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Topics - DuxorW

1
I am making my own personal patch using fft rebirth as a base. One thing I want to do is have some enemies, such as the Lucavi, cast a wider variety of spells. Currently I am testing my patch at the Adramelk battle and he pretty much spams the same abilities (summons) over and over (I almost never see the fire4/bolt4/ice4 spells). I thought the random hits flag in fftpatcher would be a good way to make him use an uber powerful ability once in a while.

These are not necessarily the final abilities I want him to have, but or the sake of experimentation I gave him fire4/ice4/bolt4/demi2/flare as his main abilities and took away his summons. Here are the stats for each ability in fftpatcher

fire4/ice4/bolt4: Range 5, Effect area 3, Vertical 3, CT 5, Y=40)
Flare is normal except Y=45 and CT is 6
Flare2 is Range 4, effect area 1, vertical 3, CT 8, Y=65, flagged as random hits
Ultima is Range 4, effect area 2, vertical 3, CT 10, Y=60, flagged as random hits

The spell powers are so strong because units have such high hp in rebirth.
I wanted him to occassionally use flare2 and lvl2 ultima, so I flagged them as random hits. This seems to cause him to vastly prefer flare2 instead of using a random mix of flare2 and ultima. I find that adding several other dummied "random hits" abilities to his skillset increases the odds that he will use flare2, but not the odds that he will use those other, weaker spells, including ultima. So it seems like random hits forces the AI to occasionally use one of the abilities flagged as random hits, but it looks at all the abilities flagged as random hits and chooses the one best suited for the situation (usually dealing maximum damage).

For example, if I flag fire4/ice4/bolt4/demi2/flare/flare2/and ultima ALL as random hits, he will use flare2 essentially every turn (unless he can hit more units with ultima and kill at least one of them), and I essentially never see the other spells unless my units are all spaced out and he can only hit one of them. In that case he will use whatever ability will kill that unit most efficiently, and if he can't kill them in one hit he will deal max damage using flare2.

If I try to give him an AOE "megadeath" spell he will use it every turn, and if I flag it (and ultima and flare 2) as random hits he will not use flare2/ultima and will instead only use death if he isn't casting fire4/ice4/bolt4/demi2. If i give him regular death he will spam it every turn if he can't kill multiple units using some other ability.

So right now I am essentially stuck having him use ice4/bolt4/fire4/demi2 and randomly using either flare2 or ultima (even though the ability is flagged as random hits, he uses it with alarming frequency). Strangely, if I give him ultima (not flagged as random hits) and flag ice4/bolt4/fire4 as random hits, he will only ever use ultima. So it seems like the ability flagged as random hits needs to be more powerful than the other abilities in order to ever be used, at least in my instance.

Is there a good way to get him to use all of these skills? I realize I am kind of asking to make the AI dumber than it currently is. It's just nice and suspenseful to know that the enemy has some ultra powerful abilities but will use them sparingly.
2
This is a request to change the formula for rods from WP*PA to Dmg_F(MA*WP). I want to use this with the weapon effect hack to cast spells with rods. I know there are other ways to do this (using a hack to change the proc rate, etc) but those have the aesthetically unpleasing effect of showing the damage from the rod before the spell proc, whereas I'd rather the character swing their rod and instantly cast the spell using a formula that replicates the spell perfectly (I can change WP to match the Y value for spells using formula 08). If I am having a ditzy moment and there is already a way to do this....let me know.

Thanks in advance if anyone decides to do this.
3
Help! / Changing frog attack to frog spell
November 14, 2012, 10:54:09 am
I want to change the frog status such that someone afflicted with frog gains the ability to cast the frog spell. I tried to do this by changing frog attack in fftpatcher, but none of the changes I make have an effect. Is there a trivial way to do this? Thanks.
4
Help! / changing status text above unit in battle
September 13, 2012, 02:22:37 pm
I have changed the name of a status effect but how do I change the text that appears above the unit when they are afflicted? For example, when casting doubt faith, "INNOCENT" appears above the unit. In addition, when a unit is targeted it will display something like "96% INNOCENT." How do I edit this?

Thanks
5
I can't get this ASM hack to work. I used the fftorgASM packaged with fftpatcher .480

I used a clean ISO and used fftpatcher to make the empty slot above short charge ("unknown") learnable by time mages. I replaced short charge with "unknown" and gave it a name in fftactext. I patched my ISO.

I then used fftorgASM to patch my ISO with the "empty slot above short charge adds 25% bonus skill hit" hack. I started the game, learned the ability, and set it as my support skill for a time mage.

Before I patched the ISO, my time mage casting haste on himself would have the success rate of .69x.69(5+180%)=88%. However, nothing changed after applying the hack. Same result with other abilities. I applied other hacks and they worked just fine. I tried using xml generator to make a new xml from the hack posted in the forums and it still did not work, although other hacks worked.

Am I making some embarrassing fundamental error?
6
Help! / Custom formula request
January 08, 2012, 05:57:47 am
As I begin learning ASM hacking, would it be possible for someone to make a formula hack for me that replaces 08 Dmg_F(MA*Y) with DMG_F(MA*Y)100% status? The other 100% status inflicting formulas either involve PA damage, %HP damage, or don't deal damage at all, unless I'm overlooking something...

Thanks