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

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For trance and whether it's Blank instead of Amarant or the other way around, it's the same thing in HW : it's the character's flag "Temporary party member". That's a flag that is used when settting up the characters before they join the party for the first time.

Example, in Prima Vista/Cargo Room's script, in the function "Baku_Masked_Loop", you have this line:
Code: [Select]
Code:
SetCharacterData( 9, 1, 8, 21, 8 )
This line setup Cinna in particular by enabling his flag "Temporary character". Without that flag, he would use Quina's model and portrait and would have trance just like the other party members (he wouldn't have it against Masked Man because trance is still disabled for everyone at that point).

I have no idea for gameshark codes.
 
For trance and whether it's Blank instead of Amarant or the other way around, it's the same thing in HW : it's the character's flag "Temporary party member". That's a flag that is used when settting up the characters before they join the party for the first time.

Example, in Prima Vista/Cargo Room's script, in the function "Baku_Masked_Loop", you have this line:
Code: [Select]
Code:
SetCharacterData( 9, 1, 8, 21, 8 )
This line setup Cinna in particular by enabling his flag "Temporary character". Without that flag, he would use Quina's model and portrait and would have trance just like the other party members (he wouldn't have it against Masked Man because trance is still disabled for everyone at that point).

I have no idea for gameshark codes.
So, if i'm correct with what you say, "21" it's the way to have Cinna, so if i modify, turning off temporary flags (and 21 goes to 5), the game set Quina.

I've tried to modify battle menu in that specific field line up to have
Beatrix's menù to Quina?
Vivi's menu to Marcus
Dagger's menu to Blank

And it works...

Why it doesn't work in cd3? or in Battle with the evil forest's boss? (a couple of tries i've done)
It this case i've tried same modification to setcharacterdata in specified field (cd3 field Hilda Garde...where you can change the party, and i set (i guess) amarant to blank (flagging temporary character on, so his fourth argument goes from 5 to 21) - cd1 field 257 evil forest to modify only blank's menu battle in beatrix in that battle, changing only fifth argument) but with no changes in game.

The only differences i see on what i do, is that in case of Masked Man battle i start new game, in other cases i load the game. So
1) loading game is the issue? Or
2) maybe this changes affect the character only when you first meet them in game, like i've read here in some posts?
 
That's correct.

Yes, the "SetCharacterData" is almost a "one-time event" (actually not one time but 2 or 3 times depending on the character), ie. it is triggered once when the character is initialised and if the character was initialised with the "temporary" flag, that character will keep that flag for the rest of the game or until it gets re-initialised.

=> If you load a save in which the character was already initialised with this flag, it will keep this flag, no matter what change you did to the event scripts of "Prima Vista".
=> Also, the temporary characters are re-initialised a couple of time: Blank is re-initialised right before the Plant Brain battle (there's a line "SetCharacterData" for Blank a bit above the line that triggers the Plant Brain battle in its nest) / Marcus is re-initialised before the 2nd fight against Black Waltz 3 battle / Beatrix is initialised once in Queen's Chamber before fighting Bandersnatches and is re-initialised in Alexandria's marketplace during Bahamut's attack.

=> You are able remove that "temporary" flag even in your end-game saves if you add new "SetCharacterData" lines at places where there wasn't before. For example, you can add a "SetCharacterData" at the end of a "Main_Init" function of any place so that it removes the flag. Make sure that you use the equipement set "255", which is the value for "don't touch the equipment", otherwise you could lose/duplicate pieces of equipments.
 
Hey Tirlititi,

I'm playing around with the first Earth Guardian boss fight on Disc 3, and I wanted to change the last attack in his move pool to something else. You have it set to Firaga. I've done this with other enemies, so I know how to change the name of the attack as well as the animation, that's all done, but Earth Guardian targets himself every time. I want this new attack to target Zidane and Quina instead. I figure it has something to do with his script in the "Function Earth_Guardian_ATB," but I have no idea what I'm looking at and I was wondering if you could tell me what to change in his script so that last attack in his move pool always targets my party instead of him?

Thanks again.
 
Hi g_west,

You indeed need to change something in the "Earth_Guardian_ATB" script. The lines deciding on its target(s) are the lines "set SV_Target = ...". It's not obvious to understand which "SV_Target" line corresponds to which attack in scripts like that, but I think that it's the last one of the "switch" control.

Since Earth Guardian is targeting itself, you must have Alternate Fantasy's changes, and Earth Guardian willingly Firaga itself because it has Auto-Reflect in this mod. The AI script of the normal version can be found here in a more readable form. It can help you to understand the AI scripts to compare how they are written in the Wikia and how they really are in Hades Workshop.

I don't have Alternate Fantasy's modified script right now, but assuming that Firaga is still the last attack (whose target is decided in the "case +6" block), you should change it from something like that:
Code: [Select]
Code:
        case +6:            set SV_Target = SV_FunctionEnemy            break
... into something like that:
Code: [Select]
Code:
        case +6:            set SV_Target = SV_PlayerTeam            break
 
Hey Tirlititi,

Is it possible to add new enemies to a location? Could I add new monsters to Popo Heights on disc 1, for example? I've been playing around in the battle spots tab and I'm pretty sure 49 and 50 are Popo Heights, I see I can change the monster, but not the battle scene.
 
I don't remember how much you can change the battle scenes when modding the PSX version of the game.

In any case, you can pick different battle scenes for each battle in the "Enemy" panel (not in the "World Maps" panel). Surely, you can pick a different world map battle scene but I am not sure if all the battle scenes are accessible from the world map. For example, if you select a "Desert Palace" scene for a fight that is triggered on the world map, it could be that it would soft-lock because the "Desert Palace" scenes are not accessible. It could also be that the "Preloading" window (still in the "Enemy" panel) can fix that, if there is the battle scene amongst the objects that are preloaded that way.
I think that you should have no problem for putting a battle in the World Map that originates from another place at least. You just need to change the battle scene in the "Enemy" panel for that situation.
 
I think I got it, thanks. In the World Map > Battle Spots tab, what is the difference or significance between Normal, Mist, Alternate with Mist, and Alternate? Different points in the game?

Edit: I added some new enemies to Popo Heights (49 and 50 in Battle Spots), and now HW crashes whenever I try to export a PPF. I also changed those enemies battle scenes in the Enemy tab. I changed them to mach the scenes that are used in Popo Heights. It still makes the PPF, but when I try to patch, is says it's trying to write outside the disc image. Can't remember the exact message. I'm guessing I can't add Yans to Popo Heights on Disc 1?
 
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I have never seen that problem. It's been a long time since I used the tool on the PSX version of the game. I don't know why it bugs.

- The "Normal" battles are those you can find in discs 1, 2 and 3 in places without mist (eg. Outer Continent or after Soulcage is defeated)
- The "Mist" battles are those you can find in discs 1, 2 and 3 where there is mist (ie. Mist Continent in discs 1 and 2)
- The "Alternate with Mist" battles are those you can find in disc 4 (it only exists for the 100 first spots; for the other spots, the "Mist" battles are used instead)
- The "Alternate" battles are not used since it would correspond to the disc 4 world map battles in places without mist.
 
Thank you. One of these days I'll get a good enough computer to play the steam version of this game with the moguri mod. When that day comes, will I be able to load the .HWS file I've been working on with the PSX version of the game and change the Steam version? I'd made a significant amount of changes and I hate to have to do it all over again.

Also, my new current problem is trying to find the scrip for the frog catching awards. I want to change some of the items but I can't find it anywhere.
 
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The frog rewards are in the functions "Main_Loop" of the relevant marsh fields. It's a long function that handles many things, so try to search for the lines:
Code: [Select]
Code:
if ( GetFrogAmount == 99 ) {
or
Code: [Select]
Code:
Battle( 1, 330 )
or
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Code:
switchex 6 ( GetFrogAmount ) {case 2: set VAR_GlobUInt16_66 = 254 breakcase 5: set VAR_GlobUInt16_66 = 238 breakcase 9: set VAR_GlobUInt16_66 = 169 breakcase 15: set VAR_GlobUInt16_66 = 239 breakcase 23: set VAR_GlobUInt16_66 = 82 breakcase 33: set VAR_GlobUInt16_66 = 83 breakdefault: set VAR_GlobUInt16_66 = 197 break}
(all of these are close to each other)

The rewards are setup in this last "switchex" block: these numbers are item IDs. So for instance, the reward after 2 frogs is the item 254 (Ore), the reward after 5 frogs is 238 (Ether) etc...
If you want to add rewards at other steps, you'll also need to add these steps in the different "Frog_XXX_SpeakBTN" functions; there's the list of rewarding steps near the end of these functions in another "switchex" block.

You should have no problem importing your .hws from the PSX version to the Steam version, except for texts. I never did a proper "PSX text format -> PC text format" converter so it will most likely bug if you let the "including texts" boxes ticked when importing your .hws in the Steam version.
 
Would I be able to import the text and then just go through and manually spell check/fix the bugs, or do you think it's going to completely scramble everything? Realistically, how much of the text would I have to rewrite or copy/paste? 100%?
 
Expect 100%. It's not impossible that there are situations in which the conversion would be easier, but don't count on it.
You can however use Text Batching (export/import) that eases the process for the Text panel.
 
Expect 100%. It's not impossible that there are situations in which the conversion would be easier, but don't count on it.
You can however use Text Batching (export/import) that eases the process for the Text panel.
I'm not entirely sure what the second half of this statement means? Eases the process for the Text panel? Are you implying some of the text would translate if done that way?
 
Hello tirlititi i have another question, its possible increase or delimit the max level of the characters?
 
@g_west: No, it's only that it's easier to copy/paste a lot of different texts in a .txt file (especially if you have a good text editor) rather than copy/pasting them in Hades Workshop.

@stir472: Hello. No, there are 99 levels and that cannot be changed, at least yet.
 
Got it. So when I go to Batch and chose the two different export text options, all I see is an option for what I assume are in game dialogue and reading signs and such, as well as an option for the various UI menus. I don't see a way to export all of the spell/item names and their 'help' descriptions. Those are what I've changed the most.

edit: Ah, never-mind. Those are in fact under UI it seems.
 
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Hey Tirlititi,

I know I've been asking a lot lately, so I apologize if I'm coming off as pushy or demanding. It's not my intention.

I've been strongly considering making the switch from the PSX version of the game to the Steam version, as I believe my laptop is new enough to handle it. I was reading on the Steam page that Memoria isn't compatible with Hades workshop, but I think that may be outdated information? Could you possibly direct me where to go so I could read up on using Hades, Memoria and Moguri all together. I've never used or modded a game with Steam, and the task of getting started seems a bit daunting.

On a related note, I was wondering if HW is capable of editing spells animations? I'd like to use Magnitude 8, but whenever I use it the ground shakes underneath the player team and not the enemies targeted. It's the earthquake animation used by Hilgigars.

Thank you for your time and all your responses, it's been much appreciated.
 
Hi,

If the questions are easy and take me 5 minutes to answer, that's fine. If you happen to ask more complicated questions, I'll delay my answer to take more time writing it. Don't worry about it ;)

It is indeed outdated information. The Moguri mod was made using Hades Workshop amongst other tools. From my point of view, it's way easier to mod a PC game instead of the emulated version, for many reasons. I guess it can be more disturbing for you but the latest versions of Hades Workshop / Memoria make it very easy to create and apply the mods (it's even easier to do it if you have Memoria installed than modding the base game).
You'll find your marks in any case.

However, the modding of spell animations is limited and what you're asking for is not currently possible (and it won't be in a foreseeable future).
 
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