[PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)

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Yeah, I think I'll stop crying and just get to work ;)
...Still, your idea of stat growth from one scene to another is very interesting, Bosola :)
I wish I knew how to write utilities like you guys ^^
 
NFITC1 has always been reluctant to muscle in on Squall's work, after rendering Teioh obsolete some time ago.

Still, an 'enemy manager' would be quite nice. If I had more time, I'd even consider writing one of my own - application makes semi-automated changes across SCENEs on the basis of which monsters are duplicated across scenes (could rely on a config file for those adding new encounters, rather than hard-coding the data). For instance, not only copying stats, but also creating stat growth across encounters (e.g. a monster's stats increase by a set amount as scenes progress). The thing is, I can't see much demand for it, and doing it manually is a bit of a pain, but hardly insurmountable.
You are correct, Bosola, that I don't want to make Squall cry (especially now that Loveless is being obsoleted with Makou Reactor), but Armorvil's suggestion has merit. It's not difficult at all to create a "copy/paste enemy" feature. I'm most worried about formations. Copying/replacing formation data would get chaotic. I don't want someone to copy an enemy index and not change the formation datas. I should probably make a check for this when changing scenes. Making sure that the user knows that there are formations in the scene that don't contain enemies from that scene.

Overall, though. I'm still giving thought to obsoleting Hojo. Sad as it is, I already ousted Scenester, SceneEdit, and now with the new in-development version of PrC Scene Reader. That removes Lord Ramza and M4v3R from having any tools of significance to their names (M4v3R still has Omega to his name and I'm unlikely to touch that since Tiny Bronco isn't coming along AT ALL :( ). Add to the fact that Squall78 has been absent from these forums for some time I don't think he'd mind.

I'm just considering it. No definite plans yet. I'll look into the copy/paste enemies though.
 
Yeah, I don't think Squall would mind. And it would be great if Proud Clod and Hojo could be combined, somehow. But for now, if you could pull off the copying/pasting of enemies' stats, it would make the modders' work (mine included) a lot easier, that's for sure :) (even though I plan for some enemies to have different stats in different scenes)

By the way, if it's only stats you allow to copy/paste, then I don't think the formations would be a problem.
 
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I just took a look at Hojo and something about it confuses me. What's x2 damage to sleep do? Why does only Palmer (who is immune to sleep) have it? What effect does it have on him? I'd assume that it, along with Confusion x2 that some enemies have, means the enemy is either twice as likely to be hit by an attack that causes it, or twice as likely to be inflicted by that status.

Any thoughts?
 
I believe it to be a dummied-out element, much like the weapon elements (except that the latter are still ocassionally invoked)
 
I just tested it, and it's as Bosola said : it's a valid element. I made Sleepel deal damage, and hit a random enemy with it : 150+ damage. Then, I quit the game, made this same enemy weak against sleep, and tried Sleepel again : 300+ damage. This is interesting. I wonder if all status effects can be turned to elements ?
 
I just tested it, and it's as Bosola said : it's a valid element. I made Sleepel deal damage, and hit a random enemy with it : 150+ damage. Then, I quit the game, made this same enemy weak against sleep, and tried Sleepel again : 300+ damage. This is interesting. I wonder if all status effects can be turned to elements ?
This is kind of strange. It seems that an attack that will cause 'X' status or element does 'Y' damage. I guess that's how the "Death = Full cure" effect on the Dragon Zombie happens.
If this is correct then there could be a lot of potential for status attacks on bosses without having to code those effects in the AI.
 
When I try to change Safer Sephiroth's Deen move from Din to Dean and click save I get

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '-1' is not valid for 'index'.
Parameter name: index
   at Microsoft.VisualBasic.CompilerServices.Symbols.Container.InvokeMethod(Method TargetProcedure, Object[] Arguments, Boolean[] CopyBack, BindingFlags Flags)
   at Microsoft.VisualBasic.CompilerServices.NewLateBinding.CallMethod(Container BaseReference, String MethodName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack, BindingFlags InvocationFlags, Boolean ReportErrors, ResolutionFailure& Failure)
   at Microsoft.VisualBasic.CompilerServices.NewLateBinding.InternalLateIndexGet(Object Instance, Object[] Arguments, String[] ArgumentNames, Boolean ReportErrors, ResolutionFailure& Failure)
   at Microsoft.VisualBasic.CompilerServices.NewLateBinding.LateGet(Object Instance, Type Type, String MemberName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack)
   at ProudClod.Form1.AttackList_DrawItem(Object sender, DrawItemEventArgs e)
   at System.Windows.Forms.DrawItemEventHandler.Invoke(Object sender, DrawItemEventArgs e)
   at System.Windows.Forms.ListBox.OnDrawItem(DrawItemEventArgs e)
   at System.Windows.Forms.ListBox.WmReflectDrawItem(Message& m)
   at System.Windows.Forms.ListBox.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)
 
When I try to change Safer Sephiroth's Deen move from Din to Dean and click save I get

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '-1' is not valid for 'index'.
Parameter name: index
   at Microsoft.VisualBasic.CompilerServices.Symbols.Container.InvokeMethod(Method TargetProcedure, Object[] Arguments, Boolean[] CopyBack, BindingFlags Flags)
   at Microsoft.VisualBasic.CompilerServices.NewLateBinding.CallMethod(Container BaseReference, String MethodName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack, BindingFlags InvocationFlags, Boolean ReportErrors, ResolutionFailure& Failure)
   at Microsoft.VisualBasic.CompilerServices.NewLateBinding.InternalLateIndexGet(Object Instance, Object[] Arguments, String[] ArgumentNames, Boolean ReportErrors, ResolutionFailure& Failure)
   at Microsoft.VisualBasic.CompilerServices.NewLateBinding.LateGet(Object Instance, Type Type, String MemberName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack)
   at ProudClod.Form1.AttackList_DrawItem(Object sender, DrawItemEventArgs e)
   at System.Windows.Forms.DrawItemEventHandler.Invoke(Object sender, DrawItemEventArgs e)
   at System.Windows.Forms.ListBox.OnDrawItem(DrawItemEventArgs e)
   at System.Windows.Forms.ListBox.WmReflectDrawItem(Message& m)
   at System.Windows.Forms.ListBox.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)
See this post. It's still not happening to me. I've added a check that should stop that from happening so it'll be fixed in the next version. It could also be because my Vista doesn't want to acknowledge the drawitem override. I dunno.
 
Ah-ha! Special character's being used. That wasn't known. That's causing me to get the error. Changing the character to something standard works just fine. I'll get on it.
 
Did you have time to look into the copying/pasting of enemies, NFITC1 ? I'm really looking forward to it :)
 
Did you have time to look into the copying/pasting of enemies, NFITC1 ? I'm really looking forward to it :)
I've thought about it. I'm still entirely not sure where to go with it. What I have so far is this:

Copy EnemyID and Stats (this is obvious). It's all together so just a straight copy of 184 bytes dependent on the enemy.
The problem arises mostly in attacks. They'll have up to 16 attacks that they'll need data for. Rather than making the user copy all 16 attacks individually, this will copy the needed attacks as well for pasting later.
Then pasting is going to be tricky. Obviously, one enemy is going to have to be replaced when pasted. At least, one enemy location will. When pasting into a position an enemy currently occupies I can have it overwrite the attacks that THAT enemy uses and replace the former enemy with the new enemy in formation data. That could make for some interesting battle configurations and odd enemies in weird places (like Rufus's helicopter in Gaia's Cliff for example ;) ). When pasting into a blank position the attacks will have to be appended, but the formations won't change. There could be a notice after pasting that the enemy isn't located in any existing battle formation in that scene so that's good enough.

I think that's all it'd need. Am I missing something? If not I could probably add that in a few minutes.
 
Sounds awesome ! So, it will also copy its 3D model ? It's very cool :)
Nothing else comes to mind, to me at least. Needless to say, I'm eager to put my hands on this new feature :D
 
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Sounds awesome ! So, it will also copy its 3D model ? It's very cool :)
Nothing else comes to mind, to me at least. Needless to say, I'm eager to put my hands on this new feature :D
Since the model is tied to the enemy index, yes.
 
Excellent.

I think that's all it'd need. Am I missing something? If not I could probably add that in a few minutes.
Those are the longest few minutes ever. Nobody's in a hurry though, so take your time my friend ;)
 
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Excellent.

I think that's all it'd need. Am I missing something? If not I could probably add that in a few minutes.
Those are the longest few minutes ever. Nobody's in a hurry though, so take your time my friend ;)
Coping took a few minutes. Pasting is harder. I think all it's not doing now is the AI pasting.
That and it could destroy changes made prior to pasting... Still working on that too.
 
Look what you made me do  ;D

I already re-thought almost all of the enemies' placement (the list goes on....). It should prove fun and give my mod a nice feeling, somehow like you're playing a brand new game :) Now all I'm waiting for is this new feature.

You have my full psychological support ; I wish I could help more.

EDIT : Oh yeah, and mighty thanks to Gjoerulv for this very useful list  :mrgreen:
 
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