• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ildon

1
Version 0.9.81 is now available.


Changes consist of:
- custom title screen added
- custom Milleuda sprite added
- overworld random battles adjusted
- berserk status now cancels charm status
- berserk status now cancels confusion status
- charm status now cancels confusion status
- charm status no longer stacks on top of berserk status
- confusion status no longer stacks on top of berserk status
- confusion status no longer stacks on top of charm status
- edited status message for charm to be more informative
- edited status message for confusion to be more informative

2
War of the Lions Hacking / Re: US to Eur
November 22, 2017, 07:32:51 am
@ exkosikat, If you created your own patch/mod and are experiencing crashes please list the conditions under which the crashes occur.  Also, please give some detail as to what has been modified. 

If the crash occurs in combat when obtaining a crystal then the solution should be found here:
crystal crash fix

The universal slowdown removal patch should be available here:
universal slowdown removal patch
Note: It should be compatible with all versions off FFT: WotL.

If you experience text errors when when you discover items through "move find item" let me know and I will send you a write up for a fix for that as well. 
3
Both the Onion Knight and Mime classes have a slew of reported issues, and as such I have generally avoided trying to make those classes something that they are not.  Aside from editing the innate R/S/M of the classes and linking to Onion Knight to an empty skill set so that they would have something buffer the Attack and Reequip 'commands' in combat. 

I do recall that the last time that I looked at giving the Onion Knight any learnable skills it messed up how the class gained job levels and immediately reset the game and turned it off.  After that I abandoned trying to make the Onion Knight into a relatively normal class. 
4
Quote from: Nyzer on November 16, 2017, 01:52:03 pm
Pretty sure that makes it unlock abilities according to what the Squire job has learned, regardless of what that Job learns.


I'll admit that you managed to get me to double guess myself.  [Snip]

Here's what happened
1: made appropriate changes in FFTPatcher
2: patched a FFT: WotL (US) ISO
3: loaded a test save
4: unlocked Arithmetician on 2 characters (one with squire skills learned and one without)
5: checked Arithmetician skill set on both characters in formation menu... nothing was learned on either character
6: set the skill set on both characters and entered a battle... the skill set had no usable abilities on either character
7: a quick save scum back to the world map then learned abilities in the modified Arithmeticks skill set for both characters
8: entered another battle... the skill set had the appropriate abilities for each of the characters AND the abilities functioned as expected... 


@ Nyzer, did you ever actually test what you stated with version 492 of FFTPatcher and a clean FFT:WotL (US) ISO?  Because if you are still having trouble modifying the "Arithmeticks" skill set I could write up a step by step tutorial for you if needed. 




5
Here are a couple lists for you. 
Note: I did notice a few minor potential issues with some of the codes on the second site while skimming through the list.  Also, I have not tested the codes found on the following sites and as such do not claim that they will function as desired and take no responsibility if they have undesired effects if you choose to make use of them.   
Link 1
Link 2
They do not contain any simple "JP never decrease" codes... Although the "Max Job Pts" codes might be suitable for your desires since you stated that you did not have qualms with "Quick JP Up" codes. 
6
Okay... for the sake of preventing MTCruvinel from being mislead I'll just post the PM that I sent them earlier now that there is some conflicting information in this thread. 

Quote from: Ildon on November 15, 2017, 02:45:19 pm
A few quick questions. 

1: Are you using FFTPatcher version 492?

2: Are you attempting to use chemist/archer/geomancer/dragoon/samurai/ninja/calculator abilities in the list? 
Note: As the abilities from those classes normally do not function as intended or at all outside of specific menu types.

3: Did you go to the "Action Menus" tab of FFTPatcher and change "15"/"Arithmeticks" from "Mathematics" to "Default"?
Note: So long as you are using 'normal' abilities then changing the menu type to "Default" should lead to a usable menu. 

If you are still having issues feel free to PM me with whatever specific details that you can provide and I will attempt to troubleshoot the issue for you. 

If you have resolved the issue on your own or I somehow pointed you in the direction of a fix for your issue then please mark your thread in the help section as solved.  Feel free to take credit for figuring out the issue since all I have really done so far is ask basic questions. 

-Ildon


P.S. Have a nice day and thank you for your time.



Now... So long as MTCruvinel is attempting to modify the U.S. version of FFT: WotL for the PSP, since that is the PSP version that I have done most of my testing of modifications on, they should be able to create a 'normal' skill set for the "Arithmetician" by altering the "Arithmeticks" skill set and action menu 'type'... 

There are some limitations on what can be achieved relating to what I mentioned in section 2 of the PM that I had sent MTCruvinel earlier.  However, nearly all abilities found in skill sets originally "Default" 'type' action menus should function as expected if FFTPatcher version 492 is used and what is mentioned in section 3 is done. 
Note: If a "human" character uses certain non-"human" abilities there will be issues with the animation(s).

I retested this about 20 minutes ago by changing 15"/"Arithmeticks" from "Mathematics" to "Default" in the "Action Menus" tab of FFTPatcher.  Then I changed the original abilities in the "Arithmeticks" skill set to consist of the first eight abilities in the "White Magicks" skill set in the "Skill Sets" tab of FFTPatcher.  After that I patched a copy of the FFT: WotL (US) ISO to apply the changes.  When I loaded a test save the abilities had changed, and in combat the skill set functioned as expected when set as either the primary or secondary skill set. 

@ MTCruvinel, If you have already set your modding version tag in the forums and it does not display you can force it to display by adding a signature that says just about anything. 

@ MTCruvinel, If any clarification is needed/desired feel free to send me a PM like I had mentioned in the PM that I sent you earlier. 
7
Help! / Re: Summoner Ability - Golem glitch
November 12, 2017, 09:31:55 pm
...
8
Help! / Re: Summoner Ability - Golem glitch
November 12, 2017, 07:11:20 pm
...
9
Help! / Re: Summoner Ability - Golem glitch
November 12, 2017, 03:26:21 pm
...
10
You can always edit FFT: WotL for the PSP and then use PPSSPP for android to play the modified game on your phone. 

If that sounds like something you would be interested in doing let me know and I'll try to point you in the right direction on how to accomplish it. 

Edit:
Note: PPSSPP 1.4.2 for Windows caused FFT: WotL to have numerous audio issues the last time that I tested it.  The issues included missing/muffled sound effects in menus and on the world map.  So... if you have similar issues when using a version for android I would suggest adjusting the audio settings and if that fails then use a different version. 
11
Help! / Re: Changing Battle layout and job change sprites
November 10, 2017, 09:32:23 pm
I'm pretty sure that changing formation sprites/portraits involves editing UNIT.BIN, WLDFACE.BIN, and WLDFACE4.BIN which are located in the "EVENT" folder inside fftpack.bin... Well at least that's how I remember doing it. 

There should probably be a tutorial for using FFTEVGRP and CDmage/UMDGen posted somewhere.   
Note: UMDGen is used for modifying the PSP version.

Edit:
12
@ paladin679, I am glad to hear that you are enjoying the mod so far. 

It would appear that you used the second of three methods I intended for players to use to defeat Queklain(CĂșchulainn).  Though you managing to use the traps I placed against him I did not expect to hear honestly.  I figured that part wouldn't happen anytime soon.  Though I suppose that where there is a will there is a way. 

If you want to know about the other two methods I designed the fight to accept let me know and I'll PM you. 


Note:
Version 0.9.81 is probably still about a week out.  Rebalancing the random encounters to not be randomly B.S. easy or wtf frustrating is just a lot of monotonous editing.  On the bright side players will not have to deal with one entry spawning anywhere from two to seven enemies.  So encounters should feel a bit more stable.  This ought to help with skill farming and monster poaching/recruitment in the future. 

Also:
Berserk/Charm/Confusion statuses will behave slightly differently in that they will have a "hierarchy" of sorts.  Details will be in the "quality of life adjustments" patch notes/change log as well as in game status messages once version 0.9.81 is released.



Edit:
Just a progress update...  I have completed all initial ENTD edits and over half of the final ENTD edits.  I guess either blame my laziness or anime for the delay. 

Edit 2:
Another progress update... I have completed all final ENTD edits for the next version as well as the text updates.  Now all that's left is to politely ask the person that's going to make the custom title screen and character sprite to take a break from making outfits/accessories for FO4 and do me a solid. 
13
Help! / Re: Can you change effects of usable items?
November 07, 2017, 07:39:09 am
Changing what items do is rather simple to an extent.  However, making an item both heal and bestow protect to a target may require an ASM hack.   

Step 1: Choose an item to replace/modify. 
Note: Remember that potion, hi-potion, x-potion, and elixir are used by the "auto-potion" reaction ability and as such if you change those items you will change how "auto-potion" behaves. 

Step 2: Open your .fftpatch file with FFTPatcher (current version is 492 tmk) and then select the "Items" tab.

Step 3: Select the item that you wish to replace/modify.

Step 4: Choose a formula that will fit your specific needs.
Thank Philsov for the following information:
"...can import a very limited number of formula into item (namely, anything which can stand its X and Y value to be zero).

Formulas that actually do work with Item:

01 = 1 * WP damage!
02 = WP*WP damage with 25% chance to cast ability/spell (rigging up potion to cast holy is pretty funny when combined with auto-potion!)
03 = WP*WP damage
04 = weak faith-based ice damage
05 = WP*WP damage, 25% chance to inflict status off status table
06 = drain WP*WP damage
07 = Heal WP*WP
09+ = MA% chance to inflict status/quick/ct00/all health but 1/all MP damage (ew)
14 = Golem (with some pretty funky success #'s)
1E/1F = single-target single-hit with truth or untruth formula (quadratic MA!) damage (440 damage from a mage at level 99)
20 = 0 damage, 25% status proc
24 = elemental formula, [PA / 2] * MA damage + status proc
25 = weapon strike
2D = PA * WP, 100% status
31 = [PA/2] * PA damage
32 = PA*3 damage
33 = PA% chance to inflict (ew)
38 = 100% status infliction (or cancel or whatever)
3C = Wish (heal 40%, receive 20% damage)
3E = 100% hp-1 damage (OP!)
43 = Shock (max hp - cur hp damage)
44 = damage HP = current MP (kinda cool, imo, but OP for the player at zodiacs)
45 = Climhazard (targets max - current) damage
52 = self descruct (complete with 100% status) -- imagine auto-potion THEN.
60 = truth formula + 6.25% status
63 = SP*WP damage (throw)"


Step 5: Modify "Enemy level", "Z", and "Inflict Status" fields as desired/needed.

Step 6: Modify "Palette" and "Graphic" fields as desired.
Note: The following may help... Item Palettes

Step 7: Go to the "Abilities" tab in FFTPatcher.

Step 8: Select the ability related to the item you modified and make any desired changes. 
Note: 'Item abilities' start at "0170" and end at "017D"

Step 9: Open your .ffttext file with FFTactext.
Note: Use version 457 for PSP edits.

Step 10: Select "Text" > "QuickEdit"

Step 11: Edit the appropriate entries in the "AbilityNames", "AbilityDescriptions", "ItemNames", and "ItemDescriptions" sections. 


That should get you pointed in the right direction.  For injecting new formulas into the game you will most likely want to use some ASM hacks.  Remember that you will likely be replacing existing formulas to do so. 

Also, here are a couple links that might come in handy for you in the future if you haven't already bookmarked them:
Formulas
Inflict Status


P.S. I think your Sig. should be "Silence! Surrender now or die in obscurity"


Edit:
@ 'Ramza'... As always if you have any further questions/concerns related to this issue feel free to reply.

@ everyone else... If I forgot to mention something, was unclear, or was simply mistaken please feel free to reply/correct my error(s). 
14
Help! / Re: Naming Random Enemys
November 07, 2017, 07:01:46 am
You're welcome.  Please mark the thread as solved if you do not require further assistance. 
15
...
16
Version 0.9.80 is now available.

the main changes consist of:
- performing status now cancels invisible status
- invisible status can no longer stack on top of performing status
- battle chant will no longer persevere
- magickal refrain will no longer persevere
- polka will no longer persevere
- heathen frolic will no longer persevere

These changes were to bring bard/dancer skill sets down in power so that some fights couldn't be made trivial quite as swiftly. 


Beyond those changes there were text edits for charging and float status messages to make them more informative, songs/dances that persevere had special notes added, and job requirement descriptions were edited to include more information. 


Edit:
Version 0.9.81 should consist of:
- An overhaul of nearly all random battles outside of DD/MD. 
- A custom title screen so that it is obvious if the patch applied. 
- A custom sprite for a character that makes an appearance in DD/MD


This will possibly take a week or so to get sorted out for release due to my current schedule.  If by some chance it is released sooner... I probably skipped sleeping or will be pushing it out partially finished. 
17
Help! / Re: Question about Blood Suck
November 04, 2017, 06:03:57 am
...
18
Help! / Re: Multi-Attack Weapons?
October 31, 2017, 09:29:01 pm
Quote from: Nyzer on October 31, 2017, 09:11:50 pm
I think the PSP Patcher has Balthier's Barrage as a formula; the weapon could be changed to use that formula. That said, it can also cause some other minor issues to do so.


Indeed you can set the formula for a weapon to "6A <<Barrage>>" if you are modifying the psp version of the game.  However, if you set inflict status/cast spell then the moment that you use the weapon to attack in combat the game/emulator will crash... And if you have that field left blank then the weapon will not display damage and have 00% chance to hit.  Although it will execute a single attack animation without crashing.  The attack will register as firing at an empty panel even if you targeted a unit in so far as the targeted unit will not react in any way and miss/blocked will not display.  At least that is what happened when I tested crossbows earlier. 

For the PSX version:
In theory a formula for a single hit at say ((WP*PA)/2) with cast spell 100% could be created.  Then the barrage formula could be used for an ability that is not linked to any skill set.  If the Barrage formula that was created for the PSX version takes status effects/elements then those could be set if so desired.  The WP of the item could be scaled to account for 5 equally strong hits at (WP*PA)/2.  This means that at a WP of 1 it would be equiv. to a "normal" weapon with a WP of 2.5, and at a WP of 2 it would be equiv. to a "normal" weapon with a WP of 5. 

I hope that example makes sense to whomever is reading it. 

Edit:
My example for the PSX version assumed that the "Barrage" formula was something along the lines of "DMG_((WP/Y)*PA) #Hit_(X+1) Status PE" with Y=2, X=3 OR "DMG_((WP*PA)/Y) #Hit_(X+1) Status PE" with Y=2, X=3.  Furthermore, the Barrage formula would have to ignore any "cast spell" of a weapon or you may either crash the game or attack repeatedly until the targeted unit dies. 

Also, you may need to create a "Barrage" ability for each different element/status combination that you desire to have. 
19
Help! / Re: Multi-Attack Weapons?
October 31, 2017, 03:26:04 pm
First thing is first...  I need to know which version you are modifying.  So please set your mod tag if you have not, and if you have please create a signature to force it to generate when you post.  Your signature can just have "yeap" or something if you want.  Also, if you are modding both psx and psp versions you'll want to include if the question relates to the psp version pretty much every time you do post or it will be assumed that you are modding the psx version. 

Now.. on to actually trying to help you out.

You have a few options if you are working on the psx version.  Most of your options are doing slightly different things using ASM hacks.  Essentially what you would do is replace a formula that your mod will not be using with your multi-hit formula, and then setting the desired items to use the new formula.  I believe that a Barrage formula was created for the psx version of the game, so some variation of that may be able to produce the result that you want.  However, element and inflict status/cast spell options may be limited since I have not yet tested this.  Although... in theory you might be able to get what you are after.  If ASM hacks could potentially solve this issue for you then I heavily recommend reading up on the ASM hacks section of the forums and politely asking for help if creating the hack proves to be outside of your ability. 

If you are modifying the psp version you likely wont be getting help creating any ASM hacks.  As such you would either have to edit some code by hand or create your own hack to get what you're looking for.  If this doesn't sound like something you personally want to do I can't really blame you.  However, you can always create a new ability and have your weapon use it as "cast spell" or set the "cast spell" to something that already exists.  This of course will prevent the weapon from also having the capacity to inflict status on each separate hit.  If you simply want a flurry of shots that is unreliable you could try having the "cast spell" set to barrage, but that will also prevent options for inflicting statuses. 

20
Help! / Re: Naming Random Enemys
October 31, 2017, 02:40:50 pm
If you are using FFTPatcher v. 492 you can assign a specific name to any enemy in any given battle. 


I'll assume that you have already created a .fftpatch file for the purpose of what follows.
Step 1: Open FFTPatcher (I am using version 492)

Step 2: Select file > open patch... > select your .fftpatch file

Step 3: Select the ENTD tab

Step 4: Find the ENTD entry that contains the unit that you wish to give a specific name to.

Step 5: Select the Unit that you wish to give a specific name

Step 6: Below "Sprite Set" should be "Name"... Select the name you wish to use from the drop down list. 

Now... I'm pretty sure you're thinking to yourself something along the lines of "The names listed are not what I want to use" or at least something along those lines.  Well I have good news and bad news...  The good news is that some of those options can be altered without much impact on the base game.  The bad news is that modifying them will require using FFTactext. 

Since your version mod tag isn't showing up I'm not certain if you are making changes to the psx or psp version of the game.  If you are editing the psp version you will want to use FFTactext version 457 for stability reasons.  Also, you will need to make the edits for fixing the "crystal crash bug" and the "found item name error bug"...  If you are editing the psx version ask Xif or someone else for which version is best. 
Note: if you have selected a version mod tag and it is not displaying in your posts you can fix it by simply creating a signature with anything in it.  My original sig for example was "yeap" simply to force the tag to display. 

My recommendation atm for creating custom names of your own choosing is to replace the names of the mooks you slaughter in the first Orb. Monastery fight.  Then to prevent the mooks from having your potentially awesome custom names simply set the name field for those units in the ENTD to be "Random".  The first Orb. Monastery fight is entry "183" in the ENTD.  Also, keep track of which names you changed to what using FFTactext so that you wont have to go back in to refresh your memory later.
Note: Unit names can be found under:
1.  Text > BOOT.BIN[29E334] > 2: Unit names
2.  Text > OPEN.LZW > 9: Unit names
Make sure that any changes you do are reflected in both locations.  Also, Random names begin around 256 I believe. 

'Ramza', if you have any further questions or concerns please feel free to post them.   

@ everyone else, if I missed a step or was mistaken about this PLEASE post a correction.