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

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

Vanya

Doesn't MP Switch like never fail to activate? Isn't the problem with it that as long as you have MP you're basically immortal?
  • Modding version: Other/Unknown
¯\(°_0)/¯

RavenOfRazgriz

Quote from: Vanya on February 17, 2012, 02:37:55 pm
Doesn't MP Switch like never fail to activate? Isn't the problem with it that as long as you have MP you're basically immortal?


It's Br%.  The only time it's "broken" is when it's combined with Move-MP UP, and even then, once your MP is out and you're relying on that Move-MP UP, it only becomes "Negate one hit per turn maybe."  Do also remember that your MP is usually half your HP or less, so even your maximum MP is likely only blocking one hit, maybe two tops against any competent enemy.  Vanilla didn't have many of those, so MP Switch + Move-MP UP looked even more broken than it actually was.  I've never actually used it because I find the combo to honestly be weaker than Auto Potion with X-Potion or basically every other exploit in the game.

Trying to balance a "broken" Reaction works better when you know how it works...

Pickle Girl Fanboy

MP Switch/Mana Shield is somewhat useless now, unless someone creates some Blood Mana reactions and supports.

*HP Damage Received regenerates MP //time mage
*Magical HP(?) Damage Dealt regenerates MP //Wizard or maybe summoner
*Regenerate MP upon KOing and enemy or reducing enemy HP to zero. //Wizard
*Regenerate MP upon debuffing an enemy (more debuffs = more MP) //Oracle
*Regenerate MP upon  removing debuff from an ally  //priest
*Regenerate MP upon removing KO from an ally //priest
*Regenerate MP upon restoring HP to an ally (but not self) //priest
*Regenerate MP upon buffing an ally (but not self) //time mage

Calculator gets all effects?  Sage get's all effects?

It gets crazier if all abilities cost MP.

If they weren't actual supports or reactions, but were instead effects linked to the different mages, then it would give the player a reason to use that classes's spells.  So, there's no point in trying to restore HP to an ally when you're a black mage and low on MP, because it doesn't regenerate MP - instead, deal damage to an enemy or try to KO it.

Rfh

Pride, in your hack ''Regain 10% of Max MP after each turn'' Could you do that the units recover MP when start the turn, not the end?
  • Modding version: PSX
  • Discord username: rfh

Pride

Quote from: Rfh on February 26, 2012, 08:54:30 am
Pride, in your hack ''Regain 10% of Max MP after each turn'' Could you do that the units recover MP when start the turn, not the end?


*Ask and you shall receive


<?xml version="1.0" encoding="utf-8"?>
  <Patch name="Restore 10% of Max MP on turn start">
    <Description>MP Restores by 10% on turn</Description>
    <Location file="BATTLE_BIN" offset="F6EBC">
      CCCC033C
      2E000296
      CDCC6334
      19004300
      10180000
      C2180300
      960103A6
      24000292
      10000334
      B10103A2
      0800E003
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="11C280">
      AF77050C
      00000000
    </Location>
  </Patch>
</Patches>


*Time frame to complete is each hack is subjective, it may take days, weeks, months, or years to complete due to complexity of hack, research required, indifference to hacking, too preoccupied with League of Legends, laziness, lack of sleep, overworking, not working, overeating, or not eating enough.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

JadeKnightblazer

Using TLW https://ffhacktics.com/smf/index.php?board=78.0 image.

Having an odd issue with the
<Patch name="Regain 10% of Max MP after each turn">
    <Description>Regain 10% of Max MP after each turn</Description>
    <Location file="BATTLE_BIN" offset="F6EBC">
      2E000296
      9919033C
      09004224
      9A996334
      18004300
      1980033C
      902D638C
      10100000
      0A0062A4
      10000234
      250062A0
      FD350608
      5B000392
    </Location>
    <Location file="BATTLE_BIN" offset="1267EC">
      AF770508
      00000000
    </Location>
  </Patch>

Seems it gives 10% mana to allies and damages enemies by 10% health. Also AI seems to not want to do charge abilities, or will interrupt them on next turn. However without the ASM, they act correct. Any ideas?

Sadly the "Restore 10% of Max MP on turn start" version is just a black battle screen :(

edit: Upon patching "Restore 10% of Max MP on turn start" and reFFTorgASM all of the TLW ASM, I believe it is due to the  "integrated in the FFTP Consolidation Project!"
This ASM above now grants units +1BR each start of turn.   Mind making a Fix patch for TLW? :3
  • Modding version: PSX
  • Discord username: JadeKnightblazer