• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Pride's ASM Thread (MP Switch overflow damages HP)

Started by Pride, April 04, 2011, 07:12:17 am

Pride

While I haven't updated my .xml in a while, the one in there has most of my hacks in it. just put it in the same folder FFTorgASM
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

Pride

Requested by Eternal

Formula 28 (Steal Exp) becomes (100 - Target Faith) * (MA * Y)

Ugly coding for the custom part but I was lazy.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

Pride

Added:

Martial Arts boost by 25% instead of 50%
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

LastingDawn

How does Martial Arts work exactly? Does it look at Item 00, or does it look at something a bit more indepth to activate?
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Pride


001860e8: 3c028019 lui r2,0x8019
001860ec: 904238d8 lbu r2,0x38d8(r2)      Load used Weapon ID
001860f0: 00000000 nop
001860f4: 14400013 bne r2,r0,0x00186144      Branch if not Unarmed
001860f8: 00000000 nop
001860fc: 3c028019 lui r2,0x8019
00186100: 8c422d94 lw r2,0x2d94(r2)      Load Attacker's Data Pointer
00186104: 00000000 nop
00186108: 90420091 lbu r2,0x0091(r2)      Load Attacker's 3rd set of Support
0018610c: 00000000 nop
00186110: 30420020 andi r2,r2,0x0020
00186114: 1040000b beq r2,r0,0x00186144      Branch if Attacker doesn't have Martial Arts
00186118: 00000000 nop
0018611c: 3c028019 lui r2,0x8019
00186120: 844238ce lh r2,0x38ce(r2)      Load XA
00186124: 00000000 nop
00186128: 00021840 sll r3,r2,0x01      XA * 2
0018612c: 00621821 addu r3,r3,r2      XA * 3
00186130: 000317c2 srl r2,r3,0x1f
00186134: 00621821 addu r3,r3,r2
00186138: 00031843 sra r3,r3,0x01      XA * 3 / 2
0018613c: 3c018019 lui r1,0x8019
00186140: a42338ce sh r3,0x38ce(r1)      Store new XA


So basically it loads the attackers weapon, branches if they have a weapon, then checks to see if they have the martial arts support. There are two different martial sections as well. One for weapon attacks and another for the punch art formula, steal, and a few others. 
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

LastingDawn

Hmm, why would it look at Martial Arts for any kind of weapon? But this does raise a question... is it possible to switch say...

"Martial Arts" into "Master Spearman" granting that bonus of 3/2 to someone equipped with a spear?
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Pride

Checking that way is the fastest way to see if the attacker is empty handed.

I'd have to jump to a new section but its possible... If you want to request it for Merc
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

LastingDawn

June 19, 2011, 10:52:05 pm #87 Last Edit: June 19, 2011, 10:57:59 pm by LastingDawn
Hmm, since it can only be one weapon type I would really have to think hard on what I would want it to be, needless to say it would still Have to boost those specific Monk formulas?

EDIT: Can this also apply to an Armor type? For instance...

"Manueverability" - Increase the Attack command by 20% only as long as Clothing is worn.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Pride

Well a few of the supports can be disabled if you want to spread it around a bit and a two iirc that are completely blank. And yes, it could be spread to an armor type.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

Pride

Decided to have a little fun...

Wall becomes "Mist" or MP Regen
This is intended to be used with FFMaster's Wall asm to make the ai attack Wall'd units. So check out his thread for it. The MP Regen recovers 1/4 of Max MP after each turn. I thought it was better then 1/8 like normal Regen, if people oppose or want it I'll post the byte change for it. If you have both "Mist" and Regen, the HP Recovery will be shown and not the MP but the regeneration for both still occurs.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

Eternal

A request: formula 5E (Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status to use PA instead of MA, please. :3
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Pride

PA + Y / 2 * PA? PA * (WP + Y)? PA * Y? Or something else entirely?
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

Eternal

(PA+Y)/2*PA, Hit_(X+1)

Basically, just replace the MA portions of it with PA if that's not too much trouble.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Dome

Quote from: Eternal248 on June 26, 2011, 03:28:02 pm
(PA+Y)/2*PA, Hit_(X+1)

Basically, just replace the MA portions of it with PA if that's not too much trouble.

A random hits PA attack...nice

"Be wise today so you don't cry tomorrow"

Pride

June 26, 2011, 04:51:40 pm #94 Last Edit: June 26, 2011, 04:52:32 pm by Pride
Request filled. Formula 5E becomes (PA + Y) / 2 * PA Hit_(1 + X)

I'll update my .xml probably after I get off work or tomorrow morning.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

Shade

5 formula requests:
1E to be Dmg_((WP+Y)*MA/2) #Hit(Rdm{1,X})
1F to be Dmg_((WP+Y)*PA/2) #Hit(Rdm{1,X})
5A to be Dmg_(MA*(WP+Y))
5B to be Hit_F(MA+WP+X)%
42 to be Dmg_(PA*(WP+Y) DmgCas_(PA*(WP+Y)/X)   (42 with with your formula fix too)

Upupupu...

Zetsubou

LastingDawn

That's a bit much, don't you think? At least give it to him one by one, don't be so pushy...

Having said that... I know I asked for this a long time ago but I don't know if it was ever accomplished.

To turn 4E Dmg MA * Y, into Dmg MA * Y (MA+X%).

Sorry if this is badgering you.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Shade

Quote from: LastingDawn on June 27, 2011, 01:48:01 pm
That's a bit much, don't you think? At least give it to him one by one, don't be so pushy...


I know.

Pride sorry for the amount, you don't have to do all of them in the row, I am not in a big rush for them.
Upupupu...

Zetsubou


Pride

Quote from: Shade on June 27, 2011, 11:32:15 am
5 formula requests:
1E to be Dmg_((WP+Y)*MA/2) #Hit(Rdm{1,X})
1F to be Dmg_((WP+Y)*PA/2) #Hit(Rdm{1,X})
5A to be Dmg_(MA*(WP+Y))
5B to be Hit_F(MA+WP+X)%
42 to be Dmg_(PA*(WP+Y) DmgCas_(PA*(WP+Y)/X)   (42 with with your formula fix too)




I have this already documented in my thread but I can update my .xml to include a formula 42 that uses PA * WP + Y.

All in all pretty easy but I have a few questions....

For the formulas that take MA over PA... Do you want them to also take magical evasion, shell, Magic Defense Up, etc. rather then Attack Up, Defense Up, Protect, etc.

And I forgot about your request LD. I'll do it before I begin on any of Shade's.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?