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Messages - Lockeadon

41
Help! / Re: lot of questions(mostly about vampires)
November 16, 2015, 11:34:31 pm
thanks :)
42
mine too lol, maybe someone will pick it up
43
Help! / Re: lot of questions(mostly about vampires)
November 16, 2015, 11:23:41 pm
bit of an update, still can't find that asm that makes undead always rise
44
lol @ hitting yourself. an additional way to curb that motivation would be making 'useful' actions give more than 'just for grinding' ones. by which i mean, smacking an ally could grant 2 or 3 jp, where smacking an enemy could grant significantly more, and killing blows could grant even more. or healing undamaged units could give significantly less than healing units that actually need it. it would also make grinding effectively not so mindless.
45
Help! / Re: Weird Glitches
November 16, 2015, 01:01:50 am
different hardware=different problems. it could very well be cause you're playing on psp, especially if other patches are causing the same problem. it could also be the emulator. have you tried testing with a different emulator to see if that's it?
46
i'm pretty sure alma allows negative and positive percentage bonuses in addition to discrete values for certain things. i remember seeing multiple posts specifically including those -hp in the alma topic. (alma 4 grants yadda yadda, or whatever it's called)
47
Help! / Re: lot of questions(mostly about vampires)
November 12, 2015, 04:10:46 am
thanks for the quick reply. that's good to know and gives me a basic idea of where to find that asm. you're right, drain ct sure looks to be the closest equivalent to battle thirst, so i'll at least try to implement it that way and hopefully it won't be too op. ill let you know how over 100% drain works out(one of vampires support ability double drain ability damage). i haven't change the monsters much, though a handful had their class abilities moved around between types. in BD, vampires drain stats and some other stuff, but they are also have blue mage-ish skills they learn bluemage style(more or less) which gives them more versatility and having that second function is why they need a second skillset, because they have 14 including support ability in their main set, and there's a bunch of bluemage stuff they can use. if i put their main ability (mostly drain and charm moves) in their main set, and their bluemage stuff in another set, would make it less crouded, it's replace my old bluemage, so sets there
48
is it even possible to necrobump a sticky? sticky are stuck at the top because they have important stuff, right? so being at the top makes them more likely to be 'necrobumped' inadventantly by people commenting on the topic without realising how old it is, no? o.o
49
Help! / lot of questions(mostly about vampires)
November 12, 2015, 03:17:44 am
1. is alma still being worked on/updated and is there a tutorial?
2. what happens if you set a drain ability to over 100%?
3. how to implement vampires p-damage absorb (and other abilities) ala bravely default?3b. can alma help me with vampires?
4. how to make undead always rise without making every job immortal (I'm pretty sure ffm did this one, but i can't find it) ?
5. how to make 'vampire' status not take control from player or forbid non-bite attacks?
6. are there formulae for drain ability or weapons other than for hp (aspel i know, but other stats and ability/rsm)?
7. how can i implement battle thirst when there's no direct equivalent? 7b. drain ct or something? 7c. is that even possible?
8. finally, how to implement the stuff they learn bluemage style; alot of which doesn't have direct equivalent? obviously, they need a second skillset to not overflow their main set.
refs
http://finalfantasy.wikia.com/wiki/Vampire_(Bravely_Default)
http://www.gameskinny.com/ckidv/bravely-default-vampire-classjob-guide
50
alma tool can grant negative values for some things, if i'm understanding it correctly, it covers what you want to do... i think
51
Help! / Re: Throw Stone
November 11, 2015, 02:47:13 am
lmao that's a funny bug. does it do anything weird with a spear?
52
PSX FFT Hacking / Re: ALMA Material
November 11, 2015, 02:23:28 am
it's just occured to me that alma, combined with other asm, could  make it possible to have a vampire class, because vampire class in other games (bravely default or fft social) have various abilities which could be easier to emulate with alma(some more than others)  o.o for those unfamiliar with the class, i mean this
http://www.gameskinny.com/ckidv/bravely-default-vampire-classjob-guide
http://finalfantasy.wikia.com/wiki/Vampire_(Bravely_Default)
53
anything that cuts down on grinding is great!! how did you come up with that specific #? i can see this being really popular
54
could have sworn i answered this o.o anyway, the limit comes from lack of space, as xif said. practically anything is technically possible with asm, but the space for doing so is not infinite, so in that sense there are limits. i'm not sure how much open space is available for command for a given job, or how much or if it varies.
55
the easiest way to recruit new character is add them to an existing event, which can be done with patcher, just mind few things: sprite limit and sprite#, location, unit limit, and (forgot)
56
@White Knight, that would work, but to do so for *all* undead would seem to require making every job immortal o.o sorry for late reply.

@anyone also, what happens if you have a drain effect over 100% o.o trying to make a vampire class similar to fftsocial or bravely default. finally, some way to make vampire status not take control? i've (finally) got my other classes sorted, mostly. (blue, angel, mystic knight) but vampire is giving me trouble.
57
Help! / Re: Anyone know how to make weapons?
April 18, 2014, 07:47:50 pm
for starters you SHOULD be able to set an unused weapon slot (it will have wp and weapon evasion shown rather than health and magic (armor) or evasions (accessories and shields) for war of the lions to a gun category and pick what sprite and stats and whatnot you want it to have as well as what damage formula you want it to use and so on in patcher, then change the same item's various text (make sure its the right one) in tactext, including the name. then test it and see if it works. as to adding entirely new weapon graphics and etc, i don't know, graphics isn't my strong point
58
Help! / Re: on weapon-range abilities
March 07, 2014, 10:09:05 am
after some checking it seems its not possible to call aas past ff with that ability, but if i make those blank ones the calling abilities and try to get 8 abilities within the first 255 it should be possible to call those.

i know how to set an ability to use with formula two if its on weapon, but how do i do it for an ability? is it even possible? or maybe i need an asm that makes a formula similar to the formula 2 but working within the parameters of abilities and having 100% ability activation instead?

what should i do and is there such an asm already?
59
well i figured out making them not flagged as game over was as easy as unflagging it in patcher. is there also an unmarked flag that makes them uncontrollable maybe? or is that part more complicated?

also, is permanent float on a job enough to allow them to stop over things like lava and such? i know float on equipment doesn't work but levitate does. so people can finally get that treasure that's been bugging people for years.
60
Help! / Re: Creating Sword Skills
March 07, 2014, 08:41:33 am
hopefully you'll find it here
http://ffhacktics.com/smf/index.php?topic=9204.0