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Messages - Wizu

1
FFT+ / Re: 1.01B Beta release is out
December 09, 2011, 09:04:30 am
Ohhh, I see summons are actually good now! I like this, I like this alot.

But, I found a bug! A massive major and infinitely annoying!

Its so big it makes the game unplayable for me!

The geomancer skill Carve Model has a TYPO!

*Gasp.*

It has an extra space, "Carve  Model" instead of "Carve Model".

I... I dont know how I will ever be able to continue... but... eh... yeah. I guess I'll manage. Somehow.

/sarcasm

But really, all the changes get my thumbs up, and many errenous things have been fixed in the explanations like the fact that Samurais didnt have innate two hands etc. Its all good. I guess by this point all you really have left is to hunt typos, haha.

edit: Oh, and do you have any plans on how to fix speed save and Abandon?

I think Speed Save could be turned into "on hit haste" to fix it, and stop people from getting absurd speed scores.

But how about Abandon?
2
FFT+ / Re: 1.01B Beta release is out
December 09, 2011, 08:11:53 am
So, whats new?

Onion knight/Red Mage? Non-random hp?

Sage buffs?

Did anything happen to Reis (finally)? ^.^
3
FFT+ / Re: Red mage & Onion knight
December 07, 2011, 11:10:36 am
... and knives damage formula could really be (SP+2)*WP or nobody will never use them again for anything else than magic boost via mythril knives. >.>

I think I'm finally done ranting and whining. Keep up the good work, Dome! :D
4
FFT+ / Re: Red mage & Onion knight
December 07, 2011, 10:58:47 am
... while were on the subject, Reis is... how would I say it... Dragoner is rather weaksauce of a class! It has so much potential, but the multipliers on her spells make them do diddly squat for damage.

So if you could either give Reis breath attacks like 5 point multiplier increase (I assume theyre now 10*MA) to 15*MA or give her ability to equip swords so I can dualwield Rune Swords to boost up the damage (Without taking the support away from Magic Attack Up)? Either would be fine and not make her a total wimp whos only gimmick is to run around with her Hyudra and babysit it all day long. =P

Mind you, shes pretty badass at keeping a Hyudra in the game killing simply everything. But I'd prefer her to earn her keep or I'll just end up using someone else with Monster skill and an -useful- skillset. ^.^
5
FFT+ / Re: Red mage & Onion knight
December 07, 2011, 10:40:42 am
Yes, OK could use better multipliers thats true, definetly something that'll even up their PA and MA in the endgame and more hp so they can take more than one Hydra blast to the face. And thats it! You see - use all equipments + good stats = they can do one thing VERY well. Even if they lack in speed, they'd always be better black mages than black mages or better lancers than lancers etc without having the choise of being able to do multiple things instead of one! Thats the kind of character that would easily get into my endgame party.

Red mages are trickier, but I think changing their tier 1 elemental spells to tier 2 elemental spells instead (Lets face it, you dont use tier ones after you get tier twos ever again anyhow on black mages) and giving 2 new spells would be enough - you see in the earlygame mainclass as red mage is good, but in the end game I find myself using Rad as "whatever I need to get the job done and then give him red magic secondary for haste and pray faith"

So these two spells I'm proposing is renamed Condemn and and Performers buffsong; single target, three range and a bit of vertical range where you randomly apply one buff with the other spell and one debuff with the other. That'd make his skillset perfect as a secondary skill - would always have something to do despite the situation. Plus, it would combo awesomely with precision plus thief as mainjob!

Or if not that the other thing I'm proposing is to make his slow and haste hit the whole battlefield (enemies and allies respectively) which would give him a niche that NOBODY has. Actually, I think I'm gonna stick with suggestion 2. Make Rads Slow and Haste hit the whole battlefield. Yeah, that'll buff him nicely. ^.^

Ps; you could even call them "Slowaga" and "Hastega" for awesomeness. ^.^
6
Yep, my xml has been extensiuvely tested by me on all level ranges in Plus and now in 1.3 too, it works!

And it doesnt touch the starting equips, just the pre-raw thingies removing the randomization from levels.

Go ahead and add it to the next official version, speaking of which... were all eagerly awaiting for it!

Citizens demand 1.01b! ^.^
7
Quote from: Wizu on November 04, 2011, 07:05:03 pm
After much mucking around and trying various tools and different things for the job I am still unable to make this little ASM of mine to work with pSXfin emulator, but luckily some clever brain using and other assorted helpful things allowed me to come up with a solution to make it work flawlessly for ePSXe 1.7.0 emulator!

So without further ado, working .xml to use with FFTorgASM to patch Final Fantasy Plus to have no randomization whatsoever in the levelup process. Be warned - this does make the game a bit harder.

And someone whos wiser than me could even maybe get it to work with pSXfin! ^.^

Godspeed, Wizu signing out.


Basicly what this does is by using all the nifty tools Raven has given for the community I have taken out the variance in levelups and made everything get max rolls to HP and MP per levelup, and in monster cases to PA and MA also.

To my knowledge this should work with every version/modification of FFT, just with ePSXe emulator.

Remember, ultimately gender differences and stat growths still have most effect to stats, but atleast with this ASM you'll be pleasantly surprised if you ever use monsters... or horrified if you ever face monsters! In some level 99 monsters the difference can be 200~ish hp easily. Also, the reason I made this was for the OCD people like me, now you'll never need to reset just to get that extra point in hp from rolling high in levelup... ^.^

Sadly a new game is required, this doesnt affect creatures already in your party.
8
FFT+ / Re: Removing randomization from levelups!
November 04, 2011, 07:05:03 pm
After much mucking around and trying various tools and different things for the job I am still unable to make this little ASM of mine to work with pSXfin emulator, but luckily some clever brain using and other assorted helpful things allowed me to come up with a solution to make it work flawlessly for ePSXe 1.7.0 emulator!

So without further ado, working .xml to use with FFTorgASM to patch Final Fantasy Plus to have no randomization whatsoever in the levelup process. Be warned - this does make the game a bit harder.

And someone whos wiser than me could even maybe get it to work with pSXfin! ^.^

Godspeed, Wizu signing out.
9
FFT+ / Re: Question about stat growths!
November 04, 2011, 10:28:33 am
Oh, but one question, if I eliminate the randomization, but put the minimum pre-raw hp and mp higher (hp by 2 and mp by 1) doesnt it mean that I effectively got "maxed" hitpoints and mana per level? Just testing this atm in the lvlsim, so I might have my own answer in a moment - but it still begs to be asked and answered if not for me then for future generations who are interested in eliminating the random raw seed and giving max hp per level to their units.

Theres a whole subculture in games all kinds of D&D-like where max hitpoints per levelup is mandatory, afterall! =P

Edit: After some testing it truly seems that raising the minimum pre-raw hp and mp by the amount of of the randomization and take the variance away you can completely eliminate the random factor in hp/mp and end up with maximum hp/mp per level. This should also work on monster PA and MA also. And now, I have become a FFT hacking guru and shall proceed to produce a patch for those who want these little modifications for their FFT+ experience!

*Cough.* Just gimme an hour or so.

... or more...

... this might take a while. >.>
10
FFT+ / Re: Question about stat growths!
November 04, 2011, 10:13:30 am
Squeeee!!

You're the best!

This totally fixes my randomization wants, thanks a bunch!

Now onwards to conquer teh world and all that. ^.^
11
FFT+ / Re: Question about stat growths!
November 04, 2011, 08:22:21 am
Alright, so it seems I got a few things wrong in my initial assumptions! Now wiser and armed with simply a TON of different editors and things mostly supplied by Raven I am ready to tackle this problem - is there a way to eliminate the randomization? And if yes, is it as simple as using the Skill and Character Worksheet to change generic male and female stats by making Pre-Raw Hp Variance for HP and MP both 0? Or does that simply mean that the first level random bonus is nullified?

Or is there a way to patch out the games "seed" for HP and MP to be a fixed variable, for all characters/monsters/enemies/bosses to have max possible hp per level? Would this create problems? (Other than luzly amount of hp for some endgame bosses; I am completely fine with that! =P)

With lvlSim I noticed the game seems to assign a random seed to MP and HP but all the other stats have the same seed - thus even if my newbie hacking fails and I cant patch it out I can atleast live in the comfort of knowing that in FFT+ only HP and MP are variable - Speed, MA and PA are all thankfully independant from any kind of randomization and instead influenced by class/gender multipliers only. ^.^
12
Quote from: Wizu on November 04, 2011, 07:05:03 pm
After much mucking around and trying various tools and different things for the job I am still unable to make this little ASM of mine to work with pSXfin emulator, but luckily some clever brain using and other assorted helpful things allowed me to come up with a solution to make it work flawlessly for ePSXe 1.7.0 emulator!

So without further ado, working .xml to use with FFTorgASM to patch Final Fantasy Plus to have no randomization whatsoever in the levelup process. Be warned - this does make the game a bit harder.

And someone whos wiser than me could even maybe get it to work with pSXfin! ^.^

Godspeed, Wizu signing out.


Basicly what this does is by using all the nifty tools Raven has given for the community I have taken out the variance in levelups and made everything get max rolls to HP and MP per levelup, and in monster cases to PA and MA also.

To my knowledge this should work with every version/modification of FFT, just with ePSXe emulator.

Remember, ultimately gender differences and stat growths still have most effect to stats, but atleast with this ASM you'll be pleasantly surprised if you ever use monsters... or horrified if you ever face monsters! In some level 99 monsters the difference can be 200~ish hp easily. Also, the reason I made this was for the OCD people like me, now you'll never need to reset just to get that extra point in hp from rolling high in levelup... ^.^

Sadly a new game is required, this doesnt affect creatures already in your party.