Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Pride on April 04, 2011, 07:12:17 am

Title: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: Pride on April 04, 2011, 07:12:17 am
This is a legacy thread, please visit my new thread (http://ffhacktics.com/smf/index.php?topic=11708.0) for new and updated ASMs.


Might as well post some ASM stuff... These are all Battle.BIN unless specified. If you have a formula you want created let me know and I'll create it (assuming its in my ability). You can request other asms but no guarantees as I'm not as well versed in some sections of the battle.bin. I attached an xml to the bottom that can be added to FFT orgASM.

Job Defensive Boost

This hack assigns each job with a number (both a magical and physical) that will reduce damage done through X / 256, so if you wanted a 10% decrease in Physical attacks you would have to use 0x19 (25) rather then 0x0A (10). You check the ai flag Magic Defense Up or Defense Up to determine if the ability will use the jobs Physical or Magical number or you can check neither and the ability will ignore these modifiers (probably very useful for boss enemies). Pokeytax was kind enough to create a simple to use spreadsheet which is attached below for everyone to use. It is VERY important to note that this hack is probably incompatible with Xif's Fury hack, I will have to fix this at a later time. 

Individual Weapon Proc 1.0

This asm creates an individual proc for each weapon, so you can have a special staff that cast Esuna at 100% and you don't have the terror of your book that cast Flare at 100% or a Knife that inflicts Blind at 100% and a Sword that inflicts Undead at 50%. You obviously use Formula 2 to cast a Spell. To set the rate for each weapon you need to refer to this list. http://ffhacktics.com/wiki/Items_List

You then add the item number to 0xF6aa0. So if you wanted to boost Thunder Rod's proc, you'd add 0x34 to 0xf6aa0 and you'd change the value at f6ad4. All values are in hex of course (so a 25% rate would be 0x19 in hex). If you do use this ASM don't forget that you do have to change the values to the weapons you want to stay at 19% rate to 13%.

What also is included is a way to create an Accessory that doubles the proc rate for all of the weapons which is signified as XX below. Refer to the list above to set the Accessory. d0 = Battle Boots, d8 = Genji Gloves, ef = Salty Rage, etc. If you do not want this feature, set XX to F0.


0x001206a4
64000434
9A760508
1980023C

0xf6A68
D8384590
1680033C
21186500
a0DA6590
1C004390
XX000220
02004314
00000000
40280500
3378010C
00000000
AC1D0608
00000000



Endurance 1.0
Based off of SentinalBlade's old Endurance for Symbols of Rage. The PA part of the formula is affected by Current HP * PA / Max HP. This is after Two Hands but before other XA modifiers such as Attack Up, and Compat. So any formula that uses the Attack Up modifier will be affected (Formula 1, 2, 3, 5, 6, 7, 2d, and a few others).  A few notable that it does not affect are Jump and Throw. I plan on redoing this; what I'm not sure what I should make it only affect.


0x11F0A0
FD750508
00000000

0xF67F4
1980023c
1980033c
942d428c
ce386384
28004294
00000000
19004300
12180000
1980023c
942d428c
00000000
2a004294
00000000
1b006200
12180000
00000000
0200601c
00000000
01006324
1980013c
ce3823a4
1980023c
942d428c
2a180608
00000000



001860a0: 080575FD j 0x0015d7f4                 Jump to new Endurance section
001860a4: 00000000 nop                         

0015d7f4: 3c028019 lui r2,0x8019      
0015d7f8: 3c038019 lui r3,0x8019      
0015d7fc: 8c422d94 lw r2,0x2d94(r2)      Load Attacker's Stats
0015d800: 846338ce lh r3,0x38ce(r3)      Load XA (PA part of the formula)
0015d804: 94420028 lhu r2,0x0028(r2)      Load Attacker's Current HP
0015d808: 00000000 nop            
0015d80c: 00430019 multu r2,r3         XA * Current HP
0015d810: 00001812 mflo r3         Move to register 3
0015d814: 3c028019 lui r2,0x8019      
0015d818: 8c422d94 lw r2,0x2d94(r2)      Load Attacker's Stats
0015d81c: 00000000 nop            
0015d820: 9442002a lhu r2,0x002a(r2)      Load Attacker's Max HP
0015d824: 00000000 nop            
0015d828: 0062001b divu r3,r2         (XA * Current HP) / Max HP
0015d82c: 00001812 mflo r3         Move to register 3
0015d830: 00000000 nop            
0015d834: 1C600002 bgtz r3,0x0015d840      Branch if result is < 0
0015d838: 00000000 nop            
0015d83c: 24630001 addiu r3,r3,0x0001      XA + 1
0015d840: 3c018019 lui r1,0x8019      
0015d844: a42338ce sh r3,0x38ce(r1)      Store new XA
0015d848: 3c028019 lui r2,0x8019      
0015d84c: 8c422d94 lw r2,0x2d94(r2)      Load Attacker's Stats
0015d850: 0806182a j 0x001860a8         Return to Two Hands / Attack Up section
0015d854: 00000000 nop                        


Punch Formula becomes (PA + XX)/2 * PA
Change of the normal punch from of (PA * (Br/100)) * PA to (PA + XX)/2 * PA like the Punch Art formula. Change XX to whatever you would like, in hex of course.


0x11EAE4

1980013C
CE3830A4
XX000226
1980013C
42100200
D03822A4
20170608
00000000




00185AE4: 3c018019 lui r1,0x8019         
00185AE8: a43038ce sh r16,0x38ce(r1)         Store PA as XA
00185AEC: 260200XX addiu r2,r16,0x00XX       Add XX to PA
00185AF0: 3c018019 lui r1,0x8019             
00185AF4: 00021042 srl r2,r2,0x01            (PA + XX)/2
00185AF8: a42238d0 sh r2,0x38d0(r1)          Store (PA + XX)/2 as YA
00185AFC: 08061720 j 0x00185c80              Jump to end
00185B00: 00000000 nop                       



Formula 11 becomes (Jump * 2) * WP
Turns the normally NS formula into this. If you look under the section f6858, you can change 3b to 36 for PA, 37 for MA, 38 for Speed, or 3a for move. Change 40100200 to 00000000 if you want to remove the * 2 part of the formula.  And 0239 to fa38 if you would rather use the formula Y rather then WP. Mix and match if the formula isn't what you want and I've highlighted the sections below that you can change. So you could have the formula read as MA * WP if you wanted. None of these changes will affect the attack up, defense up, etc. part of the formula though. Status are inflicted at 100% like Formula 2d and it takes the ability element rather then the weapon.



0x122124
22760508

0xf6858
1980023c
942d428c
1980033c
3b004290
02396390
1980013c
d03823a4
40100200
1980013c
ce3822a4
0800e003
00000000

0xf6888
e8ffbd27
1000bfaf
4421060c
00000000
18000214
00000000
1676050c
00000000
ff17060c
00000000
a921060c
00000000
b41b060c
00000000
fe1b060c
00000000
1980023c
902d428c
00000000
00004290
00000000
07000210
00000000
3f1c060c
00000000
3021060c
00000000
ad1f060c
00000000
1000bf8f
1800bd27
0800e003
00000000




00189124: 08057622 j 0x0015d888         Jump to formula section

0015d858: 3c028019 lui r2,0x8019      
0015d85c: 8c422d94 lw r2,0x2d94(r2)      Load Attacker's Stats
0015d860: 3c038019 lui r3,0x8019      
0015d864: 9042003b lbu r2,0x003b(r2)      Load Attacker's Jump
0015d868: 90633902 lbu r3,0x3902(r3)      Load Weapon Power
0015d86c: 3c018019 lui r1,0x8019      
0015d870: a42338d0 sh r3,0x38d0(r1)      Store Weapon Power as YA
0015d874: 00021040 sll r2,r2,0x01      Jump * 2
0015d878: 3c018019 lui r1,0x8019      
0015d87c: a42238ce sh r2,0x38ce(r1)      Store Jump * 2 as XA
0015d880: 03e00008 jr r31         
0015d884: 00000000 nop            

0015d888: 27bdffe8 addiu r29,r29,0xffe8      
0015d88c: afbf0010 sw r31,0x0010(r29)      
0015d890: 0c062144 jal 0x00188510      Physical Evasion Calculation
0015d894: 00000000 nop            
0015d898: 14020018 bne r0,r2,0x0015d8fc      Branch to end if attack misses
0015d89c: 00000000 nop            
0015d8a0: 0c057616 jal 0x0015d858      Load XA and YA (see above)
0015d8a4: 00000000 nop            
0015d8a8: 0c0617ff jal 0x00185ffc      Check Elemental Boost
0015d8ac: 00000000 nop            
0015d8b0: 0c0621a9 jal 0x001886a4      Att Up, Defense Up, Compat, and more
0015d8b4: 00000000 nop            
0015d8b8: 0c061bb4 jal 0x00186ed0      Elemental Weak
0015d8bc: 00000000 nop            
0015d8c0: 0c061bfe jal 0x00186ff8      Elemental Cancel
0015d8c4: 00000000 nop            
0015d8c8: 3c028019 lui r2,0x8019      
0015d8cc: 8c422d90 lw r2,0x2d90(r2)      
0015d8d0: 00000000 nop            
0015d8d4: 90420000 lbu r2,0x0000(r2)      
0015d8d8: 00000000 nop            
0015d8dc: 10020007 beq r0,r2,0x0015d8fc      
0015d8e0: 00000000 nop            
0015d8e4: 0c061c3f jal 0x001870fc      Elemental Absorb
0015d8e8: 00000000 nop            
0015d8ec: 0c062130 jal 0x001884c0      Unknown :(
0015d8f0: 00000000 nop            
0015d8f4: 0c061fad jal 0x00187eb4      Status
0015d8f8: 00000000 nop            
0015d8fc: 8fbf0010 lw r31,0x0010(r29)      
0015d900: 27bd0018 addiu r29,r29,0x0018      
0015d904: 03e00008 jr r31         
0015d908: 00000000 nop   



Formula 11 becomes Damage = Y
"Y" corresponds with the Y value in the Patcher. For obvious reasons, this is incompatible with my other Formula 11 asm.   



0x122124

16 76 05 08

0xf6858

E8FFBD27
1000BFAF
4421060C
00000000
08004014
00000000
1980043C
FA388490
1980033C
902D638C
80000234
250062A0
040064A4
1000BF8F
1800BD27
0800E003
00000000


Formula 20, 21, and 23 become MA+PA/2 * Y
Requested by Mando a long time ago. Replaces the MA * Y for all of the relevant Draw Out formulas to MA+PA/2 * Y.


0xf690c
1980023c
942d428c
1980033c
942d638c
37004290
36006390
1980013c
21106200
42100200
1980033c
FA386390
CE3822A4
D03823A4
0800E003
00000000

0x1225D4
4376050C

0x122604
4376050C

0x12268c
4376050c


Formula 13 becomes Heal HP (Attacker's Current HP) Hit F_(MA+X)%
Basically White Wind from previous Final Fantasy games, some games heal it differently but most of the time it heals based on the users current hp so I kept that. It accepts elemental boost, 100% status, and damages the undead. I thought a flat 100% chance to hit was broken, so I added the Hit % function with Faith.


0x122164
52760508

0xf6948
e8ffbd27
1000bfaf
6017060c
00000000
ff17060c
00000000
0022060c
00000000
1980023c
942d428c
1980033c
28004294
902d638c
d41c060c
040062a4
ad1f060c
00000000
1000bf8f
1800bd27
0800e003
00000000




00189164: 08057652 j 0x0015d948         Jump to formula calculation

0015d948: 27bdffe8 addiu r29,r29,0xffe8         
0015d94c: afbf0010 sw r31,0x0010(r29)         
0015d950: 0c061760 jal 0x00185d80      Get MA and X
0015d954: 00000000 nop            
0015d958: 0c0617ff jal 0x00185ffc      Get Elemental Boost
0015d95c: 00000000 nop            
0015d960: 0c062200 jal 0x00188800      Calculate percent to hit
0015d964: 00000000 nop            
0015d968: 3c028019 lui r2,0x8019      
0015d96c: 8c422d94 lw r2,0x2d94(r2)      Load Attacker's Stats
0015d970: 3c038019 lui r3,0x8019      
0015d974: 94420028 lhu r2,0x0028(r2)      Load Attacker's Current HP
0015d978: 8c632d90 lw r3,0x2d90(r3)      Load Current Action Data Pointer
0015d97c: 0c061cd4 jal 0x00187350      Undead Reversal, convert Damage into Healing
0015d980: a4620004 sh r2,0x0004(r3)      Damage equals Attacker's Current HP
0015d984: 0c061fad jal 0x00187eb4      Status Calculation
0015d988: 00000000 nop            
0015d98c: 8fbf0010 lw r31,0x0010(r29)      
0015d990: 27bd0018 addiu r29,r29,0x0018      
0015d994: 03e00008 jr r31         
0015d998: 00000000 nop            



Untruth "Bug" Correction
Faith causes the units to have "0" Faith and Innocent causes units to have "100" Faith when using Formula  1F or Untruth.


0x1224B8
40

0x1224e0
80

0x122508
40

0x122530
80


Formula 2D becomes (PA + Y)*XX/ZZ*WP
Requested by DrBreen. Y refers to the formula Y and XX/ZZ are adjustable hex values indicated below.



0x122b38
6776050C

0xF699C
1980023C
942D428C
1980033C
FA386390
36004290
XX000134
21106200
1980043C
18002200
ZZ000134
12100000
1A004100
12100000
02398490
1980013C
CE3822A4
1980033c
D03864A4
0800E003
00000000


Formula 1F or "Untruth" becomes (WP + Y) * PA


0x122464

E8 FF BD 27
10 00 BF AF
44 21 06 0C
00 00 00 00
18 00 02 14
00 00 00 00
97 17 06 0C
00 00 00 00
FF 17 06 0C
00 00 00 00
A9 21 06 0C
00 00 00 00
B4 1B 06 0C
00 00 00 00
FE 1B 06 0C
00 00 00 00
19 80 02 3C
90 2D 42 8C
00 00 00 00
00 00 42 90
00 00 00 00
07 00 02 10
00 00 00 00
3F 1C 06 0C
00 00 00 00
30 21 06 0C
00 00 00 00
AD 1F 06 0C
00 00 00 00
10 00 BF 8F
18 00 BD 27
08 00 E0 03
00 00 00 00




00189464: 27bdffe8 addiu r29,r29,0xffe8      
00189468: afbf0010 sw r31,0x0010(r29)      
0018946c: 0c062144 jal 0x00188510      Physical Evasion Routine
00189470: 00000000 nop            
00189474: 14020018 bne r0,r2,0x001894d8      Branch to end if attack misses
00189478: 00000000 nop            
0018947c: 0c061797 jal 0x00185e5c      Load (WP + Y) * PA as YA and XA
00189480: 00000000 nop            
00189484: 0c0617ff jal 0x00185ffc      Elemental Boost
00189488: 00000000 nop            
0018948c: 0c0621a9 jal 0x001886a4      Attack Up, Defense Up, and more
00189490: 00000000 nop            
00189494: 0c061bb4 jal 0x00186ed0      Elemental Weak
00189498: 00000000 nop            
0018949c: 0c061bfe jal 0x00186ff8      Elemental Cancel
001894a0: 00000000 nop            
001894a4: 3c028019 lui r2,0x8019      
001894a8: 8c422d90 lw r2,0x2d90(r2)      
001894ac: 00000000 nop            
001894b0: 90420000 lbu r2,0x0000(r2)      
001894b4: 00000000 nop            
001894b8: 10020007 beq r0,r2,0x001894d8      
001894bc: 00000000 nop            
001894c0: 0c061c3f jal 0x001870fc      Elemental Absorb
001894c4: 00000000 nop            
001894c8: 0c062130 jal 0x001884c0      Unknown :(
001894cc: 00000000 nop            
001894d0: 0c061fad jal 0x00187eb4      Status
001894d4: 00000000 nop            
001894d8: 8fbf0010 lw r31,0x0010(r29)
001894dc: 27bd0018 addiu r29,r29,0x0018
001894e0: 03e00008 jr r31
001894e4: 00000000 nop



Formula 42 or the "Work" formula gains Status, Elemental, Physical Evasion, and whatever else it was missing.


0x123184

44 21 06 0C
00 00 00 00
1B 00 02 14
00 00 00 00
81 17 06 0C
00 00 00 00
FF 17 06 0C
00 00 00 00
7E 21 06 0C
00 00 00 00
3E 19 06 0C
00 00 00 00
7B 76 05 0C
00 00 00 00
B4 1B 06 0C
00 00 00 00
FE 1B 06 0C
00 00 00 00
19 80 02 3C
90 2D 42 8C
00 00 00 00
00 00 42 90
00 00 00 00
06 00 02 10
00 00 00 00
3F 1C 06 0C
00 00 00 00
30 21 06 0C
00 00 00 00
AD 1F 06 0C
00 00 00 00
00 00 00 00
00 00 00 00

0xF69EC

19 80 03 3C
CE 38 63 94
19 80 02 3C
D0 38 42 94
00 00 00 00
18 00 62 00
19 80 03 3C
90 2D 63 8C
12 10 00 00
04 00 62 A4
00 00 00 00
19 80 03 3C
F9 38 63 90
00 00 00 00
1A 00 43 00
12 10 00 00
19 80 04 3C
8C 2D 84 8C
01 00 03 34
00 00 83 A0
04 00 82 A4
19 80 02 3C
90 2D 42 8C
80 00 03 34
25 00 43 A0
19 80 02 3C
8C 2D 42 8C
00 00 00 00
25 00 43 A0
08 00 E0 03
00 00 00 00


0 Gil earned from Level Bonus


0x119efe
80


Remove Female Only Equipment
In SCUS_942.21


0x0004CB6C
00


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


0x00122878
6E21060C
00000000
11004014
00000000
2517060C
00000000
FF17060C
00000000
D121060C
00000000
DF21060C
00000000
07004014
00000000
5977050C
00000000
C721060C
00000000
AD1F060C
00000000
00000000

0x000F6D64
1980023C
982D428C
00000000
5C004290
00000000
40004330
03006010
00000000
1980013C
D23820A0
80004330
04006010
00000000
64000234
1980013C
D23822A0
1980053C
902DA58C
1980023C
D2384290
64000334
0400A494
23186200
18008300
64000334
12200000
1A008300
12200000
0400A4A4
0800E003
00000000


Martial Arts boost by 25% instead of 50%


0x0011F128
80

0x0011F138
82

0x0011F1e0
80

0x0011F1f0
82


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. The MP Regen recovers 1/4 of Max MP after each turn. I thought it was better then 1/8 like normal Regen.


0x000F6EBC

5B000392
00000000
01006230
08004010
00000000
2E000296
1980033C
902D638C
82100200
0A0062A4
10000234
250062A0
FD350608
5B000392

0x001267EC

AF770508
00000000


Formula 5E becomes (PA + Y) / 2 * PA Hit_(1+X)
Takes everything you would expect from a physical formula.


0x000f6e20

E8FFBD27
1000BFAF
4421060C
00000000
FBFF4014
00000000
4017060C
00000000
FF17060C
00000000
5318060C
00000000
B722060C
00000000
3E15060C
00000000
5A19060C
00000000
B41B060C
00000000
FE1B060C
00000000
1980023C
902D428C
00000000
00004290
00000000
E4FF4010
00000000
3F1C060C
00000000
3021060C
00000000
AD1F060C
00000000
1000BF8F
1800BD27
0800E003
00000000

0x00123AB0

8877050C


Elemental Weakness reduced to 3/2


0x000f6ebc
40280400
2128A400
E1130608
42200500

0x0011DF7C
af770508
00086334

Change 40 to 80 and 42 to 82 to make it a 5/4 increase in damage.


Formula 4e becomes Hit_(MA + X) Dmg_(MA * Y)

0x000f6ecc

E8FFBD27
1000BFAF
6E21060C
00000000
1f004014
00000000
A122060C
00000000
1b004014
00000000
1980023C
942D438C
FA384490
37006390
902D428C
18008300
80000334
250043A0
12200000
040044A4
00000000
B41B060C
00000000
FE1B060C
00000000
1980023C
902D428C
00000000
00004290
00000000
05004010
00000000
C721060C
00000000
AD1F060C
00000000
1000BF8F
1800BD27
0800E003
00000000

0x00128748

ccde1580



Remove Spill Over JP


0x00117980
00000000


Constant Faith

Faith adds a constant value, so it mirrors Xif's Fury asm. Change the bold 23 into which ever number you would like to use as a constant (in hex of course). Defaulted is 0x23 (or 35 in dec).

EX. (Damage * (Attacker's Faith + 35) * (Defender's Faith + 35)) / 10000


0x001201F0
1980013C
902D248C
D2382290
04008384
23004224
18006200
12180000
D3382290
00000000
23004224


MP Switch Overflow damages HP
Any excess damage from MP Switch no longer goes to waste. It will damage the target's HP if there is any excess.
EX: Attacker deals 150 damage, Defender has 50 MP. The Defender would lose 50 MP (all of it) then receive 100 Damage.

battle.bin
0x001261B8

1980043C
982D848C
E8FFBD27
1000BFAF
90018384
2C008294
2C006010
00000000
2A004010
00000000
E134060C
00000000
26004014
00000000
1980023C
FCF5428C
00000000
21004014
00000000
1980023C
982D428C
00000000
90014394
94014494
00000000
21186400
940143A4
E8036428
02008014
E7030334
940143A4
2C004494
94014394
00000000
2A288300
0700A010
B1014590
23186400
900143A4
940144A4
A0000534
B10145A0
9F340608
00000000
7F00A530
B10145A0
900140A4
20000334
B10143A0
BD010334
0E0043A4
1000BF8F
1800BD27
0800E003
00000000
Title: Re: Pride's small ASM
Post by: Pride on April 04, 2011, 06:43:50 pm
Added Formula 11 NS becomes (Jump * 2) * WP. Requested by Mando
Title: Re: Pride's small ASM
Post by: Zaen on April 04, 2011, 06:51:57 pm
Very nice. I might use the Endurance and Jump ASMs.
Title: Re: Pride's small ASM
Post by: Mando on April 04, 2011, 07:52:26 pm
Thanks Pride!

Ya gogo 'Jump' !!!!
Title: Re: Pride's small ASM
Post by: Pride on April 06, 2011, 03:30:49 am
Updated .XML to include Punch Formula, Formula 11. Added a hack I made for Mando a while ago; Draw Out formulas becomes MA+PA/2 * Y over MA * Y.
Title: Re: Pride's small ASM
Post by: Pride on April 06, 2011, 05:19:35 am
Doubling posting cause I can.

Added Formula 13 becomes "White Wind" Heal HP (Attacker's Current HP) Hit F_(MA+X)%
Title: Re: Pride's small ASM (Added Untruth "Bug" correction)
Post by: Pride on April 10, 2011, 04:36:55 am
Added Formula 2D becomes (PA + Y)*XX/ZZ*WP. Requested by DrBreen.

Triple post? :[
Title: Re: Pride's small ASM (Added Untruth "Bug" correction)
Post by: DrBreen on April 10, 2011, 05:59:20 am
Woow!
It's really this formula!
Thank you very much! Thanks :)
Words cannot describe how gladful i am!
Thank you very much,this will be definitely helpful for my patch!
Title: Re: Pride's small ASM (Added Untruth "Bug" correction)
Post by: DrBreen on April 10, 2011, 07:30:34 am
Doubleposting to doublethank Pride!
Thank you!
This thing work,and its working good! =D
Title: Re: Pride's small ASM (Added Untruth becomes (WP +Y) * PA)
Post by: Pride on April 22, 2011, 10:17:48 pm
Added a few features to the Work formula such as Status like the Sword Skill Formula, and Elemental Absorb. Check it out ^_^
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: SentinalBlade on April 27, 2011, 06:31:09 pm
Haha, holy shit! i didnt expect anyone to take any endurance in my old Endurance hack. Thanks for giving me the credit for its base, though. I appreciate it!
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: Pride on April 27, 2011, 07:45:05 pm
Heh, you're welcome ^_^ It wouldn't be right to steal use an idea without giving proper credit. I actually plan on updating it soon but still wondering what I should do with it exactly.
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: RavenOfRazgriz on April 27, 2011, 10:01:16 pm
You're missing a few of the hacks you made for me.  I can dig them out of my PM box if you want to post them, since you posted the Fist Formula Hack.

Also, I had a few ideas regarding a 2D hack, if you want to try it.
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: Pride on April 27, 2011, 10:18:20 pm
Yeah PM me them because I can't view my sent messages. And fire away with a suggested asm ^_^
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: SentinalBlade on April 27, 2011, 11:59:54 pm
You should make it work with the Fury hack, that zodiac made awhile back(dunno his new new SN yet, lol). Thats the only reason i never took it anywhere, because i wanted it to work in conjunction with it. After a long asm session with no fix in site, i decided to just call it done, lol
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: Pride on April 28, 2011, 12:37:56 am
Looking at the offsets where Xif made it, I don't see why it wouldn't work together (it would mess up a current asm I'm working on but I wrote my own "fury" asm a while ago and never published it because of hers) but I can't be sure without testing it.
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: crazypants on April 28, 2011, 04:07:28 am
Could you convert Formula 11 to always deal 200 damage? When I was lurking I saw I a thing for a Blowfish like ability and I would like to have it. Thank you.
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: Pride on April 28, 2011, 05:11:53 am
Added Formula 11 = Y above. It doesn't have any modifiers (I'm assuming you didn't want any). If there's anything you want changed let me know.
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: crazypants on April 28, 2011, 05:33:18 am
It's exactly what I want. Thanks!
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: Pride on April 28, 2011, 05:35:33 am
You're welcome! Enjoy ^_^
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: crazypants on April 28, 2011, 05:48:17 am
You could also change it to one of the dummied formulas if you want it to be compatible with your other formulas. I don't need it, but I'm just saying.
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: DrBreen on April 28, 2011, 02:21:58 pm
Pride,you already have Work formula with all the properties of normal formual(element,status,evade etc.),can you remake it to "Dmg_((WP+Y)*PA) DmgToSelf_((WP+Y)*PA/X)"? I think it'll be helpful not only for me but also for alot of the people on forum(Dark Knight yeah)!

Also,not a request but a question. Is it possible to make Wall status function like "every unit targeting unit with Wall will be treated like having Best/Worst Zodiac compatibility with this unit"?

Also,by the way,Work formula hack is AMAZING.

THANK
YOU
PRIDE
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: Pride on April 28, 2011, 03:26:00 pm
At 0x00122194  replace 81 17 06 0C with 97 17 06 0C.

And it is possible but might be annoying to make (Not sure what good it does either since the AI won't target units with Wall...)

Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: RavenOfRazgriz on April 28, 2011, 04:24:06 pm
Axe/Flail/Bags are PA*WP

Quote@11EC30
1980013C
CE3830A4
20170608
00000000
00000000
00000000
00000000
00000000
00000000
00000000

The 0's are obviously extra space


Gained Experience = XX

Quote0x001178ac
XX000334
21184300
00016228
00000000
00000000

Gained experience = XX (in hex of course)
Doesn't display gained exp correctly


Knight Swords + Katana become PA*WP

Quote0x11EBB4

1980013C
CE3830A4
20170608
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000

The 0's are extra space that could be used for something else.


As for what we talked about regarding Formula 2D last night:

Make use of the X variable input, so that the Formula becomes ((XA + Y) * modifier) * WP, using a loop and X value to determine XA and modifier.  (If you see "modifiable divisor", I mean highlight where it can me modded in the code itself, not moddable via FFTP settings, that would be far too overwrought.)

Eg, X of 0 is default 2D, so XA is PA and modifier is 1. X of 1 is MA and 1. X of 2 is SP and 1.  X of 3 is WP and 1.  X of 4 is W-Ev/(modifiable divisor) and 1.  X of 5 is S-EV P/(modifiable divisor) and 1. X of 6 is S-EV M/(modifiable divisor) and 1.  X of 7 is LVL/(modifiable divisor).  Loop, X of 8 is PA again, but the modifier is now 2/3.  X of 9 is MA and 2/3... etc.  X of (10 or 16, I forget if FFTP's X/Y input uses hex or decimal) is PA and 1/2, (11/17) is MA and 1/2... etc.  (18/23) is PA and 1/4..., (20/31) is PA and 4/3, (28/39) is 4/2, etc etc etc. for whatever useful modifiers there are, essentially filling every 2D request that may ever come around at once using this boss loop. You can extend each entry to be out of base 16 (0-F, so the loop resets at a more rounded number in hex) as well if you can think of 8 more statistics to cram in there, or if you want to try applying an XA1 + XA2 setup to 2D. (Something I'll explain below.)

The above can also be applied to Work as well.  Show where and how to mod the *Y of Work to be something like PA, MA, WP so the user can decide what they want, apply the above, but instead of a modifier, make that value be your recoil.  (Obviously you'd use a different set of fractions from 2D, but you get the idea.)

You could also apply the XA1+XA2 setup to Work.  This makes the Formula become (XA1+Y)*XA2 then the recoil factor, and only accepts four statistics instead of 8-16, but gives you more freedom over editing the formula itself.  This must be is base 16.  Perform a loop as before, with 0 as your PA.  Except, this time, it sets both XA factors to PA - so you get (PA+Y)*PA.  1 is PA and MA, or (PA+Y)*MA. 2 is PA and SP. 3 is PA and WP. 4 is MA and PA. 5 is MA and MA. 6 is MA and SP. 7 is MA and WP. 8 is SP and PA. 9 is SP and MA. 10/A is SP and SP. 11/B is SP and WP. 12/C is WP and PA. 13/D is WP and MA. 14/E is WP and SP. 15/F is WP and WP.  You use all 16, including redundant ones as PA*WP vs WP*PA due to the Y factor, adding Y to PA and Y to WP yields different results and different scaling, etc.  You then add your modifier or recoil per loop of 16 as usual and its good to go for either 2D or Work, or even other things like the Knight's Break Formula and other things that accept two PA/MA/SP/WP factors.  Which four factors this uses can easily be edited as well - you may want to toss them over moddable divisors, so people can easily do things like replacing SP with S-EV P, etc.

There's your challenging hack, Pride.  :p  You can take this a lot farther with a YA3 factor and other things, but this stuff's really the baseline, so I figured I'd stop the gravy train here for now.  This stuff is basically the principle behind FDC's huge formula hack though, except taken 1000x farther via flags - highly variable formula that can serve up to 16 different roles at once by default.  He just adds the flags in, so each of those 16 roles gains an extra 20-30-40-50-ohchristwhathtefuckisthis.  If you can stomp out these though, they'll make for good tide overs until FDC's huge hack is done, and knowing how this stuff works will make expanding on said hack easy, since it'll have tons of room for I guess what you'd call "plug ins", if you can even think of Formula it doesn't cover or can't be easily modified to cover somehow.
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: SentinalBlade on April 28, 2011, 10:01:00 pm
I think When i added the Fury Hack, it simply overode endurance. I wish i could remember. It was nearly 2 years ago that i made Endurance.

If your looking for things to do out of boredom, i always wanted to do something with my Class "Zealot". Basically, the intent was to make an innate support ability, that worked in reverse of endurance. I.E. The lower the hp, the higher your attack goes. Thematically, it was to be called "Rage" and tie in with the story line, and the church's "Zeal" Stone.

Or, something cool would be a support ability that lets you do more damage when you have a status afflicted

I wish i had more time, lately. I miss ASM
Title: Re: Pride's small ASM (Added Work Formula Status, Elemental, and other stuff)
Post by: Pride on April 28, 2011, 11:27:55 pm
I'll have to look into it.... Cause that's a strange occurrence. But I think I'll do the Zealot one as it seems fun enough to do for fun ^_^

Pokeytax was kind enough to make a spreadsheet for the current hack I was working on, which is attached on the first post. It creates a "Defensive" number for each job that reduces damage (either magical or physical) by a percent based on X/256, so 0x19 (25) would act as 10% decrease and 0xFF (255) would decrease the damage by 99%. You check the AI flag Magic Defense Up or Defense Up in the Patcher to determine what stat the attack will draw from or you just don't check either one and it'll ignore the units defensive boost. Enjoy!
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: DrBreen on April 29, 2011, 06:16:00 am
Don't want to be an annoyance,but Pride,
QuoteAt 0x00122194  replace 81 17 06 0C with 97 17 06 0C.

makes formula damage functions like (WP+Y)*PA*Y/100,so,with low Y it's useless,but with high Y it's overpowered.
Or i patched something wrong?
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: Pride on April 29, 2011, 07:36:11 am
...

That's... really strange. I can't fathom why it would be doing that... Could you do me a favor a open your battle.bin to 0x11EE04 and copy and paste from 0x11EE5C to 0x11EE90. I'm wondering if there is any changes in that section for you then what should be there.
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: DrBreen on April 29, 2011, 12:21:00 pm
Sure!
Here is my BATTLE.BIN from 0x11EE5C to 0x11EE90:
19 80 04 3C 94 2D 84 8C 19 80 02 3C 02 39 42 90 19 80 03 3C FA 38 63 90 36 00 84 90 21 10 43 00 19 80 01 3C D0 38 22 A4 19 80 01 3C CE 38 24 A4 08 00 E0 03 00


That's it.

I also use Abilty Requirement Hack,maybe something from there overrides your modifications?
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: RavenOfRazgriz on April 29, 2011, 07:22:26 pm
About the YA3 thing, since you wanted me to post it, it's basically like the XA1 and XA2 input, except using Y/8 or Y/16.  Each time you loop through Y, you increment the + by 1, and the actual value in there determines what YA3 is.

Eg, say you wanted to apply this to a basic 2D, with both X and Y being out of base 8 and using the modifier setup I described above, it would become:

(XA1 + Y/8) * YA2 * (modifier).

XA1 and YA2 would be drawing off the same table of values, so both could be PA/MA/SP/WP/W-Ev/S-EvP/S-EvM/LVL depending on whether the input is 0-7.  The difference here is just what the looping does - looping X cycles the modifier value, looping Y increments the Y additive that 2D has natively.  Using this setup, you can make 2D into, well, 2D, 2D with an MA factor, the Punch Art formula ((PA+Y)/2*PA), the Geomancy Formula ((PA+Y)/2*MA)), the Truth/TripleFlame/etc Formula ((MA+Y)/2*MA), and a ton of others.  You can also apply this to the Knight's Break Hit Formula, making it XA1 + YA2 + Y/8 * (modifier) and in turn incredibly customizable, or even to a simple MA+Y or MA*Y Formula, making it XA1(+/*)Y and filling a lot of simple requests at once.

But this is simple stuff.  A more complex one is:

((XA1 + XA2)/2 + (Y/8)) * YA3 * (modifier)

Same deal, but you use the XA1 and XA2 tree, which is out of base 16 and only has combinations for four values.  This, when combined with YA3, however, can represent a number of the more complex formula in the game.  PA+MA/2*WP, aka the Book Formula, can be cranked out of this, among many others.  A variation is (XA1 * YA3 + Y/8) * XA2, which covers formula such as the Katana if you give YA3 input options like Br/100, Fa/100, the inverse of those, etc.  I believe that also covers the Formula of things like Wiznaibus. You can even go completely insane with Formula using 4-factor combinations of XA1/XA2/YA3/YA4 if you wanted.

You can easily apply this to every Formula in the game besides Drain/Raise/Demi and I think 1-2 others by just recycling the code as well.  The fix for Demi and co was kinda nightmarish, so I don't know if you want to go near it.

I'll post the other Formula related stuff we talked about over IRC too, since you said the first one was easy, at the very least:

Take the main bit where the game processes Status and nop part of it out, so every Formula in the game is forced to act like 2D.

Make it so that ATKUP/DEFUP/MATKUP/MDEFUP are wired to the AI Defense UP / MagicDefenseUP flag.  I'm trying to think of a good way to make Martial Arts and Two Hands well-handled here as well, but it's not gone the best so far.  I can't think of anything that's not overly arbitrary or overly complex.
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: Pride on April 29, 2011, 07:39:52 pm
Quote from: DrBreen on April 29, 2011, 12:21:00 pm
Sure!
Here is my BATTLE.BIN from 0x11EE5C to 0x11EE90:
19 80 04 3C 94 2D 84 8C 19 80 02 3C 02 39 42 90 19 80 03 3C FA 38 63 90 36 00 84 90 21 10 43 00 19 80 01 3C D0 38 22 A4 19 80 01 3C CE 38 24 A4 08 00 E0 03 00


That's it.

I also use Abilty Requirement Hack,maybe something from there overrides your modifications?


Hm... It looks fine and I just tested ingame and I'm getting the correct numbers... So I really don't know what's wrong. There might be something conflicting but I'm not seeing it.
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: DrBreen on April 30, 2011, 10:25:12 am
PRIIIIIIIDE! You're a genius!   :mrgreen:
Your hack about formula 42 works OK,i just tried to repatch it,and suddenly noticed that you made a typo:
QuoteAt 0x00122194  replace 81 17 06 0C with 97 17 06 0C.
.
it should be 0x00123194.
So,i tried it(with my fingers crossed) and it worked!
YEEAH
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: Pride on May 06, 2011, 03:39:13 am
Requested by Eternal

0 Gil from battles from the level bonus. War Trophies and gil stolen are still acquired.

BATTLE.bin

0x119efe
Change 83 to 80
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: LastingDawn on May 12, 2011, 02:30:04 pm
Great work here Pride! I was wondering if I could make two requests... I was wondering if you could replace Formula 4E (MA * Y) into (MA * Y) (Hit = MA+X%)? Razele tried to make this long ago, but his hack doesn't appear to do any thing. I was wondering if you could take a look at it?

Also I was wondering if you could make items not look at a "Z" value but normal X's and Y's? This would increase item versatility by a ton and I'm sure would be helpful to others as well.

Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: Eternal on May 12, 2011, 02:51:37 pm
I totally second LD's second request.
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: Pride on May 12, 2011, 03:17:02 pm
The first request is pretty simple. I'm assuming Razele was unable to do it back then is because he didn't have the knowledge we do now.

As for the second request... I don't think its possible. I don't have enough knowledge in SCUS and there's no space at the end to the abilities to try and add on.
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: RandMuadDib on May 12, 2011, 05:57:00 pm
I know that if you use a formula that references x and/or y with an item, they are considered 0, and there is no room in the FFTPatcher for x and y on items. Perhaps this is because there is no room for x and y values for them?
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: Pride on May 12, 2011, 07:44:52 pm
That would be correct
Title: Re: Pride's small ASM (Job Defensive Boost)
Post by: Tea on May 13, 2011, 09:30:09 am
Would it instead be possible to replace an x or y value in a formula with z, so it still has versitality?
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pride on May 18, 2011, 02:47:34 am
This asm creates an individual spell proc for each weapon, so you can have a special staff that cast Esuna at 100% and you don't have the terror of your book that cast Flare at 100%. Obviously this only applies to weapons using Formula 02. To set the rate for each weapon you need to refer to this list. http://ffhacktics.com/wiki/Items_List

Refer to my first post for more details.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: LastingDawn on May 18, 2011, 03:10:04 am
Wow! This is quite impressive! Though one thing I couldn't quite understand in it, does it only apply to one item at a time? For instance can I only have One item use this new Weapon Proc? Or is there something I'm missing that allows you to add as many as you like? Even if it is just one it still has a great ton of potential!
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pride on May 18, 2011, 03:36:42 am
I'm not sure exactly what you are asking... Each weapon can get a separate rate, so you can have Rune Blade cast Break Magic at 50%, have Thunder Rod cast Thunder at 75%, have Ice Brand cast Ice 2 at 35%, so on and so forth. Then there is an extra feature that creates an accessory that boost the proc rate of said weapons by x2.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: LastingDawn on May 18, 2011, 03:59:03 am
Hmm, there's no limit to how many weapons one can have unique proc chances? And if this is the case, do you just continue to use the bytes after the initial 0xF6AA0?

What exactly is the data that's being replaced by this hack, out of curiosity?
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: formerdeathcorps on May 18, 2011, 04:02:32 am
Quote from: LastingDawn on May 18, 2011, 03:59:03 am
Hmm, there's no limit to how many weapons one can have unique proc chances? And if this is the case, do you just continue to use the bytes after the initial 0xF6AA0?


You can have as many as you do weapons themselves, but you have to align it correctly.  If you have the first and the last weapon with unique proc chances, then you need to type in
XX1919191919...YY, where XX is the first weapon's proc chance, and YY is the last weapon's.

Quote
What exactly is the data that's being replaced by this hack, out of curiosity?


Kanji table, most likely.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: LastingDawn on May 18, 2011, 04:12:58 am
I see, that clarifies it greatly, thanks FDC. Hmm, such a thing would have great potential as a spreadsheet, I would imagine due to its inclusive purpose and the add-on feel it contains merely by the hack itself that as a spreadsheet it would be much more accessible. As a hack though its still quite a piece of work!
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pride on May 18, 2011, 04:31:19 am
If I knew how to create spreadsheets I would =P

I love spreadsheets

Edit: Yes it just replaces more of the Kanji Table.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: RandMuadDib on May 18, 2011, 08:04:33 am
Wow thats really really cool! I definitely have to keep this hack in mind for after i solve all the other problems i'm currently dealing with in my patch :D
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: The Damned on May 24, 2011, 10:09:03 am
(All this spreadsheet talk reminds me that I need to re-teach myself Excel. It would be nice to have an actually useful skill for once....)

Great to see that you're still working on this.

I'm definitely using the Work formula, 0 Gil Level bonus and individual weapon proc changes in addition to the Untruth bug fix. This reminds me that I should probably update my Embargo thread with that before I forget yet again.

As tempting as it is, I won't ask you for hacks right now since like I said, I wouldn't do that until I could actually code, which I still can't.

Regardless, keep up the good work and such.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pickle Girl Fanboy on May 24, 2011, 01:28:21 pm
If you need any help with Gnumeric or OpenOffice Calc, just ask me.  Sometimes it's hard to figure out where they put, say, the freeze panes feature.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: LastingDawn on May 24, 2011, 02:10:39 pm
Ah yes, Pride. I have a favor to ask, something that I would imagine is rather minor. Would you be able to find the code that enables Female only equipment and get rid of it?
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pride on May 24, 2011, 02:44:57 pm
In SCUS
0x0004CB6C
Change 40 to 00
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pickle Girl Fanboy on May 24, 2011, 02:51:41 pm
And could you change that 40 to something else to make it male only, or male and female?  Where's the byte that determines what type of equipment gets the gender requirment?
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pride on May 24, 2011, 03:04:03 pm
http://ffhacktics.com/wiki/Formula_Hacking

0x0006=

    * 0x80 Male
    * 0x40 Female
    * 0x20 Monster
    * 0x10 Join After Event
    * 0x08 Load Formation
    * 0x04 ??? Stats
    * 0x02
    * 0x01 Save Formation

So changing it to 80 would change the gear to Male only, to C0 would allow both male and female to equip those items, etc.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pickle Girl Fanboy on May 24, 2011, 03:27:08 pm
Spank you very much.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: LastingDawn on May 24, 2011, 08:09:33 pm
Excellent. Thank you very much Pride. You sure did find this one fast.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pride on May 24, 2011, 08:40:16 pm
I already had the information to do this in my notes (thanks to SecondAdvent) and I'm also using the same thing in my patch.
Title: Re: Pride's small ASM (Individual Weapon Proc Rate)
Post by: Pride on May 26, 2011, 01:55:17 am
Thanks to knowledge from FDC (and also credits to Glain), I know the Individual Spell Proc ASM also acts as a way to boost status procs with the flag "all or nothing" but retains the 25% value when using "separate". So... It doubles for that now. So hurray for 1-100% status procs along with spell procs.

I also can't believe I missed this but I suppose it also stems from the fact that I cannot test as well as I would like. I need to further test this to see if there's anything I'm missing. Any input from anyone using this for odd bugs or unexpected things let me know.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: The Damned on May 27, 2011, 02:03:56 pm
(It feels like I'm forgetting to ask you something yet again.)

Speaking of forgotten things, just to clarify, for the hack that turns formula 11 into damage that's equal Y, does that formula check against physical evasion or magical evasion? I think that most of the non-standard ones default to physical evasion, but I can never remember correctly.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 27, 2011, 02:06:06 pm
Strangely it doesn't check any evasion... Not sure why I did that (I usually at the very least have it check Physical Evasion)
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: The Damned on May 27, 2011, 02:12:39 pm
(Wow, that was quick.)

Ah, hunh. That's...an issue then. I had the idea to maybe use that formula for Steel Giants, but, yeah, I don't really like abilities that can't be evaded. And, of course, only now do I remember that a lot of without any type of variable simply can't be evaded, which is extremely annoying.

...Hey, I just had an idea.

If you could maybe "fix" that (provided that you wanted to, of course), then could you maybe also "fix" the fact that Undead units can dodged healing attacks even though they do damage to them? I'm guessing not given that healing formulas don't normally check against anything--why would they--but I figure I might as well ask since Item desperately needs the wind taken out of its sails.

Regardless, thanks.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 27, 2011, 02:44:38 pm
I can fix that pretty easily. Would you prefer magical or physical? Want it to rely on a X value?

I know how to do the second one, not super difficult... I'll consider it.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Dome on May 27, 2011, 05:18:02 pm
I'd like to make arrow guard block Guns, bow, crossbows, and act like Catch at the same time for 1.4
It's possible?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: FFMaster on May 27, 2011, 05:40:48 pm
That is very possible. I can whip it up in a few minutes if you like.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 27, 2011, 06:01:30 pm
FDC has already done these.


BATTLE.BIN
0x1213FC
02
0x12145C
C4



Arrow Guard now blocks gunshots.
BATTLE.BIN
0x126128 change 0xF5 to 0xF6
0x12612C change 0x02 to 0x03
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Dome on May 27, 2011, 06:21:14 pm
It's possible (And if it's possible, how?) to implement both of them at the same time?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 27, 2011, 06:29:19 pm
Give me a minute and I'll create an xml for you to be added in the same folder with fftorgASM

Edit: Uploaded.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Dome on May 27, 2011, 06:47:42 pm
You are my new god! Thanks a lot!
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 27, 2011, 08:06:44 pm
You're welcome! Pleased to help 1.4 ^_^
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: The Damned on May 28, 2011, 01:49:21 am
(Weird how the day flies by even when I'm awake. Such nothingness.)

Don't know how I missed this.

Quote from: Pride on May 27, 2011, 02:44:38 pm
I can fix that pretty easily. Would you prefer magical or physical? Want it to rely on a X value?

I know how to do the second one, not super difficult... I'll consider it.


I'd prefer physical, personally, but I'm sure that some people would prefer magical.

Would having it rely on X change anything? I'm guessing it wouldn't, but I still don't know a damn thing about coding when it comes down to it, so I wouldn't be surprised if I was incorrect.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 28, 2011, 01:52:31 am
Well adding a "x" value means it would take the x into the accuracy, such as the revive formula (PA + X). If you didn't want it, the accuracy would only be affected by physical evasion (shield, class ev, etc.)
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: The Damned on May 28, 2011, 02:05:59 am
(*slaps forehead*)

Ah, right. Well, I don't really need that. Besides, wouldn't adding X make it so that the accuracy by default is less than 100%?

But, yeah, I don't really need that for what I want to do. ...Although, if it doesn't automatically weaken the accuracy too much [read: by -15%], then sure, why not...outside of more work for you.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 28, 2011, 03:00:32 pm
Updated my other formula 11 (Dmg_(Y)) to include physical evasion but no "x" value in it.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on May 28, 2011, 05:54:32 pm
Pride asked me to make this.

This means it's as ugly and non-export-to-XML functional as my Store Inventory Spreadsheet.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Dome on May 29, 2011, 10:33:33 am
When a unit is charging/performing, it takes extra damage from attacks
It's possible to remove this effect?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: DrBreen on May 29, 2011, 11:50:53 am
Pride,i wonder,will it be hard to change formula 11(or some other unused formula) to "Hit_(X)%",X-value in FFTPatcher?
So it'll be easy to create,for example,things like Inflict Dead at 30%. Or something like that.
Or just remove NS from Dance/Sing formula.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on May 29, 2011, 12:23:39 pm
Quote from: DrBreen on May 29, 2011, 11:50:53 am
Pride,i wonder,will it be hard to change formula 11(or some other unused formula) to "Hit_(X)%",X-value in FFTPatcher?
So it'll be easy to create,for example,things like Inflict Dead at 30%. Or something like that.
Or just remove NS from Dance/Sing formula.


There's no reason you can't convert the Hit_(100%) into Hit_(X%) besides the fact that Square coded the Hit_(100%) formula like a bunch of retarded monkeys.  Like, he could probably reduce it to under a tenth of its current size while making it Hit_(X%), lol.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 29, 2011, 01:22:47 pm
Quote from: Dome on May 29, 2011, 10:33:33 am
When a unit is charging/performing, it takes extra damage from attacks
It's possible to remove this effect?


Here's a new .xml with removing the damage boost

Quote from: DrBreenPride,i wonder,will it be hard to change formula 11(or some other unused formula) to "Hit_(X)%",X-value in FFTPatcher?
So it'll be easy to create,for example,things like Inflict Dead at 30%. Or something like that.
Or just remove NS from Dance/Sing formula.


I'll see about it
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Dome on May 29, 2011, 01:54:24 pm
Pride, you are awesome
Twice
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on May 30, 2011, 01:36:54 pm
This is a slightly updated version of the spreadsheet I posted earlier.  After talking to Pride, I was able to update it to allow any single Headgear/Bodygear/Accessory to allow the double proc rate instead of just any Accessory.  If that tickles your fancy, download this one instead.  Adding Weapons/Shields to the mix would require changing the hack slightly, but if he does it, expect a third update.  Else, enjoy.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Durbs on May 30, 2011, 08:32:32 pm
Cool. Any chance these formulas could go on a new FFTorgASM for us simpletons? Some of them are particularly epic (white wind, looking at you), but I have no idea how to implement them with my limited knowledge.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 30, 2011, 09:23:41 pm
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
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on May 31, 2011, 03:38:39 am
Requested by Eternal

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

Ugly coding for the custom part but I was lazy.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 19, 2011, 12:52:32 am
Added:

Martial Arts boost by 25% instead of 50%
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: LastingDawn on June 19, 2011, 09:36:16 pm
How does Martial Arts work exactly? Does it look at Item 00, or does it look at something a bit more indepth to activate?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 19, 2011, 10:06:04 pm

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. 
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: LastingDawn on June 19, 2011, 10:15:16 pm
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?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 19, 2011, 10:33:46 pm
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
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: LastingDawn on June 19, 2011, 10:52:05 pm
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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 19, 2011, 11:02:22 pm
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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 26, 2011, 05:09:16 am
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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Eternal on June 26, 2011, 08:21:23 am
A request: formula 5E (Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status to use PA instead of MA, please. :3
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 26, 2011, 02:11:08 pm
PA + Y / 2 * PA? PA * (WP + Y)? PA * Y? Or something else entirely?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Eternal 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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Dome on June 26, 2011, 03:35:29 pm
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
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 26, 2011, 04:51:40 pm
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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: 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)

Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: 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...

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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Shade on June 27, 2011, 02:06:58 pm
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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pickle Girl Fanboy on June 27, 2011, 05:08:00 pm
Quote from: Dome on June 26, 2011, 03:35:29 pm
A random hits PA attack...nice

Monk should totally have a random hits at % of normal damage.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 27, 2011, 06:43:58 pm
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.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Shade on June 27, 2011, 07:30:10 pm
Quote from: Pride on June 27, 2011, 06:43:58 pm
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.


1E is only one that I want to have Magic Defense up and anothers, other formula's physical.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on June 28, 2011, 02:56:51 am
Quote from: LastingDawn on May 12, 2011, 02:30:04 pm
Great work here Pride! I was wondering if I could make two requests... I was wondering if you could replace Formula 4E (MA * Y) into (MA * Y) (Hit = MA+X%)? Razele tried to make this long ago, but his hack doesn't appear to do any thing. I was wondering if you could take a look at it?

Also I was wondering if you could make items not look at a "Z" value but normal X's and Y's? This would increase item versatility by a ton and I'm sure would be helpful to others as well.




This is the asm correct?

If the hit % is based off of MA + X... The actual move power won't get any boost from Magic Attack Up, and other things that would normally boost or decrease the moves power.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: LastingDawn on June 29, 2011, 10:11:19 am
That's perfectly fine with me. The skills are pretty much tailor made for a certain class anyhow and outside of that it would only be used for quick kills or an attempt at status ailments.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on July 03, 2011, 09:10:51 pm
I modified the Job Defense Boost ASM Spreadsheet.  The Macros were making it glitch out for a number of users (including Pride himself) so I rigged it to work without them and added some reminder text on top for the user on how the math is performed.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: The Damned on July 07, 2011, 11:35:35 am
(Sigh, this just reminds me that I really have to update the first post of my thread among other things.)

Ah, good to see that the White Wind ASM wasn't imagined even though originally I had planned not to use it. "Funny" how things (don't) work out.

More "humorous" is the coincidental (and new?) change to formula 28 that is basically exactly what I wanted for a couple of skills. Guess I'll have to pilfer that alongside the Work changes, the Untruth fix and the White Wind one. Preemptive thanks.

Speaking of pilfering, that "Mist" status idea seems rather "nifty". I might just use that for Wall's replacement, at least in the interim period given you know what I want to do. However, I want to point out that RavenofRazgriz informed me that the Wall-related hack of FFMaster you cite doesn't apparently since it's more an AI issue than...whatever.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on July 07, 2011, 07:55:04 pm
I've tested FFMaster's Wall ASM and it appeared to be working just fine.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: The Damned on July 07, 2011, 09:08:40 pm
(Forgot to say that I'm of course going to use Formula 11 as well. Thanks again for that.)

Oh, hunh. Maybe that was just with regards to Razele's hack for some reason then. Hmmm...perhaps RavenofRazgriz will explain what happened to him (if it was even him) since I might be remembering it incorrectly.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: The Damned on July 13, 2011, 12:55:24 am
(Just to clarify, since I still know nothing about coding, I ask for confirmation about the formula 2D change. If I wanted to make it, say, 80% of normal damage, I'd just need to make XX = 08 and ZZ = 0A, correct?)

Hmmm...I could have sworn that I asked this last night, but perhaps I only considered asking it and then flaked out given that I'd feel rather guilty over asking while still not being able to code; that or my sloth prevented me while slowly working on something else.

However, I suppose I'll just ask now since I'd end up asking your permission to modify it even if I knew how to code: Would it be troublesome to ask for a Mist formula that only regenerated 1/8 of MP instead of 1/4 MP? Or that at least showed/explained what I'd have to change to essentially halve the rate of MP restoration?

1/4 MP each turn is way too much for what I want to use it for, especially given that I want to use it to "fix" something if I can.

Regardless, thanks in advance.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on July 13, 2011, 01:54:40 am
That would be correct about formula 2D...

And very easy to change it from 1/4 to 1/8

0x000F6EBC
5B000392
00000000
01006230
09004010
00000000
2E000296
1980033C
902D638C
C2100200
0A0062A4
10000234
250062A0
FD350608
5B000392


0x001267EC

AF770508
00000000
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on July 13, 2011, 02:58:47 am
Because Mist overrides Wall, I assume it gives no visual cue?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on July 13, 2011, 09:38:24 am
That would be correct. You could overwrite a different status effect if you were not using it, such as Reflect, Innocent, or a few other ones.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on July 21, 2011, 12:10:45 pm
I haven't forgot about your formula request shade and ld but i've been busy starting work again and doing my own stuff but i don't come empty-handed...

Elemental Weakness reduced to 3/2 instead of x2

0x000f6ebc
40280400
2128A400
E1130608
42200500

0x0011DF7C
af770508
00086334

Change 40 to 80 and 42 to 82 to make it a 5/4 increase in damage.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Dome on July 21, 2011, 12:33:53 pm
Pirde, that was the ASM I requested for FFT:+ !
Thanks a lot!
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: DrBreen on July 22, 2011, 03:22:32 pm
About individual weapon proc rate...Had someone done something like that,but with spells? Like,"for Firaga there's also 50% to inflict confuse,and for Fira there's 34.5% to inflict Sleep"?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Shade on July 22, 2011, 05:30:19 pm
Quote from: DrBreen on July 22, 2011, 03:22:32 pm
About individual weapon proc rate...Had someone done something like that,but with spells? Like,"for Firaga there's also 50% to inflict confuse,and for Fira there's 34.5% to inflict Sleep"?



Weapon proc not spelll proc.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on July 22, 2011, 08:54:06 pm
Quote from: DrBreen on July 22, 2011, 03:22:32 pm
About individual weapon proc rate...Had someone done something like that,but with spells? Like,"for Firaga there's also 50% to inflict confuse,and for Fira there's 34.5% to inflict Sleep"?


Nope.  FDC's Formula Hack will allow 25% or 100% via a flag but there's no big hack for all abilities like that

It'd be a fucking huge pile of lines (510 entries) just for the table that has the hit% on it too, in addition to all the code it'd take to actually make that table mean something.  A hack like that would be enormous... not sure if it's the best use of space.  But then again, there's only so many things you can do with the space, but then someone would also want a Critical Hack to mirror this Proc Hack for even more piles of space used. 
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: usckitty on July 23, 2011, 04:38:49 pm
edit - figured it out
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Shade on July 23, 2011, 07:08:05 pm
About my formula hack 5B, it should be magic evadable too, sorry if you have to tedo alot, because of me no thinking straight.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on August 08, 2011, 08:00:06 pm
Updated my .xml with some of the newer asms that were missing. Added Lasting_Dawn's old formula request of Formula 4e becomes Hit_(MA+ X) Dmg_(MA * Y).

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)


Added the bold to my .xml. The two random formulas are acting weird and I'm trying to figure out why.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: FFMaster on August 27, 2011, 03:46:35 am
Pride... your Untruth "bug" fix doesn't work at all. You mixed Innocent and Faith up like Square did. Change all 80 to 40 and all 40 to 80.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on August 27, 2011, 10:21:07 am
>_>'
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Choto on September 20, 2011, 08:35:06 am
Hey pride, thanks for the existing hacks, they are awesome. I was wondering if this was a possibility - making there be a "chance to break" on the mighty swordskills instead of it being guaranteed?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on October 27, 2011, 12:04:17 am
Faith adds a constant value, so it mirrors Xif's Fury asm. Change the bold 23 into which ever number you would like to use as a constant (in hex of course). Defaulted is 0x23 (or 35 in dec).

EX. (Damage * (Attacker's Faith + 35) * (Defender's Faith + 35)) / 10000

0x001201F0 in Battle.BIN
1980013C
902D248C
D2382290
04008384
23004224
18006200
12180000
D3382290
00000000
23004224
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on January 17, 2012, 10:46:00 pm
I'm looking into bundling Mist and Regen into a single status.  (Aka, have Regen fill both 1/8th HP and 1/8th MP.)  Is there an easy way to do this?  I read the thread, but it looks like merely setting Mist to reference the Regen status will cause the old effect of Regen to not apply, when I still need it to.  Any way around this without doing something retarded like giving up a second Status?  I need Wall, Innocent, Reflect, etc, so I can't just make them two separate statuses that are applied simultaneously. 
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on January 17, 2012, 11:43:48 pm
Without testing, it looks like you can do it just fine. I know it will not display correctly (probably will only display the HP regain) but I don't see why it won't work.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Rfh on January 19, 2012, 01:57:58 pm
Pride, can you do that the wall status recover 1/10 of MP instead of 1/4? If the hack is in blank status, much better.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pickle Girl Fanboy on January 20, 2012, 09:32:58 pm
Is blank status used?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on January 20, 2012, 11:54:32 pm
Quote from: Rfh on January 19, 2012, 01:57:58 pm
Pride, can you do that the wall status recover 1/10 of MP instead of 1/4? If the hack is in blank status, much better.


1/10 would make me rewrite the hack, 1/8 or 1/16 can be done with just changing a single line.

You want it over the black status right above crystal? Or do you want it to always trigger without a status?
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Rfh on January 21, 2012, 10:17:18 am
Quote from: Pride on January 20, 2012, 11:54:32 pm
1/10 would make me rewrite the hack, 1/8 or 1/16 can be done with just changing a single line.

You want it over the black status right above crystal? Or do you want it to always trigger without a status?

Well, recover 1/8 is good. If it is possible, that every single unit recover 1/8 Mp without a status.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on January 21, 2012, 12:25:43 pm
Copy and Paste into a notepad and save as a .xml. Apply with FFTorgASM.


<?xml version="1.0" encoding="utf-8"?>
<Patches>
  <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>
</Patches>
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Rfh on January 21, 2012, 02:25:26 pm
Quote from: Pride on January 21, 2012, 12:25:43 pm
Copy and Paste into a notepad and save as a .xml. Apply with FFTorgASM.


<?xml version="1.0" encoding="utf-8"?>
<Patches>
 <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>
</Patches>



Thank you very much!! You are a really expert!!

EDIT: Your ASM has a problem, regen override the mp recovery.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on January 21, 2012, 05:19:46 pm
It doesn't; it just won't display the mp recovery. That was the first thing I checked.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on January 30, 2012, 07:50:26 pm
Hey Pride, would you be able to make an inverted version of Mist as well?  (As in, damages 1/8th MP per turn.)  I'd like to toss that on Poison to add some parity with Regen healing 1/8th MP, and you seem to be the best man for the job given you've already coded the inverse.  :p
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on January 30, 2012, 08:18:04 pm
I need to organize my section of battle.bin badly =P
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: RavenOfRazgriz on January 30, 2012, 09:58:28 pm
You do.  Here's a little help. (http://ffhacktics.com/smf/index.php?topic=8301.msg164759#msg164759)
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on February 02, 2012, 02:33:15 am
Fixed my error in my weapon proc hack. download the new spreadsheet on the op.
Title: Re: Pride's ASM Thread (Individual Weapon Proc Rate)
Post by: Pride on February 17, 2012, 05:47:53 am
MP Switch Overflow damages HP
Any excess damage from MP Switch no longer goes to waste. It will damage the target's HP if there is any excess.
EX: Attacker deals 150 damage, Defender has 50 MP. The Defender would lose 50 MP (all of it) then receive 100 Damage.

battle.bin
0x001261B8

1980043C
982D848C
E8FFBD27
1000BFAF
90018384
2C008294
2C006010
00000000
2A004010
00000000
E134060C
00000000
26004014
00000000
1980023C
FCF5428C
00000000
21004014
00000000
1980023C
982D428C
00000000
90014394
94014494
00000000
21186400
940143A4
E8036428
02008014
E7030334
940143A4
2C004494
94014394
00000000
2A288300
0700A010
B1014590
23186400
900143A4
940144A4
A0000534
B10145A0
9F340608
00000000
7F00A530
B10145A0
900140A4
20000334
B10143A0
BD010334
0E0043A4
1000BF8F
1800BD27
0800E003
00000000
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: Vanya on February 17, 2012, 01:55:48 pm
Oh, damn! Cheers, mate! That's a huge improvement.

Thinking on it, do you think you could mod this further or make another hack that takes a set amount of MP per 1 HP of damage absorbed. Something like this:

Attacker deals 100 damage, Defender has 50 MP. If absorption rate is set to 2 to 1, the defender expends all their MP to absorb 25 damage and overflow causes the remaining 75 damage.

This could be a good way to further balance a reaction skill that is largely considered broken.
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: Pickle Girl Fanboy on February 17, 2012, 02:01:10 pm
Quote from: Pride on February 17, 2012, 05:47:53 am
MP Switch Overflow damages HP
Any excess damage from MP Switch no longer goes to waste. It will damage the target's HP if there is any excess.
EX: Attacker deals 150 damage, Defender has 50 MP. The Defender would lose 50 MP (all of it) then receive 100 Damage.

battle.bin
0x001261B8

1980043C
982D848C
E8FFBD27
1000BFAF
90018384
2C008294
2C006010
00000000
2A004010
00000000
E134060C
00000000
26004014
00000000
1980023C
FCF5428C
00000000
21004014
00000000
1980023C
982D428C
00000000
90014394
94014494
00000000
21186400
940143A4
E8036428
02008014
E7030334
940143A4
2C004494
94014394
00000000
2A288300
0700A010
B1014590
23186400
900143A4
940144A4
A0000534
B10145A0
9F340608
00000000
7F00A530
B10145A0
900140A4
20000334
B10143A0
BD010334
0E0043A4
1000BF8F
1800BD27
0800E003
00000000


This will affect every patch on this site, for the better.
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: RavenOfRazgriz on February 17, 2012, 02:08:55 pm
Quote from: Vanya on February 17, 2012, 01:55:48 pm
Oh, damn! Cheers, mate! That's a huge improvement.

Thinking on it, do you think you could mod this further or make another hack that takes a set amount of MP per 1 HP of damage absorbed. Something like this:

Attacker deals 100 damage, Defender has 50 MP. If absorption rate is set to 2 to 1, the defender expends all their MP to absorb 25 damage and overflow causes the remaining 75 damage.

This could be a good way to further balance a reaction skill that is largely considered broken.


That makes it worthless honestly, Vanya.

As it stands, I couldn't see myself using MP Switch with overflow because that by itself is largely worthless.  It basically means you block one hit.  You know what else helps you block one hit?  Abandon.  A Shield.  Etc.  It's like the crappy version of Protect/Shell as a Reaction ability as it stands with overflowing, I couldn't imagine making it worse.

EDIT: If anything, I'd want to be able to make 2 HP = 1 MP, or 3 HP = 2 MP, so if Pride were going to add that functionality, the only way I could see justifying it is if he made it XX HP = YY MP conversion.  Then it's at least total freedom to make MP Switch's exchange whatever you want.
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: 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?
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: RavenOfRazgriz on February 17, 2012, 02:49:36 pm
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...
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: Pickle Girl Fanboy on February 17, 2012, 03:31:27 pm
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.
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: 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?
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: Pride on August 27, 2013, 01:48:15 pm
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.
Title: Re: Pride's ASM Thread (MP Switch overflow damages HP)
Post by: JadeKnightblazer on July 03, 2021, 07:18:07 am
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