STEAM GROUP
Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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Showing 21-30 of 85 entries
5
FFIX Characters' scripts
32
Hades Workshop
5
FFIX Characters' scripts
32
Hades Workshop
Yes it is possible (I just tested).

Go to CIL code and search for these 3 methods:
btl_calc::CalcSub_200 (for weapon-based damage)
btl_calc::CalcSub_203 (for spell damage except gravity-based)
btl_calc::CalcSub_208 (for gravity-based damage)

At the end of each method (right before the "return"), add these lines:
IL_XXXX: ldarg.0 IL_XXXX: ldfld 0x40007ED // CALC_VAR::target IL_XXXX: ldc.i4.s 64 IL_XXXX: call 0x60002AB // FF9.Status::checkCurStat IL_XXXX: brtrue IL_POS1 IL_XXXX: ldarg.0 IL_XXXX: ldfld 0x40007ED // CALC_VAR::target IL_XXXX: ldc.i4.s 16 IL_XXXX: call 0x60002DD // FF9.btl_util::CheckEnemyCategory IL_XXXX: brfalse IL_POS2 IL_POS1: ldarg.0 IL_XXXX: dup IL_XXXX: ldfld 0x40007F7 // CALC_VAR::tg_flags IL_XXXX: ldc.i4.2 IL_XXXX: or IL_XXXX: conv.u1 IL_XXXX: stfld 0x40007F7 // CALC_VAR::tg_flags IL_POS2: return
Same as always: that code works for the latest Steam version. If you have another one, go in the method btl_calc::CalcSub_202: there are similar lines in there and you can get the hexadecimal codes of "CALC_VAR::target", "FF9.Status::checkCurStat", etc...

Also, you need to change the argument of the two line "brfalse" and "brtrue" and put the corresponding IL position (if the line "return" is at pos "IL_01C4", for instance, write that in the "brfalse" argument).

With that, Zombies will be healed instead of damaged and damaged instead of healed, just like FFXII's reverse. The other effects remain unchanged ("Death" effect can restore party, phoenix downs are invalid while under it etc... as you said).

For Chakra, it's not possible to edit the formula because it's in the method CalcMain :/
@Sacralletius: There are bugs with CIL code modding but I would think that "Auto-Shell" and "Auto-Protect" can be achieved at least. Actually, I tested to implement them one at a time when checking for the additional requirements and it worked nice. You only have to be very careful.
It would be very weird if that was the cause of your bug "cannot skip cutscenes". Cutscenes are not related to battles so that bug comes from something else.
It could be the cause of the bug "screen remaining black at the battle start" though: either a bug from HW or a flawed CIL code modding.

Try that again from a fresh non-modded game and do only the Auto-Protect/Auto-Shell modification (and give those abilities to a wrist or something).

@Dwight: You need to replace the CIL method "EndingMain::HonoStart" by this one:
ldarg.0 call 0x6000ABD // HonoBehavior::HonoStart call 0xA00019E // !0 PersistenSingleton`1<class UIManager>::get_Instance() ldc.i4.s 26 callvirt 0x60019A1 // UIManager::ChangeUIState ldarg.0 ldc.i4.6 stfld 0x400179D // EndingMain::ff9endingState ldc.i4.1 ldc.i4.0 ldc.i4.0 ldc.i4.0 ldc.i4.0 ldc.i4 255 newobj 0xA000191 // void UnityEngine.Color32::.ctor( byte, byte, byte, byte ) call 0x60007C1 // Assets.Scripts.Common.SceneDirector::InitFade ret
This code is compatible with the latest Steam update ; verify that the hexadecimal codes are the good ones (you can do it that way: replace the method, hit "Ok", then re-open the method and check that all the specifications after // are still the same).
4
Removable main character / Zidane outside of the last dungeon posible?
Showing 21-30 of 85 entries