• 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 - Timbo

521
Okay, so I've been playing around with remapping generic skillsets myself lately.  I didn't want to alter the job ring so rather than change the job I changed the skillset.  I specifically gave the Knight the Math Skillset and gave the Calculator the Battle Skillset and then switched their skills around.  The Calculator (Battle Skill) had a maximum of 8 skills and the Knight (Math Skill) was able to use its entire skillset without needing to even learn any of the abilities.  I know this because the Calculator ended up becoming a composite dancer bard and only 8 of its skills became available.

So I did a little testing by maxing out both sets with white magic spells and achieved the above results.  

So, long story short.  It's better to change sprites instead of skillsets.  Now, I have yet to test this last part but I theorize that If you intend to expand your skillset its important to keep the each skillset with its original job.  It appears that it's better to restat and resprite a job then to switch skillsets.

Can anybody confirm this?
522
deleted for redundancy.  I should never be allowed to post so late into the evening.
523
PSX FFT Hacking / Re: MP Drain Bug
April 06, 2010, 01:28:45 pm
If you guys come up with the ASM hack for this, please publish it.  I'd love to use this in my patch.
524
PSX FFT Hacking / Re: Equal Growth Stat balancing.
April 04, 2010, 09:42:56 pm
Thankyou FDC, I'll get right on that.  I should have known to check the BMG, I actually have it open in another tab right now.  Thanks pal.
525
PSX FFT Hacking / Re: Equal Growth Stat balancing.
April 04, 2010, 08:59:37 pm
Okay, how should I explain this....  

In vanilla lets say job X at level 99 has 655 hp.  Now if I modify job X's stat growth his stats are no longer going to be 655, instead they are going to be something different.  This is because the multiplier multiplies the characters accumulated stat growth.

So lets say that a level 99 character has had 10 for HP growth for all 99 levels and its current job has a multiplier of 100.  10growth * 99levels * 100HPmult = 99000.  There is obviously another variable that modifies all this data.  I want the formula so that I can reconfigure job x's growth values and stat multiplier so that I can get a similar result to training a pure job.  

Long story short, I need the formula.
526
I've been playing around with the ENTD over the last couple days.  I think I know how to do that.  Like I said before though, I don't really know what the hell I was thinking.  It's such a complicated attempt to convince my players to keep him, it would be easier to just make him "better".
527
PSX FFT Hacking / Re: Equal Growth Stat balancing.
April 04, 2010, 08:08:31 pm
That makes sense.  What I really want are the formulas for how things are handled.  Is it Stat Growth x Level x Multiplier then?  Also what about Monsters?  Would changing all of the humans effect the NPC's and monsters level of effectiveness?  What I want is to adjust it so that I can get similar results to what a pure level 99 job would look like in vanilla or 1.3.  

Has anybody ever gotten rid of alternate job growth before?
528
PSX FFT Hacking / Equal Growth Stat balancing.
April 04, 2010, 01:43:15 pm
I think I'm turning into one of those "no growth" people.  I don't want to punish my players for deciding at the end of the game that they no longer want ramza to be a melee character.  Has anybody worked out how much to adjust each classes stat multipliers so that every class gets the same growth in every stat, with the end result being the same average stats per level?
529
FFT: ASM'd / Re: FFT: ASM'D!
April 04, 2010, 02:38:27 am
I must of used it like 10 times, on your demo.  On a separate note is the gil stealing part of it hard coded to the Gil Taking slot, by chance?
530
FFT: ASM'd / Re: FFT: ASM'D!
April 04, 2010, 01:31:53 am
You know, maybe I'm crazy FDC but I couldn't your mug to proc to save my life.  It just refused to steal gil of any kind.
531
Well, I thought about that, but then, what if the player dismisses him or lets him die before chapter 2?  It would be kind of weird having him show up again.  You know what, its a terrible idea.  It either muddies the games plot or remains useless.  I seem to remember getting rafa with a boat load of JP to spend, but everything I know about the game says that guest characters are totally unrelated to their permanent  counterparts.

You, know I was thinking about how lousy the idea was as I was typing it.  Poking holes in it and all, but it didn't fully sink in until afterward.  I mean, honestly if we did get a guest version of Rad in the first chapter, its not like he could be used to fight random battles.  So, I'm perfectly fine with leaving him be.  I'll just start him out with more jp.

Thanks anyway.
532
I think I know how to edit the ENTD to pull this off, but I want to know, will it mess anything up to replace one of the six starting characters with a guest version of Rad.  I want to make him sort of usable enough to gain some jp from the beginning of the game, to encourage the players to actually use him once they unlock him in chapter 2.  Also, I cannot remember do Guest JPs carry over to their Permanent counterparts.  If not, then there is no point in giving rad a slightly bigger part in all of this.
533
New Project Ideas / Re: My Patch (Unamed)
April 03, 2010, 12:50:43 am
Way to go FDC.
534
Thanks for checking that for me.  I was just about to give up.  I was pondering giving him high hit rate status effect shots.  Like Poison arrow, Blinding Shot, Assassin's Arrow, Cupid's Arrow, etc.  Then I thought of other status effects like Don't Move and Don't act.  I realized that I'm stepping all over Mustadio's bag.  Since I can't think of any practical ways to create machinist type actions, I better not step on his sniping abilities.  

Thanks alot, we need to make some sacrifices to balance things out a bit.  Below are the original values for the Charge Skills.  Should we make them weaker and make the Counts longer, or should we just leave them as is?  I mean, follow target really makes the actions usable.  I mean without follow target +20 was completely unusable without the help of don't act or stop.  Should I just make the CT counts higher and the power lower or should I just chalk it up to the fact that the archer is otherwise unusable?


These are the original archer actions:
[list=]Charge +1, CT Count 4
Charge +2, CT Count 5
Charge +3, CT Count 6
Charge +4, CT Count 8
Charge +5, CT Count 10
Charge +7, CT Count 14
Charge +10, CT Count 20
Charge +20, CT Count 35[/list]

Is there a formula for .5 or .75 damage somewhere?
535
Oh, I forgot about something.  What happens if you have follow target and you are using a sword instead of a bow, will it still hit, or will the target be out of range?
536
No, I don't want all spells to be interrupted by damage, mages have a hard enough time as it is.  It's just that I haven't played tactics since 2003 and I cannot for the life of me remember some of the games nuances.  I could have sworn some of the attacks in the game were interruptible.  If I make the attacks follow the target, and take longer would they still work correctly.  Also, that would probably make the archer a high priority target for the enemy AI right?

Is there a list of weapon type formula's floating around out there?
537
formerdc, you have been seriously helpful.  

Here is another idea.  What if we can make these pseudo-charge attacks follow the target, can we make these lock-on attacks interruptible by successful attack or possibly damage?

Will the AI be able to use them correctly?

Oh, and I know how to find the ability formulas, its the weapon formulas I can't find.
538
I don't really care if Charge works Rods or not, but I need to find the formula for the various weapon types.  I can't seem to find it in FFTPatcher either.  Where is this formula btw?

Also, formerdc, I'm a little confused by point 5.  Are you saying that the AI enemies will end up canceling their own charge attacks by moving?  Can we also self-inflict a temporary "Don't Move" status condition for the duration of the pseudo-charge?
539
I understood about 1/4 of what you actually said there.  Would it be too much for you to break it down into noobspeak?
540
Thanks for looking into that for me philsov.  So, can I assume that Archer works the same way?  If I change Charge to default, will its original skills (Charge +1, Charge +2, etc) still work?  Is it possible to recreate those skills so they work in a default formula?