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Messages - vereleisk

1
Help! / Re: ASM AI difficulty patch
August 20, 2015, 06:57:01 pm
I played with the ENTD and the class levels a bit and here's what I found working like a charm.

Let's say I dummy the Mime Job, make it require all other jobs at some level. (I did SQ8, CH8, rest level 6)
Then I put every human units in the ENTD (except the ones that join your party after the battle) to have 'Jobs Unlocked' --> Mime

Job JP to level was:
1) 100
2) 600
3) 1200
4) 1800
5) 2400
6) 3000
7) 3600
8) 6000

Then all of a sudden, I could encounter a Knight in Mandalia Plains with Teleport, Hamedo, Defense UP, and Yin Yang Magic,
this could lead to some very deadly combos, as well as some pretty crappy builds, but it would raise the difficulty and the replayability.

What I also thinkered with was the strength and availability of the weapons, let's say I want Ramza to be able to use Ninja Knives from Chap1, I lowered the AP of some weapons, and set then available from Chap1, distributing the items more evenly, instead of having 4 ninja knives in about 3 battles apart.

I'll keep working on this and if you guys are OK with it, i could post it here.

EDIT: Just a quick question, does anyone have a list of all the Generic classes NOT used in cutscenes? (that I could edit without borking cutscenes)
I know I havn't encountered a lot (or none) of Mediators, Geomancers and Bards in cutscenes, but I can't remember which does appear.

I just remembered that the event sprites editor shows it, but does it contain a full list or partial?
2
Help! / Re: ASM AI difficulty patch
August 18, 2015, 01:54:10 pm
Alright, that makes sense.

So in the ENTD, we can control what kind of unit and all their abilities/jobs can spawn in a random battle.
Let's say that we disable the ability to recruit any human units, then we could unlock every class for every units spawning in random battles and that would be much better in term of randomness of the encounters (for the sake of replayability, not hitting the same Knights/Squires for the next 15 battles).

Then, if i go on the basis that JP=Quantity of skills learned, the minimum requirements that I set to the units would also affect what kind/quantity of abilities would be determined by the amount of JP that they spawn with, right?
Meaning that if i require units to have level 5 black mage, then those units could potentially have the spells learned that my own level 5 black mage could afford to learn?

If so, could I then scale up the values depending if I'm on chapter 1/2/3/4? Is there different encounter settings for different chapters?

PS: Sorry for all the questions, I'm really eager to get this working, and if everything works as planned, I would LOVE to share my patch build with you guys.
Once I get the basics of editing the core stuff, I should be able to guess the rest.
3
Help! / Re: ASM AI difficulty patch
August 18, 2015, 12:36:56 pm
So basically FFT+'s difficulty can be attributed to the fact that the jobs we face have spent more JP since the minimum requirement was higher?

But let's say i want the AI to put me against some knights that also know white magic, or black mages with some summons, etc. What or where could i enter/modify that?
4
Help! / ASM AI difficulty patch
August 18, 2015, 08:28:32 am
First of all, you guys are amazing, the amount of content and tools on this website is huge, and the tools are fantastic!

I'm working on a patch to edit existing classes ability sets, like say change archer to marksman(with guns added, and with some snipe abilities, etc) but the snag is i can't replicate the same difficulty level present in fft+ 1.01c. May i ask you what kind of code made it happen?

I know it won't be some simple 2kb file, but any hints/example could set me on the right track.
5
FFT+ / Re: Problems editing FFT+ with FFTacText
August 16, 2015, 09:39:33 pm
Ah ok, I didn't find any other answer, and found it by trial and error, that's why i thought i'd post it here. Although the v457 works really well editing FFT+, and i use v482 for everything else.
6
FFT+ / Re: Problems editing FFT+ with FFTacText
August 16, 2015, 09:13:49 pm
Just a heads up, i ran into the same problem. Use v0.457, it's the most recent version that'll allow editing a modified ISO.