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April 19, 2024, 11:11:56 am

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Messages - Kiresaur

1
Thanks for the reminder, I figured I had the newest one downloaded but I think the last time I downloaded it was... Idk, two years ago. Yeah, the one I had was outdated, and the new one is a lot better. Thank you!

I'm saving that thread as well for reading as I learn more.

Yeah, I'm getting the elemental stuff, and that is very useful. I intend on using a lot of it.

I'm guessing a good portion of these might be just examples or project-specific ones, but I might still find use for them.

The procs % is very useful, i plan to make my project very centered around status effects.

Thank you for the help!
2
Oh, very helpful! I'm saving that thread. Thanks a lot! :)
3
Oh, yeah, a LOT more makes sense now. Specially the information about being easier to alter a formula than to start from blank.
Yeah, i was hoping formula 08 would change like that.
It makes sense that a lot of these ASM were project-specific and where just thrown in there. Might prove useful even so.
And, yeah, now that you mention it, I actually remember the items that strengthen elements. I think... I actually never used them, aside from the rods at the beginning, so I never quiiiite registred that mechanic in my mind.

And, the thing about swordskills makes a lot of sense. So, the AFAE works in such a way that it forces the system to take elements into consideration with every attack, thus overwriting the mentioned bug that would ignore one of the elements?

But yeah, these help a lot, guys. Thanks for the help! :)
4
Heyo.

(If someone could point me to an article that already explains all ASM hacks available at the fftorgasm or something like that, maybe that's easier, and sorry for bothering)

I'm finally starting to get into modding, starting a project of my own, and I haven't toyed around much yet, so there are a few things I don't understand the use of yet.

To keep things short, I'd appreciate anyone who could explain to me why these ASM exist and precisely what they do:

-"Formula 8 inflicts 100% Status": From what I see, Formula 08 is the basic formula for spells. If I do understand this, it is removing the most basic formula for spell damage in the game and replacing it with a formula that does nothing but a 100% rate of success on inflicting statues, even tho, if I'm not mistaken, the regular formula that applies effects (0A Hit_F(MA+X)%) Can easily be manipulated to already have a 100% hit rate. Why is this formula overwrite, apparently, commonly used?

-"Formula 44: Use HP instead of MP": This changes the formula of the Difference/Manaburn ability from Byblos (dmg_(TarCurMP)). Would this make this attack simply deal damage equal to the taget HP, thus making it virtually a OneHitKO?

-Actually, in regards to these formula altering ASMs: Aren't there a LOT of blank formulas? Why overwrite existing ones instead of placing the new one at one of these blank formulas? I intend to get into ASMhacking eventually, so I'd like to know if there is a reason not to use these blank formulas.

-"Target's Faith in Spell Damage Calculations become XX%": Does this, essentially, for purposes of calculations, force every unit to have XX faith?

-"Death Sentence - Ignore Cancel:Dead": Doesn't it already?

-"Inherent RSM Limitation Hack": Lacks any real description, but sounds promising.

-"Sprite Hack" and the two below: What. I have no idea what this does, but it sounds useful.

-"X% Chance of Procs": Which procs?

-There are a few hacks that deal with "Strengthen". What is the difference between "Strengthen" and "Weak"? I always figured that if someone received extra damage from an element, they were "Weak" to that, and it still feels like it (Since at the Elemental Fix ASM, weak receives 190+% damage.) But strengthen does actually increase the damage you suffer from something, but just slightly, is that it?? I had never noticed that units were "slightly weaker" and "a lot weaker" to elements.

-And finally, what is up with all these different hacks regarding Element? "Swordskill Element strengthen and dark sword elemental", the Damage/Healing formulas apply decimal requiring <snip> To my understanding, "applying elemental" would make it so that units with weaknesses/resistances receive different damage from elemental attacks, but... that is already built in the game, is it not? Isn't every attack ALREADY elemental? What does this precisely do?


I think these are the ones that confuse me. I'm sorry if this is too troublesome. I have learned through experience that these are the kinds of question that the sooner I get an answer to, the better for my own pace of learning.
Thanks for any help <3
5
Oh, okay, makes sense. Thanks for the help!
6
To me at least, all it does, at least on reviving people, it brings them back to life but with 0HP, so they faint again at what seems to be a random time. Is this how it's supposed to work and am I supposed to do something to save them under those circumstances?
This is CCP 2nd, btw.
7
I'm currently playing the Jot5 mod and checking it out, I'll look into Xif's mod and end up messing with patchers on my own eventually, after I get a good look into how these mods alter the game.

Thanks so much!
8
I didn't expect the beastmaster thing make monsters actually good, but i find them fun to play with, and i just wanted to make it funner, even if weak. But yeah, sure, I'll check Journey Of The Five! Thanks for the tip!

I'll get the patcher and start playing with it. I have thought on doing that for years now and I always get scared thinking about how complicated it could be. But yeah, FFT is one of the only games that I still find fun to play, so I'll drop that fear and start playing with mods.

Thanks a lot for the attention, both of you <3
9
Maybe I just reaaaaaaally suck at google searching. I'll go with that explanation. I even tried to search again and I still can't find things about them. I am what you may call a-dumb.

So, okay, for PSX version it's clearly possible. Any quick hints on where to start getting those changes?
10
Hi there!

I'm new to this whole modding thing, so I don't know what is actually possible, so that's why I'm asking you guys.

I feel like the beastmaster skill is kind of useless because you end up having to give up on a friendly just so you can unlock the true potential of your monsters, and you are almost always going to allow enemies to use their secret attack on you. So if you could make the skill global, as in, as long as someone has it, it affects every monster on the stage, friend or foe, it's still harmful to you but it makes using monsters a lot more interesting. But is that even possible?

And cast times. I feel like it is almost impossible to use the -Ja spells, or the highest power summoner spells, and this has always bugged me. I end up, as a black mage, rushing to get a -Ga spell, arcane strength and that's it, even flare is rarely useful, because it takes so long to cast that my mage OR MY TARGET get killed in the meantime. Well, actually, you just end up learning spells to use them as an arithmetician. Which is a boring class to me. Yes, you can get swiftness, but that is just another limitator instead of being arithmetician. I've always wandered why your own personal speed isn't added to the cast speed of a spell. That could allow things like ninjas with support spells, because they have such high innate speed that they can cast most spells in a semi-barrage fashion, even if they are weaker. Or giving speed items to your mages, instead of MATK ones. It just feels that high-level spells aren't supposed to be used at all out of arithmetician or swiftness-combo. But that sounds a lot more trouble than the Beastmaster one. Is that even possible to mod?

I never found anything about these changes, so I guess they are impossible to do. But if someone tells me they are possible, I can try to learn how to mod them into the game. And just to be clear, I'm talking about the War Of The Lions version, but if it is possible only for the PSX version, that still interests me.

Thanks for the attention!