Re: [PSX/PC] Alternate F...

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Playing Mougri Mod with Alternative Fantasy and i just realized that front and back row dont have any influence. Damage dealt (Basic Attack) and taken are the same in front and back row, is this normal? Turned Alternative Fantasy off and the Row Bug was solves, so its defenetly Alternate Fantasy which makes the row bug happen.
 
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Hello guys!
Can someone help me?
I tried to patch the Playstation version with ppf-o-matic but had the following error "Binblock / patchvalidation failed". I've tried two different roms, downloaded the patch file again and even used a patcher app on Android but the error persists.
 
Playing the PS1 version; currently in the Evil Forest with Zidane, Steiner, and Vivi. Is there something I need to do to make the moogle who will accept a letter appear in Alexandria Castle? Does that moogle appear later on, or have I already missed something?
 
Playing the PS1 version; currently in the Evil Forest with Zidane, Steiner, and Vivi. Is there something I need to do to make the moogle who will accept a letter appear in Alexandria Castle? Does that moogle appear later on, or have I already missed something?
If i remember right there are two Moogles in the Evil Forrest.
One before the 1st or 3rd Boss fight hidden in a tree stumpand one in front of the Ship where you started, but i think this moogle will not be there from beginning, i think after a certain boss it will be added.
 
If i remember right there are two Moogles in the Evil Forrest.
One before the 1st or 3rd Boss fight hidden in a tree stumpand one in front of the Ship where you started, but i think this moogle will not be there from beginning, i think after a certain boss it will be added.
Yep, you're right! I was worried that there were added events requiring constant backtracking. Some modders love that for some reason.
 
@DenisColli: It's all explained in the "Readme.txt".
When you "Save Steam Mod" (generating spreadsheets and assets), you'll get many of the files of AF but not all of them.
All the other files, except one, are to be picked directly from AF's mod folder (not the source); for instance, the file "DictionaryPatch.txt" was written by hand so you can consider it as part of the source.
The last file that is neither generated by HW nor created "by hand" is the "Memoria.Scripts.dll". The source code of that file consists of the .cs files in the folder "Source/Battle" of AF. Check the documentation of Memoria to see how to generate the DLL from these files (basically, you need to replace the folder "StreamingAssets\Scripts\Sources\Battle" by the one from AF, then run "StreamingAssets\Scripts\Compiler\Memoria.Compiler.exe": if everything goes fine, the program should tell you so and the "Memoria.Scripts.dll" should be (re)generated in the parent folder).
 
For some reason, the "Chemist" ability is not working correctly for me. It shows 300 when I use a potion but the real HP heal is only 150. Any idea how to fix this?
 
That is hard to believe :o
I've double-checked and the number displayed is the same as the number of HP heal. There is no possibility for Chemist to modify one without modifying the other.
 
I'll try it again and try to record a video of it too.. will keep you posted.
 
I read that max summon bonus with jewels is +49. Do i need 49 Jewels or 99 for a bonus of +49?
 
I read that max summon bonus with jewels is +49. Do i need 49 Jewels or 99 for a bonus of +49?
49 Jewels is all you need and you get the other +50gain from using the summon 50 times.
 
49 Jewels is all you need and you get the other +50gain from using the summon 50 times.
Thanks

Edit: Did some tests with Bahamut and Garnets

49 Garnets = 6k damage
99 Garnets = 7,5k damage

So you need 99 Jewels to get the +49 bonus.
 
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More precisely, you need 98 jewels for the +49 bonus (+1 every two jewels, except for Atomos for which it's +1% every 4 jewels and +1% every cast).
 
Thanks for the Patience, Brow!
About the Chemist try to use in Battle...
Out of Battle I usualy see that the amount healed is inferior,
Por exemple, Potion heals only 100 HP, not 150.

Onde more question: Am I wrong or now Beatrix has a Trance Gauge?
 
I was thinking in give to Marcus some passive skills like HP+20%, Bandit and alike... But  do Eiko learns Skills in the Slots that Marcus had previously learned?
 
Yes, Beatrix has a trance now.
About giving passive skills to Marcus, Eiko would indeed learn the slots that Marcus learn... I'm not sure of the effect of the code "UnlearnAbility" in that regard: maybe you can use it in the field script of Conde Petie's Mountain Pass when Eiko joins the team for the first time, I *think* that it will reset the AP to 0 even if the corresponding skill ('s slot) was not fully learned.
 
NICE!
Or I can put the Skills in the Slots of Abilities that she could have learned at the moment...
Rsrs
 
Hi!

I use the most recent versions of AF and Moguri together for my current playthrough.
I just got Hildagarde 3 and, thinking it was time to recruit Beatrix, I rushed to Alexandria.
I've been looking for her all around the city and the castle, but didn't find her anywhere.

Am I trying to get her to soon? Do I have prior steps to take?

Edit: I figured it out, I had to put "Alternate Fantasy" before "Moguri XXX" in Memoria.ini.
Makes me wonder if I missed out anything from AF though. Bibi's first weapon did have MP+20% on it from the start... ?
 
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I was think in transform "Mag Elm Null" in some kind of Support Ability that reduces enemies Elemental Resistance.
Something like:
-Absorb and Guard become Half.
-Half become Normal damage.

But i dont know what command line i wold use to edit this Sup. Ablt.

Have any idea?
 
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Tirlititi Mar 11, 2017 @ 3:00pm
You can remove those by short-circuit the method "EIcon::PollCollisionIcon".

With Memoria: Open "EIcon.cs", write a "return false" at the start of the function "PollCollisionIcon" and compile the thing.
With Hades Workshop: Go to "CIL Code" then search for "EIcon" -> "PollCollisionIcon" and replace the 2nd line "stloc.0" by "ret".

PollCollisionIcon handles only the bubbles that were added for the Steam version, so you still have the bubbles for the treasures and stuff.
Found this quote on steam from 2017.  Tirlititi, can you expand on this?  I'm hoping to get rid of the exclamation points that pop up next to every NPC while keeping the exclamation points that pop for the hidden items.  Unfortunately what is written doesn't make sense to me.  I use Memoria but I'm not sure where to go from there.
 
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