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

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Thank you, we will be waiting! I saw your article about it. Just didn't understand you need to open a text document AbilityFeatures.txt or something else to correct the CIL code? Sorry, I'm new to this, and I'm only using Hades Workshop now. I want to learn more))).    :-P
 
"Examples of equipment passive effects
Those must be included in the >SA Global or >SA GlobalLast section in order not to be bound to any supporting ability."


1.jpg


For examples, in my AbilityFeatures.txt it looks like:

">SA 62 Bandit (effect is coded in 0058_StealScript.cs)

>SA 63 Void

>SA
GlobalLast
Permanent
Code: (Condition) [Select]
Code:
 WeaponId == 74
Code: (MaxMP) [Select]
Code:
 MaxMP + MaxMP / 2
"

I don't understand how to make it works...
 
The "code" tag is problematic with the forum's tag, so it's not obvious to read your message.
However, I think that your only problem is that ">SA" and "GlobalLast" are not on the same line. You must have:
Code: [Select]
Code:
>SA GlobalLastPermanentetc...
and not:
Code: [Select]
Code:
>SAGlobalLastPermanentetc...
 
I wrote the code on your recommendation, I attach a screenshot.  I didn't get the expected effect. Maybe the problem is that I'm writing code in the wrong file or place? I will be grateful for the help, I did not find an example.

h-4.jpg
 
That code works perfectly fine when I try it (the weapon 74 is Vivi's Oak Staff).
How did you update Memoria?
 
I used Memoria.Compiler.exe . Files have been updated ==> (D:\Final Fantasy IX\StreamingAssets\Scripts). But I haven't moved them anywhere. Copies of these files are nowhere to be found.
 
I used Memoria.Compiler.exe . Files have been updated ==> (D:\Final Fantasy IX\StreamingAssets\Scripts). But I haven't moved them anywhere. Copies of these files are nowhere to be found.
#######################################################################################################

Good Morning! I have studied a lot of your articles. I tried to write some interesting scripts to change the number of attacks, the amount of critical damage, and they work.

But attempts to add effects to weapons using ">SA GlobalLast" did not lead to anything. I studied Git and tried to update the Memoria with a patch, but that didn't help either. I don't understand where and how to move it Memoria.script.dll to make it work. I don't know what I can do about it anymore...

It would be really cool if you made a mini guide as a screen recording :-[
 
Good day to you!
It would be awesome to have more visual guides but I have such a long todo-list right now about this game that I don't feel like doing it myself at the moment.

Updating the "Memoria.script.dll" will not help toward "AbilityFeatures.txt". I can tell you however that "Memoria.script.dll" goes to "StreamingAssets/Scripts/Memoria.script.dll" by default and it can also be present in mod folders to take over that default one (for example, I have one for my own mod and thus it has the path "AlternateFantasy/StreamingAssets/Scripts/Memoria.script.dll").

Running Memoria.Patcher.exe should the be correct way to update Memoria.
There are surely problems because you have the game installed in the D: drive though, and not the C: drive. If you didn't install the game using Steam, then I don't know what happens. The normal installation path is "C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY IX".
 
Good day to you!
It would be awesome to have more visual guides but I have such a long todo-list right now about this game that I don't feel like doing it myself at the moment.

Updating the "Memoria.script.dll" will not help toward "AbilityFeatures.txt". I can tell you however that "Memoria.script.dll" goes to "StreamingAssets/Scripts/Memoria.script.dll" by default and it can also be present in mod folders to take over that default one (for example, I have one for my own mod and thus it has the path "AlternateFantasy/StreamingAssets/Scripts/Memoria.script.dll").

Running Memoria.Patcher.exe should the be correct way to update Memoria.
There are surely problems because you have the game installed in the D: drive though, and not the C: drive. If you didn't install the game using Steam, then I don't know what happens. The normal installation path is "C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY IX".
Hello again, @Tirlititi! =)

I've done a lot of work on my knowledge, learned what a repository is and how to work with it

With the help of Visual Studio, I downloaded the repository "https://github.com/Albeoris/Memoria.git " and according to his instructions, "I put together a solution."

Updated the game with a patch along the path that you suggested (C:\Program Files (x86)\Steam\steamapps\common\Final Fantasy IX).

After all the manipulations, the game started.

The new launcher has the opportunity to download your Alternative Fantasy mod.

But I found that even in your patch, even after everything I did according to the instructions, "SA GLOBAL" refuses to work =D

I think that Assembly-CSharp.dll  is broken how to download a new one and where I never understood.
 
Hello! ;)

I have a little problem. With maxMP/HP active abilities, the current MP/HP values are constantly reset to base values when changing equipment and activating other SA abilities.

example
## Permanent (code=MaxHP) MaxHP + MaxHP / 2 (/code) ##

the patch from April 29 is installed.


<iframe src='https://my.mail.ru/video/embed/3747690893717536769' width='626' height='367' frameborder='0' scrolling='no' webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
 
I'll check what it is but I don't remember having that issue. Maybe that's because you use GlobalLast instead of Global? Although I don't see why it would matter... I'm pretty sure that my implementation of MP+20% on Magus Hat doesn't have that problem.
 
I'll check what it is but I don't remember having that issue. Maybe that's because you use GlobalLast instead of Global? Although I don't see why it would matter... I'm pretty sure that my implementation of MP+20% on Magus Hat doesn't have that problem.
This happens in >SA 5,6,7,8. The same error occurs in Global and GloBallast. I need to restore HP and MP when I change weapons, equipments or abilities.
 
I must have badly tested it because that was indeed a bug common to all of the HP+X% or MP+X% features.
Thanks for pointing that bug; I've fixed it for the next Memoria release.
 
I must have badly tested it because that was indeed a bug common to all of the HP+X% or MP+X% features.
Thanks for pointing that bug; I've fixed it for the next Memoria release.
@Tirlititi !!!  :-* Thank you for the answer! Thanks to you, I was able to solve this problem. Everything works fine. I'm looking forward to the new patch. I can't build it myself in Visual Studio according to the instructions, there are a lot of errors, apparently I don't have enough experience in this... But I will try to become like you!
 
Tirlititi, I'm using your tool to translate FF IX to Portuguese.
Could you add the functionality of being able to change the original offset of texts to other offsets?
I'm using the American version.
 
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I don't understand what you mean by "offset of texts". Also, your request surely depends a lot on whether you do a translation for the PSX version or the PC version.
For the PSX version, you can edit the "charmap" (character map) to add or modify letters/glyphs. On the charmap windows, you can also set the width of each character.

Make sure to search for previous translation work before you as well. I know that the PC version already has a (brazilian) portuguese translation.
 
I want to do my own translation for PSX version. There is no complete translation for PSX.
I'm trying to increase the amount of characters per session when I need to. When you pass the number of characters the tool displays the following: "The text size has reached its limit." And I imagine moving to another offset with more space for text could solve the problem. Adding this function in the tool could solve it.
 
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It's not possible to trade space from one text block (eg. "Black Mage Village (2)") to another. The game can only use the texts of a single text block at a time, it never uses two of them simultaneously.
The only thing you can do is to delete unused lines in order to gain size within a text block. It cannot be automatised because the tool doesn't know which line can be deleted safely.

Usually, the following lines are unused and you can delete them to gain space:

[When there is a moogle in the area covered by the text block]
"table10..." and "table20..."
"Error:Mog command"
"Old letter data. Erasing..."
You could also consider shortening/deleting the lines "Mognet is a mail delivery system..." and the following, because they trigger only if the player never went to the Mognet menu before (usually, those lines are only actually used in the Alexandria (1) text block).

[In all the text blocks]
"Test", "Null"
"Error Set Scenario Counter()..." and the following are debugging messages; they are never displayed except if the player uses an action replay cheat to go back in a closed place.
"Nothing more inside.", "Nothing more to find."
"Skip FMV"
"Party Del Error"
The names of the party members are used in several areas but not in all of them. Zidane's name, for example, is used in the "Prima Vista" text block but is unused in all the others, so you can mostly delete it. For Cinna, Marcus, Blank and Beatrix, you should assume that the name is used everytime they enter temporarily the party (so Beatrix's name is used both in Alexandria Castle (2) and in Alexandria (Night) for example).

The size limit is a big trouble when modding the PSX version and I'm afraid that it will never be possible to remove that limit when modding the PSX version.
 
Hello, @ Tirlititi!

The new patch is working with a bang, thank you very much.

I have a new question.
I tried to write code that allows you to attack twice.

Example:
h-5.jpg


How to improve this code so that the character attacks more than twice. For example 3 and more?

Because in my opinion, the counterattack doesn't work more than once.  :(
 
I don't think that's possible using the supporting ability features. However, you can try doing something like that as a custom SFX sequence.

In "Data\SpecialEffects\ef104\PlayerSequence.seq" (and similarly in ef106 and in ef111):
Code: [Select]
Code:
// Player sequence of SFX Player_Attack_Garnet_LH_RacketWaitAnimation: Char=CasterPlayAnimation: Char=Caster ; Anim=MP_SETStartThread: Condition=AreCasterAndTargetsEnemies ; Sync=True Turn: Char=Caster ; BaseAngle=AllTargets ; Time=10EndThreadStartThread: Condition=!AreCasterAndTargetsEnemies ; Sync=True MoveToTarget: Char=Caster ; Target=AllTargets ; Offset=(0.0, 0.0, 1600) ; Time=0 Turn: Char=Caster ; BaseAngle=AllTargets ; Time=0EndThreadStartThread: Condition=CasterWeaponId == 52 ; LoopCount=3 ; Chain ; Sync LoadSFX: SFX=Player_Attack_Garnet_LH_Racket Wait: Time=25 PlaySound: Sound=WeaponAttack WaitSFXLoaded: SFX=Player_Attack_Garnet_LH_Racket PlaySFX: SFX=Player_Attack_Garnet_LH_Racket Wait: Time=7 EffectPoint: Char=AllTargets ; Type=Effect StartThread: Condition=!IsAttackMiss  PlaySound: Sound=WeaponHit EndThread StartThread  Wait: Time=10  EffectPoint: Char=Everyone ; Type=Figure EndThread WaitAnimation: Char=Caster PlayAnimation: Char=Caster ; Anim=MP_SETEndThreadLoadSFX: SFX=Player_Attack_Garnet_LH_RacketWait: Time=25PlaySound: Sound=WeaponAttackWaitSFXLoaded: SFX=Player_Attack_Garnet_LH_RacketPlaySFX: SFX=Player_Attack_Garnet_LH_RacketWait: Time=7EffectPoint: Char=AllTargets ; Type=EffectStartThread: Condition=!IsAttackMiss PlaySound: Sound=WeaponHitEndThreadWait: Time=10EffectPoint: Char=Everyone ; Type=FigureStartThread: Condition=AreCasterAndTargetsEnemies ; Sync=True Turn: Char=Caster ; BaseAngle=Default ; Time=4EndThreadStartThread: Condition=!AreCasterAndTargetsEnemies ; Sync=True MoveToPosition: Char=Caster ; AbsolutePosition=Default ; Time=0 Turn: Char=Caster ; BaseAngle=Default ; Time=0EndThreadWaitTurn: Char=CasterWaitSFXDone: SFX=Player_Attack_Garnet_LH_Racket
After a test, that seems to work fine. Maybe I'll do something similar for my own mod ^^
It requires the "SFXRework" system to be activated, which should be the case by default.

However, there is no option "swap to a random target" for now, so she will attack the same target 4 times (that would have also been the case with a SA feature).
 
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