Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Emmy on January 03, 2016, 06:11:06 PM

Title: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on January 03, 2016, 06:11:06 PM
Sorry, no idea how my thread disappeared.  :'(  But here's the stuff used in Monster Tactics that was made by me or not documented on the site anywhere else, and hopefully better organized than it was before.  Any questions on how to use anything, feel free to ask. :)

Reactions:


Support/Movement abilities:


Misc:


Formulas:


XML's uploaded by request.  These include other people's hacks too (it was written for my convenience in patching for my mod), but helpful to those who don't want to click on spoilers. :) 
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Atma on January 08, 2016, 03:38:38 AM
Nice formula edits!
I like the idea of allowing the healing amount to scale better over the duration of the game.  I want my personal mod to have all classes relevant throughout the game and most of the equipment.
Definitely going to put these to use.  Thank you.   :D
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on January 20, 2016, 06:02:19 AM
So, not sure why this isn't working the way i want it to.   


**Edit** Don't use, fixed version is in first post!
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Glain on January 22, 2016, 12:15:19 AM
Without going too deep into analyzing it, what stands out to me is this:

Code: [Select]
[0x0014f3b0] lbu r6,0x005a(r6)

You've got a problem here because r6 doesn't contain the attacking unit's data pointer anymore, as that was overwritten, so the wrong value is loaded here.  As it happens, I think r6 is going to contain the number 16 (0x10) going into this statement, so you're loading the byte from memory at address 0x6a (0x5a + 0x10) and storing that in r6.

I would guess whatever value is loaded from 0x6a probably fails the subsequent check and so r3 is never doubled.

Edit: 16, not 2.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Argy on January 22, 2016, 02:00:02 PM
Hi Emmy,

I hope you dont mind me posting here concerning your FLEE hack. When i tested it, it gave everyone plus four move. I also ran it with conflict checker to see if there were any other issues, but there wasnt. Has anyone else had this problem or it just me?

Cheers Argy
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: LastingDawn on January 22, 2016, 05:27:55 PM
This is extremely impressive work Emmy! This looks to go a decent way towards balancing some more difficult to balance aspects of FFT.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on January 22, 2016, 09:52:55 PM
Did you use this version?  It sounds like an issue I had when I was trying to fix it but didn't understand how branches work.  This version works perfectly for me :)


Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Argy on January 23, 2016, 12:16:35 PM
Emmy, thank you!! Works an absolute treat!! I have also taken your other reactions as well!! Keep up the great ASM work!! If your  Monster talk double damage one works that would be amazing.   :D
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on February 11, 2016, 05:01:16 AM
Updated with a few requests. :)

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on February 24, 2016, 07:25:38 AM
Emmy, thank you!! Works an absolute treat!! I have also taken your other reactions as well!! Keep up the great ASM work!! If your  Monster talk double damage one works that would be amazing.   :D

Got it to work finally. :) In the main post now.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Argy on February 26, 2016, 06:37:24 AM
Emmy, great work on solving the hack. I am proper pleased, as this gives the community another viable support for their patches. Keep up the great work.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on February 27, 2016, 03:08:59 PM
Updated with Multi-Reaction Deluxe! Thank you secondadvent for rewriting my code here so it works. :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: CONMAN on February 27, 2016, 04:39:57 PM
Awesome work Emmy!  Several reactions see little to no use in general- this goes a long way to fixing this!
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on March 02, 2016, 06:05:29 AM
Fixed the Blade Grasp/Arrow Guard moved to supports (no longer animates strangely).  Fixed the Ability works as blade grasp for math skill flag (no longer breaks reflect).  :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: DuxorW on March 08, 2016, 12:55:34 PM
Very cool hacks, I'll definitely be trying these out :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Argy on March 09, 2016, 02:44:43 PM
Emmy, loving that MP Poison and +5 speed action. It's also great how you give guidance in changing it as well. Thank you!!
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: CONMAN on March 10, 2016, 10:14:42 PM
Unfortunately "Ability works as blade grasp for math skill flag" isn't working for me- I may have a conflict somewhere...at the moment battles won't start for me at all.   This is unfortunate- I was going to combo this with "absorb used mp" for a sweet "Runic" skill...

However, the real reason for the post was to ask for a hack that I think would benefit many (especially considering the nature of your mod!).   :oops: I've got to say I feel awkward asking for something- but I feel it could be really awesome!

Perhaps somewhere I missed a hack to add permanent status from a support...  I was going to ask if you could use an used support (or just a crappy one)  to automatically apply dark/evil-looking status....

Why? Because last night I remembered a spreadsheet made by Raven (I think secondadvent is credited) that allows the coloring of status effects to be altered...along with allowing status effects to alter the size of sprites...   Hence Dark/Evil becomes GOLDEN/GIANT.  Yes this status could just be tagged onto jobs themselves- but there is really only so many!

This could be used to make some fun secret/random super-monster battles by simply adding Golden/Giant and the ??? status to regular monsters. 

The one downside is sprites start to get too big and begin to get "pixelly".  The added benefit of giving them a color tint helps smooth them over.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on March 11, 2016, 12:46:30 AM
I originally tried to code Runic (which didn't work), and that's where that hack came from.  If it blocks an attack, you won't absorb the MP from it.  Try tying it to a support or move slot. 

Also you can check if it's writing to the same location as something else with Conflict Checker (which is bundled with the newest fftorgasm). 
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on March 16, 2016, 11:47:53 PM
Unfortunately "Ability works as blade grasp for math skill flag" isn't working for me- I may have a conflict somewhere...at the moment battles won't start for me at all.   This is unfortunate- I was going to combo this with "absorb used mp" for a sweet "Runic" skill...

However, the real reason for the post was to ask for a hack that I think would benefit many (especially considering the nature of your mod!).   :oops: I've got to say I feel awkward asking for something- but I feel it could be really awesome!

Perhaps somewhere I missed a hack to add permanent status from a support...  I was going to ask if you could use an used support (or just a crappy one)  to automatically apply dark/evil-looking status....

Why? Because last night I remembered a spreadsheet made by Raven (I think secondadvent is credited) that allows the coloring of status effects to be altered...along with allowing status effects to alter the size of sprites...   Hence Dark/Evil becomes GOLDEN/GIANT.  Yes this status could just be tagged onto jobs themselves- but there is really only so many!

This could be used to make some fun secret/random super-monster battles by simply adding Golden/Giant and the ??? status to regular monsters. 

The one downside is sprites start to get too big and begin to get "pixelly".  The added benefit of giving them a color tint helps smooth them over.

No clue if this'll suit your needs, but it changes the status inflicted by the Float movement ability:


Unfortunately, I'm not too sure if this can be done outside the scus if this doesn't suit your needs.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: CONMAN on March 18, 2016, 03:35:20 PM
Cool, thank you Emmy!
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on March 21, 2016, 03:52:31 AM
I got a different version to replace Move +3 if you don't want to mess with the Float movement.  This version requires my "Disable equip x/female equipment" hack because I coded it in that area.  You can move it somewhere else in the scus if you disabled something else.

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on April 04, 2016, 09:59:05 PM
Update - Bugfix on Move +3 grants Undead/buffs hack.  Also added a couple formulas and a few r/s/m grants status. :P
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on April 28, 2016, 06:43:40 AM
Updated with a monster m-ev hack. :)  Currently don't know how to do this by class though. :(
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Xifanie on April 28, 2016, 07:48:45 AM
It's actually very easy; you have all the variables there.
You can just create a table with a byte for every job, and add the job ID to the start of the table.
You have the address of the unit in r4, so just, for example (assuming you shift your code after the table):
lbu r2, 0x0003(r4) //Load the job ID
lui r1, 0x8015
addu r1, r1, r2
lbu r2, 0x2140(r1)
...and bam, you got your custom M-Ev for that job ID.

Hopefully you can find me in chat when you'll look into this if you need any help.

It would also be nice to display the value properly on the status screen, but I couldn't fault you for giving up/not bothering, since the game kinda forces that display value to be 0.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on April 29, 2016, 06:04:27 AM
**EDIT** Works now, hack in first post. :)  Thanks Xifanie. :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Mike on May 17, 2016, 12:23:54 PM
Hello Emmy ..

I have a small request and 2 quistions ..

Can you make hack to change Move +3/Jump +3
To add speed +1/+2 without disable equip x/female
Hack ..

1)Does your hack "train inflict differnet status"
Works without critical condition, (i want it to
Inflict status always)

2)your "conditional support bundle" hack
- if i want to replace (Eq. Spear/Axe) with JP/Exp Up
slots, should i disable these abilities first, if yeah,
Can you tell me how.
- i want to remove the conditions, affects statuses
instead of stats.

Sorry if i asked too much & thanks for the
useful hacks :D
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on May 17, 2016, 02:11:57 PM
The reason those hacks require disabling equip x/female equip hack is because it needed to be written in Scus.  Scus doesn't have any free space normally - you have to create your own either by writing it over features you're not using or rewriting existing routines to be more efficient. I know some people have talked about how there's some sections of horribly inefficient code there, but rewriting them to be better is something I don't know how to do yet.

I made a new version of the train hack.  It requires all 3 of the hacks mentioned in its description to work though, but it'll always inflict poison if the formula goes through the physical evade routine.  Even if it doesn't deal damage!  So be careful with what you give the ability to.

You'll have to disable jp/xp up slots first unless you want the ability to have both the vanilla and the new effect.  Unless you're using them for something else, I'd suggest just pulling a blank slot for them instead.  Here's a version using 2 blanks instead:

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on May 18, 2016, 06:00:36 AM
Updated with Move XP/JP up changes. :)

Unfortunately do not know how to change the display so that it mirrors reaction abilities or other move X ups (such as by displaying the sword and +1 like PA save does).  However if you check the character screens, these abilities work.  Still is better than the vanilla ones. :P
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Mike on May 19, 2016, 01:55:52 PM
Hi  :D

Well thank you very much for the new version.
It's good idea to use useless support abilities :)

1) does "train inflict different status" is the old
Sicken hack, correct me cuz i'm little confused  :?

2) i will ask again since you didn't mentioned it
Can you remove the conditions (such as critical,
Berserk) from "conditional Support bundle" hack

Thanks emmy for your help, i'm looking forward to
Use your "Move XX up" hack  :mrgreen:
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on May 19, 2016, 10:15:18 PM
Are you looking to just make something double speed always? :o  The conditional bit is what makes these interesting in enemy formations.

To make Train = Sicken (always inflict poison on physical attacks) you need these hacks (all of them):


First one disables vanilla's effect, replacing it with adding poison instead of invite.  Second one runs the poison effect throughout the  physical routine, so that it applies to any physical attacks (even stuff like Earth slash or custom formulas, whether or not they deal damage to the target, as long as it touches the physical routine).  The third one is required because I had to move the Transparent check to make both of those hacks work, and moving transparent happens in the third hack.  Apply all 3 hacks and you get both Sicken and Arcane Focus.  Hope that makes sense.  :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Fosil on May 20, 2016, 01:52:42 AM
I've a question, that I'm sure you can answer, as I'm delving into my own modifications:

When you say we can change the abilities that these ASM's index to--the 1 to 2 digit hex numbers you often bold or italicize--I still do not understand how it is done.

What I mean is, say for instance, we take your Meatbone Slash/Bonecrusher ASM...

I understand that the '0A01' is the reverse hex pointing to the Chocoball ability. But as for the '33', I do not understand what "skillset of the attack" this is linking to. Skillset 33 links to 'Battle Skill' which does not contain anything related to Meatbone Slash or Chocoball, right?

Or, for example your 2x outgoing damage while in critical ASM, has 2 bits of hex that reference to one ability, Monster Talk/Beast Tongue, and I do not understand how those two separate hexes link to the one support skill.

Also! After explaining, could you pretty please edit your first-base post with your ASMs to include more bold and/or italic markings to indicate the hex we would change for our own ASM modifications? (Skillset/Ability/Number hex pointers)

Can you please shed some light on these? Again, thank you!
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on May 20, 2016, 02:10:21 AM
I have a boss chocobo which uses skillset 33, and Missile (Choco ball in vanilla) in my mod.  Wasn't sure if monster skillsets would somehow screw that up so thought it was safer to use that as the skillset when I tested it.  You can change that to whatever skillset contains whatever ability you are using.

C/p from Data locations:


91 is the group where you can find Monster Talk, and 10 is the hex that refers to it specifically.  Which other things are you looking to modify?
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Fosil on May 20, 2016, 03:04:46 AM
Ah hah! Derp. That completely explains it! I should have known, being I'm familiar with the similar tables for the statii. Thank you!

I have no further questions, at the moment!
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Mike on May 20, 2016, 11:16:53 AM
Are you looking to just make something double speed always? :o  The conditional bit is what makes these interesting in enemy formations.

I know it's not fun to make the support always double
the speed and it make the game unbalanced.
I just wanted to use this hack to grants good status,
Or grants immunity to bad status.

Second one runs the poison effect throughout the  physical routine, so that it applies to any physical attacks (even stuff like Earth slash or custom formulas, whether or not they deal damage to the target, as long as it touches the physical routine).

I thought it only add status if you use "attack" command. :(

However, thanks for clarification  :D
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on July 16, 2016, 08:27:18 PM
Updated with a couple new formulas, and a bugfix for monster talk = 2x damage in critical. :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: nitwit on July 16, 2016, 11:15:13 PM
You're doing god's work, Emmy.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on July 26, 2016, 06:35:52 AM
Updated with several things: Shed Skin, Disable Secret Hunt/Train, Disable Gain XP Up, etc.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on August 13, 2016, 05:56:07 PM
So I'm still not 100% sure how the reaction flags work (they're largely undocumented), but these are my findings, tested with my Multi-Reaction Deluxe:

01 - Ability name appears, does nothing else
03 - Ability name appears, does nothing else
05 - Reacts with ability on self.  Seems to check if the caster is within range of the ability before casting ability on self.  Only targets self.  No clue why.
06 - Ignores custom code
07 - Ignores custom code
09 - Reacts with ability on caster
0a - Unrelated effect (heals caster for 0 mp?)
0b - Unrelated effect (heals caster and surrounding targets in the AOE of indexed ability for random amounts of mp?)
0c - Ignores custom code
0d - Reacts with ability on self.  Seems to check if the caster is within range of the ability before casting ability on self.  Only targets self.  No clue why.
0e - Ignores custom code
0f - Ignores custom code
10 - Ability name appears, does nothing else
19 - Reacts with ability on caster
1d - Reacts with ability on self.  Seems to check if the caster is within range of the ability before casting ability on self.  Only targets self.  No clue why.
29 - Reacts with ability on caster
2d - Reacts with ability on self.  Seems to check if the caster is within range of the ability before casting ability on self.  Only targets self.  No clue why.

Since I'm not sure if there's hard coding elsewhere related to these flags, stick with using 29 for reacting with ability on caster.  0d seems to work if you want a reaction that casts an ability on the user.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Ashiel on August 25, 2016, 03:04:03 AM
This gives monsters the same skillset appearance they had before if given a standard monster skillset, but if you check under Act, they can use the standard attack command in addition to their primary set.  If you force equip a secondary set here, they can also use that too.  Currently monster skillset names appear as blank under the act screen (not sure if there's a fix to that).
After reading this I have a theory, but I've not tested it yet.

If you open FFTacText, select "Skillset Descriptions", towards the bottom you'll find monster skillsets (entry 176+). I'm fairly certain that if you place text for them, their skillset will appear as something other than a blank selectable in the menu. However, another issue seems to be present even if that works. The monster skillset entries only go from Chocobo through Vampire, so unless some of the many blank entries route to other monsters, I'm not sure how to assign them descriptions.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Elric on August 25, 2016, 04:14:04 AM
Tactext sucks. Use Xif's FFT Text Editor.

http://ffhacktics.com/smf/index.php?topic=11204.0
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Ashiel on August 25, 2016, 07:22:01 AM
Tactext sucks. Use Xif's FFT Text Editor.

http://ffhacktics.com/smf/index.php?topic=11204.0
I'll try it! Unfortunately, if it won't run in OpenOffice I'm just SOL. :P
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on September 18, 2016, 08:22:25 PM
If you want to use both the 2x damage in critical and the +50% damage vs. haste/reraise units supports, patch both of these instead of what is in the original post:


I'm sorry for any inconvenience caused by the 2 hacks being incompatible with each other. :(
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on October 29, 2016, 07:03:07 PM
I'm not sure what the best place for this is (there isn't a Maps board) so I put it on the end of my topic.  I got Military Academy to function in battle. :) This map: http://ffhacktics.com/maps.php?id=24 It isn't perfect, since it's my first time using Ganesha.  Also, I didn't add black walls to some sides so that it doesn't obstruct view too much. 

Weird angles that are screwed up in the original map but fixed here:


Balcony is also now accessible to characters with Teleport or Fly.  Railing is 9.5 high from the ground, balcony is 8 high; so a character needs those abilities.

Chapel of Orbonne fixed too! :)

Some slight visual bugs here and there (such as if a character overlaps the edge, or if you want to nitpick about places where I had to duplicate/replace blocks so that characters stand in the right spots), but otherwise playable. :)


**Edit** Also added the files that turn Dolbodar into a poison swamp map.  No other changes have been made to that map, but it could be useful if you want another poison water map. :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Timbo on October 30, 2016, 02:07:02 AM
These are great! I'll use that Dolbodar map for sure. Once upon a time Xifanie gave me some map files that were supposed to turn on the lights in the Deep Dungeon but they didn't work. You should consider looking into that.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on October 30, 2016, 02:22:21 AM
Just change in Attack.out to second state instead of first state. :)  You need those files too.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on November 13, 2016, 07:17:07 PM
Old thread disappeared on me randomly.  :'(  I'm sorry for any inconvenience caused by it.  Hacks are re-added now though.  They are much better organized now; however are missing the old instructions I had for how to customize them, along with some of the older versions of hacks made before I wrote other ones that require both of them to work for my mod.  If anyone would like my documentation on them because you want to customize what they do, or need help in doing so, feel free to ask in this thread. :)

**Edit**  Xifanie added old post below, if you want the documentation on them.  Thank you so much :) :) :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on November 13, 2016, 07:17:39 PM
Part of my goals for learning ASM is to create better stuff in general for monsters, due to relevance to my mod.  This includes r/s/m and other abilities in general.  I'm still very new at this.

Face up inflicts status:


Brave up inflicts status:


MP Restore inflicts several status effects:


Face Up functions as Counter Tackle:


Multi-Reaction Deluxe:


Passive reactions become supports:


Disables Equip X abilities/Female only equipment:


Blank reaction (01bb) given damage trigger:


Multi-reaction given damage trigger:


Ability works as Blade Grasp for the Math Skill flag:


Meatbone Slash mimics range and animation of other attack:


2 Swords penalty:


Disables Secret Hunt and Train:


Train inflicts different status:


Remove HP/MP caps:


Support ability = 2x damage in critical


Support = Unit +5 speed while in critical


Conditional Support bundle


Blank status = MP Poison


Gain XP Up = Shed Skin:


Disable Gain XP Up Slot:


Monsters can use attack:


Changes status used by Float movement:


XP Hack - Gains per action tied to speed:


Move +3 grants Undead status/various buffs:


Cannot Enter Water = innate Dead, Equip Gun = Innate Transparent


Equip Gun = Immunity to all evadable attacks:


Blank support 01e4 (under No charge) adds +25% base accuracy to hasted/reraised targets:


Blank support 01e4 (under No charge) adds +50% damage to hasted/reraised targets:


Mold Breaker (Ignores effects of several abilities):


Critical applied at 1/4:


Monsters get M-Ev:


Class M-ev:


Arcane Focus (Concentrate for Magic):


Move XP up = Move XX up


Move JP up = Move XX Up


Blank Support 01E1 (between Equip Change and Short Charge) doubles critical hit rate:


Blank ability 01e1 doubles proc rate:


Locks job wheel/equip screen for standard monsters:


Silly hardcoding removal on Skillset 8 (Charge):


Golem uses Countergrasp Flag:


Marvel Scale:


Guts:


Secret Hunt = +1 PA/MA if unit kills:


Undead always reraises/Treasure disabled:


Poison Heal:


Arrow Guard also blocks a specific formula:


Rough Skin (Passive recoil damage):


"Passive" reactions can be coded (almost) anywhere:


Disables Max Equip at Job Change:


Disables Ignore Height, Any Weather, Any Ground:


Amplify (doesn't work yet/don't use): :(


Formulas:

Relevance for these hacks in my mod is to create spells that scale better overall.  It solves the problems of attacks that are OP at lv 1 and start to become useless by mid game.  While it's still not perfect, attacks/healing retain similar amounts of relevance later into the game as they did in early game.

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on November 17, 2016, 04:39:19 AM
New formula time!  This one needs a bit of a tutorial how to use it.  It replaces formula 11 (which does nothing anyway). Credit goes to Glain for helping me fix it. Damage portion accepts evasion, elements, 19% status proc.  Patcher X and Y values are interpreted as the stat or status effect byte that you want to use, and the value you want to assign to that byte, respectively.  Convert all values to decimal (regular numbers), not hex.  For example, if you want to make the ability raise the user's MA by 1: X = 21, Y = 129.


Documentation of relevant stat/status bytes:


Examples of what is possible as effect on caster:

Increase/decrease of stat - X = stat byte, Y = effect.  Keep in mind that in order to increase stat, value must be >128 (0x80 is "bonus flag"), otherwise would decrease.
Speed - X = 18, Y = 1 (decrease by 1), Y = 129 (increase by 1)
CT - X = 19, Y = 255 (Quick), Y = 127 (ct 0)
PA - X = 20, Y = 1 (decrease by 1), Y = 129 (increase by 1)
MA - X = 21, Y = 1 (decrease by 1), Y = 129 (increase by 1)
Br - X = 22, Y = 1 (decrease by 1), Y = 129 (increase by 1)
Fa - X = 23, Y = 1 (decrease by 1), Y = 129 (increase by 1)

Status inflict/remove - X = effect group byte, Y = add together the statuses you want.  Unfortunately they must be on the same byte to work.  Examples:

Add Haste + Shell: X = 30, Y = 24
Add Faith + Reflect + Charm: X = 31, Y = 162
Remove Darkness + Silence: X = 33, Y = 40
Remove Oil: X = 34, Y = 128

Remember to convert all hex in the documentation to decimal in the patcher x/y values!  Don't use values that don't make sense with these instructions, or confuse hex with decimal, or you might get strange bugs!  XML in first post updated with this! :)

**EDIT** 2 new formulas! :)

Psycho Shift (transfers active status effect to target at F(MA+X)%)


Foul Play (Physical attack, uses target's PA instead of caster's):

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on December 03, 2016, 03:26:35 PM
More new formulas!

This formula will remove any active statuses on the target and apply them to self. Accuracy is Fa(MA+x)%


This formula will steal a random item from the target.  If the target has Maintenance or is naked, it'll do MP damage instead.  It uses vanilla Geomancy routine (which with my Formula Rebalance Pack turns into (PA+Y)*MA).  Credit goes to Glain for helping me write the stealing inner routine. :)


Also it's time to get rid of Distribute.  Through a bunch of testing, I've figured out that Distribute was causing problems for many of my new reactions.  This clears up a bunch of space, fixes Distribute bugs on any of the Multi-Reaction Deluxe reactions, and clears Distribute's slot for use for something else.  Distribute's slot is not compatible with Multi-Reaction Deluxe, but it is compatible with another hack I'll post after this one:


This changes Distribute to Synchronize - if a unit is targeted with a status effect, it will react by applying all its current effects to the target.  It reacts at a Br% as usual.  Requires Disable Distribute, and this code will break Secret Hunt/Train's code.

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Timbo on December 03, 2016, 05:01:03 PM
Wow! These are great. I especially like the Status Steal formula. Can you make one without Faith?
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on December 04, 2016, 02:10:31 AM
Since you didn't specify whether you want 100% or MA+X% accuracy, I provided both. :)  Copy/paste one of these in place of the larger bit of code in the hack for this formula.

MA+X%:


100%:


Hope this would work for you. :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on December 05, 2016, 04:42:58 AM
New stuff! :)

Formula 18 = Universal stat change formula at MA+X%.  This can create any amount of bonus/penalty to PA, MA, Speed, CT, Brave, Faith, and can also be used for Quick and CT = 0. Can also be used to level up +1 or level down -1.  Directions for use in description:


This version of the same hack includes a check for an ability to grant immunity to stat penalties:


This changes Counter to be a bit more badass... :)  Counter works as normal at Weapon Range, but it works as Counter Magic functionality for the Countergrasp flag.  So for example if you flagged Earth Slash as Countergrasp, and you hit a unit with Counter, it will Earth Slash you back!

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on December 13, 2016, 04:45:59 AM
This is a fairly common request fulfilled. :)  Changes some of the more useless values for setting level in the entd (party +50 and up) into party level -x.  Will set lv = 1 if lv - x < 1.  This copies over the code for party lv - random, so it will now interpret that (along with party lv) as party lv, and since party lv +50 is the starting "0" point for this code, it is also interpreted as party lv.  Set levels and party +1-49 work as normal.  Thank you Glain for telling me what entries in patcher correspond to what values. :)

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Timbo on December 17, 2016, 02:20:04 AM
With your oil/undead hack work the same for innate undead creatures, regular units inflicted with Undead status, and units equipped with the Cursed Ring? Does it stack with other elemental weaknesses/immunities/absorptions or overwrite them?
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on December 17, 2016, 12:49:22 PM
Works for all undead (innate/item/casting undead).  Overwrites items' effects if it has to do with Dark/Holy for undead, and Fire for oil; otherwise doesn't (so you can have an undead guy who's immune to ice for example).
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Timbo on December 17, 2016, 05:03:38 PM
Works for all undead (innate/item/casting undead).  Overwrites items' effects if it has to do with Dark/Holy for undead, and Fire for oil; otherwise doesn't (so you can have an undead guy who's immune to ice for example).
You put a lot of thought into this hack. Very nice.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on April 19, 2017, 04:39:03 PM
By request, posting here the Monster Tactics hack folder.  :)  This includes many updated versions of my hacks, new hacks, and modified versions of others' hacks. :)  It also includes other people's hacks, since it is what is used in MT and not just my own stuff.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Lloyd2k4 on July 04, 2017, 10:10:19 PM
Great hacks!  I'm personally using the MP Regen from Wall and MP Poison from blank status hack, but I'm encountering some issues with the Wall replacement.

Whenever I have a unit with the new status that was previously Wall, the character cannot be healed by any potions or anything, and that unit's turn is sometimes skipped.  I've been trying to figure out what's causing this.  I figured it's some old setting with the Wall status that I may need to tinker with (potentially in patcher?).  Does anyone have any insight?

Does the Mist/MP Poison patch have a dependency on another Wall-related hack?
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on July 05, 2017, 02:02:49 PM
You have to disable wall's vanilla effect.

Quote

0x124AE2
change 40 to 00

0x137F56
change 80 to 00

This makes the status itself blank, but allows the CT to be used elsewhere, or you can code your own status effect if you really wanted to.

Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Lloyd2k4 on July 05, 2017, 03:42:16 PM
Is that the same as the 'Wall loses all hardcoding' ASM hack?  I'm using that right now in conjunction with the MP Refresh/Poison, and I haven't encountered any issues yet.

I only ask because there doesn't appear to be an XML for that hack you just showed, unless it is literally the same as the above mentioned.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Heisho on July 26, 2017, 06:50:39 PM
These are great hacks Emmy, thanks a lot.

I don't know if you are willing to fulfill a request but here is it:
Since I'm not going to use Geomancy at all I was wondering if Counter Flood can behave like Counter Magic so we can counter abilities with the Counter Flood flag.

Once again thanks for the hacks, especially White Wind and Psyco Shift which are going to be part of my Blue Mage class.

Cheers
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Emmy on July 27, 2017, 03:36:20 AM
This hack will make Counter Flood cast any indexed ability with the Counter Flood flag as trigger.  If you're not using geomancy at all, this means you can change it to cast any other ability in the game.


Change the 7e00 to reference whatever ability you want (bytes reversed).  For example if you want it to cast ability # 0123, replace 7e00 with 2301. 

I'll have to take a better look at the code to figure out if what you want can be done.  Just got home from work now/not really in the right mindset to do asm.
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Heisho on July 27, 2017, 05:49:14 AM
This is remarkable and very close to what I thought would not be possible.

Once again Emmy you deliver great. Even if what I wanted cannot be done this still can play very well on my project.

Thank you very much. Get some well deserved rest.  :)
Title: Re: Emmy's ASM thread (better stuff for monsters!)
Post by: Myrmidon on February 22, 2018, 05:15:50 AM
love these, plus the others in Monster Tactics, and want to use some (many) for my hack.

How would I move Anger Point over to another skill? I need M.Talk for my hack, and I'm not exactly using the math blocking skill you've got there.  I'd love to keep Secret Hunt, too, honestly.

Unless the Talk formula just affects monsters now, in which case, awesome, no worries.  Still like to keep Secret Hunt in, though (but I love that poisontouch skill)

I've editied this like, 4 times.  just gonna work around, still, love these ASMs, and they deserve to be on the front page, at least - since they're not linked to in the big ASMs stickied thread