - Curaga
Fira - Firaga
Blizzara - Blizzaga
Thundara - Thundaga

And on to the not so obvious...

Stone (quake) - Stonara - Stonaga
Bio - Biara - Biaga (kinda lame, I dunno)
Demi - Demara - Demaga (lame?)

Aero3 must be changed in the scene. Obviously 'cause it doesn't exist in the kernel.
 
I already changed the kernel magic names, but it didn´t affect the spell names of the enemies.
 
That's right. Names for enemy action with id 0x20 (most usually used action) defined in scene file.
 
That would make more sense, why have to externally referrence kernel data when it would be simply to recreate all the attack info in the scene file - not good programming but remember FF7's programmers were VERY lazy.
 
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