[PSX/PC] General editor - Hades Workshop (0.50b)

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The Max HP of Gizamaluke is rewritten at the beginning of the fight.
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        SET VAR_B15_1 = ( 65535L - Op2B(SV_FunctionEnemy[HP]) )        SET VAR_B15_3 = ( ( ( 65535L - VAR_B15_1 ) / 3 ) + VAR_B15_1 )        SET SV_FunctionEnemy[MAX_HP] =$ 65535L        SET SV_FunctionEnemy[HP] =$ 65535L
It is set to 65535 and "VAR_B15_1" keeps memory of the initial HP gave to him. When Gizamaluke's HP gets under "VAR_B15_1", he does his death stuff.

"VAR_B15_3" is a threshold for his Water attack. Under 1/3 of his HP (as seen from the player's perspective), he casts Water on the team instead of 1 target.

As an example, let's say you set his Max HP to 10000 in the editor.
After the start of the battle, the variables will be set like these :

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// Actual Max HPSV_FunctionEnemy[MAX_HP] -> 65535SV_FunctionEnemy[HP] -> 65535// Death thresholdVAR_B15_1 -> 55535// Multi-Water thresholdVAR_B15_3 -> 55535 + 10000 / 3 = 58868
So yeah, Gizamaluke has the same kind of system than the other bosses but it is more hidden in the script (Kraken and his tentacles also use this kind of system).
 
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Oh really? That's pretty interesting...but also raises the question of why do it differently for these creatures while others are more standard? It just seems weirdly inconsistent to me.
 
I guess that's because they didn't need it to be consistent. They only needed it to work.
Some smart guy told me you could roughly guess how many developpers worked on this game by looking differences like this in the code.
 
can u add an option for ap after battle on monsters?

also is there a way to change battle music on certain battles?
 
can u add an option for ap after battle on monsters?
That option is already there, in every entry in the enemy list below the attack list there's a list of the "groups" (or enemy formations, if you prefer), and there you can edit the AP reward for each group of enemies.
 
with this little bit of info is it possible to make new battles or custom battles?
 
There's no way to change the music for now. About making new/custom battles, it won't be possible after some time (there are several steps separating us from that). However, it should be possible quiet soon to add some new abilities to enemies instead of having to recycle the old ones.
 
any chance of the ability to change passive abilities of characters cuz i notice some have more than others. would be cool to make a mod that enables more of them on more chars.

btw i found a way to customize the battles sorta, i was able to add more monsters. now need to learn how to add different kinds of monsters to a battle
 
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If I recall correctly (I can't remember where I've read it, it's been a while), the game allows every character to have exactly 48 abilities in total, both action abilities and support abilities combined. This means that if you want to give more support abilities to a character, you have to remove some of his action abilities to make room for that.

Edit: that's right, it was here, Zande has found some info on it a while ago:

https://www.ff7catalog.com/posts/153615/

I don't know how difficult it would be to prolong the list of abilities for any character, at least it's not possible right know.

But that leads me to a related question, Tirlititi: I tried to give some support abilities to Beatrix (mainly offensive ones that would be fitting for a master swordswoman like Long Reach, MP attack, Counter, or the various Killer-Abilities), however, there’s an issue with that. While she does now possess these abilities, I’m unable to make use of them because Beatrix doesn’t have access to the support ability menu (see picture).

2yv08s1.jpg


Is there any way to enable the four temporary party members to have access to the support ability menu?
 
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what i wanna know is how can enable beatrix to be addable after disc 3 XD

i wouldnt enable passives cuz if u level her, shes quite OP almost too OP lol esp if u go in and add support for other swords to be used by her
 
@ Kefka : I don't know how to solve this problem. It needs investigations but there's a chance that it won't be possible to add supporting abilities without messing with the regular characters' ability learning progress.

@ resinate : You can add Beatrix at disc 3 by editing the game script. You need to add Beatrix with a "PartyAdd" opcode or a "PARTY_RESERVE" opcode. You should change the ones that are already present (in the Hilda Gard 3 scenes, for instance).
 
@ Kefka : I don't know how to solve this problem. It needs investigations but there's a chance that it won't be possible to add supporting abilities without messing with the regular characters' ability learning progress.

@ resinate : You can add Beatrix at disc 3 by editing the game script. You need to add Beatrix with a "PartyAdd" opcode or a "PARTY_RESERVE" opcode. You should change the ones that are already present (in the Hilda Gard 3 scenes, for instance).
Hm, too bad about the support abilities. However, I'm surprised that adding Beatrix as a permanent party member seems to be that easy. Does the rest of the script really support that? I've heard that wierd bugs happen when you add Aerith in FF7 in later stages of the game because she doesn't have dialogue for those story events to come. Isn't that also an issue with Beatrix? What would happen if you come to an event where your current party members have something to say?

But then again, maybe she DOES have dialogue for later events (I haven't looked yet). I don't know the details of the game's development, but there are a couple of hints that she was originally meant to join the party permanently, like Hades offering the Save the Queen in his shop, or the Memoria savegame editor allowing you to edit Beatrix along with the other 8 permanent party members, proving that Beatrix enjoys a permanent slot in the party, unlike Blank, Marcus and Cinna.

If it's really that simple to add her to the party without causing bugs during the rest of the game, then I might seriously consider doing that.
 
Ah, you made a point indeed. I was thinking of adding her in CD 4 where it won't be a problem anyway since dialogs don't depend on your current team. But in the CD 3, there are a lot of places with that kind of thing.

No, she doesn't have any dialog for those events, and yes it will bug if you don't do anything (from my experience, limited to Oeilvert events, it soft locks if a line of dialog should be said but there's no one to say it).
Here is what is likely to happen with Beatrix in your team :
You get to a cutscene involving your 4 party members (they appear on the field),
However, Beatrix doesn't appear so you see 3 characters instead of 4,
At a point when the missing character should say something, the game soft locks.

A simple (yet tedious) way to fix it is to go to every field with that kind of cutscene and replace Beatrix with a regular party member at the beginning of the "main_Init" function then put her back at the end of the same function.
For fixing it so Beatrix appears, not only would you have to add dialogs and movements for her, but you would also need to add a Beatrix model to the field and I never succeeded in doing it (adding a Beatrix model in the model preloading list is not enough). So it's not possible for the moment.

I'm curious : how do gameshark codes handle those problems? People just take the habits not to run it at problemous moments?
 
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is there a way to add another tab/panel for ALL abilities in game like monster spells, and item spells? aka dead pepper, tents.

also is there a way to use an item in menu that can cause bad statues i see a way to heal them but im not able to add them

how do u set how many targets of a spell, from being single or multi when using enemy spells
 
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I imagine it would be very difficult to sum up all enemy abilities in one huge table, mainly because they are all assigned to one specific entry in the enemy list, and the enemy's AI has to tell each enemy exactly which entries in the ability list can be used by that respective enemy (and for this, the abilities must have a specific "place" in the ability list). Also, every enemy ability is essentially unique, in that it has its own separate properties. A Dracozombie for example uses a different Thundara spell than Vivi, and also a different one than let's say an Ironite, or an Armstrong. In fact, even those repeating entries in the enemy list that only differ in terms of battle background use their own ability lists each. In theory, you could have a Dracozombie on the world map use different attacks than a Dracozombie inside the Iifa Tree, if you wanted. I'm not sure that a single huge list of all abilities could even work, because in the end, you'd have like 50+ Thundara spells in that list with no way of knowing who uses which one. That's why the current approach of having individual ability lists for every enemy entry is actually much more overseeable.

Whether an enemy attack is single-targeting or multi-targeting is defined in that enemy's respective AI script, and which function it is in depends on when the enemy uses the ability. Most are in the "running on full atb" function, but those that are used as counterattacks or final attacks are used in the "counter party" function or "death" function, repsectively. The targeting information of an ability is displayed like this:

For single-target attacks it is: ( SV_Target = RandomInTeam(SV_PlayerTeam) )

For targeting the whole party it is: ( SV_Target = SV_PlayerTeam )

There are also other targeting codes, for example when the enemy is targeting himself or another enemy and such. If you want to change the targeting of an attack you simply have to overwrite that attack's targeting information with the one you'd like to have.
 
if anyone here is REALLY good with scripting, i wanna do a mod on chocobo forest where the timer is set to 10 mins and u spend the time farming unlimited items until time runs out is this possible to code using for loops?

so after playing with items following do not work at all - i think there needs to be a field for accuracy for bunch of stuff to work aka lv? death on items crashes game cuz of missing accuracy

anything with bad status effects will always miss/guard
gravity magic will always deal 0 damage

any chance of fixing these?

i also found a bug when u use an item with multi targeting it consumes entire stack of items lol
 
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I finished translating FF9 without using Hades.
But yesterday, I downloaded the latest version and give some try, then I realize that in the Japanese version:

1. Hades calculated wrongly the pointers for place name in World maps.
2. Hades calculated wrongly the dialogue box width. All box have width 0, even if I change to 3,4, some box still remains 2.
 
Hm, so for the time being, not enough is known for doing something like replacing a character for another one successfully?

Curses, and here I was willing to invest 50+ hours into changing every single instance of Zidane, Vivi and Steiner with Blank. Cinna and Marcus. xD

I made a little mod though that turned Zidane into a swordsman and Sarah into a hybrid thief and white mage and let Vivi use Cinna's hammer as a physical weapon. (I lowered Zidane's stats so that he's quick, but nowhere near as strong as the proper fighters and he looks pretty good with a sword.)

I didn't get alot of time to look around into what could be done with it yet, but this really looks like it can renew my interest greatly in FF9.

Years ago, I knew someone who was making something similar to this, but they just seemed to drop off the face of the Earth.
 
Hey, I have emailed you because I got back on the project of making my Script work and I got everything working perfectly fine..even found out how to switch party members out that are supposed to be mandatory..except for ones like zidane evil forest and vivi Waltz no.3 cuz they have to do their beginning trance, but I switched the other remaining members. I have two problems left..exclusing the support abilities on Blank and Marcus because I just gave up on that, but Beatrix's support abilities work...with a price seeing how she has zidanes ability set even thought I didnt put a party_battle_data on her...which wasn't much of a problem, until I noticed at lindublum she has a trance bar...I was like sweet...but when she tranced it stayed in that mid trance animation...so that also means I cannot flee from battles. I can't get rid of her trance bar...also I forgot that when you overwrite as a binary you cannot re-open it again in Hades...Feedback?
 
Hello Tirlititi, whether added to the import \ export text scripts. for a long time waiting for this function. and it is so still and no.
 
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