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

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Thank you so much, Tirlititi! It was exactly what I needed.

Another thing I am considering: Is there a way to change the steal rates and to edit the AP required to learn skills and abilities?

And while at it, how can I make spells like Protect and Shell affect the entire party? There's no multi animation for them.
 
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Another thing I am considering: Is there a way to change the steal rates and to edit the AP required to learn skills and abilities?
The required AP for each ability can be edited in the stats panel, there should be a field called 'AP requirement' right next to each party member's ability list.

As for the steals, you can change the slots of each stealable item for each enemy, thus indirectly increasing/decreasing your success rate. I don't know if it's possible to modify the basic steal probability for each of the four slots, but maybe something can be done with MIPS code (if the code for the steal subroutine has been discovered yet, not sure).
 
Thanks, Kefka. I though I had seen the AP thing somewhere but couldn't remember. Searched everywhere else but the stats tab.

The steal rate was asked by some players. Moving some items from the 4th to the 3rd slot helps in a few cases, but in some instances, even the third slot can get tricky in difficult fights.
 
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Now this one might be difficult. If I turn Protect and Shell, among others, into multi target they still won't affect all targets because they lack animations. I've been looking at the animations and it seems that there are two animations for such spells: of for an single target and another for multi target. This being said, how can I add an animation of Protect and Shell that supports multi targeting?
 
I don't think that it is possible to do that properly for now. Single-target spell animations can't be used for multi-target spells for 2 reasons:
(1) In term of spell effect (damage, status, etc...), the spell animation sequencing has an "effect point" only for the 1st target and no "effect point" for the other potential targets,
(2) In term of the graphics, the SFX is only big enough to show on one target.

You can fix the problem (1) easily in the panel "Environment -> Spell Animations", edit the Shell and Protect animation sequencing and change the lines "Effect Point: [Damage/Figure] Point on 1st target" to "Effect Point: [Damage/Figure] Point on all targets".
However, it won't affect the graphics and you will still see the spell casted only on 1 character, even though everyone will get Protect/Shell in the end. It'll look weird.

I don't think that it is possible to fix the problem (2) for now. It would require being able to edit the spell animation in a deeper way.
 
Hello! first of all, thanks for your amazing work! You did an amazing modding tool. I want to ask you if you know a way to change Zidane's battle model into his trance's one using your mod.
 
Yes, I am! sorry for any inconvenience I have just realized you're the same person who replied me in that post. I'm sorry to make a nuisance of myself but I have seen that with that trance mod, when you cast white magic a shadow appears among the casting lights. It resembles to a transparent figure of the original battle model. Is there any way to remove that? Thank you in advance, and thank you also for all your work and concerns.
 
Hi, I am proper noob and I just dont get how this works? I used the memoria one just fine but it wont allow me to edit high score and total games played on chocobo hot & cold, does this editor allow that? so I am going to where my final fantasy save is stored but it wont find a bin file and when i change it to all files the same way i would use memoria it just comes up with an error. could you post a vid or a little guide on how to use this? cheers!
 
This tool is about modifying the game, not your scores or stats or whatever related to your game save.
You *could* make it so a hot & cold game gives you more score but that's quite tricky and the Memoria save editor would be better for that. I thought it was possible with it :/
 
Ah got ya, I think at one point it was possible with the memoria editor however the boxes seem to be greyed out now and you cant edit the values.
 
Does anybody knows how to edit the Jump Rope minigame, so it automatically jumps 1000 times with one press or jump automatically?

More practical than using GameShark and this useless key item hurts my OCD. :-P
 
Hello it me again !

It possible to PC steam version change.

Speed = Basic Speed + [Level / 10] + [Bonus Fragments / 32]

Force = Basic Force + [Level * 3/10] + [Bonus Fragments / 32]

Magic = Basic Magic + [Level * 3/10] + [Bonus Fragments / 32]

Psy = Basic Psy + [Level * 3/20] + [Bonus Fragments / 32]

Max Speed: 50      Max Force: 99    Max Magic: 99    Max Psy: 50     Max HP: 9999       Max MP: 999    Max Magic stone  99

Change to

Speed = Basic Speed + [Level * 5/13] + [Bonus Fragments / 44]

Force = Basic Force + [Level * 5/13] + [Bonus Fragments / 44]

Magic = Basic Magic + [Level * 5/13] + [Bonus Fragments / 44]

Psy = Basic Psy + [Level * 5/13] + [Bonus Fragments / 44]

Max Speed: 99      Max Force: 125    Max Magic: 125    Max Psy: 99     Max HP: 15000       Max MP: 2500      Max Magic stone  111

thanx ^^
 
Yes for most of it. I am not sure about changing the Max values of stats though.

For changing the stat progressions:
Go to CIL Code, then search for "ff9level" in the list on the left, then "FF9Level_GetDex", then Edit Code.
Spot the following lines near the bottom of the code.
Code: [Select]
Code:
ldarg.1ldc.i4.s 10divaddldloc.2ldfld 0x4000885 // FF9LEVEL_BONUS::dexldc.i4.5shradd
Replace that portion by this:
Code: [Select]
Code:
ldarg.1ldc.i4.s 5multldc.i4.s 13divaddldloc.2ldfld 0x4000885 // FF9LEVEL_BONUS::dexldc.i4.s 44divadd
Then do the same for the "FF9Level_GetStr", "GetMgc" and "GetWpr". The codes are pretty similar (always replace the few lines between "ldarg.1" and "shr/add").

For changing the max values, it's at the same place but right below: you have two lines "ldc.i4.s 50" at the end of these codes (or "ldc.i4.s 99" for Str and Mgc). Replace that with 99 or 125.
In "FF9Level_GetCap", you have the limit for the magic stones ; the code is similar to the others and you'll find two lines "ldc.i4.s 99" at the end.
In "FF9Level_GetHP" (resp. "GetMP", the code is much smaller but still with two lines "ldc.i4 9999" (resp. "ldc.i4 999").

If you increase the limit of strength, magic, spirit or speed, you also need to remove the limitation from equipment boosts. It's in the method "ff9play::FF9_GetSkill". Near the 4/5 of the method, you'll find lines like these:
Code: [Select]
Code:
ldfld 0x40008AD // FF9PLAY_SKILL::Baseldloc.0ldelem.u1ldloc.s 6ldloc.0ldelem.u1ble IL_0328ldarg.1ldind.refldfld 0x40008AD // FF9PLAY_SKILL::Base
Just replace the line "ble IL_0328" by "br IL_0328" and it should remove the limit totally.
It is not easy to choose the limit yourself by CIL code editing because the limit is stored in an unreachable array ("<PrivateImplementationDetails>::$$field-545").
In practice, it will then be that the base stats are limited (by whatever limit you want) and the equipment stat boosts can still increase that limit a bit.

I am not sure that increasing the max values is safe. If the HP of a character is beyond 9999, it will display a bit strangely but work just fine. However, there might be more troublesome bugs.
 
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thanx you ^^
Is work.

Is possible change stats regular items arms and all armor stats,  attack, defence,  evade,  magic defence, magic evade to steam and change formula effet ?
Thanx you verry much ...
 
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thanx you ^^
Is work.

Is possible change stats regular items arms and all armor stats,  attack, defence,  evade,  magic defence, magic evade to steam and change formula effet ?
Thanx you verry much ...
The stats of all equipment can be edited in the Inventory panel, including the healing amount of Potions, the damage formulas used by weapons, and other stuff like elemental properties, status attacks, abilities learned from the equipment piece etc.
 
Hi!

Still no way to stop ATB filling during animations? Actually the system the ATB work causes all status to be quite ineffective (too short duration) with high Spirit, and Regen to be horribly overpowered. No Way to fix this?

If fixing this is not possibile, it is possibile at least to manually increase the Regen healing interval?

Thanks in advance
 
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I am not sure that increasing the max values is safe. If the HP of a character is beyond 9999, it will display a bit strangely but work just fine. However, there might be more troublesome bugs.
What kind of bugs would this cause? Tried it and haven’t seen any yet.
 
@ste459: Controlling the ATB that accurately is not possible with Hades Workshop. It is possible with Albeoris's Memoria but you'd need to recode part of the engine for that.
However it is indeed possible to increase the Regen frequency, with both HW and Memoria. In HW, you go to CIL Code, search for the method "btl_stat -> SetOprStatusCount" and remove that part of the code:
Code: [Select]
Code:
ldarg.0ldfld 0x400022A // BTL_DATA::elemldfld 0x400080F // ELEMENT::wprsub
It's the four lines under a "ldc.i4.s 60". The Regen frequency formula is indeed "Frames to wait = (60 - wpr) << 2", which is, in a more standard writing, "(60 - Spirit) * 4". Removing these four lines will remove the spirit part so you will always regen with the same frequency (the overall duration is something else and will still increase though). You may change the number in "ldc.i4.s 60" to adjust it if you think it's too slow (or too fast).

@Incinerator: I was bugged by the task of giving a precise answer but replying to ste459 gave me one : if you use regen on a character with 60 spirit or more, the formula above goes to negative which can either mean regen will never trigger or it will trigger every single frame (having a quick look at the code, I would incline to the latter).
 
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