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April 25, 2024, 01:53:58 am

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Messages - Heisho

41
The Lion War / Re: FFT - The Lion War
July 14, 2019, 06:40:39 pm
Quote from: Elric on July 12, 2019, 08:24:58 pm
So I'm going back through some old posts to find any final things I need to address and so I have some more info on this.

Yes, it is 1 new class for male and 1 new class for female. They don't HAVE to be DK, that is just what I've made them for TLW. I did it by making 2 jobs that share 1 skillset, however you can easily make 2 jobs that use different skillsets. The issue is that, like Bard/Dancer, these would only be available to the proper sex.

As for the funeral man. I had made a mistake in my assumptions, and have addressed this so it will not be an issue now.



So this means that the sprite of Bredmont will be relocated? If that is the case I'm already prepared for that situation since I though that that guy was going to be needed. But if you just made an event sprite that also helps.
BTW I'm very exited to hear that is almost complete. Good work man.
42
Interesting info. By the way I expanded the status table a little more, adding positive status as negative %, meaning that if the enemy monster has positive status will be more difficult to tame/capture, etc. I think this might be the final version. Thanks a lot for the help Glain, now I need to study more about tables and those sorts of things.

Here is the final result:


<?xml version="1.0" encoding="utf-8"?>
<Patches>
<Patch name="Formula 2B - Monster Tame">
    <Location file="BATTLE_BIN" offset="122A90">
E8FFBD27
1000BFAF
00000000
4058050C
00000000
D810060C
00000000
02004014
00000000
C91F060C
00000000
1000BF8F
1800BD27
0800E003
00000000
    </Location>
  </Patch>

<Patch name="Monster tame hit %">
<Description>Determines hit percent based on monster class ID, HP remaining, and current status. It also has a check for a Class to be 10% always (default Class ID=99, Archaic Demon), if you don't want it, change it accordingly.Credits to Glain for the corrections.</Description>
        <Location file="BATTLE_BIN" offset="156000" mode="DATA" offsetMode="RAM">
   5D 00   
   5F 28 60 1E 61 00
   62 28 63 1E 64 00
   65 28 66 1E 67 00
   68 23 69 19 6A 00
   6B 23 6C 19 6D 00
   6E 1E 6F 14 70 00
   71 1E 72 14 73 00
   74 1C 75 12 76 00
   77 1C 78 12 79 00
   7A 14 7B 0A 7C 00
   7D 19 7E 0F 7F 00
   80 19 81 0F 82 00
   83 19 84 0F 85 00
   86 14 87 0A 88 00
   89 14 8A 0A 8B 00
   8C 14 8D 0A 8E 00
   00 00

        </Location>
        <Location file="BATTLE_BIN" offset="156064" mode="DATA" offsetMode="RAM">
            04 04 05
            04 08 05
            04 10 05
            04 20 05
            02 08 E2
            02 04 14
            03 20 F6
            03 10 F6
            03 08 F6
            00 00 00
        </Location>
        <Location file="BATTLE_BIN" offset="156100" mode="ASM" offsetMode="RAM">
            @find_monster_tame_hit_percent:
                .label  address_job_bonus_array, 0x80156000
                .label  address_status_check_array, 0x80156064
               
                    lui     t0, 0x8019
                    lw      a0, 0x2d98(t0)  #   Target
                    lw      a1, 0x2d90(t0)  #   Action (affecting Target)
               
                    lbu     t0, 3(a0)       #   JobID
                   
                    #   If JobID = 0x99, Hit% = 10
                    li      t1, 0x99
                    beq     t0, t1, end
                    li      v0, 10         
                   
                     la      t2, address_job_bonus_array
                job_bonus_check_loop:
                    lbu     t3, 0(t2)       #   Threshold JobID
                    lbu     v0, 1(t2)       #   Job bonus
                    beq     t3, zero, hp_percent_calc
                    sltu    t4, t0, t3
                    bne     t4, zero, hp_percent_calc
                    nop
                    j       job_bonus_check_loop
                    addiu   t2, t2, 2       #   Move to next element
                   
               
                hp_percent_calc:
                    lhu     t2, 0x28(a0)    #   HP
                    lhu     t3, 0x2a(a0)    #   MaxHP
                    nop
                    subu    t4, t3, t2      #   (MaxHP - HP)
                    sll     t5, t4, 2       #   (MaxHP - HP) * 4
                    addu    t5, t5, t4      #   (MaxHP - HP) * 5
                    sll     t5, t5, 2       #   (MaxHP - HP) * 20
                    divu    t5, t3
                    mflo    t2              #   ((MaxHP - HP) * 20) / MaxHP
                    addu    v0, v0, t2      #   Add to Hit%
               
                    addiu   t2, a0, 0x58
                    la      t3, address_status_check_array
                status_loop:
                    lbu     t4, 0(t3)       #   Status byte index
                    lbu     t5, 1(t3)       #   Status effect mask
                    lb      t6, 2(t3)       #   Value to add
                    beq     t4, zero, low_check
                    addu    t7, t2, t4      #   Status byte pointer
                    lbu     t4, 0(t7)       #   Status byte
                    nop
                    and     t4, t4, t5      #   Check for status
                    beq     t4, zero, status_loop_bottom
                    nop
                    addu    v0, v0, t6      #   If status exists on unit, add value
                status_loop_bottom:
                    j       status_loop
                    addiu   t3, t3, 3       #   Move to next element
               
                low_check:
                    slti    t2, v0, 0       #   If Hit% is less than 0...
                    beq     t2, zero, high_check
                    nop
                    li      v0, 0           #   Set Hit% = 0
                   
                high_check:
                    sltiu   t2, v0, 100     #   If Hit% is greater than or equal to 100...
                    bne     t2, zero, end
                    nop
                    li      v0, 100         #   Set Hit% = 100
                   
                end:
                    lui     t0, 0x8019
                    jr      ra
                    sb      v0, 0x38f9(t0)  #   Store Hit% as X
        </Location>
    </Patch>


</Patches>


Enjoy and have fun, if you want to change which formula to use just change the offset of it.

@Glain: Sorry about the confusion, I just name the HIT X% as it was on the wiki.
43
Once again, thanks for the help Glain.
Actually I didn't thought of the Dance/Song hit% since I'm going to remove those classes and I was considering that space as free, seems it would have some use for me in the end.

I made a few more tests:
1- The pallette check it seems to be useless, the game somehow is not taking that in consideration by making all classes have the "10% tier 1 bonus" so I removed it, however I started to make experiments with the table with great results:
a) The first values on the table took all jobs before Class ID 5D as 10% for invitation. So I changed it to 00 and then make a table for all monsters classes, it took a little while but in the end it was better since I could assign values for each class, I left the 3rd tier at 0% since I will work like it on my patch. If I got time to spare I will post an updated version with functionality to change percentages of all monsters at will in FFTorgASM.
b) After that I took more tests and all worked great with the HP damage bonus, but...

2- The status. For some reason they are not adding more % after inflicting the status on the table. Perhaps is the byte to check. When I change it to match the Current Statuses as in the Data Table (5C and 5A) the % went to 50% from the very beginning as if all statuses were inflicted:
40% for initial + 20% for Don't Act, Don't Move, Sleep and Charm (5% each) , Berserk (-30%) and Charm(+20%). So I'm still checking what could be the cause...however its 6AM and I think I need to check it later.

So, this is my report so far and here are the changes to the code:

<Patch name="Monster tame hit % (partial)">
        <Location file="BATTLE_BIN" offset="156000" mode="DATA" offsetMode="RAM">
   5D 00   
   5F 28 60 1E 61 00
   62 28 63 1E 64 00
   65 28 66 1E 67 00
   68 23 69 19 6A 00
   6B 23 6C 19 6D 00
   6E 1E 6F 14 70 00
   71 1E 72 14 73 00
   74 1C 75 12 76 00
   77 1C 78 12 79 00
   7A 14 7B 0A 7C 00
   7D 19 7E 0F 7F 00
   80 19 81 0F 82 00
   83 19 84 0F 85 00
   86 14 87 0A 88 00
   89 14 8A 0A 8B 00
   8C 14 8D 0A 8E 00
   00 00

        </Location>
        <Location file="BATTLE_BIN" offset="156064" mode="DATA" offsetMode="RAM">
            04 04 05 04 08 05 04 10 05 04 20 05 02 08 E2 02 04 20 00 00 00
        </Location>
        <Location file="BATTLE_BIN" offset="156100" mode="ASM" offsetMode="RAM">
            @find_monster_tame_hit_percent:
                .label  address_job_bonus_array, 0x80156000
                .label  address_status_check_array, 0x80156064
               
                    lui     t0, 0x8019
                    lw      a0, 0x2d98(t0)  #   Target
                    lw      a1, 0x2d90(t0)  #   Action (affecting Target)
               
                    lbu     t0, 3(a0)       #   JobID
                   
                    #   If JobID = 0x99, Hit% = 10
                    li      t1, 0x99
                    beq     t0, t1, end
                    li      v0, 10         
                   
                     la      t2, address_job_bonus_array
                job_bonus_check_loop:
                    lbu     t3, 0(t2)       #   Threshold JobID
                    lbu     v0, 1(t2)       #   Job bonus
                    beq     t3, zero, hp_percent_calc
                    sltu    t4, t0, t3
                    bne     t4, zero, hp_percent_calc
                    nop
                    j       job_bonus_check_loop
                    addiu   t2, t2, 2       #   Move to next element
                   




Regards.
44
Sorry for the late reply. I was away from my computer.

First of all, thanks a lot man. It really help me to know where I'm making mistakes. Apparently they are in all places.

Now my report:
I just tested it and works, however I think I need to make a few adjustments for the formula that calls this subroutine since it always hit  (unless this is a very lucky day) at 10%, even after some tries. On the other hand it shows the correct amount for hit% when Hp has been drained and regarding other status I'm pending to check them but first I need to review the formula again, I think I'm missing the branch if miss. I'll comeback with more info.

Again, thanks a lot to take your time to correct the mess I made. It really speaks greatly of you Glain.
45
Hello there!

I've working on some unholy formulas lately and finally made (in my opinion) a subroutine for a formula that will make taming or inviting monsters a little more fun.
The thing is this: It checks the type of monster, tier, damage and status in order to give a hit% based on all those.

Quick example:
A Chocobo will have a base of 30% due his monster class and an extra 10% since its the first tier. Up to 20% more will be added depending on remaining HP and a 5% more for each of the following status: Don't Act, Don't Move, Sleep and Charm adding 20% more giving a total of 80% if all this conditions are met. If the unit is in chicken status an additional 20% is given to the total amount, but if the unit is in Berserk status 30% will be substracted for the total amount. This last two can stack so if you have a enraged chicked roaming the map it will have a -10% after the total sum if you wan to invite it.

Now the code:


[0x00000000] lbu r2,0x0003(r6)   # Load Job ID
[0x00000004] nop   
[0x00000008] addiu r2,r2,0xffa2   # Job ID - 5D
[0x0000000c] sltiu r2,r2,0x0009   
[0x00000010] beq r2,r0,0x000000fc   # Branch if Job ID is 5D or lower or  if Job ID is over 66
[0x00000014] nop   
[0x00000018] ori r2, r0, 0x0001e   # r2=30
[0x0000001c] j 0x00000110   
[0x00000020] nop   
[0x00000024] lbu r2,0x0003(r6)   # Load Job ID
[0x00000028] nop   
[0x0000002c] addiu r2,r2,0xff99   #Job ID - 66
[0x00000030] sltiu r2,r2,0x0006   
[0x00000034] beq r2,r0,0x000000fc   # Branch if Job ID is 66 or lower or  if Job ID is over 6c
[0x00000038] nop   
[0x0000003c] ori r2, r0, 0x00019   # r2=25
[0x00000040] j 0x00000110   
[0x00000044] nop   
[0x00000048] lbu r2,0x0003(r6)   # Load Job ID
[0x0000004c] nop   
[0x00000050] addiu r2,r2,0xff93   # Job ID - 6C
[0x00000054] sltiu r2,r2,0x0006   
[0x00000058] beq r2,r0,0x000000fc   # Branch if Job ID is 6C or lower or  if Job ID is over 72
[0x0000005c] nop   
[0x00000060] ori r2, r0, 0x00014   # r2=20
[0x00000064] j 0x00000110   
[0x00000068] nop   
[0x0000006c] lbu r2,0x0003(r6)   # Load Job ID
[0x00000070] nop   
[0x00000074] addiu r2,r2,0xff8d   # Job ID - 72
[0x00000078] sltiu r2,r2,0x0006   
[0x0000007c] beq r2,r0,0x000000fc   # Branch if Job ID is 72 or lower or  if Job ID is over 78
[0x00000080] nop   
[0x00000084] ori r2, r0, 0x00012   # r2=18
[0x00000088] j 0x00000110   
[0x0000008c] nop   
[0x00000090] lbu r2,0x0003(r6)   # Load Job ID
[0x00000094] nop   
[0x00000098] addiu r2,r2,0xff87   # Job ID - 78
[0x0000009c] sltiu r2,r2,0x0003   
[0x000000a0] beq r2,r0,0x000000fc   # Branch if Job ID is 78 or lower or  if Job ID is over 7B
[0x000000a4] nop   
[0x000000a8] ori r2, r0, 0x0000a   # r2=10
[0x000000ac] j 0x00000110   
[0x000000b0] nop   
[0x000000b4] lbu r2,0x0003(r6)   # Load Job ID
[0x000000b8] nop   
[0x000000bc] addiu r2,r2,0xff84   # Job ID - 7B
[0x000000c0] sltiu r2,r2,0x0009   
[0x000000c4] beq r2,r0,0x000000fc   # Branch if Job ID is 7B or lower or  if Job ID is over 84
[0x000000c8] nop   
[0x000000cc] ori r2, r0, 0x0000f   # r2=15
[0x000000d0] j 0x00000110   
[0x000000d4] nop   
[0x000000d8] lbu r2,0x0003(r6)   # Load Job ID
[0x000000dc] nop   
[0x000000e0] addiu r2,r2,0xff7b   # Job ID - 84
[0x000000e4] sltiu r2,r2,0x0009   
[0x000000e8] beq r2,r0,0x000000fc   # Branch if Job ID is 84 or lower or  if Job ID is over 8D
[0x000000ec] nop   
[0x000000f0] ori r2, r0, 0x0000a   # r2=10
[0x000000f4] j 0x00000110   
[0x000000f8] nop   
[0x000000fc] ori r5, r0,0x0099   
[0x00000100] lbu r3, 0x0003 (r6)   # Load Job ID
[0x00000104] nop   
[0x00000108] beq r3, r5, 0x00000260   # branch if Job ID = 99 (Chaos Daemon)
[0x0000010c] nop   
[0x00000110] lbu r3, 0x0004 (r6)   # Load pallete
[0x00000114] ori r5,r0,0x0000   
[0x00000118] bne r3,r5, 0x0000012c   #Branch if not Tier 1 monster
[0x0000011c] nop   
[0x00000120] ori r3,r0, 0x000a   
[0x00000124] addu r2,r2,r3   # Class + Tier 1 bonus (+10%)
[0x00000128] nop   
[0x0000012c] sh r2,0x002a(r6)   # Store Hit%
[0x00000130] lhu r3, 0x0028(r6)   #Target Cur HP
[0x00000134] lhu r4, 0x002a(r6)   #Target Max HP
[0x00000138] nop   
[0x0000013c] div r3,r4   
[0x00000140] mflo r5   # Cur HP/Max HP
[0x00000144] nop   
[0x00000148] ori r2,r0,0x0064   # R2=100
[0x0000014c] mult r2,r5   # Actual HP %
[0x00000150] mflo r3   
[0x00000154] subu r2,r2,r3   # Hit% = 100 - HP%
[0x00000158] ori r3,r0,0x0005   # r3=5
[0x0000015c] div r2,r3   
[0x00000160] mflo r2   # Hit%/5
[0x00000164] nop   
[0x00000168] lbu r3, 0x002a(r6)   # Load Hit%
[0x0000016c] nop   
[0x00000170] addu r2,r2,r3   # Add Class% + HP Dmg bonus
[0x00000174] nop   
[0x00000178] sh r2,0x002a(r6)   # Store Hit%
[0x0000017c] ori r4, r0, 0x0004   
[0x00000180] lbu r5, 0x005c (r6)   # Load 5th set of current status
[0x00000184] nop   
[0x00000188] bne r4,r5, 0x00001a4   # branch if unit doesn't has don't act (disable)
[0x0000018c] ori r6, r0, 0x0005   
[0x00000190] lbu r3, 0x002a(r6)   # Load Hit%
[0x00000194] nop   
[0x00000198] addu r2,r6,r3   # Add Hit% +  status bonus
[0x0000019c] nop   
[0x000001a0] sh r2,0x002a(r6)   # Store Hit%
[0x000001a4] ori r4, r0, 0x0008   
[0x000001a8] bne r4,r5, 0x00001c4   # branch if unit doesn't has don't move (immobilize)
[0x000001ac] ori r6, r0, 0x0005   
[0x000001b0] lbu r3, 0x002a(r6)   # Load Hit%
[0x000001b4] nop   
[0x000001b8] addu r2,r6,r3   # Add Hit% +  status bonus
[0x000001bc] nop   
[0x000001c0] sh r2,0x002a(r6)   # Store Hit%
[0x000001c4] ori r4, r0, 0x0010   
[0x000001c8] bne r4,r5, 0x00001e4   # branch if unit doesn't has sleep
[0x000001cc] ori r6, r0, 0x0005   
[0x000001d0] lbu r3, 0x002a(r6)   # Load Hit%
[0x000001d4] nop   
[0x000001d8] addu r2,r6,r3   # Add Hit% +  status bonus
[0x000001dc] nop   
[0x000001e0] sh r2,0x002a(r6)   # Store Hit%
[0x000001e4] ori r4, r0, 0x0020   
[0x000001e8] bne r4,r5, 0x0000204   #  branch if unit doesn't has charm
[0x000001ec] ori r6, r0, 0x0005   
[0x000001f0] lbu r3, 0x002a(r6)   # Load Hit%
[0x000001f4] nop   
[0x000001f8] addu r2,r6,r3   # Add Hit% +  status bonus
[0x000001fc] nop   
[0x00000200] sh r2,0x002a(r6)   # Store Hit%
[0x00000204] ori r4, r0, 0x0008   
[0x00000208] lbu r5, 0x005a (r6)   # Load 3rd set of current status
[0x0000020c] nop   
[0x00000210] bne r4,r5, 0x000022c   # branch if unit doesn't has berserk
[0x00000214] ori r6, r0, 0x001e   
[0x00000218] lbu r3, 0x002a(r6)   # Load Hit%
[0x0000021c] nop   
[0x00000220] subu r2,r6,r3   # Substract Hit% -20
[0x00000224] nop   
[0x00000228] sh r2,0x002a(r6)   # Store Hit%
[0x0000022c] ori r4, r0, 0x0004   
[0x00000230] bne r4,r5, 0x000024c   # branch if unit doesn't has chicken
[0x00000234] ori r6, r0, 0x0014   
[0x00000238] lbu r3, 0x002a(r6)   # Load Hit%
[0x0000023c] nop   
[0x00000240] addu r2,r6,r3   # Add Hit% +  20
[0x00000244] nop   
[0x00000248] sh r2,0x002a(r6)   # Store Hit%
[0x0000024c] bgez  r2, 0x00000268   # Branch if Hit% > 0
[0x00000250] nop   
[0x00000254] sh r0,0x002a(r6)   # Store Hit% = 0%
[0x00000258] j 0x00000268   
[0x0000025c] nop   
[0x00000260] ori r2,r0,0x000a   # Store Hit as 10%
[0x00000264] sh r2,0x002a(r6)   # Store Hit%
[0x00000268] jr r31   
[0x0000026c] nop   


Yes, is big. However this is what I'm planning to add on my future patch, that's the reason that you will see a check for a Job ID (99) since this will be a secret character that could be invited.
Also you saw that I used a palette check, this is because the 2nd tier would be more difficult to invite, and the 3rd can't be invited (at least in this patch). And yes, this is my humble version of a "Pokemonesque" formula.

What I would ask from the great ASM masters is to know if this routine makes sense. Meaning that I'm looking for feedback in this one. Just remember that I'm a little too green on this so don't put on the flamethrowers if I messed up. By the way, the branches and jumps redirect to temporary offsets, I'm aware of this. This will be adjusted after I decide where in BATTLE.BIN this will be located. Also I checked and no load delays were detected.

Thanks for reading.

Regards.

46
Hello there!

What you can do is remove the check on Weapon Strike ,Weapon Range and set a range of 4-5 for Archer skills.

According to my findings, the Weapon Strike check on arrow skills (or ranged weapons) show twice any given effect, being a status, stat change or damage. However you must be aware that the range will stay fixed regardless of height, so if you want to have something like the original range of bows but without the Weapon Strike check you can search for Dokurider AoE patches and use the ones that increase Range with height. Or better yet you can combine the ones that increase range and AoE and you can make "arrow bombs" or sorta like that, meaning that with a unit located on a high ground, not only the arrows will get farther but also will have some "splash" damage. Just remember to choose an effect that can be used with multiple targets.

I found this while doing experiments with formulas and will be definitely in my project in the future. I hope this can help you.
47
Completed Mods / Re: Auto-SCC Patch
January 13, 2019, 03:39:08 am
Hello there!

Forgive the question, but are you going to release the level cap hack separately? That also would be cool.

Regards.

48
That's pretty awesome man!
Please keep up the good work!
49
War of the Lions Hacking / Re: Archer Skillset
November 28, 2018, 05:05:29 pm
Quote from: Pedro Henrike on November 28, 2018, 03:39:29 pm
I want to change the name of the skills of some classes that I replaced, how do I?
the error appears: DTE for OPEN.LZW failed. The ISO has NOT been modified.


The reason is that sometimes (almost always) you will find this error while patching text for the PSP version. Reasons are unknown but what helps is that you must patch EVERYTHING on one shot. Also you can't use Xifanie Text editor since at the moment is not fully compatible with WotL.
Also, in my personal experience, I did deleted some text in the OPEN.LZW file on the Text Editor, specifically on the names of Units (beats me why). However this method is not 100% effective and I don't why it happen.

In short, is very difficult to patch text for PSP, but is doable, just make sure that you never close the editor and you can make as much changes as you want, even after patching text. The positive part of it is that patching is way more fast than the PSX version and you can see the the changes very quickly.

Good luck.
50
The Lion War / Re: FFT - The Lion War
November 28, 2018, 04:57:45 pm
Quote from: Elric on November 27, 2018, 09:40:03 am
Beta still coming soon. Within the next week or two for sure. I had some setbacks that had to take priority over my initial testing, but we arent off track just yet, only slowed down due to stormy weather ;)


Take your time Cap'n.
51
Event Editing / Re: Story Progression Byte
November 26, 2018, 11:52:26 pm
Thanks a lot for the tip Elric. It took me a while to understand what were you talking about since I don't understand events yet but that helped me to begin the learning process.
Also that program works wonders, I'll try to send you the complete list to update the wiki.

Thanks again for the help.

EDIT: I just finished and got some findings:
I didn't found any progression bytes for 2A, 2C and 31.

Oddly enough the byte 2E appears at event 356 (Victory at Bed Desert) and repeats itself at event 358 (When Orlandu is taken away and Delita is appointed as the leader of the Nanten Knights). I don't know if this common knowledge.

The list is complete to my understanding, let know if the wiki can be updated with this info.

Regards.
52
Event Editing / Re: Story Progression Byte
November 24, 2018, 05:04:02 pm
Yep, the same.

I was wondering if someone finished it. This is mainly for a hack that requires that., the RAD 3.1
53
Event Editing / Story Progression Byte
November 21, 2018, 08:25:33 pm
Hello there!

I was wondering if someone have the complete list of the progression bytes. I check it in the wiki but the list is incomplete. Or if there is somewhere else some pointers will be appreciated.

Thanks in advance.
54
The Lion War / Re: FFT - The Lion War
October 11, 2018, 03:31:49 pm
Quote from: Elric on October 11, 2018, 08:40:10 am
I don't know. Id have to ask Choto about that next time i talk to him. Hopefully this weekend.

Funeral Priest is used in EVTCHR form only. The sprite isn't needed.


That's good then. However I remember playing a hack where this sprite in particular was changed for Serpentarious and at the funeral scene it was preceded by Elidibs himself in Serpentarious form. Perhaps it was a mistake from the hacker himself, but it caught my attention.

Anyways thanks for the info and good day.
55
The Lion War / Re: FFT - The Lion War
October 10, 2018, 07:03:51 pm
Hi there Elric.
Do you know if in the hack for Dark Knight separate jobs can be used? Or different skillsets between male and female?
Or only one job and skillset can be used for both genders?

BTW the sprite of the funeral priest is suppoused to be  used in vanilla. Are you going to used other sprite resource (ETVCH or something)

Anyway the patch is coming great, I have updated my project to be more compatible with this. Keep up the good work.
56
Help! / Re: A little help with ARH 1.32
September 30, 2018, 01:09:35 am
So if I add a skill to ARH and AI tries to use "fun" happen?
Ot they just ignore the conditions and goes ahead?
57
Help! / Re: A little help with ARH 1.32
September 30, 2018, 12:05:54 am
Quote from: Xifanie on September 29, 2018, 08:37:01 pm
I don't know if those strings will be available, but the max entry # for any section is 1024.
No, Tactext doesn't allow you to go past that with its GUI, but you can go beyond that if you edit the .ffttext file, or even better, use my FFTText Editor. http://ffhacktics.com/smf/index.php?topic=11204.0

But whatever you planned sounds pretty complicated and doesn't sound possible to me... at least not super-sleep-deprived me.


Ok just for your consideration, the topic I made earlier regarding the error from TacText was also triggered when going over 5830 Chars Width, in fact adding a single char over that amount triggered it, so I'm unable to add a lot of new names since I'm almost at the limit, so 48 new skillset names might not work, and yes I'm using your Editor, in fact it's really useful. However it won't matter if we can add text on skillsets beyond slot BC.

Regarding the conditionals on skills what I meant was something like this.

Chocobo
Choco Cure --> Enabled for 1st and 2nd tiers
Choco Pellets --> Enabled for 2nd and 3rd tiers
Choco Esuna --> Enabled for 2nd and 3rd tiers
Choco Meteor  Enabled for 2nd and 3rd tiers
Choco Something --> Enabled only for 3rd tier

That way with only one skillset the 3 tiers can use all skills.
58
Help! / Re: A little help with ARH 1.32
September 29, 2018, 08:25:15 pm
Quote from: Xifanie on September 29, 2018, 08:01:37 pm
I don't think those work. I forgot who added those...


Well this is sad. I really needed this to work. I was in the middle of a way to get more skill slots available by removing the first skills of all monsters (which is a regular attack for most of them) and create a sole skillset for the whole type (like chocobos) and use the hack from another member of adding the Attack skill, then by creating conditions each tier would have the skills available to them without creating a skillset for each one, the skills will enable for each tier according to conditions.

I thought of using this and make a skillset to each monster but according to my findings the skillset names section for TacText has a limit (that I reached) and adding names to each one of them would result impossible. This would leave a skillset without names and will look not nice.

If you have spare time perhaps this idea might help you to test this tool you talk about.

Anyway I think I should start thinking of a workaround for this.
59
Help! / A little help with ARH 1.32
September 29, 2018, 07:12:07 pm
Hello there!

I'm trying to use this version since it has more customizable options, but I'm seeing something that I don't understand.
The AND/OR are like conditionals, for lets say
Zodiac // Total JP for summoner = (JP for Lv8)  AND  (X item)  OR  Job (Serpentarious)

Will this means that when reaching  JP and having the item equipped will enable the skill? And by having the Serpentarious job will also enable it without the former requirements?

Also when applying the (=) I cannot add any value that starts with number 1 (01, 1F, 1FF, etc) or an error happens

I unhide all columns to check for errors and in some colums the error #NUM! appears if (=) is present.

I know this might not be for newbies, but a least a little instuctions would help to see what knowledge I'm lacking or what I'm doing wrong

Thanks in advance to anyone that can help

Regards
60
Well this is my last report before going to bed.

Apparently I've hit the maximum of char width amount permitted on Skillset Names of FFTacText. I made a couple of tests and it seems that we will get an error like this one when having more than 5830 of...( I don't know how to call this...character length perhaps?) as the total amount of all your skillset names.

I even tested by adding characters on different places with the same result. Adding a single character after this total amount will trigger this error.

Hope this could be tested by someone else to confirm it.

Good night everybody.