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March 29, 2024, 03:16:17 am

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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 - RavenOfRazgriz

21
Help! / Re: Weapon behavior
July 19, 2017, 09:54:02 pm
Are you trying to turn Flails into Swords, or Flails into a new weapon type that uses Sword animations?

If you just want to turn them into more Swords, just make all the appropriate changes in my workbooks, followed by setting their Weapon Type to Sword in FFTPatcher.

If you want them to be an entirely different weapon category that just operates as a Sword duplicate, you're out of luck because the Weapon Type controls the set of attacking animations that are loaded.  As far as I know, no one's documented where the game loads attacking animation based on weapon type.  This means that Flails and Axes can be intermixed because they reference the same part of the SPR but Flails and Swords cannot be.  If you want a "duplicate" sword class in this sense, you'll have to make it work via changing the existing Sword-animating archetypes, aka Sword / Knightsword / Ninjasword / Katana / Rod / Staff.
22
Help! / Re: Formula 37 on multiple targets.
June 09, 2017, 05:42:40 am
Not all Ability Animations are compatible with hitting multiple targets without editing them.  The damage will still compute but nothing will display.  Additionally, certain ability flags are not compatible with Area of Effect, such as Stop at Obstacle (Direct on older FFTP releases) and Weapon Range.
23
There was an (unfinished) attempt at this done by VincentCraven early on in FFHacktic's lifespan.  Note that this is a pair of files you add to your game file and not a .ppf you apply, and they would only be compatible with an unmodified copy of the vanilla game.

Hacks like Xifanie's Cross Skip (that Emmy posted) and a few others like the frame-skipper ASM are what you want to use if you're playing a modded copy of the game, however.  As I said, this is only compatible with an unmodified copy of the game.
24
Help! / Re: Counter Learne by hit
May 27, 2017, 03:37:48 am
Learn on Hit abilities are only learned Chance to Learn % of the time.  So if your move has a Chance to Learn % of under 100%, you (obviously) won't learn it 100% of the time.  So, if your Reaction's Chance to Learn isn't 100%, that's step one.  You must also be in the specified Job whose skillset contains that Reaction command.  ie, if this is Vanilla and you're trying to learn Counter Tackle on hit, you must be in the Squire job.  That's step two.  If you're following those two main steps, you "should" be able to learn your desired skill on-hit.

However, I'm not entirely sure you can learn Reaction commands via Learn on Hit.  A number of Reaction commands (Counter, Counter Tackle, Hamedo, Meatbone Slash, Counter Flood, Auto-Potion) are actually countering you by casting the specified skill (and Counter Magic mirrors back whatever skill was used), so it wouldn't surprise me if even for the purposes of Learn on Hit you're treated as having cast the skill being used and not the Reaction itself.  The only Reaction I can think of that "attacks" another unit and isn't actually casting a separate ability on them is Damage Split.

That's the best advice I can give you though, as to my knowledge no one has bothered trying to make Reactions be Learn on Hit before now.
25
The Lion War / Re: FFT - The Lion War
May 17, 2017, 02:30:42 am
Quote from: BizzMar on May 17, 2017, 01:47:25 am
If are not both patches about adding the PSP game content to the PSX game, what are the differences?


From the FFT: Complete board description:

QuoteThe PSP translation in the PSX version of the game, with many glitch fixes. This is meant to be the definitive version of FFT and a new starting point for new projects.


From the FFT: The Lion War opening post:

QuoteFinal Fantasy Tactics - The Lion War is a mod that attempts to add content from War of the Lions to the PSX version of Final Fantasy Tactics while keeping the original translation intact. This will also feature a few of the newer console friendly ASMs to increase fun factor and add more re-playability to the game we all know and love.


One adds the PSP translation to the PSX.  It does not add new content.  This patch adds PSP Content (such as insert scenes, new characters, basically anything that's not the new items or multiplayer functionality), but utilizes the PSX script / has the insert scenes re-written to be compatible with the PSX writing style.

He's saying he doesn't think you read both thread descriptions because they state rather straightforwardly what their objectives are.  One is for people who want the PSP script on the PSX, while the other is for people who want the PSX script but with the added PSP content.
26
The Lounge / Re: Back?
May 12, 2017, 06:08:18 pm
Hey, friend.

Most of the day-to-day activity for the website these days happens on either IRC (in the top bar) or on the FFT Arena Discord server, which a lot of people use simply because FFH doesn't have a main Discord server itself.

Recommend joining one/both if you're looking to see who's still around and what's being worked on beyond the finished stuff that gets pushed onto the website.
27
Quote from: DaTruthDT on May 11, 2017, 05:21:11 am
Excellent.... Excellent.

You won't be saying that when you're on the receiving ends of various things in store for you, let me tell you.
28
PSX FFT Hacking / Re: Pride's ASM Thread
May 09, 2017, 01:22:33 pm
something
29
PSX FFT Hacking / Re: Pride's ASM Thread
May 05, 2017, 02:23:03 pm
Quote from: Xifanie on May 05, 2017, 12:30:10 pmQuestion: What does "Normal Attack (Hamedo)" do?

This is the incorrectly documented "Normal Attack?" flag in FFTPatcher.  What this flag is actually for is (among other things) flagging the ability as being counterable by Hamedo.
30
Spriting / Re: Luiakyn's(Omnir's) Sprites
May 03, 2017, 08:30:23 am
Thank you!

Understandable you stopped, MON/Lucavi sheets are awful to work with.  Zebbub was one of the ones I was most interested in though so I'm glad it's the one you had progress on, heh.
31
PSX FFT Hacking / Re: Pride's ASM Thread
May 03, 2017, 03:37:15 am
Quote from: Pride on May 03, 2017, 02:18:14 am..., and fuck RavenOfRazgriz.

You wish.
32
Spriting / Re: We need MOAR Monsters
April 30, 2017, 10:35:59 pm
Quote from: CONMAN on April 30, 2017, 10:29:08 pmI've considered this dilemma Raven.  While I have never played it, I believe there is a lovecraft table top game which gives the player "Sanity" Hit points.  This sort of made me consider the idea of having like a handful of rounds before the party goes mad and a game over, or warp back to world map occurs.  Something like having an incremental variable go up on Cthulhu's turns as a count down.  If I recall correctly, Cthulhu probably exists outside of this dimension to some degree (maybe I'm mixed up, I've been on a lovefcraft audio book tear while spriting) and can't really be killed.  If damaged enough Cthulhu would return home for slumber.


This is all very easily doable, yes.  You can easily have an event that increments, say, every one of Cthulhu's turns that points out how many turns are left before the player characters simply go insane, then Game Over them if they take too long.

Quote from: CONMAN on April 30, 2017, 10:29:08 pmOn a side note, I recall a sahagin sprite floating around forever ago that would be great to pair with cthulhu.  I don't think it was finished, but fish people are the appropriate henchmen (or to be used as Dagon).

I'll try to acquire this for you, hold.
33
Spriting / Re: We need MOAR Monsters
April 30, 2017, 05:19:19 pm
On the one hand, that Cthulhu Sprite looks pretty cool and not too far off from being finished.

On the other hand, actually using that sprite means giving Cthulhu an HP bar.  And everyone knows, you never give Cthulhu an HP bar.
34
Spriting / Re: Luiakyn's(Omnir's) Sprites
April 29, 2017, 05:14:23 pm
Would you happen to have any updates to any of the new Lucavi sprites?  The Duma sprite looks really nice, and there's a side-project Elric and I work on off the books that we'd love to use all the new Lucavi sprites in if you don't mind and happen to finish them!
35
Quote from: RJ Cid on April 28, 2017, 04:54:08 pmIs is possible to make some of the towns on the map active for random battles? The idea of heading to a town for some items and armor to get jumped by bounty hunters would add some extra excitement and integrate some creative grinding. I know a few of the maps are already available from vanilla, but could they be programmed for random encounters?

This would require completely rewriting the code that handles Random Battles, unless it were done in a very ad-hoc way.  To see how Random Battles work normally in FFT, see the Random Battle Editor in my signature.
Quote from: RJ Cid on April 28, 2017, 04:54:08 pmYou guys kept the status' active when dying on the field, but I'm wondering about stealing. Is it possible to set it so that you can steal from a dead body? I mean, it makes more sense when you think about it... the success ratio can stay the same so it doesn't break Steal though.

It's possible if someone were to hack the abilities to work that way.  By default, all abilities that don't Cancel: Dead will always fail on a Dead unit, it's just how the game works.  This isn't a yes/no on whether it's a change that'll occur, however.
Quote from: RJ Cid on April 28, 2017, 04:54:08 pmAnd when a felled monster turns into a chest, can the item be one of the two poachable items that the monster had to offer?

The Poaching system isn't going to be utilized in the new release.  It's been replaced with an Item Synthesis System that operates on very different rules to FFT's Poaching System.
36
The events shown through the Records option in the Brave Story often use different ENTDs if they're a scene that normally involves a battle or a joining unit.

You can find which ENTD is used by the event in question by finding its entry in ATTACK.OUT Editor Special Awesome and checking the "Brave Story ENTD" field.
37
Updated to 4/26/2017 revision, issue should be fixed by just removing the comments and adjusting the error-checking code in EasyVent Editor Super Perfect 2.0 accordingly.
38
That's interesting.  Might not have a chance to look at it until tomorrow.  For now, open your CONFIG.INI and delete the comment that''s after the Offset='BLAHBLAH' entries and it should compile.  I'll sort it out when I can.  That's what I get for rushing out the update in the ~1hr of time I had to work on it this morning.
39
MAIN DOWNLOAD and UPDATER DOWNLOAD both updated with the following fixes:

  • Errors with the CONFIG.INI settings for compiling to Save State fixed, included a new CONFIG.INI in both downloads.  EasyVent Editor Super Perfect 2.0 will now also auto-detect whether to use a user-set Offset='00######' or use the now-correct Offset='0004A96C' when dealing with a Save State, and will do its best to correct mistakes in the CONFIG.INI automatically.  NOTE: Do NOT import your own CONFIG.INI where Offset='0004A96C' is already set!  Allow EasyVent Editor Super Perfect to handle this for you or you will experience errors!  If using a modified CONFIG.INI for some reason, change the Offset path to something like Offset='00002000' first!

  • Errors in SpriteMove and SpriteMoveBeta Help Files should be fixed, now congruent with wiki.

  • Errors with SpriteMove Generator should be fixed, now outputs commands congruent with wiki documentation.


Please download or update to the newest version!
40
Quote from: Glain on April 25, 2017, 11:45:40 am
I took a look at this - to be clear, this is for the dropdown in the Other Images section where you select a specific image inside a category?

Actually, never mind this one.  I was talking about the main Sprite page, but I apparently still had a .482 FFTPatcher loaded when posting this.  I just checked and it's fixed in both .491 and .492.