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March 28, 2024, 06:32:22 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - formerdeathcorps

1381
PSX FFT Hacking / Duplication Glitch
February 09, 2010, 12:45:48 am
Are there any ASM attempts so far to remove this glitch/delete the best fit feature?
1382
Does wizard really need more MA, considering you gave them innate MagicAttackUP (which means your wizards now have that with short charge)?  Black Magic/Summon with a black robe and MA gear seems even more destructive now.
Time Mage could use more MA, but status magic is far more dependent on faith.  I personally prefer a speed boost or MP, but it's your patch.
Also, did you rebalance the magical guns to be stronger than the stone gun or more available?  Unless you did that, it seems rather odd to boost MA Growth to chemist since they could only make good use of it in Chapter 4 and the stone gun is still better.

Otherwise, this looks good.  Although I didn't use class specializations for my patch, I like the idea.
1383
I tend to set their skillset and avoid touching equipment except on bosses that I want to have a certain effect (like Gafgarion or Kletian).  Knowing from experience, if an enemy is skillset is too hard, most people would likely restart until they find an amenable one, so I try to lessen that.  Also, certain (usually weaker) unit classes (like archer) are really much stronger with certain combinations (like speed gear + steal or PA gear + break) than what the game tends to provide (jump or throw in Ch. 3-4).

As for the level 1 challenge issue, there's really no good workaround unless you ASM code in maximum level caps per chapter (or use the "soft" method of introducing guests at fixed levels at the start of each chapter).  You can certainly lessen the impact by:
1. Remove all forms of de-leveling (which is already implemented on most mods here).
2. Interspersing fixed and party dependent enemies (though too many will make battles too easy)
3. Removing humans from generic random battles or making them much rarer/more difficult/usually have maintenance with immortal/immunity to treasure box/invite.
4. Raise the JP ceiling/(re)move Move-JP UP and insist that any legitimate win does not involve using all jobs at level 1.
5. Ban Soldier Office recruitment.
6. Remove the "soft" methods of procurement (as in change the learn rates on throw and poach rates/rarities on monsters/move-find item--banning breeding and making certain monsters immune to invite helps).
7. Set Gained EXP-UP as innate (or use ASM hacks to cause units to level up faster--less job growth per level gained).
8. ASM hack to remove residual EXP/JP growth.

But technically speaking, someone who really wanted to could still level up an unwanted squad of level 99s, gain as many rare items as desired (unless someone went overboard with 3 or 6, which makes the game really not fun), dismiss the unwanted originals, and play through the game with Ramza + whoever else (since a Ch. 1 squire Ramza with DD items > level 15-20 unit).  However, if the battles were made hard enough, someone who had the skill and patience to do this could probably beat such a mod anyways without such help.
1384
Help! / Sprite Set
February 05, 2010, 11:01:13 pm
If I set the sprite set of a unit to X, my unit now gains both sprite X and the skillset of the job number X.  Is there any existing workaround for this?
1385
Help! / Re: Hard coded Job work around?
February 05, 2010, 10:47:56 pm
Technically you can make an attack-only berserker out of mime with little trouble.  Just set berserk to innate and give him equip change as innate.  Since berserk triggers only after the unit is targeted by the enemy, you can briefly retain control of your mime/berserker and equip things (including clothing and weapons, if you flag those).  However, anything equipped will be permanently lost after the battle (and weapons are lost immediately after use).

(In fact, it works even better since a berserk mime can't imitate actions, so unless someone removes the status effect, you have a less-glitched new class.)
1386
PSX FFT Hacking / Re: Zodiac Chart
February 05, 2010, 10:41:32 pm
Quote from: "Pickle Girl Fanboy"I wonder if this is any good for dating...

I'm fairly certain FFT derived the Zodiac compatibility system from cheap astrology horoscopes for dating.
1387
What did you flag Aliste's sprite set to be?  You need to set it to that of Grand Duke, and switch the sprites of the two characters, or you'll have problems with display and usable in-battle skill sets.
1388
That's my question as well.  Kokojo, what program did you use or was this from Hex Editing?  I don't recall gomtuu's program doing this.
1389
Help! / Re: Adding extra attacks on weapons?
January 31, 2010, 09:05:24 pm
OK, what 1.3 did was:

1. Take a random ability that is unused.
2. Set it to stab up's graphics, weapon damage, weapon strike, and no AI.
3. Set it as the 25% weapon proc (weapon formula 2, I think).

This is mostly satisfactory (though you'll need ASM to make the damage correspond to charge damage).
1390
I'd like to know more about your changes, but it seems your lunar knight needs more balance (as in MP costs or evasion costs on ex-dark knight skills).
1391
PSX FFT Hacking / Re: Razele's ASM Hacks
January 31, 2010, 08:17:22 pm
I'm not exactly sure where to post this or if Razele's still frequenting here, but I noticed a bug with the battle item maximum code.

Let X be the maximum battle item limit and Y be X+1.  Let Z be the actual amount of items used in battle.  (In my test, this was X=5, Y=6).

When I had more than 2X (or 10) of a curative item, I would always lose X+Z (or 5+items used) of that item after battle unless Z was 0.
If I had less than X (or 5), as long as Z > 0 (as long as I used that item in battle), I would end up with 99 of that item after battle.
If I received N of that item as a battle trophy, I would end up with +2N of that item when I check my inventory.

Did anyone else encounter this kind of problem?
1392
PSX FFT Hacking / ASM Question
January 26, 2010, 07:54:51 pm
Which one of the following can be done with current knowledge?  If so, where in Battle.BIN should I look?

1. Change blade grasp to not affect arrows and gunshots.
2. Change arrow guard to block gunshots but not units using jump while equipping a bow/crossbow.
3. Change axe/flail/bag formula to ([PA/2] + rdm{1...PA})*WP
4. Change golem and MP Switch to accept carryover damage (so if I deal 150 HP damage to a person with 5 MP with MP Switch, they take 145 HP damage instead of 0).
5. Change drain effects to not account for carryover (so if I deal 70 HP damage off of life drain to a person with 20 HP, I regain 20 HP).
6. Change hamedo to react against monster physical attacks.
7. Make only some monsters mountable (I know someone wrote the code to make all monsters mountable, but riding a uribo or goblin seems improbable).
1393
War of the Lions Hacking / Re: War of the Lion's Script
January 24, 2010, 09:59:41 pm
I'd rather have spell names follow a more "English" progression, e.g.
Fire
Blaze
Incinerate
Inferno
...
but since that's not how FF names their spells, I probably would prefer Element 1/2/3/4 over Element with syllables at the end since the first is clearer than the second (I don't exactly see how that would be a "shocking" break from FF tradition).

The mistranslations were terrible in the original, but Shakespearean English was equally unnecessary for unit class attacks, place names, and the names of most characters (Wiegraf, Rad, a few others being exceptions).  As for character development, I admit WoTL has the advantage of hindsight, but there's merit in keeping the greater level of mystery of the original (if simply because it inspires more speculation/fan-fiction).
As for the new events added, the previously hidden sound books are a nice feature, but I really don't see why we need more broken items (Tynar) and unit classes (Dark Knights better than Gafgarion) when many of the highly exploitable tricks from the original FFT weren't addressed.
1394
Mercenaries / Re: Replacing Random Generic Names
January 24, 2010, 09:23:13 pm
Can't you do this just by changing the names in FFTacText?