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

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Messages - Xifanie

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...what part of the site?

Help! / Re: FFTacText error when loading a file
« on: August 10, 2017, 02:05:55 AM »
...I think you misunderstood my post. I gave you a way to figure out the problem by elimination.

Help! / Re: FFTacText error when loading a file
« on: August 10, 2017, 12:33:46 AM »
Settings Page. It's been there from the very first version.

Help! / Re: Symbols in FFtactext
« on: August 10, 2017, 12:32:00 AM »
He was talking about my FFTText Editor.

Help! / Re: FFTacText error when loading a file
« on: August 09, 2017, 09:54:39 PM »
FFTPatcher.TextEditor.InvalidStringException should be caused by well, an invalid string. I'm guessing you already used the invalid string detection feature in my spreadsheet, so I'm going to suggest eliminating files to save to the .ffttext file, half by half. So if the first half of the files patch fine, you know the problem is in the second half. Keep going like that until you identify the culprit file. After that, well, it's mostly a matter of trying to figure out which string in that file is causing the problem... personally I'd just wipe one section by one or something. Of course after making a backup.

PSX FFT Hacking / Re: ASM Requests
« on: August 08, 2017, 04:07:16 AM »
Why not just 0% hit if not monster? That sounds like it would be a simple formula hack to make... in your case it sounds like you want more of a flag though. That would be way harder to implement.

Help! / Re: Symbols in FFtactext
« on: August 07, 2017, 12:07:19 AM »
Um, that you should really be using my FFTText Editor? Because it will take you 50x less time to edit your text for your mod.
It requires Microsoft Excel, but for the amount of time it saves you, it is really worthwhile to... acquire it in some way or another if you don't already have it.

And do avoid double-posting within 24 hours.

Help! / Re: Symbols in FFtactext
« on: August 06, 2017, 11:13:17 PM »
A space is 4 pixels wide, and {SP} is 2 pixels wide. It is used as a shorter space in vanilla especially to "align" text in the brave story section.

The Lounge / Re: Can we skip the politics with 1.3 already?
« on: August 06, 2017, 05:51:30 AM »
Completely agreed.

And that is the very definition of poor design.

The Lounge / Re: Can we skip the politics with 1.3 already?
« on: July 30, 2017, 03:07:23 AM »
Actually the admins here are friends with most of the staff at ID, so your so-called "divide" between our communities is non-existant. It looks like the problem is just you.

1.3 is not hosted here, it's not our project and Voldemort refuses to give credit where it is due. For the record, philsov worked on 1.1 and 1.2 literally 2 weeks before Voldemort asked to take over and philsov was like: "hmm, I have a fanboy. Sure!". So I'm pretty damn sure what remains of 1.2 in 1.3 is 1 or 2 bytes (if any), as even the original idea has been lost to time.
1.3 is an absolutely terrible base mod. The new sprites are disgusting, the battles promote a single setup to beat each battle (especially in ch4), and even on emuparadise, the original version is rated 3.2/5 versus 4.8/5 for the "content" version. And the content is crap, because just about the only new content there is is some new ugly-ass sprites.

So, why do we need to be able to talk about 1.3 again?

Event Editing / Re: Need help with making an event.
« on: July 24, 2017, 03:10:52 PM »
What are your battle conditionals?
Also you uploaded 19B twice.

ARH2 will only be available once Journey of the Five: Chapter 2 will be released, and it will be user-friendly for ASM hackers, but... completely useless for people who are not willing to learn to ASM. I went with that because just about everyone wants their own custom requirements for the ARH.

Are you sure you selected the whole xml data in his sheet? It ends at row 1118. So from A1 to A1118. You can just select cell A1, then press ctrl+shift+down to select it all. You're supposed to just paste it in an empty file as save as whatever.xml, then you should be able to apply it. If it still doesn't work, post here again and I'll look into it.

Help! / Re: Re: Tutorial Requests
« on: July 20, 2017, 10:43:42 AM »
Shishi can edit those now btw (.491+)

If you really want EVGRP, just use a different browser.

And you might want to edit the title of your post...

You can specify a status in my original sheet (v1.1), but I know in that case, the AI ignores the status requirements if you use auto-battle.

Messing around with Pokeytax's spreadsheet, it's not even possible to accomplish with his sheet. In fact, as far as I can tell, his entire Conditions section is broken (the xml code doesn't change no matter if I choose =/!=/>/</>=/<=/FLAGGED/NOT FLAGGED), and thus just makes it one huge downgrade compared to my spreadsheet. Oh, actually you can just select Status / FLAGGED and then type Regen under Value 2 for my above example. I don't know if the hack actually works, but the spreadsheet does compile that way at least.

You could also make it work properly if you waited for my ARH2 and coded it yourself through ASM.

Regardless, you would still have to ASM a formula that returns 0% to hit if the target doesn't have the required statuses.

Help! / Re: Weapon behavior
« on: July 20, 2017, 10:22:45 AM »
Well, you can dump your idea in the ASM Requests topic amongst the dozen other requests that were ignored and hope for the best, do it yourself, or forget about the idea entirely.

Help! / Re: Weapon behavior
« on: July 20, 2017, 03:58:07 AM »
He doesn't ASM and I'm pretty damn sure that's never been done before.

Help! / Re: AI Ability Learning
« on: July 18, 2017, 08:39:13 PM »
First ability to the last ability of each skillset, if the unit has enough JP left, attempt to learn at Learn % (and consume the JP is successful).
I made a hack that increases flexibility for that drastically; it allows you to learn in a certain order, even randomize some skills.
That hack will be made available after Journey of the Five: Chapter 2 is released... again, because I can't find anyone to test my hacks and not lie to me that they will test and report bugs, and they just end up not doing so.

You can use my FFTText Editor to overcome FFTTactext's limitations.
You can use my Skillsets Behaviours spreadsheet to adjust some special skillset menus back into regular ones, for example. (i.e. Item/Throw/Math Skill/etc.) But it does't sound like you need this. There are plenty of free skillsets available, after all.

Otherwise I don't know about any sort of limitations towards "unusable/glitchy jobs/skillsets/spritesheet slots", other than ID 00. If you asked about abilities, then that would be a different story, because lots of them are hardcoded.

Look for my palette hacks in FFTorgASM. Special (non-generic) jobs are forced to use the first palette and generic monsters are forced to use the palette assigned in their job. My hacks allows you to enable the extra palettes of special units, but you'll have to be careful, because for some reason, many special units throughout the story are set to palette 1 or 2 instead of 0, making them essentially pure black by default once you turn on my hack.

Help! / Re: Elemental Weakness vs Elemental Strengthen
« on: July 16, 2017, 05:18:47 AM »
Sounds like fdc fucked up hardcore. I have no idea what needed to be "fixed" when it comes to elemental, but even though the hack is in my xml, he basically did what he did to a bunch of my other hacks: completely rewrite them into something that doesn't do what they originally did, and put it in my xml. He somehow felt he was in charge of updating my hacks xml file without ever telling me or even ever asking me. He took terrible liberties using my name. He's an imposter and a terrible hacker.

Yes, they're supposed to stack. Strengthen is supposed to raise your effective MA from 11 to 13, for example.

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