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

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now i must also change the music that run while you are walking in the world map , do you know what file of the resource.asset contain that information ?
 
ok i managed to find the song id trough a file container in the resources asset , but i noticed another strange thing : the id 61 should be the id of the song for the friendly monsters , but according to the index of the song id ( songmetedata ) the id 61 is for the ost number 18 , the one called " the meeting " ( it can be heard while kalo explain to gidan and the rest of the group the plan to save garnet )
 
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As I said before, Music BGM ID 61 is Friendly Monsters encounter; songmetadata IDs are different and unrelated to default music bgms.
 
As I said before, Music BGM ID 61 is Friendly Monsters encounter; songmetadata IDs are different and unrelated to default music bgms.
that's a problem , but if you know exactly were to watch to find the ost id in hades workshop 37c , can you send a screenshot ? because i didn't find them anywere  :o
 
BGM IDs

image.png


61 is Fairy Battle.
 
@Tirlititi as you noticed , the "jump" ability of freya take several time to be active once she perform the jump, what i must modify to make sure that she attack instantly right after the jump ?
 
@Tirlititi as you noticed , the "jump" ability of freya take several time to be active once she perform the jump, what i must modify to make sure that she attack instantly right after the jump ?
It's a standby ATB gauge when she jumps. So it's like two turns.
First turn is her jumping in air. Then second turn be doing Spear.
Tirlititi is there a way to alter this?
 
yup , a way to remove those turns , and turn it in an istantaneous attack that do everything in one turn , especially because depending on the enemy , it may even take more than one turn




another nice thing to know would be how to correct the animation for a character wen you give it the special abilities of freya , i noticed that only her can use an appropriate casting ability for her special attacks , now all this may sound pretty obvious XD , but on the other hand , if i give to gidan the special attacks of amarant , gidan will perform flawlessly his own animation to cast the spell




@Trilititi i will try to substitute amarant with blank , but i want to be sure that i can do that without have to touch the dialogues , i read from your guide that amarant and blank share almost every data that the game need in order to metabolize this swap , but if i can i would prefer to not touch the dialogues for now

Posts Merged. ~Covarr
 
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@Trilititi i will try to substitute amarant with blank , but i want to be sure that i can do that without have to touch the dialogues , i read from your guide that amarant and blank share almost every data that the game need in order to metabolize this swap , but if i can i would prefer to not touch the dialogues for now
Yes:

https://www.ff7catalog.com/posts/174391/
 
@Trilititi @Incenerator  ok i tried it and it worked almost perfectly : blank got the name "amarant" XD , and for some reasons , beatrix completely dissapeared from the character selection , it's strange because beatrix should have her own block in the party selection , what can i do to get both of them ?
 
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thanks , now i want to first of all try with the swapping point in the invinicible , the strange thing is that all i found for "party" in the field invinicble/bridge ( first one )
This is good place to have such occasion.

I would test adding it after Party( 4, 1 )

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Party( 4, 1 )SetPartyReserve( 4095 ) // Adjust this argument if you want fewer peopleSetCharacterData( 11, 1, 255, 21, 12 ) // Blank            UpdatePartyUI(  )        } else {            Party( 0, 1 )            UpdatePartyUI(  )        }        if ( IsInParty(5) ) {            set Setting_OptionalQuina = 1
 
This is good place to have such occasion.

I would test adding it after Party( 4, 1 )

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Party( 4, 1 )SetPartyReserve( 4095 ) // Adjust this argument if you want fewer peopleSetCharacterData( 11, 1, 255, 21, 12 ) // Blank            UpdatePartyUI(  )        } else {            Party( 0, 1 )            UpdatePartyUI(  )        }        if ( IsInParty(5) ) {            set Setting_OptionalQuina = 1
yup , i did that ,but as you can see from my previous message ,this deleted beatrix and i want to keep both of them , also is strange because blank substituted amarant , and amarant is in my party , while beatrix is in her block in the reserve party selection , so i don't understand why she disappeared
 
Try:

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Party( 4, 1 )SetPartyReserve( 2431) // Adjust this argument if you want fewer peopleSetCharacterData( 11, 1, 255, 21, 12 ) // BlankSetCharacterData( 8, 1, 255, 19, 14 ) // Beatrix            UpdatePartyUI(  )        } else {            Party( 0, 1 )            UpdatePartyUI(  )        }        if ( IsInParty(5) ) {            set Setting_OptionalQuina = 1
 
@Incinerator yes , i will try and let you know , now i have to sleep , but i want to say that i noticed the complete absence of beatrix in the function of the invincible that contain the characters-swap , still , she is perfectly established in the party reserve space  :-o
 
About the jump ability, you may try the following using dnSpy: go to the "btl_cmd" class and its "CheckCommandCondition" then search for a part of the code that looks like this.
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 btl_stat.AlterStatus(regist, 1073741824u); regist.cmd[3].cmd_no = cmd.cmd_no; regist.cmd[3].tar_id = ((cmd.cmd_no != 3) ? btl_util.GetStatusBtlID(1u, 0u) : cmd.tar_id); cmd.tar_id = regist.btl_id; return true;
And add a few lines before that return:
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 btl_stat.AlterStatus(regist, 1073741824u); regist.cmd[3].cmd_no = cmd.cmd_no; regist.cmd[3].tar_id = ((cmd.cmd_no != 3) ? btl_util.GetStatusBtlID(1u, 0u) : cmd.tar_id); cmd.tar_id = regist.btl_id; btl.cmd[1].info.priority = 1; if (btl.cmd[3].cmd_no == 3) {  btl_cmd.SetCounter(btl, 10u, 185, btl.cmd[3].tar_id); } else {  btl_cmd.SetCounter(btl, 11u, 186, btl.cmd[3].tar_id); } return true;
I've not tested it but it should work (and she should perform the attack without any delay).

@ToraCarol: About the animation at Ipsen Castle, I can't say anything without the script code that you use.
I still don't know how to handle cameras... You can try random things like using the following kind of lines after Blank joins the fight:
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RunBattleCode( 36, 0 ) // Change "0" to other numbers to try different cameras
Sorry for late answers but that's a lot of things to read.
 
@Tirlititi thanks , i am also curious about the little accident with beatrix : why she just disappear when i pur blank in the party selection , and why all the functions of alternate fantasy you modded in order to inject beatrix in the selection of the characters doesn't have a single string like the one you showed in your tutorials ? and to be completely honest i would like to know if the curse of ipsen consist in a script inside all the areas of the ipsen castle , so i can remove that :D
 
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Which string and which tutorial? What I did for Alternate Fantasy is a lot like what is described there.
For the Ipsen Curse, it's only a flag in the battles: you see that all the enemies of the Ipsen castle have this "Ipsen Curse" flag enabled.
It's a bit different for the Oeilvert Curse because that one also has an effect out of battles (you can't use magics). For this curse, there's the flag in the battles but also a general variable that is changed in the "Entrance" field of Oeilvert (I don't remember if it's turned off in the field where Ark is or if it's in one of the Desert Palace fields). The general variable is "Setting_MagicOff": as long as it's 1, magic is disabled in the player's menu.
 
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