Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Razele on January 01, 2009, 02:08:08 pm

Title: Razele's ASM Hacks
Post by: Razele on January 01, 2009, 02:08:08 pm
I'm currently working on Movement and Support Abilities hack.
If you have suggestions, post it here.
Compiled list of movements, supports and items rework :

Compiled list of support abilities
(http://img12.imageshack.us/img12/4681/supportabilityrework.png)

Compiled list of equipment abilities :
(http://img19.imageshack.us/img19/8968/itemslist2.png)


(http://img4.imageshack.us/img4/9664/movementability1.png)

(http://img13.imageshack.us/img13/8372/movementabilityclass.png) (http://img8.imageshack.us/img8/1680/movementabilityreasontl5.png)

Asm Hacks

Chance to get rare items (Default : 31/256 = 12.109375%)
BATTLE.BIN
Numerator : 0x1256E8 (Default : 31)
Denominator : 0x1256D8 (Default : 256)

Gained JP = 1
BATTLE.BIN
0x11794C change 21884300 to 01001134
Note : You can change 01 to any number.


Wall reduces all HP damage to 1
BATTLE.BIN
0x124AE2 change 0x40 to 0x42

0x124B88 change 00000000 to 154E0508

0xEC854
0A000210
00000000
1980023C
982D428C
5B004290
01004230
04000210
00000000
01000234
E52E0608
040062A4
E32E0608
00000000

AI attacks transparent unit v1.1
BATTLE.BIN
0x12FD66 change 0x40 to 0x00

JP scroll glitch fix v1.1
WORLD.BIN
0x3FACC change BE00A294 to D5010508

0x60754
BE00A294
2B205100
03000410
98000434
B67E0408
00000000
B57E0408
00000000

Special characters can do Propositions
WLDCORE.BIN
0xE834 change 0x4A to 0x04

Death Sentence - Ignore Cancel:Dead
BATTLE.BIN
0x11C240
10004230
05004014
20000234
280000A6

Increase Jump damage by 3/2 regardless of weapon
BATTLE.BIN
0x11EEC2 change 0x62 to 0x63

No Starting Items
SCUS_942.21
0x3322C change 05000234 to AA0A0108

Starting Money (2 bytes), default : 2000, max ammount : 65535
SCUS_942.21
0x33304 - 0x33305

Broken / stolen items can be bought back at Fur Shop
BATTLE.BIN
0x126470 change 00000000 to 224E0508

0xEC888
1980043C
982D848C
BA018490
02210400
0F008014
00000000
0D00A010
FF000434
0B00A410
00000000
0580043C
94948434
21208500
00008290
0001432C
02006014
00000000
FE000234
01004224
000082A0
1980023C
902D428C
1D350608
00000000

Katana's chance to break
(http://img212.imageshack.us/img212/2536/katanapt7.png)

SCUS_942.21
0x543EC = Asura
0x543F4 = Koutetsu
0x543FC = Bizen Boat
0x54404 = Murasame
0x5440C = Heaven's Cloud
0x54414 = Kiyomori
0x5441C = Muramasa
0x54424 = Kikuichimoji
0x5442C = Masamune
0x54434 = Chirijiraden

Performing gain evasion and receive 150% damage from physical attack
BATTLE.BIN
0x11E444 change 0x09 to 0x08
0x11F3DC change 0x08 to 0x09

Potion Formula = Max(030,XX% Max HP)
Hi-Potion Formula = Max(070,YY% Max HP)
X-Potion Formula  = Max(150,ZZ% Max HP)

BATTLE.BIN
0x123284 change 902D638C to DE4D0508

Ex:
Max(030,25%) XX = 0x19
Max(070,33%) YY = 0x21
Max(150,50%) ZZ = 0x32

0xEC774
XXYYZZ00
1580033C
00346334
000064AC
040065AC
080066AC
1980043C
DB388490
0300852C
1100A010
00000000
1980063C
982DC68C
2A00C694
1580053C
7437A534
2128A400
0000A590
1800C500
12280000
64000434
1A00A400
12280000
2B204500
02008010
00000000
21100500
0000648C
0400658C
0800668C
1980033C
902D638C
A3280608
00000000

Transparent loses 100% accuracy bonus
BATTLE.BIN
0x11E4D0 change 0x10 to 0x00

No Random Battles
WLDCORE.BIN
0x2770A change 0x40 to 0x00

Defending reduces physical damage by 25%
BATTLE.BIN :
0x11F378 change 5B004290 to 4B4D0508
0x11E48A change 0x40 to 0x42

0xEC52C
21204000
58008390
02006330
03006014
5B008290
E0180608
00000000
CE382384
21106000
40100200
21104300
82100200
CE3822A4
982D228C
5B004290
E0180608
00000000

Wall reduces physical damage by 99%, duration : 1 turn
BATTLE.BIN
0x124AE2 change 0x40 to 0x42
0x11F3BC change 00000000 to D24D0508

0xEC748
5B006290
01004230
02004010
1980043C
CE3880A0
F0180608
00000000


Remove this part if you don't want Wall duration limited by 1 turn (limited by CT instead)
0x1267F0 change 00000000 to D94D0508
0xEC764
01000234
640002A2
FD350608
00000000

Float weak against Wind, Oil weak against Fire
BATTLE.BIN
0x11F464 change 982D428C to B74D0508

0xEC6DC
982D438C
5A006390
40006430
05008014
80006430
09008014
00000000
CF4D0508
00000000
F7384490
10008430
09008014
00000000
CF4D0508
00000000
F7384490
80008430
03008014
00000000
CF4D0508
00000000
CE384384
40180300
CE3843A4
982D428C
1B190608
00000000

Every monster is mountable
BATTLE.BIN
0x10D3E4 change 0x03 to 0x30

46 Undead Oracle is mountable
BATTLE.BIN
0x10D3D8 change 03000292 to 434D0508

0xEC50C
03000292
BAFF4224
03004010
03000292
F8D00508
00000000
FBD00508
00000000

No monster breeding
WORLD.BIN
0x45B6E change 0x40 to 0x42

Mighty Sword ignores equipment presence and hits monster
BATTLE.BIN
0x120A2C change 0xFF to 0xFE
0x120A8C change 0xFF to 0xFE
0x1209EE change 0x42 to 0x02

Selling items at Fur Shop costs 1/4 normal price
WORLD.BIN
0x4374C change 0x42 to 0x82

Buying items at Fur Shop costs 1 x normal price
WORLD.BIN
0x57A04 change 0x43 to 0x03

Formula 4E Dmg_(MA*Y) Hit(100)% becomes 4E Dmg_(MA*Y) Hit(MA+X)%
BATTLE.BIN
0x11F578 change 00000000 to 314D0508

0xEC4C4
F9382290
21104300
902D238C
2A0062A4
60190608
00000000

Formula 4D [Mutilate, Drain Touch]
4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS

Formula 09 [Demi, Demi 2, Lich]
09 Dmg_(Y/100)% * MaxHP Hit_F(MA+X)% becomes 09 Dmg_(Y/100)% * Min(999,MaxHP) Hit_F(MA+X)%

Formula 10 [Life Drain, Drain]
10 AbsHP_(Y)% * MaxHP Hit_F(MA+X)% NS becomes 10 AbsHP_(Y)% * Min(999,MaxHP) Hit_F(MA+X)% NS

BATTLE.BIN
0x11F62C change 00000000 to FF4D0508

0xEC7FC
E803622C
02004014
00000000
E7030334
8D190608
00000000

Formula 4D [Mutilate, Drain Touch]
4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * CurHP Hit_(MA+X)% NS

Formula 09 [Demi, Demi 2, Lich]
09 Dmg_(Y/100)% * MaxHP Hit_F(MA+X)% becomes 09 Dmg_(Y/100)% * CurHP Hit_F(MA+X)%

Formula 10 [Life Drain, Drain]
10 AbsHP_(Y)% * MaxHP Hit_F(MA+X)% NS becomes 10 AbsHP_(Y)% * CurHP Hit_F(MA+X)% NS

BATTLE.BIN
0x11F630 change 0x2A to 0x28

Poison damage from MaxHP/8 to CurrentHP/4
BATTLE.BIN
0x126800 change 0x2A to 0x28
0x12680C change 0xC2 to 0x82

Poison damage from MaxHP/8 to Min(999,MaxHP)/8
BATTLE.BIN
0x126804 change 1980033C to 054E0508
0x126808 change 902D638C to 00000000

0xEC814
E803432C
02006014
00000000
E7030234
1980033C
902D638C
03360608
00000000

Regen heal from MaxHP/8 to Min(999,MaxHP)/8
BATTLE.BIN
0x12682C change 1980033c to 0D4E0508
0x126830 change 902d638c to 00000000

0xEC834
E803432C
02006014
00000000
E7030234
1980033C
902D638C
0D360608
00000000

Soldier Office can rename any units (including humans and special characters)
WORLD.BIN
0x41205 change 0x011 to 0x15

Cannot recruit any soldier from Soldier Office
WORLD.BIN
0x584C6 change 0x43 to 0x03

Blade Grasp trigger : sword attack only
BATTLE.BIN
0x126054 change F6384290 to 5C4D0508
0x12605C change 0x10 to 0x20

0xEC570
D8384390
40200300
21208300
80200400
0680053C
2128A400
BD2EA590
FDFFA524
0100A52C
0300A014
F3384290
17340608
00000224
17340608
00000000

Max of X items per battle
BATTLE.BIN

Replace XX with amount of max items you want per battle
Replace YY with XX + 1

Ex : For 10 max items per battle,
XX = 0x0A
YY = 0x0B

0x11B864 change 21900000 to 6F4D0508
0x119ED4 change 44384294 to 8F4D0508

0xEC5BC
21900000
0580013C
D0972134
1580023C
AC354234
00002390
YY00642C
05008014
00000000
F6FF6324
XX000424
804D0508
00000000
21200300
21180000
804D0508
00000000
000024A0
000043A0
01002124
01004224
01005226
0E00442E
EDFF8014
00000000
1580033C
BB356334
000060A0
1980013C
21900000
1A0A0608
00000000

0xEC63C
1580023C
BB354290
21004014
00000000
1580023C
00344234
000044AC
040045AC
080046AC
21300000
0580023C
D0974234
1580033C
AC356334
00004490
00006590
21208500
6400852C
0200A014
00000000
63000424
000044A0
01004224
01006324
0100C624
0E00C42C
F3FF8014
00000000
01000424
1580023C
BB3544A0
1580023C
00344234
0000448C
0400458C
0800468C
1980023C
44384294
B7030608
00000000

Item innate all v1.1
BATTLE.BIN
0x11A4F0 change FF000234 to 374D0508

0xEC4DC
12006290
FAFF4224
06004010
13006290
FAFF4224
03004010
06000234
000002A2
01001026
FF000234
3D050608
00000000

Equip Change innate all
BATTLE.BIN
0x11A4DE change 0x40 to 0x20

Defend innate all v1.1
BATTLE.BIN
0x11A4CA change 0x40 to 0x20
0x1324D2 change 0x62 to 0x42

Defend Up innate all
BATTLE.BIN
0x11F2E6 change 0x40 to 0x20

Magic Defend Up innate all
BATTLE.BIN
0x11F336 change 0x40 to 0x20

Monster Skill innate all
BATTLE.BIN
0x11B5DE change 0x40 to 0x20

Secret Hunt innate all
BATTLE.BIN
0x120D8E change 0x40 to 0x20

Move Find Item innate all v1.1
BATTLE.BIN
0x1190B8 change 08000012 to 1C4D0508

0xEC470
1B004392
07006010
06004392
42190300
01006330
03006014
00000000
2F000608
00000000
37000608
00000000

Secret Hunt ability isn't needed to enter Fur Shop
WORLD.BIN
0x57166 change 0x40 to 0x20

Require Sword - Require Knight's Sword
SCUS_942.21
0x4CE68 change 0xFD to 0xFC
0x4CE6C change 0x02 to 0x01

Require Sword - Require Ninja Blade / Sword / Knight's Sword / Katana
SCUS_942.21
0x4CE68 change 0xFD to 0xFE
0x4CE6C change 0x02 to 0x04

Undead units receive 0 damage from all healing ability
BATTLE.BIN
0x120378 change 00000000 to 040060A4

Undead units receive 25% max HP damage from Phoenix Down
BATTLE.BIN
0x123334-0x123337 change 00000000 to 82100200

Undead units ignore Phoenix Down
BATTLE.BIN
0x123D22 change 0x42 to 0x02

Equip Crossbow - Equip Crossbow + Bow
SCUS_942.21
0x4CB08 change 0x10 to 0x18

Equip Crossbow - Equip Crossbow + Bow + Gun
SCUS_942.21
0x4CB08 change 0x10 to 0x38

Equip Gun - Equip Pole (Stick) + Bag + Cloth
SCUS_942.21
0x4CB54 change 0x4B to 0x4C
0x4CB5C change 0x20 to 0xE0
0x4CB60 change 0x4B to 0x4C

Equip Gun - Equip Robe
SCUS_942.21
0x4CB54 change 0x4B to 0x4D
0x4CB5C change 0x20 to 0x40
0x4CB60 change 0x4B to 0x4D

Equip Sword - Equip Sword + Knight's Sword
SCUS_942.21
0x4CAD0 change 0x10 to 0x18

Equip Sword - Equip Sword + Knight's Sword + Spear
SCUS_942.21
0x4CACB change 0x90 to 0x94
0x4CAD0 change 0x10 to 0x18
0x4CAD1 change 0x00 to 0x01
0x4CAD7 change 0xA0 to 0xA4

Equip Spear - Equip Rod + Staff + Instrument + Dictionary
SCUS_942.21
0x4CB1C change 0x4B to 0x4A
0x4CB1F change 0x90 to 0x94
0x4CB25 change 0x00 to 0x86
0x4CB28 change 0x4B to 0x4A
0x4CB2B change 0xA0 to 0xA4

Equip Knife - Equip Cloth(Dancer's Weapon)
SCUS_942.21
0x4CAE4 change 0x4A to 0x4C
0x4CAEC change 0x04 to 0x20
0x4CAF0 change 0x4A to 0x4C

Equip Knife - Katana + Ninja Blade
SCUS_942.21
0x4CAEC change 0x04 to 0x24

Equip Axe - Equip Axe + Flail
SCUS_942.21
0x4CB3B change 0x90 to 0x94
0x4CB41 change 0x00 to 0x40
0x4CB47 change 0xA0 to 0xA4

Equip Shield - Equip Rod + Staff
SCUS_942.21
0x4CAAC change 0x4C to 0x4A
0x4CAAF change 0x90 to 0x94
0x4CAB4 change 0x10 to 0x01
0x4CAB5 change 0x00 to 0x80
0x4CAB8 change 0x4C to 0x4A
0x4CABB change 0xA0 to 0xA4

Professor Daravon's Tutorial : Random Events
(http://img3.imageshack.us/img3/5319/daravon01.png) (http://img27.imageshack.us/img27/4680/daravon02.png)

Screenshots :
(http://img244.imageshack.us/img244/6285/reisandherpetbp2.png) (http://img257.imageshack.us/img257/7740/transparentgw6.png) (http://img208.imageshack.us/img208/3992/mightyswordhq9.png)
(http://img128.imageshack.us/img128/6603/prerawstatee9.png) (http://img208.imageshack.us/img208/1592/phoenixdowntj7.png)   (http://img128.imageshack.us/img128/1381/renameagriasnj6.png)
(http://img208.imageshack.us/img208/8818/defendequipchangeinnatevn7.png)



[Pre-Raw Stat]
Ramza
SCUS_942.21
Gender             : 0x4A8A4 value 0x80 Male (0x80 = Male, 0x40 = Female, 0x20 = Monster)
Brave & Faith      : 0x4A914 value 0x46
Level              : 0x4A98C value 0x01 [Affect new recruit level at Soldier Office]
Min Pre-RawHP      : 0x4F124 value 0x1E
Min Pre-RawMP      : 0x4F125 value 0x0F
Min Pre-RawSp      : 0x4F126 value 0x06
Min Pre-RawPA      : 0x4F127 value 0x05
Min Pre-RawMA      : 0x4F128 value 0x05
Head               : 0x4F129 value 0x9D Leather Hat
Armor              : 0x4F12A value 0xBA Clothes
Accessory          : 0x4F12B value 0xD0 Battle Boots
Weapon             : 0x4F12C value 0x13 Broad Sword
Shield             : 0x4F12E value 0xFF <Nothing>
Pre-RawHP Variance : 0x4F146 value 0x02
Pre-RawMP Variance : 0x4F147 value 0x01
Pre-RawSp Variance : 0x4F148 value 0x00
Pre-RawPA Variance : 0x4F149 value 0x00
Pre-RawMA Variance : 0x4F14A value 0x00

Male
SCUS_942.21
Min Pre-RawHP      : 0x4F10C value 0x1E
Min Pre-RawMP      : 0x4F10D value 0x0E
Min Pre-RawSp      : 0x4F10E value 0x06
Min Pre-RawPA      : 0x4F10F value 0x05
Min Pre-RawMA      : 0x4F110 value 0x04
Pre-RawHP Variance : 0x4F13C value 0x02
Pre-RawMP Variance : 0x4F13D value 0x01
Pre-RawSp Variance : 0x4F13E value 0x00
Pre-RawPA Variance : 0x4F13F value 0x00
Pre-RawMA Variance : 0x4F140 value 0x00

Female
SCUS_942.21
Min Pre-RawHP      : 0x4F118 value 0x1C
Min Pre-RawMP      : 0x4F119 value 0x0F
Min Pre-RawSp      : 0x4F11A value 0x06
Min Pre-RawPA      : 0x4F11B value 0x04
Min Pre-RawMA      : 0x4F11C value 0x05
Pre-RawHP Variance : 0x4F141 value 0x02
Pre-RawMP Variance : 0x4F142 value 0x01
Pre-RawSp Variance : 0x4F143 value 0x00
Pre-RawPA Variance : 0x4F144 value 0x00
Pre-RawMA Variance : 0x4F145 value 0x00

Monster
SCUS_942.21
Min Pre-RawHP      : 0x4F130 value 0x23
Min Pre-RawMP      : 0x4F131 value 0x08
Min Pre-RawSp      : 0x4F132 value 0x05
Min Pre-RawPA      : 0x4F133 value 0x05
Min Pre-RawMA      : 0x4F134 value 0x05
Pre-RawHP Variance : 0x4F14B value 0x03
Pre-RawMP Variance : 0x4F14C value 0x01
Pre-RawSp Variance : 0x4F14D value 0x00
Pre-RawPA Variance : 0x4F14E value 0x01
Pre-RawMA Variance : 0x4F14F value 0x01


Ramza's Pre-RawStat
For more info about raw stats, please read FFT BMG.
I'll explain what I found about Pre-RawStat.

As we already know, Ramza has male raw PA (81920) and female raw MA (81920).
The game doesn't store Ramza's initial raw PA as 81920. They store it as 81920 / 16384 = 5.

So, for example, if you want to raise Ramza's starting level to 10,
you can't just change his level to 10.
If you do that, his raw stat still at level 1, which is horrible.

You must modify his raw stat. Since we can't modify his raw stat, we'll modify his pre-rawstat.
This is Ramza's stat growth and multiplier
HPC : 11
HPM : 125
MPC : 11
MPM : 105
SpC : 95
SpM : 107
PaC : 49
PaM : 111
MaC : 48
MaM : 102

Ramza's raw stat in level 10 :
HP : 65-69
RawHP : 860160 - 917497

MP : 25 - 27
RawMP : 401402 - 430070

PA : 6
RawPA : 96662

MA : 4
RawMA : 77569

Sp : 7
RawSp : 107520


Ok, so his RawPA is 96662 at level 10. You can calculate pre-rawstat with this formula :

Pre-RawStat = [RawStat / 16384]

His pre-RawPA at level 10 = 96662 / 16384 = 5.8997802734375
Well, now this lead to problem, since we can only enter integer value, it's 5 or 6 not 5.899
Let's see,
5 will lead his rawPA to 5*16384 = 81920
6 will lead his rawPA to 6*16384 = 98304

Since his normal rawPA at level 10 is 96662,
if we enter his pre-rawPA as 5, he will receive 96662 - 81920 = 14742 rawPA nerf.
if we enter his pre-rawPA as 6, he will receive 96662 - 98304 = 1642 rawPA bonus.

Ramza will get 1638 rawPA growth everytime he levels up, so 6 as pre-rawPA is the right value,
since 5 as his pre-rawPA will cause a huge rawPA nerf.


How to use Pre-RawStat to make females and males equal

FFT BMG quote
Quote
There are some consequences of the initial raw stat distribution:
- females gain more MP and MA on level up than males
- males gain more HP and PA on level up than females
- monsters gain more HP, PA, and MA than either human sex;
monsters gain less MP and Speed than either human sex (though the
Speed stat often rivals or exceeds humans because monster classes
tend to have lower C values for Speed than do human classes).


Ok, we already know that Female is better at magic and male is better at physical in FFT,
this is because there's a difference in their pre-rawStat.

(http://img89.imageshack.us/img89/2575/prerawstatex3.png)

If you raise male Knight from level 1 to 99, and compare it with female Knight,
male Knight will have 4 PA advantage, while female Knight will have 2 MA advantage.

If you raise male Wizard from level 1 to 99, and compare it with female Wizard,
female Wizard will have 4 MA advantage, while male Wizard will have 1 PA advantage.

This is why most people that do SCC pick male if they're using class that use physical attack,
and female if that class use magical attack.

I haven't talked about variance, according to FFT BMG, Monster's raw PA is randomized between 81,920 and 98,303
This is where we got the variance.
Monster's pre-rawPA Variance = (98304 - 81920) / 16384 = 1

To equally balance male and female, just set their pre-rawPA and pre-rawMA to be the same, 5.
Or change male pre-RawMA variance from 0 to 1, while keeping
their pre-rawMA to 4. This will make some males equal in term of magical attack to females, since
their rawMA is randomized between 65,536 - 81,920, instead of 65,536.
Females still better in term of rawMA, since their rawMA are 81,920

(http://img89.imageshack.us/img89/6029/prerawstat2tp6.png)

Credits go to
- Zodiac, for teaching me the basic of asm hack
- All people from Romhacking.net
- All FAQs for FFT at GameFaqs, especially FFT BMG and FFT GS Handbook by Aerostar, Aaditya Rangan, and Town Knave.
- Melonhead, the gameshark codes in FFTPatcher are really helpful.
- Codetwink.com, for providing lots of useful gameshark code.
Title:
Post by: Archael on January 01, 2009, 02:21:11 pm
posting in the best thread on FFH

great job
Title:
Post by: Vanya on January 01, 2009, 03:12:31 pm
Beyond amazing!! There are a lot of things here many of us have been dreaming about. Thank you! ^_^


A question for you.
Can the 'Equip xxxxx' skills be given a new value that will completely change the weapon they allow?
For example 'Equip Sword' -> 'Equip Instrument' or 'Equip Axe' -> 'Equip Staff+Pole'.
Or would that require a more extensive modification?
Title:
Post by: BeoulveBlack on January 01, 2009, 05:06:04 pm
nice...i really don't know what else to say. i will definitely be using some of these
Title:
Post by: Razele on January 01, 2009, 08:29:08 pm
Quote from: "Vanya"Beyond amazing!! There are a lot of things here many of us have been dreaming about. Thank you! ^_^


A question for you.
Can the 'Equip xxxxx' skills be given a new value that will completely change the weapon they allow?
For example 'Equip Sword' -> 'Equip Instrument' or 'Equip Axe' -> 'Equip Staff+Pole'.
Or would that require a more extensive modification?

It's possible, and only require little modification.
Added Equip Knife -> Equip Cloth (Dancer's Weapon)
Title:
Post by: Vanya on January 02, 2009, 12:46:00 am
Cool, thanks. ^_^

If you have time; are these requests reasonable?

Equip Sword -> Swords + Knight Swords + Spears

Equip Knife -> Katana + Ninjato + Poles + Bags

Equip Spear -> Rods + Staves + Instruments + Dictionaries

Equip Axe -> Axes + Flails + Cloths
Title:
Post by: nates1984 on January 02, 2009, 02:02:13 am
Breaking bread in epic thread!

QuoteCannot recruit any soldier from Soldier Office
WORLD.BIN
0x584C6 change 0x43 to 0x03
Title:
Post by: Xifanie on January 02, 2009, 03:11:00 am
Quote from: "razele"Credits go to
- Zodiac, for teaching me the basic of asm hack
I did? I don't remember :O
Title:
Post by: VincentCraven on January 02, 2009, 12:55:15 pm
Pure w1n

I cannot thank you enough Razele.  This covers everything Asmo and I lacked for our patch, as far as I can tell.
Title: Re: Razele's ASM Hacks
Post by: The Damned on January 02, 2009, 01:36:05 pm
Quote from: "Razele"Undead units ignore Phoenix Down
BATTLE.BIN
0x123D22 change 0x42 to 0x02

....

Dammit. Now I have the temptation to bring back Chemist since this was one of the biggest reasons I got rid of it and Chemist refuses to be anything else for some reason.

Curse you for this temptation!

(Also, can we just combine the two threads, Zodiac? Or change the title of one of them to something greatly dissimilar?)
Title:
Post by: Asmo X on January 02, 2009, 09:08:14 pm
yeah this is pretty sick. AI attacking transparent and the PD nerf against undead are crazy good
Title:
Post by: Dominic NY18 on January 02, 2009, 10:20:26 pm
Just awesome.

Between this and Zodiac's ASM hacks, I'm definitely going to start playing around with the PSX version again.
Title: Re: Razele's ASM Hacks
Post by: BeoulveBlack on January 03, 2009, 03:39:43 pm
Quote from: "Razele"Move Find Item innate all
BATTLE.BIN
0x1190BA change 0x00 to 0x01

this can be glitchy; if the monster isn't either of the squidlarkin, goblin, or skeleton varieties (i.e. type 1 or 2) the game will freeze if they walk over one of those trap/treasure tiles
Title:
Post by: Tokwa on January 03, 2009, 05:03:06 pm
dam ur so pro :0
Title:
Post by: Zozma on January 03, 2009, 08:16:43 pm
i didn't know that... i thought anything could find item.. but i guess thats only when other monsters pick up chests...

also... monsters have access to "equip change" with that one active...
Title:
Post by: Janis on January 03, 2009, 10:27:25 pm
I don't get it. Can't one just use the patcher to achieve the same results?
Title:
Post by: VincentCraven on January 03, 2009, 10:32:58 pm
Nope.

And the innate all's allow for more than 4 innates, just to point out.
Title:
Post by: The Damned on January 03, 2009, 10:51:39 pm
Quote from: "BeoulveBlack"this can be glitchy; if the monster isn't either of the squidlarkin, goblin, or skeleton varieties (i.e. type 1 or 2) the game will freeze if they walk over one of those trap/treasure tiles

That's nice to know considering I gave some of my monsters Innate Move-Find Item. One of them was Goblin but I'm pretty sure the other one wasn't. I'll have to change that now I guess.

Quote from: "Zozma"also... monsters have access to "equip change" with that one active...

Now if only we could get the computer to use Equip Change (or Defend).  :wink:

Quote from: "Janis"I don't get it. Can't one just use the patcher to achieve the same results?

The only one that can achieved through just straight FFTPatcher is adding Innate [Insert R/S/M here] to everyone and everything, but a)that takes up space that can be saved as VincentCraven pointed out and b)that only works for Support and Movement abilities. If you manually try to add a Reaction to everyone, like say Weapon Guard, then that Reaction will overtake all other reactions that you try to equip always.
Title:
Post by: Zozma on January 04, 2009, 04:02:54 am
@ the damned:

yeah... that sux the ai wont use defend... :(
only if they are equipped with it....
Title:
Post by: Gamesoul Master on January 04, 2009, 12:26:07 pm
Definitely epic.

If I had to make a request, it'd be an expansion of the request I made in the other thread. Basically, to have some of these changes more fully explained and expanded upon. Like the "Equip Sword" skill... if it weren't too much work, it'd be nice to simply have the different values usable to make it whatever we want (or at least an explanation of how to achieve this, for instance if each weapon value were listed, and then an explanation on how to mix-and-match them).

And that "Mighty Sword" hack... Is that simply a modification to the 2E formula (just curious)?
Title:
Post by: Kokojo on January 04, 2009, 01:22:48 pm
Wait so i could give everyone innate defend up and magic defence up? I want it!

I lovezors you razele.
Title:
Post by: Razele on January 04, 2009, 01:51:36 pm
- Fixed AI to properly use Defend with "Defend innate all" hack
- Restrict Move Find Item innate all for humans only
- Added Equip Sword - Equip Sword + Knight's Sword + Spear
- Added Equip Spear - Equip Rod + Staff + Instrument + Dictionary
- Added Defend Up innate all
- Added Magic Defend Up innate all

About Equip Change on AI, I don't know if AI really use Equip Change.
I give Agrias "Equip Change", removed all of her equipments, set her AI from "Fight for life" to "Run like a rabbit" but
she never uses "Equip Change" in battle.


Equip Knife -> Katana + Ninjato + Poles + Bags
Equip Axe -> Axes + Flails + Cloths
Not possible because of space limitation. Reasons :

1. Items are divided into 4 group

(http://img381.imageshack.us/img381/9620/itemgroupxi9.png)
I'll provide some example :

- It's possible to merge two adjacent group together, ex : Equip Gun -> Equip "Instrument + Book" (group 2) + "Shield + Hat" (group 3)
- It's not possible to merge two distant group, ex : Equip Sword -> Equip "Axe + Rod" (group 1) + "Bag + Armor" (group 3)
- It's possible to change one group to another group, ex : Equip Axe (group 1) -> Equip Shield + Helmet (group 3)
Because there's not enough space to write the asm instruction.

2. "Equip XXX" functions are located in SCUS_942.21
Since I don't have enough space to write asm code in SCUS_942.21, I have to use WORLD.BIN / BATTLE.BIN
BATTLE.BIN is only loaded in battle, so I have to pick WORLD.BIN.
I can write a jump instruction to WORLD.BIN and write a function to change "Equip Axe" to "Equip Axe + Flail + Cloth".
It will works fine in world map, but when you enter battle, the game will load BATTLE.BIN, not WORLD.BIN
Bad things will happen if you use "Equip Change", since the game know you have "Equip Axe", it will jump
to the address in WORLD.BIN, but WORLD.BIN isn't exist anymore in the memory.

These requests will be pending until Zodiac find the safe area to write asm code in SCUS_942.21


QuoteIf I had to make a request, it'd be an expansion of the request I made in the other thread. Basically, to have some of these changes more fully explained and expanded upon. Like the "Equip Sword" skill... if it weren't too much work, it'd be nice to simply have the different values usable to make it whatever we want (or at least an explanation of how to achieve this, for instance if each weapon value were listed, and then an explanation on how to mix-and-match them).
There's a few reason why I don't explain it in detail what I found :

1. Even without my explanations people with a bit asm language can find "Require Sword" check easily in the game under 5 minutes.
2. The documentation can be long, and I don't like to write a long pages.
3. You need asm knowledge to modify how things work in the game. Even after you read my explanation, it's still hard to implement the changes without a bit of asm knowledge.

To understand "Equip Sword" function you must know bitwise operation, which is a bit hard to explain.
I'll explain how I modify "Require Sword" to "Require Knight's Sword",
since "Require Sword" hack only require a bit explanation.


First, every item in the game is classified into a few types :

Item Type
0x00 Nothing
0x01 Knife
0x02 Ninja Blade
0x03 Sword
0x04 Knight Sword
0x05 Katana
0x06 Axe
0x07 Rod
0x08 Staff
0x09 Flail
0x0A Gun
...
There's more, you can see it in fftpatcher.

This is how the game check if an item is really a "sword" if "Require Sword" is checked in fftpatcher.
For example, we will use Defender. Defender is a 0x04 Knight Sword in item type.
The game subtract Defender's item type, 0x04 Knight Sword with 3 and check if the result < 2
0x04 - 3 = 1, so it is a "sword"

Let's check 0x01 Knife.
0x01 - 3 = -2.
-2 < 2 in signed mode, but the game check it in unsigned mode, so -2 become 65,534
65534 > 2, so it is not a "sword"

With a simple logic, you can modify "Require Sword" to "Require Knight Sword"
Just change the subtract modifier from 3 to 4 and check if the result < 1.
1. Let's check 0x03 Sword
0x03 - 4 = -1
-1 < 1 in signed mode, but the game check it in unsigned mode, so -1 become 65,535
65535 > 1, so it is not a "sword"

2. Let's check 0x04 Knight's Sword
0x04 - 4 = 0
0 < 1, so it is a "sword"


Well it's easy if I explain that in human language.
Unfortunately, to modify that in the game you must understand asm language.
This is how "Require Sword" works in asm :

0005c660:  lbu r2,0x2ebd(r1)     [load item type]
0005c664:  nop
0005c668:  addiu r2,r2,0xfffd    [decrease r2 by 3]
0005c66c:  sltiu r2,r2,0x0002    [check if r2 < 2, set r2 to 1]
0005c670:  beq r2,r0,0x0005c68c  [if r2 equal to zero, it's not a sword, jump to 0x5c68c]

After I modified "Require Sword" to "Require Knight's Sword"

0005c660:  lbu r2,0x2ebd(r1)     [load item type]
0005c664:  nop
0005c668:  addiu r2,r2,0xfffc    [decrease r2 by 4]
0005c66c:  sltiu r2,r2,0x0001    [check if r2 < 1, set r2 to 1]
0005c670:  beq r2,r0,0x0005c68c  [if r2 equal to zero, it's not a sword, jump to 0x5c68c]

QuoteAnd that "Mighty Sword" hack... Is that simply a modification to the 2E formula (just curious)?  

There's 2 Equipment check, to check whether you wear 0xFF Nothing, if yes, give 00% hit chance.
Monster wears 0x00 Nothing, since 0x00 Nothing is different than 0xFF nothing, Mighty Sword should work on monster,
but the game check if the target's gender is Male / Female / Monster. If it's monster, give 00% hit chance.

Quote from: "Kokojo"Wait so i could give everyone innate defend up and magic defence up? I want it!

I lovezors you razele.
Added Defend Up innate all and Magic Defend Up innate all
Title:
Post by: Vanya on January 04, 2009, 02:23:56 pm
Thanks for the explanation and ASM hacks, dude! You rock! ^_^
Title:
Post by: The Damned on January 04, 2009, 03:17:58 pm
Quote from: "Razele"- Fixed AI to properly use Defend with "Defend innate all" hack

....

I believe these lyrics explain my current feeling on the situation:


GALINDA:
What is this feeling,
So sudden and new?

ELPHABA:
I felt the moment
I laid eyes on you;

GALINDA:
My pulse is rushing;

ELPHABA:
My head is reeling;

GALINDA:
My face is flushing;

BOTH:
What is this feeling?
Fervid as a flame,
Does it have a name?
Yes! Loathing
Unadulterated loathing



Seriously, though, thank you so very much.

I'm curious how the computer uses Defend, though considering they can use it at every possible opportunity. That's something I've been a bit afraid of despite wanting the AI to be able to use Defend.


QuoteAbout Equip Change on AI, I don't know if AI really use Equip Change. I give Agrias "Equip Change", removed all of her equipments, set her AI from "Fight for life" to "Run like a rabbit" but
she never uses "Equip Change" in battle.

As with Defend, the computer has never been able to use Equip Change. Hence why I was winking at Zozma since it shouldn't be a problem that all monsters have Equip Change.

Also, thank you for the impromptu item lesson. I had been wondering why some item combinations were impossible.
Title:
Post by: Vanya on January 04, 2009, 07:19:42 pm
Quote from: "Razele"Equip Knife -> Katana + Ninjato + Poles + Bags
Equip Axe -> Axes + Flails + Cloths
Not possible because of space limitation.

Are these Possible then?

Equip Axe -> Axes + Flails
Equip Crossbow -> Crossbows + Bows + Guns
Equip Knife -> Katana + Ninjato
Equip Gun -> Poles + Bags + Cloths

I guess I should explain what I'm doing since I'm going to bother you with another request.
My hack is going to include a special job called 'Freelancer'. The freelancer is my repository job so that other jobs don't have to have skill slots used up with common stuff. They are built off of the Chemist so they come with all the Item skills for free and can be used to learn all 6 weapon equip skills. That's why I'm trying to get all weapon types except knives into 6 skills.

Once again, Thank You for all your help! ^_^

PS- I was wondering if it would be difficult to make an 'Innate All' hack where all units get a specific skill set added to their action menu below 'Equip Change'? Basically I was thinking of trying to give all units a new 'Items' command so I could use the Chemist job for something else entirely. I'm just curious at this point since I was satisfied with my Freelancer job as a good alternative. Thanks again again! ^_^
Title:
Post by: Zozma on January 04, 2009, 09:01:44 pm
is this one complicated?

make it so the  "monster" gender doesnt disable equipping items.

currently you can make a monster equipped with an item in entd editor.. and they will have the item in the menu and when u select "reequip" but the item doesnt show in battle nor does its affects work....
Title:
Post by: Vanya on January 04, 2009, 10:09:30 pm
I'd like to know that too because it probably also has a link to the Mime job not being able to equip item. ^_^
Title:
Post by: Armony on January 05, 2009, 12:11:54 am
QuoteAre these Possible then?

Equip Axe -> Axes + Flails
Equip Crossbow -> Crossbows + Bows + Guns
Equip Knife -> Katana + Ninjato
Equip Gun -> Poles + Bags + Cloths

If I understand this correctly, I know two of these

Equip Crossbow -> Crossbows + Bows + Guns
SCUS_942.21
0x4CB08   0x10 change to 0x38

Equip Knife -> Katana + Ninjato
SCUS_942.21
0x4CAEC   0x04 change to 0x24

Feel free to correct me if I'm wrong, but I think I got how these work, at least for staying in the same column.

Also, if you have the time for another equip request Razele, could you do Equip Shield -> Rod + Staff please?

I'm going to put Shield in with Equip Armor in what I'm working on, so I plan on using Equip Shield for caster weapons, since none of them have equip skills.
Title:
Post by: Razele on January 07, 2009, 12:17:51 pm
- Added Equip Axe - Equip Axe + Flail
- Added Equip Crossbow - Equip Crossbow + Bow + Gun
- Added Equip Knife - Equip Katana + Ninja Blade
- Added Equip Gun - Equip Pole (Spear) + Bag + Cloth
- Added Equip Shield - Equip Rod + Staff
- Added Item innate all
- Added Formula 4E Dmg_(MA*Y) Hit(100)% becomes 4E Dmg_(MA*Y) Hit(MA+X)%

QuoteI'm curious how the computer uses Defend, though considering they can use it at every possible opportunity. That's something I've been a bit afraid of despite wanting the AI to be able to use Defend.
Defend is the best possible action when they're not doing any useful actions.
Unless we give AI some restriction, they will use it most of the time.

Quoteis this one complicated?

make it so the "monster" gender doesn't disable equipping items.

currently you can make a monster equipped with an item in entd editor.. and they will have the item in the menu and when u select "reequip" but the item doesn't show in battle nor does its affects work....

It's complicated, and the game doesn't use gender to determine whether an unit can set equipment or not. It uses Job ID.
Before the game check whether a unit can wear equipment or not the game read lots of useless
variable, like HP Multiplier, Innate, and do lots of useless stuff. That useless function hide the real function that
determine whether an unit can set equipment or not. Also, there's two possibilities how the game check whether an unit
can set equipment or not.

1. If Job ID is in range 0x3C..0x49 and 0x5D..0x9F, disable EQ change.
2. There's a variable stored in each Job that determine whether that Job can change EQ / Abilities.

The best example for this case is 0x3D Knight. Although they can wear several EQ (Sword, Knight Sword, Armor, etc),
the game doesn't allow you to set their Abilities / Equipments.
Title:
Post by: Zozma on January 07, 2009, 12:24:26 pm
so if i specifically want to make job 46 able to equip + mountable?
Title:
Post by: Vanya on January 07, 2009, 12:26:53 pm
Thanks again for the edits Razele! You rock, dude! ^_^

Quote from: "Razele"- Added Equip Gun - Equip Pole (Spear) + Bag + Cloth

Is this "Pole + Polearm + Bag + Cloth" or "Polearm + Bag + Cloth" or "Pole + Bag + Cloth"?
The way you wrote it is a tad confusing.

Edit:
Wait! Formula 4E didn't work the way it said in the patcher?
Title:
Post by: Gamesoul Master on January 07, 2009, 12:58:15 pm
Thanks a bunch Razele. I understand that some explanations would be quite difficult... I was pretty much just wondering what you've now answered. That's a really odd method they use for checking for a sword (a little drawn out for what should be a single line of code).

@Vanya: He must have meant "Pole + Bag + Cloth", since that's the only combination where all three are in the same group, and he stated earlier that the Equip abilities can currently only use types from one group at a time (until he figures out where he could safely write extensions to this).
Title:
Post by: Vanya on January 07, 2009, 01:21:45 pm
No they can be pairs of adjacent groups too. I was looking at the changes and I think it's "Polearm + Bag + Cloth".
I'm trying to see if I can change Polearm to Pole, but I don't think I understand the relation between the hex and the ASM well enough.
Title:
Post by: LastingDawn on January 07, 2009, 03:55:46 pm
My hero! Thank you Razele! That makes the Invoker a complete class! Well done, sir! Well done! With that, every basic class is finished, by basic I mean... Knight, Archer, Invoker, Cantor, for this demo... Also, quite interesting work for the other Equip X, you're really making them extremely versatile!
Title:
Post by: Vanya on January 07, 2009, 06:42:27 pm
I discovered a small problem when Innate Item All, Innate Defend All, and Innate Equip Change All are used at the same time.

If all three are active and the unit has 2 skill sets the menu's graphics glitch on the bottom half of the last command on the list.

Also, I noticed that if the unit is a chemist they have Item listed twice.
Title:
Post by: Zozma on January 07, 2009, 06:52:17 pm
hmm i didnt do the "item all" thing but did equip change all and defend all and those two have no problems
Title:
Post by: Vanya on January 07, 2009, 07:20:09 pm
It's not a problem with them directly. If you have too much stuff on the menu it glitches the graphics 'cause it wasn't programmed to handle that many lines of text.

Also, I have an idea for the double Item problem.
I tested some stuff out. And because of the way that the game handles the Mime job it is a perfect place to put the Item skill set. The game won't display the mime's skill set even if it has auto-learned skills in it.

The only problem is that the mime won't record skills learned on the menu; only those it started with. Also, if it has skills available to learn the player can enter the lean skill screen. If the mime could be forced to learn all the skills in it's set automatically and block the learn option completely it would be perfect. It would house the item skills & still function perfectly as a mime. Plus if the mime's normal options, except the ability to learn skills, were unlocked it could house the Item set and be more useful as an Onion Knight or Freelancer.
Title:
Post by: Armony on January 08, 2009, 02:58:11 pm
Thank you very much Razele.
Title:
Post by: Razele on January 09, 2009, 04:59:36 am
- Fixed Equip Gun - Equip Pole (Stick) + Bag + Cloth
- Fixed Item innate all to show once with Chemist
- Added Every monster is mountable + screenshot

Quoteso if i specifically want to make job 46 able to equip + mountable?
In other words, I haven't found out how to make monster equip items.
Instead of 0x46 job id 0x38 can equip Items

Riding a monster give you several status immunities.
It's almost the same as Zodiac status immunities, except for Crystal, Dead, Faith, Innocent, Charm.

(http://img442.imageshack.us/img442/9361/ridergainstatusimmunitycs5.png)

If you ride a monster, the monster also cured from the following status :
(http://img88.imageshack.us/img88/377/monsterstatuscuredau7.png)

Credits to Notti for the original information.
Title:
Post by: Asmo X on January 09, 2009, 12:42:16 pm
I once tested riding other monsters just by swapping the chocobo sprite but it doesnt look very good. The Chocobo seems to be a 2 part sprite where if you rode it and looked at it from behind, the rider, if i remember correctly, would then be behind the tail feathers but in front of the head. If you use other sprites, you'll notice that the rider is just always behind the mount which looks kind of dumb, especially when you look at it from behind. I wonder if the other sprites could be made in the same format as the chocobo.

Anyway, good hacks.
Title:
Post by: Vanya on January 09, 2009, 12:57:55 pm
Maybe if you re drew them all using the chocobo as a template and changed all their spite types to chocobo?

Anyhow, once again a thanks and a cheers to Razele, weaver of ASM dreams!! To, Razele!!
Title:
Post by: Zozma on January 09, 2009, 04:39:05 pm
Quote from: "Razele"In other words, I haven't found out how to make monster equip items.
Instead of 0x46 job id 0x38 can equip Items


yes, but.... if his gender is set to monster it will disable this right?

plus if his equipment is not sealed isnt that also linked to the fact that he would be able to change jobs too?

also... at what point do jobs become "sealed" meaning they cant change jobs? i always assumed that after a certain point they were all sealed but i donno which number. but if job 38 can equip items in the menu then it can change jobs... that would mean its not useable as the special choco.. thats why i chose 46
Title:
Post by: The Damned on January 09, 2009, 05:00:46 pm
Quote from: "Razele"- Added Item innate all.

...Curse your constant temptations.

I'm rather curious about this, though. Not because I would utilize it (well, I might, but items would likely have to be greatly overhauled in addition to being accompanied by that lovely "Undead give Phoenix Down the finger" ASM hack), but it seems like it might be related to several problems we've been having: giving Item (or Throw) to as abilities to other jobs sets and being able to change Item, Throw, Jump, Geomancy & Draw Out.

I really need to start getting into stuff outside of FFTPatcher. I feel so useless.
Title:
Post by: Zozma on January 09, 2009, 05:20:31 pm
yo raz, since there were a few glitches in the first place would you be able to fix these glitches?

Jp Scroll Glitch

Duplicate Weapon glitch

i especially want the dupe weapon glitch fixed because a big part of my game is making money scarce for a while.
Title:
Post by: Gamesoul Master on January 09, 2009, 08:11:24 pm
Would be nice to see a fix for the JP Scroll glitch. Sometimes while playing, it's really hard to resist the temptation... LOL. Though I usually only do it for Chemist, because I'm used to pretty much every other game allowing access to whatever items you may have. And I rarely use items either way, so it's not a big deal for me.
Title:
Post by: Zozma on January 09, 2009, 08:29:07 pm
i've never tried to use the glitch for jp but i did dupe Knight swords and rare katana's with the sword dupe glitch.

which i dont want you to be able to do in my game bcause then you could sell them, and money isn't supposed to be as easy to come by in my patch. shop selling price is cut to 1/4 the norm to try to make it a waste to sell stuff..
Title:
Post by: Razele on January 11, 2009, 11:13:26 am
- Added JP scroll glitch fix
- Added Selling items at Fur Shop cost 1/4 normal price
- Added Buying items at Fur Shop cost 1 x normal price

Quoteyes, but.... if his gender is set to monster it will disable this right?
No. I set Ramza's gender as monster and he still able to equip items, abilities and change job. Job ID number (0x01 Squire, 0x05 Holy Knight, 0x06 Arc Knight)  is the one that disable equipment change, class change, etc).

Quotealso... at what point do jobs become "sealed" meaning they cant change jobs?
I don't know, see my theory in my previous post about equipment. I assume the same goes to Abilities, Items, and Change Job restriction.

Quotewhich i dont want you to be able to do in my game bcause then you could sell them, and money isn't supposed to be as easy to come by in my patch. shop selling price is cut to 1/4 the norm to try to make it a waste to sell stuff..
If you changed Shop sells price to 1/4 normal price, then you should change Fur Shop price too.
Fur Shop sold items at 1/2 normal price and if you bought anything from Fur Shop, it cost half the normal price.

A few note about JP Scroll Glitch :
QuoteQuote From TheDan's FAQ :
And here's the trick: If the ability the cursor is now pointing to
a) costs more JP than you currently have (ie, it's "dimmed out" )
OR
b) it has already been learned

JP Scroll glitch method B is easier to fix, and doesn't need extra space, but method A needs extra space to fix.
That's why I use extra space in WORLD.BIN
This fix should eliminate instant 9999 JP gain from JP scroll glitch.
Title:
Post by: Vanya on January 11, 2009, 12:04:45 pm
Once again we are amazed by your ASM skill. Thank you again! ^_^


Quote from: "Razele"
Quoteyes, but.... if his gender is set to monster it will disable this right?
No. I set Ramza's gender as monster and he still able to equip items, abilities and change job. Job ID number (0x01 Squire, 0x05 Holy Knight, 0x06 Arc Knight)  is the one that disable equipment change, class change, etc).

So is there a table that the game's code checks to disable certain things?

Does this mean that "fixing" the Mime job is as simple as finding where the game checks for the Mime's job ID and disabling the check?


I have another request that you might find interesting to execute. ^_^
Can you make defending status reduce physical damage received by say 1/4 instead of increasing evade by 2x?

I think may of us would like to have a defending status that actually works like in every other Final Fantasy. Thanks! ^_^
Title:
Post by: Zozma on January 11, 2009, 02:00:37 pm
sweet thx for the job 46 fix and jp scroll thing :( :D )
Title:
Post by: Zozma on January 11, 2009, 02:57:17 pm
uh oh... i just tried hellcry punch on a character with innate maintinance and it missed completely
Title:
Post by: Xifanie on January 11, 2009, 03:55:40 pm
Oh well, I made a JP scroll glitch fix too.
It was a bit trickier than I expected because I didn't want to remove the page scrolling.

In the end I was just too lazy to add it somewhere on the forum or the wiki.

by the way how does your version works? Mine doesn't require extra space and prevents the cursor for moving; yet still allows page scrolling while learning an ability.
So you can scroll down/up all you want the cursor will stay on the same ability and will learn THAT one.
Title:
Post by: VincentCraven on January 11, 2009, 04:08:17 pm
Hey Razele,

Do you know how to disable monster egg making?

I want to get rid of them because I cannot set their brave/faith or their Zodiac compatibility.

Let me know if you know of a solution.
Title:
Post by: Gamesoul Master on January 14, 2009, 01:56:09 pm
I like the sound of Zodiac's fix better... ;)
Title:
Post by: Razele on January 15, 2009, 05:36:45 am
- Added no monster breeding
- Added defending reduces physical damage by 25%

Quoteby the way how does your version works?

I change

AvailableJP = AvailableJP - AbilityJPCost

to

if (AbilityJPCost <= AvailableJP)
  AvailableJP = AvailableJP - AbilityJPCost



Okay, let's say we fight against Level 99 Rofel 1.3 with 21 PA and Chaos Blade.
Let's calculate how much damage can be reduced if we use Protect + Defend + Defense Up and Rofel hit you with Chaos Blade,
assuming you and Rofel have neutral compatibility :

(http://img512.imageshack.us/img512/5147/physicaldamagereductioncf2.png)
Title:
Post by: Asmo X on January 15, 2009, 06:26:37 am
Thanks for that monster breeding fix in partiuclar. Vincent and I needed that.

I don't know how difficult this might be, but I was wondering if it would be possible to make changes to some status effects. Could Berserk, for instance, be temporary and allow player control? Also, I was wondering if it would be possible to make it so that the only penalty for being a frog is that one takes more damage. So skills would still be usable and the "frog attack" (PA*br/100) is removed so that attacks do damage consistent with their human forms. Finally, could petrify be made temporary? I tested this and berserk a while ago and it can't be done with the patcher. Thanks
Title:
Post by: VincentCraven on January 15, 2009, 08:19:06 am
Wow, I'm impressed.  Thank you Razele!
Title:
Post by: Vanya on January 15, 2009, 11:18:56 am
Thanks again, Raz! You're the man! ^_^

Edit: One small problem with the Defend hack. My BATTLE.BIN file ends at 0x155167. I have the US version of the ISO.
Title:
Post by: Archael on January 15, 2009, 11:42:55 am
1.3 Rofel hits harder than that.. he has innate ATTACK UP

it's more like 670 damage

anyway great job on the Defending

will deffo include that in 1.3
Title:
Post by: Archael on January 15, 2009, 12:07:15 pm
yo razele

Defending reduces physical damage by 25%
BATTLE.BIN :
0x18646C change 5B004290 to 4B4D0508
0x11E48A change 0x40 to 0x42


???

0x18646C

???

I can't see past

0x155160 on the FFT battle.BIN
Title:
Post by: Archael on January 15, 2009, 04:30:33 pm
Spoke with Zodiac about it, shouldn't it be:


0x11F46C change 5B004290 to 4B4D0508 ???

0x11E48A change 0x40 to 0x42

0xEC52C
21204000
58008390
02006330
03006014
5B008290
E0180608
00000000
CE382384
21106000
40100200
21104300
82100200
CE3822A4
982D228C
5B004290
E0180608
00000000
Title:
Post by: Vanya on January 15, 2009, 05:12:28 pm
I tried looking for this "5B004290" and it was nowhere to be found.
Title:
Post by: Archael on January 15, 2009, 05:27:49 pm
Quote from: "Vanya"I tried looking for this "5B004290" and it was nowhere to be found.

It's here:

0x11F46C


However I tested it and it doesn't work.. so something's up
Title:
Post by: Dokurider on January 15, 2009, 06:22:09 pm
You've been had!
Title:
Post by: Kokojo on January 15, 2009, 07:58:51 pm
Razele, i have a request for you. I wish to have no random battle, is it possible ? Thanks.
No need to do it now, but that would be cool.
Title:
Post by: Razele on January 15, 2009, 09:02:52 pm
- Fixed Blade Grasp to trigger against sword attack only

QuoteEdit: One small problem with the Defend hack. My BATTLE.BIN file ends at 0x155167. I have the US version of the ISO.
QuoteSpoke with Zodiac about it, shouldn't it be:
0x18646C change 5B004290 to 4B4D0508 ???
Fixed. I paste the wrong address. It is for memory address.

Defending reduces physical damage by 25%
BATTLE.BIN :
0x11F378 change 5B004290 to 4B4D0508
0x11E48A change 0x40 to 0x42

0xEC52C
21204000
58008390
02006330
03006014
5B008290
E0180608
00000000
CE382384
21106000
40100200
21104300
82100200
CE3822A4
982D228C
5B004290
E0180608
00000000


Quote1.3 Rofel hits harder than that.. he has innate ATTACK UP
You mistake Rofel for Vormav. Vormav has innate Attack Up in 1.3, but Rofel doesn't have it.
(http://img113.imageshack.us/img113/8084/divineknightyw2.png)

QuoteFinally, could petrify be made temporary
Every time your unit is hit with a few status, like regen, there's a counter,
and the counter is decreased every "clocktick" by one, until zero.
See the memory address below :

Status #1              0x1926E4
Status #2              0x1926E5
Status #3              0x1926E6
Status #4              0x1926E7
Status #5              0x1926E8
Counter Poison         0x1926E9
Counter Regen          0x1926EA
Counter Protect        0x1926EB
Counter Shell          0x1926EC
Counter Haste          0x1926ED
Counter Slow           0x1926EE
Counter Stop           0x1926EF
Counter Wall           0x1926F0
Counter Faith          0x1926F1
Counter Innocent       0x1926F2
Counter Charm          0x1926F3
Counter Sleep          0x1926F4
Counter Don't Move     0x1926F5
Counter Don't Act      0x1926F6
Counter Reflect        0x1926F7
Counter Death Sentence 0x1926F8


There's no storage area for status other than Poison - Death Sentence.
This makes things a bit complicated, since I have to move the counter for status X to other place.
Also, since the game never intend to make other status have counter, I have to reset the unit condition manually
after he is freed from that status (ex : unit with petrify status will have grey color, his CT is stopped, etc).

Short answer : It's not impossible, but not as easy as other hack.
Title:
Post by: Asmo X on January 15, 2009, 09:05:03 pm
That's ok, don't worry about it
Title:
Post by: Archael on January 15, 2009, 09:06:46 pm
Thanks for the quick update!

QuoteYou mistake Rofel for Vormav. Vormav has innate Attack Up in 1.3, but Rofel doesn't have it.

EDIT: You're right, my bad

gonna go test it now
Title:
Post by: The Damned on January 15, 2009, 09:38:26 pm
I'm curious about the Defending patch. Does it sacrifice the double evasion to allow for the 25% reduction of physical damage?
Title:
Post by: Archael on January 15, 2009, 09:59:58 pm
Quote from: "The Damned"I'm curious about the Defending patch. Does it sacrifice the double evasion to allow for the 25% reduction of physical damage?

Yes. Evasion bonus is removed with this ASM hack.


@ Razele: Tested, works perfectly. Thanks again.
Title:
Post by: The Damned on January 15, 2009, 10:05:01 pm
Ah, I speculated as much after I saw you mention it the first time. I just wanted confirmation.

Normally I would find the change of such an otherwise useful function troubling, but considering I'm likely going to use the Innate Weapon Guard and Global C-EV patch among others (and this is different yet still equally useful function), this particular patch actually helps me (and others) quite a bit in conjunction with those.

Thank you Razele (though I am still curious about the Item thing I asked earlier when you get the chance).
Title:
Post by: VincentCraven on January 15, 2009, 10:06:13 pm
Hey Razele,

Is it possible to put a lower cap on the number of items that can be held at a time?

Like instead of being 99, only be able to carry 10 Potions and 10 Phoenix Downs, etc.?

Asmo and I are trying to avoid nearly limitless sandbagging by the player.
Title:
Post by: The Damned on January 15, 2009, 10:08:50 pm
Since VincentCraven brings it up, I'm curious if there's a way to limit the AI's items as well.
Title:
Post by: Vanya on January 15, 2009, 10:39:16 pm
Thanks, a lot, Raz! You are definitely helping to perfect FFT hacking! ^_^

I would also like to inquire about item stock limitations. Both Vincent & Damned bring up good ideas.
Title:
Post by: Dominic NY18 on January 17, 2009, 02:11:54 am
Is it possible to alter an ability (like the unused Silent Walk) so that it has an effect like FFTA/A2's Monkey Grip (allows you to hold a two-handed weapon in one hand)?
Title:
Post by: Zozma on January 17, 2009, 02:25:57 am
razele

is it possible to make it so "Float" status includes being weak to Wind?
Title:
Post by: Asmo X on January 18, 2009, 11:38:20 am
Sorry, another request. It looks like transparent units can get hit themselves 100% of the time. Any way of letting them keep evasion while they are transparent?
Title:
Post by: Razele on January 18, 2009, 12:53:03 pm
- Added X items limit / battle
Longest asm hack I wrote so far. Took 15% of free space from BATTLE.BIN

10 max items limit per battle example :
Before battle, you have 99 Potions, 6 Hi-Potions and 50 X-Potions
In battle, you will have 10 Potions, 6 Hi-Potions and 10 X-Potions
You use 5 Potions, 2 Hi-Potions and 10 X-Potions in battle.
After battle, you will have 94 Potions, 4 Hi-Potions and 40 X-Potions

QuoteI'm curious about the Defending patch. Does it sacrifice the double evasion to allow for the 25% reduction of physical damage?

No, I don't sacrifice the original Defending code. If you want Defending to reduce physical attack by 25% and double your evasion,
don't change 0x40 to 0x42, keep it as 0x42.

QuoteIs it possible to alter an ability (like the unused Silent Walk) so that it has an effect like FFTA/A2's Monkey Grip (allows you to hold a two-handed weapon in one hand)?
It's not possible, same reason as Equip Knife -> Katana + Ninjato + Poles + Bags

QuoteSince VincentCraven brings it up, I'm curious if there's a way to limit the AI's items as well.
It's not possible, too complicated.
I have to make AI take another best action, if their Potion / Phoenix Down is run out, which is not possible.

Quoteis it possible to make it so "Float" status includes being weak to Wind?
Yeah, this one is possible. I will merge this hack with Oil fix to save space.

QuoteSorry, another request. It looks like transparent units can get hit themselves 100% of the time. Any way of letting them keep evasion while they are transparent?
It's already done before.

Transparent lose 100% hit rate
BATTLE.BIN
0x11E4D0 change 0x10 to 0x00
Title:
Post by: VincentCraven on January 18, 2009, 01:03:46 pm
O_O

"Ask, and ye shall receive."

O_O

Edit: I inquired about Transparent hack too, but Voldemort phrased it better
Title:
Post by: Archael on January 18, 2009, 01:07:42 pm
It's already done before.

Transparent lose 100% hit rate
BATTLE.BIN
0x11E4D0 change 0x10 to 0x00


I think I'm getting confused with how you worded this.

Does that mean that Transparent units lose their 100% accuracy bonus?

or that Transparent units re-gain their Evasion while Transparent?
Title:
Post by: Razele on January 18, 2009, 01:36:05 pm
Quote from: "Asmo X"Sorry, another request. It looks like transparent units can get hit themselves 100% of the time. Any way of letting them keep evasion while they are transparent?

(http://img167.imageshack.us/img167/1253/scus9422119012009011934vh2.png) (http://img443.imageshack.us/img443/5194/scus9422119012009012439pg2.png)
Are you sure ? There's no change in hit rate when I hit Agrias, in transparent status or not.

QuoteI think I'm getting confused with how you worded this.

Does that mean that Transparent units lose their 100% accuracy bonus?

or that Transparent units re-gain their Evasion while Transparent?
I assume Asmo wants Transparent units lose their 100% accuracy bonus.
Title:
Post by: VincentCraven on January 18, 2009, 01:43:18 pm
As far as Asmo told me, those pictures confirm what he wanted: Transparent units to be able to evade.
Title:
Post by: Asmo X on January 18, 2009, 01:48:35 pm
Yeah thanks. That settles that. Moving on.
Title:
Post by: Vanya on January 18, 2009, 03:38:40 pm
I'm very impressed by the item limit hack. Bravo! ^_^

I have one for the Transparent status that might make it more in line with the FF6 version of it. Could you make transparent units have 0% evade when being targeted by magic?

And I have another that might make an interesting challenge for you. Could you make the 'Wall' status last only one turn and only block physical attacks & skills? Basically, make 'Wall' act like 'Defending' but have reduce physical damage by 100%.

Thanks for all of your awesome hacks! ^_^
Title:
Post by: Xifanie on January 18, 2009, 05:27:15 pm
I wasn't able to contact you on IRC so I'll ask it here.

I haven't been able to figure this yet  but I need to find how the game knows the next location for the next storyline event.

This is the only info I have so far:
0x800578D4 Next storyline event
0x8009F254 Current World Map location
Title:
Post by: Razele on January 19, 2009, 11:47:59 am
- Float status weak against Wind
- Oil status weak against Fire

QuoteI wasn't able to contact you on IRC so I'll ask it here.

I haven't been able to figure this yet but I need to find how the game knows the next location for the next storyline event.

This is the only info I have so far:
0x800578D4 Next storyline event
0x8009F254 Current World Map location

Need more info about it, like city / battle list.

Important note regarding space limitation in BATTLE.BIN :
To write custom asm hack (ex : Defending hack, max items per battle, etc ) I require space in BATTLE.BIN
According to Zodiac, the safe area to write custom asm instruction in BATTLE.BIN : 0xEBD54 - 0xECB8B (3,640 bytes)
From that space, I only take half of them, 0xEC470 - 0xECB8B (1,820 bytes)
0xEBD54 -  0xEC46F is reserved for other member, like Zodiac or SentinelBlade.
And, I already use 728 bytes, or 40% of the space.
If one custom asm hack requires 10 asm instruction, or 40 bytes, that means we have 27 asm hacks left.
Not all asm hack requires additional space in BATTLE.BIN, some simple asm hack like "Every monster is mountable", or
"Equip Spear - Equip Rod + Staff + Instrument + Dictionary" doesn't eat space in BATTLE.BIN
Title:
Post by: philsov on January 19, 2009, 01:44:57 pm
This is extremely low priority, but I've always been curious about this:

When a mime mimics a spell, and it triggers Critical Quick, the unit's CT is set to 154.  And its only under these circumstances, as far as I know.  Otherwise its the standard 100 CT.  Any insight as to the cause?
Title:
Post by: Dominic NY18 on January 19, 2009, 02:10:27 pm
I thought it might have been impossible. May I ask then is it possible to make Hamedo trigger against monster attacks?
Title:
Post by: Archael on January 19, 2009, 02:20:34 pm
Quote from: "Dominic NY18"I thought it might have been impossible. May I ask then is it possible to make Hamedo trigger against monster attacks?



IIRC AFAIK you can already do that by changing the monster attack / skill's formula to a weapon formula

^ ^

might be wrong tho
Title:
Post by: Razele on January 20, 2009, 01:30:15 am
QuoteWhen a mime mimics a spell, and it triggers Critical Quick, the unit's CT is set to 154. And its only under these circumstances, as far as I know. Otherwise its the standard 100 CT. Any insight as to the cause?

Based on my testing, Quick / Critical Quick set unit's CT to 255, not 100.
That's why unit with Quick get first priority other than unit with 100 CT.
I also test this with mimicked spell, and it still set CT as 255, not 154.

I don't know about 154 CT, since I never experience that case, but it's probably because of overflow.
CT is 1 byte, and 1 byte limit = 255.
Title:
Post by: philsov on January 20, 2009, 09:08:36 am
QuoteQuick / Critical Quick set unit's CT to 255, not 100.

Hm.

CT rolls over -- a unit with 102 CT who acts and moves is then set to 2 CT.  Wouldn't 200+ CT result in a double turn?
Title:
Post by: VincentCraven on January 20, 2009, 11:29:55 am
Quote from: "Razele"Important note regarding space limitation in BATTLE.BIN :
To write custom asm hack (ex : Defending hack, max items per battle, etc ) I require space in BATTLE.BIN
According to Zodiac, the safe area to write custom asm instruction in BATTLE.BIN : 0xEBD54 - 0xECB8B (3,640 bytes)
From that space, I only take half of them, 0xEC470 - 0xECB8B (1,820 bytes)
0xEBD54 -  0xEC46F is reserved for other member, like Zodiac or SentinelBlade.
And, I already use 728 bytes, or 40% of the space.
If one custom asm hack requires 10 asm instruction, or 40 bytes, that means we have 27 asm hacks left.
Not all asm hack requires additional space in BATTLE.BIN, some simple asm hack like "Every monster is mountable", or
"Equip Spear - Equip Rod + Staff + Instrument + Dictionary" doesn't eat space in BATTLE.BIN

Well, if you do happen to run out of space, feel free to make use of my designated area (0x000EAF1C - 0x000EBD53).  I have thus far only modified formulae and pre-existing hacks, so if you happen to need a few more hacks after running out, it's there.
Title:
Post by: Razele on January 20, 2009, 12:14:08 pm
QuoteWell, if you do happen to run out of space, feel free to make use of my designated area (0x000EAF1C - 0x000EBD53). I have thus far only modified formulae and pre-existing hacks, so if you happen to need a few more hacks after running out, it's there.

Ok, thanks.
I don't know there's other safe space area beside mine.
Zodiac, which area do you use in BATTLE.BIN ?
Is there any other safe area in BATTLE.BIN ?

Quote from: "philsov"Hm.

CT rolls over -- a unit with 102 CT who acts and moves is then set to 2 CT.  Wouldn't 200+ CT result in a double turn?

No. The game apply normalization to the unit's CT :

If CT equal to 255 , set CT to 0
Else CT = CT - ([CT / 100] * 100)]

199 CT will lead to double turn, but 200 CT won't.

Examples :

CT       = 250
Final_CT = 250 - ([250 / 100] * 100)
         = 250 - (2           * 100)
         = 250 - 200
         = 50

CT       = 199
Final_CT = 199 - ([199 / 100] * 100)
         = 199 - (1           * 100)
         = 199 - 100
         = 99

CT       = 102
Final_CT = 102 - ([102 / 100] * 100)
         = 102 - (1           * 100)
         = 102 - 100
         = 2

CT       = 200
Final_CT = 200 - ([200 / 100] * 100)
         = 200 - (2           * 100)
         = 200 - 200
         = 0
       

In Math :

Unit's current CT = 250

CT0  = $FA [250]

CT1  = CT0 * $51eb851f
CT1  = $FA * $51eb851f
CT1  = $5000000046

       Hi Lo
CT1  = 50 00000046


CT1  = Hi
CT1  = $50 [80]

CT1  = [80 / 32]
CT1  = 2

CT2 = CT1 * 2
    = 2   * 2
    = 4 + CT1
    = 4 + 2
    = 6

CT2 = CT2 * 8
    = 6   * 8
CT2 = 48

CT2 = CT2 + CT1
    = 48  + CT1
    = 48  + 2
    = 50

CT2 = CT2 * 4
    = 50  * 4
    = 200

Final CT = CT0 - CT2
         = 250 - 200
         = 50

This is how the game normalize the CT, in asm.
Current CT = 199

00182ac8: >nop                            

r2=0x000000c7  [Current CT = 199]
r23=0x000000ff [255]
00182acc:  bne r2,r23,0x00182adc           [Check if Current CT equal to 255, if no, jump to 0x182adc]
00182ad0:  lui r2,0x51eb                  
00182ad4:  j 0x00182b0c                    
00182ad8:  sb r0,0x0039(r17)               [Current CT equal to 255, set CT to 0]
00182adc:  ori r2,r2,0x851f                
r2=0x51eb851f

r19=0x000000c7 [199]
00182ae0:  andi r4,r19,0xffff              [ r4 = r19         ]
r4=0x000000c7  [199]                       [ r4 = 199         ]

r2=0x51eb851f
r4=0x000000c7
00182ae4:  multu r4,r2                     [r4*r2, store the high byte in hi, low byte in lo]
hi=0x0000003f
lo=0xae147b19

00182ae8:  mfhi r3                         [ r3 = hi          ]
r3=0x0000003f [63]                         [    = 63          ]

00182aec:  srl r3,r3,0x05                  [ r3 = r3 / 32     ]
r3=0x00000001                              [    = 63 / 32     ]
                                           [    = 1           ]

00182af0:  sll r2,r3,0x01                  [ r2 = r3 * 2      ]
r2=0x00000002                              [ r2 = 1  * 2      ]
                                           [ r2 = 2           ]

00182af4:  addu r2,r2,r3                   [ r2 = r2 + r3     ]
r2=0x00000003                              [ r2 =  2 + 1      ]
                                           [ r2 =  3          ]  

00182af8:  sll r2,r2,0x03                  [ r2 = r2 * 8      ]
r2=0x00000018 [24]                         [ r2 =  3 * 8      ]
                                           [ r2 =  24         ]

00182afc:  addu r2,r2,r3                   [ r2 = r2 + r3     ]
r2=0x00000019 [25]                         [ r2 = 24 + 1      ]
                                           [ r2 = 25          ]

00182b00:  sll r2,r2,0x02                  [ r2 = r2 * 4      ]
r2=0x00000064 [100]                        [ r2 = 25 * 4      ]
                                           [ r2 = 100         ]

r4=0x000000c7
r2=0x00000064
00182b04:  subu r4,r4,r2                   [ r4 = r4   - r2  ]
r2=0x00000063                              [ r4 = 199 - 100  ]
                                           [ r4 = 99         ]

r4=0x00000063
r17=0x8019268c
00182b08:  sb r4,0x0039(r17)               [store current CT as 99]
Title:
Post by: Cheetah on January 20, 2009, 01:17:56 pm
How about a fix so only one skill can actually be learned from picking up a crystal instead of all of them?
Title:
Post by: Vanya on January 20, 2009, 01:21:11 pm
Actually, I wouldn't mind a fix like that. Maybe also a modification that prevents ANY skills from being learned from crystals. ^_^
Title:
Post by: philsov on January 20, 2009, 01:30:23 pm
nice read.  thanks for the info Raz =D
Title:
Post by: DarthPaul on January 20, 2009, 02:06:39 pm
Your view is amazing, I have book marked you.



Lol.
Title:
Post by: Zozma on January 20, 2009, 04:12:31 pm
thanks raz for the float thing :D
Title:
Post by: Xifanie on January 20, 2009, 10:44:09 pm
as you're the main asm hacker I doubled your space

Razele
0x000EBD54 - 0x000ED9C3

You know have about 10% of kanji space at your disposal. ;o
Title:
Post by: VincentCraven on January 21, 2009, 08:18:42 am
I don't know if this is just a problem between Asmo and I, but are Secondaries and R/S/Ms sometimes selected to "nothing" when random.

If so, can we get rid of the "nothing" option?
Title:
Post by: Razele on January 21, 2009, 01:07:06 pm
- Added No Random Battles
Credits to Codetwink.com for the original gameshark code

Quoteas you're the main asm hacker I doubled your space

Razele
0x000EBD54 - 0x000ED9C3

You know have about 10% of kanji space at your disposal. ;o
Thanks Zodiac :D


QuoteI don't know if this is just a problem between Asmo and I, but are Secondaries and R/S/Ms sometimes selected to "nothing" when random.

If so, can we get rid of the "nothing" option?

Did the units get enough JP to purchase the R/S/M ?
Title:
Post by: VincentCraven on January 21, 2009, 03:17:48 pm
Well actually, we've had several theories as to why this may be the case, but here's the scenario:

For both of us, every ability is set to cost 0JP and have 100% learn rate.
For both of us, sometimes the AI has blank secondaries (abilites are all random).

Asmo seems to have problems with the AI having access to the Chemist class skills even though chemist requires lv8 in all classes.  This also appears to have the side effect of making every other class with lv8 required in every class to be unlocked for AI as well.

I was not having the problem with Chemist being unlocked, but I assume that's because I had all the skillsets of classes we didn't want (lv8 required in every class) emptied out so that nothing could be learned from them.


Don't do anything just yet, because I have more testing to do, but I thought I'd throw the question out there in case there was an easy answer.  I think the problem was only with secondaries, so the R/S/Ms are probably okay as-is.
Title:
Post by: nates1984 on January 22, 2009, 04:34:25 am
I have a request.

Change formula 08 from MA*Y to MA*MA

When you use an ability using this formula memory offsets 0x187208, 0x18721C, 0x18722C are all used, but I just can't get this shit to work. I tried jumping to some empty space after the last one and just writing a MA*MA calculation from scratch, but that didn't work either. I tried to add "lbu r2,0x0037(r2)" right before the last mult, and changing the last mult to "mult r2,r2", but that kept returning a 0. I don't think "0x0037" is the units MA. I got the idea that the units MA is "0x0037" from here: http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking)

It jumps to 0x1871F0 and then goes through the mult commands at those offsets, but I don't know where it is before that.

If those are the right memory offsets, that would put the formula at about 0x120208 in battle.bin, and that's nowhere near where you have to edit to change other formulas.

I've spent about 6 hours on this. I'm making a major fuck-up somewhere. None of the mult commands from 0x185ADC to 0x187204 change the damage of a spell using the formula.

I did a breakpoint at the first of those offsets and just "step into" for what seemed like an eternity and didn't come across any other mult commands.

On the plus side I found part of the code used to determine accuracy from zodiac compatibility (0x1859B8), at least I think it's zodiac, it isn't equipment. I followed that with "step into" and it lead me to another mult command (0x7c02210), but when you set that as a breakpoint the game instantly breaks, so it must be something else.

So yeah, if I could just see what you'd do to change it it'd probably teach me a good bit, plus it's one less edit I have to do for my patch. =P
Title:
Post by: Razele on January 22, 2009, 11:54:26 am
1. You got wrong memory address for MA * Y formula
2. Base Class Address + 0x0037 is the unit's MA
3. The right step would be :
- Put read breakpoint on the unit's MA.
- Put read breakpoint on the unit's temp MA.

00186568:  lui r3,0x8019                  
0018656c:  lhu r3,0x38ce(r3)               [ r3 = MA ]
00186570: >lui r2,0x8019                  
00186574:  lhu r2,0x38d0(r2)               [ r2 = Y  ]
00186578:  nop                            
0018657c:  mult r3,r2                      [ MA * Y  ] change this to mult r3,r3 [MA * MA]
00186580:  lui r3,0x8019                  
00186584:  lw r3,0x2d90(r3)                
00186588:  ori r2,r0,0x0080                
0018658c:  sb r2,0x0025(r3)                
00186590:  mflo r2                        
00186594:  jr r31                          
00186598:  sh r2,0x0004(r3)


Formula 08 Dmg_F(MA * Y) becomes Dmg_F(MA * MA)
BATTLE.BIN
0x11F57E change 0x62 to 0x63
Title:
Post by: philsov on January 22, 2009, 11:57:29 am
Quote from: "nates1984"I have a request.

Change formula 08 from MA*Y to MA*MA

Can't you simply just use Truth's formula and set Y to 0?
Title:
Post by: Asmo X on January 22, 2009, 12:15:11 pm
But then wouldn't it be MA*[MA/2]?
Title:
Post by: philsov on January 22, 2009, 12:17:16 pm
Quote from: "Asmo X"But then wouldn't it be MA*[MA/2]?

Shows how often I use her and her damaged goods :oops:
Title:
Post by: Zozma on January 22, 2009, 03:45:49 pm
Raz,with your defend all edit, Enemy monsters can defend with AI but  party monsters dont have access to it...... is there a way to make party monsters have it without putting it in an innate slot?
Title:
Post by: Razele on January 23, 2009, 01:12:29 pm
Even after I gave Defend as their support ability or as innate, the Defend menu still didn't show on monsters.
If we can't make Defend menu show on monster, it's not possible to do this hack, since monsters have different menu structure than humans.
Title:
Post by: Zozma on January 23, 2009, 03:50:26 pm
having "defend" as one of the 4 innates will allow them to use defend.

and the ai uses defend XD hehe, but most monsters  have space to use defend in one of their innates anyway. no biggy i suppose

the real deal is that friggin formula 2E  and missing maintinance lol...
Title:
Post by: Gamesoul Master on January 23, 2009, 05:37:35 pm
It's rather nice to see all this happening, especially with it showing what some of our *actual* limitations are. Only disappointing part is that most of *these* hacks aren't something that could be easily implemented into FFTPatcher. Isn't a huge deal, just that it's generally nice to be able to keep everything in one place. Though at least the stuff that can't be included in FFTPatcher (if that program even gets an update with all the "new" stuff that's come out in the last half year) can be considered "advanced" changes.

So... editing formulas. Is there any significant limitation on what can be changed (besides space limitations)?
Title:
Post by: Vanya on January 23, 2009, 06:39:03 pm
Actually, I don't think it would be difficult to add ASM hacks to the patcher. In fact, I've seen a system of ASM hacks being applied and removed via simple check boxes in at least one game specific editror. It really isn't anything more complicated than instructing the patcher to write a number of bytes to a specific file in a specific place. As a game editor,FFTPatcher already does that. ^_^
Title:
Post by: nates1984 on January 23, 2009, 06:55:40 pm
Woot! Thank you Raz, that cleared things up for me.
Title:
Post by: Razele on January 23, 2009, 09:15:59 pm
Quote from: "Zozma"having "defend" as one of the 4 innates will allow them to use defend.

and the ai uses defend XD hehe, but most monsters  have space to use defend in one of their innates anyway. no biggy i suppose

the real deal is that friggin formula 2E  and missing maintinance lol...

I gave Boco innate Defend and I didn't see Defend menu after I choose Act.

(http://img110.imageshack.us/img110/2350/chocoboxu1.png)(http://img207.imageshack.us/img207/8408/chocobo2ks4.png)
Title:
Post by: Zozma on January 23, 2009, 09:43:41 pm
oh my bad, i guess its only my special boco and things like ultima demons and such that can use it. since the game thinks they are "humans" because of their skillsets
Title:
Post by: Asmo X on January 24, 2009, 10:25:52 am
Hey Razele, would it be easy to make it so that when a unit is transparent their magic is unevadeable too?
Title:
Post by: Razele on January 24, 2009, 11:18:38 am
- Wall reduces physical damage by 100%, duration : one turn

Quote from: "Asmo X"Hey Razele, would it be easy to make it so that when a unit is transparent their magic is unevadeable too?

Unevadeable ? You mean transparent unit can cast magic at 100% hit rate ?
Wouldn't that make status magic too powerful ?
Imagine 100% Don't Act / Sleep / Frog with AOE.
Also, Transparent status expires when a unit act (charging a spell).
Title:
Post by: Asmo X on January 24, 2009, 11:27:25 am
Well the way concentrate works is that it cancels the enemy's ability to evade. The innate innacuracy of the spell still remains. So like, if it has MA+X% chance to hit, that would still be the case, it just would no longer stack with the enemy's ability to evade it.

And if a unit has always:transparent, it wont wear off during charge, right?
Title:
Post by: Vanya on January 24, 2009, 11:28:07 am
Sweet! ^_^

Now my knights can have the Guard ability! ^_^
Title:
Post by: VincentCraven on January 24, 2009, 11:36:03 am
Hey Razele,

How hard would it be to make every item available at every shop?

If it's just a whole lot of grunt work but you know how to do it, I'd be more than happy to just hear how I'd go about doing it.
Title:
Post by: Razele on January 24, 2009, 11:43:56 am
Quote from: "Asmo X"Well the way concentrate works is that it cancels the enemy's ability to evade. The innate innacuracy of the spell still remains. So like, if it has MA+X% chance to hit, that would still be the case, it just would no longer stack with the enemy's ability to evade it.

And if a unit has always:transparent, it wont wear off during charge, right?

The current Transparent status already ignore the target's magical evasion.

[Transparent]
Appearance:  Character is translucent
Description:  Character is ignored by computer-controlled units.  Attacks
made by a Transparent character ignore all evade percentages -- physical
AND magical.  Transparent is cancelled at the end of any AT during which
the Transparent character takes an action or the Transparent character
takes any damage.
Add with:  Sunken State (R), Secret Clothes (1), Vanish Mantle (1),
           Setiemson (1)
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave,
              act with Transparent unit, damage Transparent unit
Duration:  player-determined


Quote from: "VincentCraven"Hey Razele,

How hard would it be to make every item available at every shop?

If it's just a whole lot of grunt work but you know how to do it, I'd be more than happy to just hear how I'd go about doing it.

Zodiac already found out how to do it :
http://www.ffhacktics.com/wiki/Shop_Selling_Lists (http://www.ffhacktics.com/wiki/Shop_Selling_Lists)
Title:
Post by: Asmo X on January 24, 2009, 11:58:32 am
Well there you go. Shows how much i use transparent (never). Thanks.
Title:
Post by: Vanya on January 24, 2009, 12:17:17 pm
Tested the Wall hack, but there seems to be a problem. It isn't reducing damage at all. I think it might be clearing the wall status when the next unit's turn starts instead of when the affected unit's next turn starts.

I double checked to make sure I typed it in correct. I did.

I tried it out in two battles. At Orbonne Monastery I perma-stopped everyone except Ramza & Gafgarion. And I did the same at the first event at Mandalia Plains with Ramza and Delita.

At Orbonne, the wall effect was always gone when I check Ramza's status with Gafgarion after Ramza applied wall to himself.

At Mandlia, The wall status was still there on Delita's turn, but he still did damage to Ramza.

I tried both with physical and magical damage skills with the same results.
Title:
Post by: Archael on January 24, 2009, 12:22:59 pm
That's a shame.. I really hope he gets to fix it, Wall being a new status (it even has the description and text properly already in-game) would be very useful for new projects and their jobs
Title:
Post by: Vanya on January 24, 2009, 12:26:48 pm
It would be great to have a complete Knight job for my classics patch.

BTW, Razele, could the wall be made to force the defending pose like defending does? It isn't imperative, so don't worry about it if it's too much of a hassle. ^_^
Title:
Post by: VincentCraven on January 24, 2009, 12:27:07 pm
Quote from: "Razele"Zodiac already found out how to do it :
http://www.ffhacktics.com/wiki/Shop_Selling_Lists (http://www.ffhacktics.com/wiki/Shop_Selling_Lists)

Even Better! Thanks.
Title:
Post by: Vanya on January 24, 2009, 12:38:32 pm
Quote from: "Razele"[Transparent]
Appearance:  Character is translucent
Description:  Character is ignored by computer-controlled units.  Attacks
made by a Transparent character ignore all evade percentages -- physical
AND magical.  Transparent is cancelled at the end of any AT during which
the Transparent character takes an action or the Transparent character
takes any damage.
Add with:  Sunken State (R), Secret Clothes (1), Vanish Mantle (1),
           Setiemson (1)
Cancel with:  Dispel Magic, Despair, Despair 2, Odd Soundwave,
              act with Transparent unit, damage Transparent unit
Duration:  player-determined



You know, from reading this, it occurs to me that if wall had transparent's visual effect it would already make a better transparent effect than transparent. This would be especially true with the addition of that last hack.

And likewise, if Transparent didn't have the visual effect the ignored by enemies thing it would make a better 'concentrating' status. It would be like having a perfect Aim ability as it was in FF4. And the don't ignore hack is already done, too. ^_^
Title:
Post by: Razele on January 24, 2009, 12:57:33 pm
Quote from: "Vanya"Tested the Wall hack, but there seems to be a problem. It isn't reducing damage at all. I think it might be clearing the wall status when the next unit's turn starts instead of when the affected unit's next turn starts.

I double checked to make sure I typed it in correct. I did.

I tried it out in two battles. At Orbonne Monastery I perma-stopped everyone except Ramza & Gafgarion. And I did the same at the first event at Mandalia Plains with Ramza and Delita.

At Orbonne, the wall effect was always gone when I check Ramza's status with Gafgarion after Ramza applied wall to himself.

At Mandlia, The wall status was still there on Delita's turn, but he still did damage to Ramza.

I tried both with physical and magical damage skills with the same results.

(http://img515.imageshack.us/img515/9047/scus9422125012009003855mt1.png)

Weird. Working fine for me.
Agrias has Wall, and receive 0 damage from Ramza :
I'm using Poison trigger. Poison give the unit damage after the unit finished act.
So, Wall status expire after the units finished their act.
In your case, if you cast it on yourself, it will expire after you 'Wait', or Move and Act. Try to make other cast Wall on Ramza.

Instead of stopping everyone, change Sprint shoes to give +50 speed and give it to Ramza, alongside with Non Charge support ability.
That's how I test this case.

Also, you're not allowed to change the Wall CT. Keep it as 24, or higher, but don't change it to 0.


Quote from: "Vanya"It would be great to have a complete Knight job for my classics patch.

BTW, Razele, could the wall be made to force the defending pose like defending does? It isn't imperative, so don't worry about it if it's too much of a hassle. ^_^
I haven't found out where the game store the character animation in battle for each units.
Title:
Post by: Vanya on January 24, 2009, 01:28:06 pm
Quote from: "Razele"Weird. Working fine for me.
Agrias has Wall, and receive 0 damage from Ramza :
I'm using Poison trigger. Poison give the unit damage after the unit finished act.
So, Wall status expire after the units finished their act.
In your case, if you cast it on yourself, it will expire after you 'Wait', or Move and Act. Try to make other cast Wall on Ramza.

Instead of stopping everyone, change Sprint shoes to give +50 speed and give it to Ramza, alongside with Non Charge support ability.
That's how I test this case.

Also, you're not allowed to change the Wall CT. Keep it as 24, or higher, but don't change it to 0.

So in it's current form it's no good for the caster. Is there any way to make it ignore 'Wait' and 'Move' so it can be effective with a caster only skill?

Quote from: "Razele"I haven't found out where the game store the character animation in battle for each units.

Well, Zodiac found the caster animations for each skill slot. Look here. (http://www.ffhacktics.com/forum/viewtopic.php?t=888)
I don't think these are exactly what you would need for this, but the relevant data might be near by. ^_^

In the mean time I was thinking of just combining wall and defending status together. Would there be any problems with them stacking?
Title:
Post by: Razele on January 24, 2009, 01:54:19 pm
QuoteSo in it's current form it's no good for the caster. Is there any way to make it ignore 'Wait' and 'Move' so it can be effective with a caster only skill?

If you use Wall for caster only skill, just increase the duration for 2 turns.
First turn, the caster cast Wall, counter decreased from 2 to 1 when he finished act. Second turn, the caster has Wall. If he finished act, counter will be decreased from 1 to 0. Wall expires.

I set Wall to reduce attacker's PA to 0, but it seems there's sanity check for minimum PA to prevent underflow. Minimum PA = 1.

Normal, PA = 99, WP = 40
(http://img145.imageshack.us/img145/3230/nowallvc3.png)

With Wall, PA reduced to 1, WP = 40
(http://img105.imageshack.us/img105/8974/wallwo2.png)

QuoteWell, Zodiac found the caster animations for each skill slot. Look here.
I don't think these are exactly what you would need for this, but the relevant data might be near by. ^_^
Nope, it's a different data.
I have searched it in character battle data block (3019pppC - 3019uuu2) without any result.

QuoteIn the mean time I was thinking of just combining wall and defending status together. Would there be any problems with them stacking?
There should be no problem with Defending + Wall stack together.
Title:
Post by: LastingDawn on January 24, 2009, 01:58:01 pm
Hmm... here's... what seems a gargantuan task, Razele, do you think  you could reactivate the Books? We know they exist in the PSX version, they're just disabled, so far we haven't been able to see hide nor hair, but maybe you could find the triggers and re-enable them?
Title:
Post by: Archael on January 24, 2009, 04:37:36 pm
Long Overdue Request:

Alter Potion / Hi-Potion / X-Potion Healing Formula to heal % of MAX HP, instead of 10*Z

Example:

1) Potion: Heal 25% MAX HP
2) Hi-Potion: Heal 33% MAX HP
3) X-Potion: Heal 50% MAX HP
Title:
Post by: Vanya on January 24, 2009, 04:44:40 pm
QuoteIf you use Wall for caster only skill, just increase the duration for 2 turns.
First turn, the caster cast Wall, counter decreased from 2 to 1 when he finished act. Second turn, the caster has Wall. If he finished act, counter will be decreased from 1 to 0. Wall expires.

I do this by altering the CT? 48 instead of 24?
Edit: guess not 'cause that didn't work.


Quote from: "Voldemort7"Long Overdue Request:

Alter Potion / Hi-Potion / X-Potion Healing Formula to heal % of MAX HP, instead of 10*Z

Example:

1) Potion: Heal 25% MAX HP
2) Hi-Potion: Heal 33% MAX HP
3) X-Potion: Heal 50% MAX HP

Great idea!! I don't know why I never thought to ask for that. I second this request. ^_^
Title:
Post by: The Damned on January 24, 2009, 09:25:02 pm
I know you're swamped with stuff and I hope to get into ASM hacking myself by next week (though considering that I STILL haven't started FFXII...), which is why I've been rather hesitant to ask for things different from what others have been asking; I've also been hestiant to ask for things because some of them I'm unsure if I was going to use or not.

However, there was something I had been meaning to ask that no one else has asked that I'm certain that I'm going to use (since I don't want to have to get rid of something ELSE) for generics: If possible, then after you are done with the above requests, could you please try your dedicated hand at nerfing Teleport so that it takes the Jump stat into account as well as the Move stat?

The reason I'm asking for this particular patch is because a)Teleport overshadows both Ignore Height and Fly, especially since the latter two's negation of fall damage applies to so few maps and b)Teleport is thusly vastly, vastly overused.

Also with regards to Teleport, I'm also curious if there's some way to increase the percentage of failure for Teleports outside of the Move and (what I hope is capable soon) Jump radius.

This will probably take a while on top of being not pressing and something I wish to look into myself when I start ASM hacking.
Title:
Post by: VincentCraven on January 24, 2009, 09:51:38 pm
The Damned brings up a good point.

I'd also like Teleport to effectively be used only for getting through obstacles, not for appearing way up on top of them, if that's possible.

As far as the AI is concerned, it rarely goes beyond the safe zone of Teleportation, yet the player can easily move another 3 spaces with a high chance of success.  Perhaps if the drop off rate was 25% per extra square instead of 10%, that would be better.
Title:
Post by: Vanya on January 24, 2009, 11:23:32 pm
Wouldn't be as simple as making teleport use the basic movement routine to select it's range? And that might solve the infinite jump range thing at the same time. ^_^
Title:
Post by: Razele on January 25, 2009, 12:50:14 am
QuoteLong Overdue Request:

Alter Potion / Hi-Potion / X-Potion Healing Formula to heal % of MAX HP, instead of 10*Z

Example:

1) Potion: Heal 25% MAX HP
2) Hi-Potion: Heal 33% MAX HP
3) X-Potion: Heal 50% MAX HP

I prefer

1) Potion:    Max(30,Heal 25% MAX HP)
2) Hi-Potion: Max(70,Heal 33% MAX HP)
3) X-Potion: Max(150,Heal 50% MAX HP)

Heal 25% from Max HP will make Potion too weak at chapter 1, unless you make Potion, Hi-Potion, and X-Potion available at chapter 1.

QuoteI do this by altering the CT? 48 instead of 24?
Edit: guess not 'cause that didn't work.

I'll use Defending trigger for Wall. That should solve the problem.

QuoteHmm... here's... what seems a gargantuan task, Razele, do you think you could reactivate the Books? We know they exist in the PSX version, they're just disabled, so far we haven't been able to see hide nor hair, but maybe you could find the triggers and re-enable them?

The books ? You mean the Brave Story "Fact" section or Book of Enavia ?

QuoteThe Damned brings up a good point.

I'd also like Teleport to effectively be used only for getting through obstacles, not for appearing way up on top of them, if that's possible.

As far as the AI is concerned, it rarely goes beyond the safe zone of Teleportation, yet the player can easily move another 3 spaces with a high chance of success. Perhaps if the drop off rate was 25% per extra square instead of 10%, that would be better.

So far, I haven't messed with Teleport or touch RNG function.

QuoteWouldn't be as simple as making teleport use the basic movement routine to select it's range? And that might solve the infinite jump range thing at the same time. ^_^
This is a good idea.
If I can change Teleport's range to be the same as the Move+1, that should solve most of the problems.
Title:
Post by: Archael on January 25, 2009, 02:17:19 am
Quote from: "Razele"
QuoteLong Overdue Request:

Alter Potion / Hi-Potion / X-Potion Healing Formula to heal % of MAX HP, instead of 10*Z

Example:

1) Potion: Heal 25% MAX HP
2) Hi-Potion: Heal 33% MAX HP
3) X-Potion: Heal 50% MAX HP

I prefer

1) Potion:    Max(30,Heal 25% MAX HP)
2) Hi-Potion: Max(70,Heal 33% MAX HP)
3) X-Potion: Max(150,Heal 50% MAX HP)


???

Don't understand

30 + 25% Max HP?

if so,


150 + 50% Max HP? that'd make X Potion too good
Title:
Post by: Vanya on January 25, 2009, 02:29:19 am
X-Potions should heal 100% HP like in every other Final Fantasy and offset it by making it extremely rare and expensive.

I'd then prefer Potion and Hi-Potion to heal 25% and 50% HP respectively.

If, Razele, you mean that the potions should heal a minimum amount of HP, then I'm totally in agreement.
Title:
Post by: nates1984 on January 25, 2009, 03:11:04 am
A straight 30 HP or 25% of max HP, which ever is higher.

That'd probably be better for numerous reasons.

You could probably use a branch to do it. Load 30 and 25%, if 25% is higher branch off to an area where you write 25% in the relevant temp address, if 30 is higher don't branch and write that to the temp address. You could use the old formula to determine what the constant number is I guess, that way you could still alter that number in the FFTPatcher in case you wanted to change it later, and you wouldn't have to code in any numbers manually.

Items don't consider br/fa/pa/ma/anything, so that'd probably be easy enough to put in, but the branches and shit would have to be written from scratch. You could jump out right after it loads the constant value, but before it alters the HP, that way it'd save some space.

Jump to new area, load 25%, branch so that if 25% is lower it jumps right back to the area you came from, if 25% is higher transfer that value to whatever registry the constant was in, then jump back to the area you came from.

You'd have to have a different area for each potion type though, at least with my understanding. Or you could do some fancy shit with the item value and some more jumps to load one of the three percentage values. Subtract the lowest potions item value from each one, if 0 go here, if 1 go here, if 2 go here. I haven't looked at items though, so it might be harder then that.

Now that I think about it, it probably uses the same ASM code for all three items, it just loads a constant from a different spot depending what the item value is. I know how'd I'd do it, but once it was written you'd have to manually edit the branches in WinHex, and if you changed the constant in FFTPatcher then it'd fuck everything up without doing that. The constant value is what the branches would go by.

All of those methods are probably inferior to what Raz would do. I'm actually interested in seeing how he'd do it.
Title:
Post by: Archael on January 25, 2009, 03:17:26 am
QuoteA straight 30 HP or 25% of max HP, which ever is higher.

Ohhhh ok

if so

that's pretty good
Title:
Post by: Razele on January 25, 2009, 09:31:41 am
- Potion Formula    = Max(30,25% Max HP)
- Hi-Potion Formula = Max(70,33% Max HP)
- X-Potion Formula  = Max(150,50% Max HP)

Unfortunately, the function that remove Defending status is located in SCUS_942.21
Another solution would be to change Wall CT to 10.
10 CT is enough to last ~1 turn.

Wall reduces physical damage by 99%
BATTLE.BIN
0x124AE2 change 0x40 to 0x42
0x11F3BC change 00000000 to D24D0508

0xEC748
5B006290
01004230
02004010
1980043C
CE3880A0
F0180608
00000000
Title:
Post by: Archael on January 25, 2009, 10:09:33 am
Quote from: "Razele"- Potion Formula    = Max(30,25% Max HP)
- Hi-Potion Formula = Max(70,33% Max HP)
- X-Potion Formula  = Max(150,50% Max HP)

I will test later today
Title:
Post by: Zozma on January 25, 2009, 08:13:11 pm
this one seems impossible to me....

is there any way to make it so human enemies CURRENT job level is based on their level? You can assign the character to have whatever level on one specified job in ENDT right now and i like that feature, but it would be cool if, in addition to that, you could make it so the current job they are using was at a level matching their own level.

like say 1-9 job lvl1
10-19 job lvl2
20-29 job lvl3 etc
or something like that
Title:
Post by: The Damned on January 26, 2009, 02:32:44 am
Okay, I lied. (Well, I didn't technically lie since VincentCraven also thought it was a good idea; for the record, I would be completely fine if you made Teleport basically the bastard child of Move +1 and non-flying Fly, especially since Move +2 naturally over takes Move +1 anyway.)

There was something else that I had been wondering ever since SentinelBlade's ASM thread came up and then never really got to fruition between it being overwhelmed and him being hopitalized briefly on top of working on his own hack.

It's a formula hack, so I'm not sure how much more difficult it is or isn't in comparsion to other hacks: I was wondering if there was some way to make formulas only hit monsters like the Dragon-Hydra formulas that the Dragoner class has? Similarly, I wondered if we could have specific other monsters and/or possibly other formulas that would allow for damage?

These are more opened but just something I've wondering that I was just reminded of.
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Post by: Razele on January 26, 2009, 03:08:02 am
Quote from: "Zozma"this one seems impossible to me....

is there any way to make it so human enemies CURRENT job level is based on their level? You can assign the character to have whatever level on one specified job in ENDT right now and i like that feature, but it would be cool if, in addition to that, you could make it so the current job they are using was at a level matching their own level.

like say 1-9 job lvl1
10-19 job lvl2
20-29 job lvl3 etc
or something like that

I haven't tried this, but it should be possible.
If you limit the current Job level based on current enemy level, won't that make the enemies too weak ?
All enemies in chapter 4 should master their own job to level 8, and I finish vanilla at level 40 - 50.

QuoteOkay, I lied. (Well, I didn't technically lie since VincentCraven also thought it was a good idea; for the record, I would be completely fine if you made Teleport basically the bastard child of Move +1 and non-flying Fly, especially since Move +2 naturally over takes Move +1 anyway.)

There was something else that I had been wondering ever since SentinelBlade's ASM thread came up and then never really got to fruition between it being overwhelmed and him being hopitalized briefly on top of working on his own hack.

It's a formula hack, so I'm not sure how much more difficult it is or isn't in comparsion to other hacks: I was wondering if there was some way to make formulas only hit monsters like the Dragon-Hydra formulas that the Dragoner class has? Similarly, I wondered if we could have specific other monsters and/or possibly other formulas that would allow for damage?

These are more opened but just something I've wondering that I was just reminded of.
It shouldn't be too difficult, but why you want Monster only formula ?
Since we rarely encounter monster in story battle, this will make the formula less useful than formula that work on humans and monsters, like Magic, unless you give big advantage to the monster only formula.

Ex : Seal Evil, too powerful with Undead, useless on battle without Undead.
Also, I can't change the text that displayed in some formula,
like : 5D Dragon: Set_Quick NS
if I change this to damage formula that only work on monster, the Quick text will still show.
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Post by: Zozma on January 26, 2009, 03:37:23 am
well Raz

the setup is specifically for enemies to always be party level or higher

if your characters are level 80 and still in chapter 1, the enemies will be level 80+

thats why....

I would still like to have control of setting one job to a specific level in ENTD as it is now. but if its the character's current job make the game set it like this:

1-9    level 1
10-19 level2
20-29 level3
30-39 level4
40-49 level5
50-59 level6
60-69 level7
70+   level8

note that this is also with the intention of raising the jp requirement from one job level to the next which should ultimately cause your characters to have to level up more anyway.
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Post by: Asmo X on January 26, 2009, 05:10:53 am
This will probably end up being another failure from me, but you know how petrified units are invulnerable to all attacks? Is it possible to make that property apply to units with the "stop" status?
Title:
Post by: Archael on January 26, 2009, 08:31:11 am
Stop doesn't last as long as Petrify (Petrify never wears off)

that's why it doesn't grant immunity to attacks
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Post by: Asmo X on January 26, 2009, 09:27:12 am
Ok thanks for telling me that petrify never wears off dude I had no idea. Why are you telling me this again?
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Post by: Razele on January 26, 2009, 09:36:52 am
QuoteThis will probably end up being another failure from me, but you know how petrified units are invulnerable to all attacks? Is it possible to make that property apply to units with the "stop" status?

If you're not using Wall, you can use Stop + Wall together to make Stop ignore all attacks.


QuoteI would still like to have control of setting one job to a specific level in ENTD as it is now. but if its the character's current job make the game set it like this:

If we fight against Wiegraf, party level = 25, and Wiegraf's level is set to party level, his unlocked jobs will be Base 3 (grant ~350 JP) ?

(http://img101.imageshack.us/img101/511/wiegrafyt1.png)
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Post by: Asmo X on January 26, 2009, 10:15:19 am
Good idea.
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Post by: Fatesadvent on January 26, 2009, 10:50:24 am
How does one going about apply these changes? What tools / guides should I be looking at? Would appreciate it if someone could direct me to the right place for that.

Also not really a request, but there doesn't seem to be a formula for straight up +MA (MA equivalent of accumulate's +PA) is there? The only one is vanilla scream which also increases speed. I won't be able to put it to use, but it might interest some other people.
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Post by: Vanya on January 26, 2009, 11:06:08 am
Quote from: "Razele"Also, I can't change the text that displayed in some formula,
like : 5D Dragon: Set_Quick NS
if I change this to damage formula that only work on monster, the Quick text will still show.

Are you sure?
The text that skills display after being used is controlled by the caster animation data. the 3rd byte in each skill's animation data is the text that it displays. ^_^
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Post by: Razele on January 26, 2009, 12:03:16 pm
Quote from: "Vanya"Are you sure?
The text that skills display after being used is controlled by the caster animation data. the 3rd byte in each skill's animation data is the text that it displays. ^_^

The 3rd byte in Quick spell is already Zero :
0x2CE8B Quick : 01 2C 00

QuoteExample: Scream

0x2cfdb: 112219h

When I changed it to 112200 it stopped displaying "Max Power" after executing it in battle.

And after I change Scream's 3rd byte to 0, it still displays PA+1, MA+1, SP+1, Brave+10


QuoteHow does one going about apply these changes? What tools / guides should I be looking at? Would appreciate it if someone could direct me to the right place for that.
http://www.fantasyanime.com/garden/savestatehacking.htm (http://www.fantasyanime.com/garden/savestatehacking.htm)

Quotethere doesn't seem to be a formula for straight up +MA (MA equivalent of accumulate's +PA) is there? The only one is vanilla scream which also increases speed. I won't be able to put it to use, but it might interest some other people.

You have to sacrifice one formula to create new formula.
Ex : formula +SP(Y) modified to +MA(Y)

http://www.ffhacktics.com/wiki/Formulas (http://www.ffhacktics.com/wiki/Formulas)
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Post by: Vanya on January 26, 2009, 12:59:36 pm
QuoteThe 3rd byte in Quick spell is already Zero :
0x2CE8B Quick : 01 2C 00

I should have double checked that, sorry. ^_^

QuoteAnd after I change Scream's 3rd byte to 0, it still displays PA+1, MA+1, SP+1, Brave+10

Did you change the formula? The 3rd bytes only effect text boxes that appear after the skill is completed. The text appearing over the effected unit's head is controlled by the formula itself it seems. I have tested that. ^_^

QuoteYou have to sacrifice one formula to create new formula.
Ex : formula +SP(Y) modified to +MA(Y)

I'd like to have that modification available for one of my mage jobs. ^_^

If possible I'd also like to have "3B +Brave_(X) +PA/MA/SP_(Y) NS" change into "Heal_(PA*Y) Hit_(PA+X)% NS". Let me know if that isn't enough space. Thanks!
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Post by: The Damned on January 26, 2009, 01:40:13 pm
Quote from: "Razele"It shouldn't be too difficult, but why you want Monster only formula ?

Since we rarely encounter monster in story battle, this will make the formula less useful than formula that work on humans and monsters, like Magic, unless you give big advantage to the monster only formula.

That's kind of a moot point since the ENTD allows those of us who want to use monsters more to make a lot (story) battles; despite having mapped out much of my story (on the forum), I already know there's at least five story battles that will have a significant amount of monsters.

Besides that, there are some people who want to create Beastmaster-esque classes that focus on monsters, though whether or not it's possible to replicate the FFTA Beastmaster you would know far better than I at this point.

Right now, the only two formulas I want right after just specific ones for damaging Undead and damaging Dragons/Hydras. Also, changing formula 40 to go by MA rather than Sp.

That said, all three of those are rather unnecessary right now since I haven't mapped out anything. I would much rather that Teleport one be looked out when you have the time. (I would especially prefer this because since I'm still rather annoyed that we have to replace formulas to make new ones.)

***

Since Asmo did bring up a good point (as per usual), with regards to that Stop + Wall combination, we wouldn't that only make Stop invulnerable to physical attacks? Also, wouldn't that only work as long as we made Wall and Stop have the same CT?

Also, I reminded of yet another curiosity now: Is there some way to remove the inability to attack Petrified people? I'd be curious if there would be some way to replicate the "SHATTERED!" effect of FFX (without having that character getting erased from the game via Crystallization or Treasure Boxing or whatever.)

Oh, and one more thing....[/Jackie Chan Adventures]

Since we're talking about statuses that don't work and you fixed Oil, I was curious as whether you try could looking into why Jump is a separate status from the actual Jump command when it just glitches the hell out of the game.

It just seems rather odd that of all the statuses that ended up not being used, i.e. Wall, Oil, Dark/Evil Looking, that the only extremely glitchy one would be one that shouldn't really exist separately anyway. (I mean, it's not like Quick is a status, and yet Jump is? Uh....?)

I guess I'll end this particular bout of rambling here.
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Post by: Vanya on January 26, 2009, 02:55:11 pm
I have a hunter job in my hack that would greatly benefit from a few monster specific damage formulas. ^_^
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Post by: The Damned on January 26, 2009, 05:03:17 pm
Lol. I forgot I had a Hunter class until you said that despite the fact it's one of the few new classes whose abilities all work.

There is one more thing I've been curious about: When it comes to replacing formulas, how do we measure space? Is a letter by letter thing or a byte by byte thing?
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Post by: Vanya on January 26, 2009, 05:36:42 pm
Byte by byte, but unless you know the length of the actual instructions all you can do is ball park it. ^_^
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Post by: Zozma on January 27, 2009, 02:45:02 am
Quote from: "Razele"
QuoteIf we fight against Wiegraf, party level = 25, and Wiegraf's level is set to party level, his unlocked jobs will be Base 3 (grant ~350 JP) ?


exactly, except that we CAN alter how much jp is required to reach another job level with fft patcher already.

another thing perhaps, since max jp is 9999
make it so for every level the base has +100 jp? by lvl 99 theyd have 9900 jp then. but still having the ability to set another job's level in the editor. ehh i guess its only sounding more complicated.

so anyway if hes lvl 25 then id rather it be 2500 jp that he has, ya see?
my particular aim is making sure the enemy is better but not overpowered at low levels either. Also it would be better for it to set the JP bonus to the current job they are set to, and not necessarily the base, however that's probably going too far with complication right?  and if thats the case the base would be fine XD
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Post by: VincentCraven on January 27, 2009, 09:03:43 am
Quote from: "Razele"(http://img381.imageshack.us/img381/9620/itemgroupxi9.png)
I'll provide some example :

- It's possible to merge two adjacent group together, ex : Equip Gun -> Equip "Instrument + Book" (group 2) + "Shield + Hat" (group 3)
- It's not possible to merge two distant group, ex : Equip Sword -> Equip "Axe + Rod" (group 1) + "Bag + Armor" (group 3)
- It's possible to change one group to another group, ex : Equip Axe (group 1) -> Equip Shield + Helmet (group 3)
Because there's not enough space to write the asm instruction.

2. "Equip XXX" functions are located in SCUS_942.21
Since I don't have enough space to write asm code in SCUS_942.21, I have to use WORLD.BIN / BATTLE.BIN
BATTLE.BIN is only loaded in battle, so I have to pick WORLD.BIN.
I can write a jump instruction to WORLD.BIN and write a function to change "Equip Axe" to "Equip Axe + Flail + Cloth".
It will works fine in world map, but when you enter battle, the game will load BATTLE.BIN, not WORLD.BIN
Bad things will happen if you use "Equip Change", since the game know you have "Equip Axe", it will jump
to the address in WORLD.BIN, but WORLD.BIN isn't exist anymore in the memory.

Okay, so just to clarify:

It sounds like there is a chart of numbers similar to the list found at

http://www.ffhacktics.com/wiki/Shop_Selling_Lists

that allows several combinations of equipment to be made at that spot.

I would really appreciate it if you would make Equip Gun -> Equip Robe

But if you could post up a table similar to the Shop Selling Lists that lists the combinations, I would prefer that.

The system for Equipment sounds more difficult though, so if it's much work, just say so.
Title:
Post by: Razele on January 27, 2009, 09:52:54 am
QuoteSince we're talking about statuses that don't work and you fixed Oil, I was curious as whether you try could looking into why Jump is a separate status from the actual Jump command when it just glitches the hell out of the game.
To grant invulnerability to the jumper.
If you see in fftpatcher, Jump status has "Ignore Attacks" checked.

QuoteSince Asmo did bring up a good point (as per usual), with regards to that Stop + Wall combination, we wouldn't that only make Stop invulnerable to physical attacks? Also, wouldn't that only work as long as we made Wall and Stop have the same CT?
Yeah, you have to set Stop and Wall to have the same CT in fftpatcher.
The original Wall status protect you from all attacks, physical, magical, reaction, etc.

QuoteIf possible I'd also like to have "3B +Brave_(X) +PA/MA/SP_(Y) NS" change into "Heal_(PA*Y) Hit_(PA+X)% NS
Problems :
1. At the result preview, Formula 3B will display Speed+1, not +X HP
2. After you cast the ability, it will says "Ramza's Magic Attack +1!!", "Ramza's Physical Attack +1!!", "Ramza's Brave +10!!"

QuoteDid you change the formula? The 3rd bytes only effect text boxes that appear after the skill is completed. The text appearing over the effected unit's head is controlled by the formula itself it seems. I have tested that. ^_^
I'm using original ISO to test this. I changed value in offset 0x2cfdb from 112219 to 112200

(http://img90.imageshack.us/img90/8140/screamgd4.gif)
I don't see any difference with normal Scream

QuoteAlso, I reminded of yet another curiosity now: Is there some way to remove the inability to attack Petrified people? I'd be curious if there would be some way to replicate the "SHATTERED!" effect of FFX (without having that character getting erased from the game via Crystallization or Treasure Boxing or whatever.)
I don't know about shattered effect, never play FF X.
But it's possible to make Petrify units to be attacked, that's what I do with the Wall hack.
I disabled Wall's "Ignore All Attacks" check function to make Wall reduces physical damage by 99%.

Quotemake it so for every level the base has +100 jp? by lvl 99 theyd have 9900 jp then. but still having the ability to set another job's level in the editor. ehh i guess its only sounding more complicated.
Yeah, I understand your idea, but I can't guarantee +100 JP / level can be done.
It seems a bit complicated, since I have to deal with RNG.

QuoteBut if you could post up a table similar to the Shop Selling Lists that lists the combinations, I would prefer that.

It's the same as Shop Selling Lists
Staff = 0x80
Flail = 0x40
...
etc

Clothing = 0x80
Robe = 0x40
...
etc
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Post by: VincentCraven on January 27, 2009, 11:34:07 am
I got it working.  A few more tests and I can add these equip lists properly to the wiki.

Thanks!
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Post by: Vanya on January 27, 2009, 05:21:46 pm
QuoteI'm using original ISO to test this. I changed value in offset 0x2cfdb from 112219 to 112200

I changed scream to use formula 38 (100%), and to add wall. I changed it's animation bytes in the same way that you did.
When I cast it it grants wall and says so with no dialogue box after wards.
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Post by: Razele on January 28, 2009, 01:06:32 am
* Added Equip Gun -> Equip Robe

Proposed change on Life Drain, Drain Touch, Mutilate :

1. 0% success rate if target has Cancel: Dark
2. Cap the MAX HP in the formula to 999, so Life Drain will drain 25% * 999 = 250 HP from Zodiac boss, not 999

What do you think ?
Which one should be implemented ? 1 or 2 ?
The second change will convert formula 09 from
09 Dmg_(Y/100)% * MAX_HP Hit_F(MA+X)% to
09 Dmg_(Y/100)% * Min(999,MAX_HP) Hit_F(MA+X)%

For Demi, Demi 2, Lich :
1. Cap the HP damage to 999, so Demi will deal 25% * 999 = 250 damage on Zodiac boss, not 999
2. Keep it as is. Demi already has 0% chance if target has Cancel: Dark

QuoteI changed scream to use formula 38 (100%), and to add wall. I changed it's animation bytes in the same way that you did.
When I cast it it grants wall and says so with no dialogue box after wards.

Do the same thing, use formula 38, add Protect, Shell, Haste.
But I don't change Scream animation byte from 112219 to 112200. I keep it as 112219.
After I cast Scream, there's no "Ramza's Physical Attack +1 !!, etc" message. At the result preview, it says Protect.
It seems the 3rd byte don't affect the message dialogue.
Anyway, I'll pending that "3B +Brave_(X) +PA/MA/SP_(Y) NS" change into "Heal_(PA*Y) Hit_(PA+X)% NS request
until I found out how to fix these problems :

1. At the result preview, Formula 3B will display Speed+1, not +X HP
2. After you cast the ability, it will says "Ramza's Magic Attack +1!!", "Ramza's Physical Attack +1!!", "Ramza's Brave +10!!"
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Post by: Asmo X on January 28, 2009, 01:14:06 am
Wow. either of those Life Drain changes would be awesome. Good for 1.3. I vote for option 2 myself. 25% of 999.
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Post by: Zozma on January 28, 2009, 04:07:25 am
ill vote on the drain and demi's

for life drain option 2

for demi option 1 (isn't it much better to still allow the spell to be effective without being cheap as hell when used on something with ??? status? besides anyone can simply give any spell an element then make the specific monsters immune to that element with fftpatcher anyway)

anyway thats my votes
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Post by: The Damned on January 28, 2009, 04:15:06 am
Since we're talking about percentage based spells (finally), one of the many things I've been curious about is whether or not we can change most, if not all, of the Max HP formulas to Current HP formulas.

I would much prefer that over the other two changes, though the second is far and away superior to the first which is just kind of superfluous.
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Post by: Zozma on January 28, 2009, 04:24:39 am
like his poison hack, sounds pretty nice

but its a big problem for monsters with ??? stats if everytime it looks at the current hp it takes 999 off because the current breaks the cap for a looong time with some of them. i do prefer something such as demi1 to be doing 250 hp damage in such a case, otherwise game guides will suggest raping the demons with time mages. but i certainly do like the idea of it looking to current hp when factoring that in, as opposed to the max hp. i think you should never really be able to ko someone with demi based on the nature of the spell.
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Post by: VincentCraven on January 28, 2009, 07:42:48 am
I would definitely like to see the 25% cap at 999 implemented for all of those skills.
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Post by: Razele on January 28, 2009, 10:51:05 am
* Poison damage from 1/8 * MaxHP to 1/8 * Min(999,MaxHP)
* Regen heal from 1/8 * MaxHP to 1/8 * Min(999,MaxHP)
* Formula 4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS
* Formula 09 Dmg_(Y/100)% * MaxHP Hit_F(MA+X)% becomes 09 Dmg_(Y/100)% * Min(999,MaxHP) Hit_F(MA+X)%
* Formula 10 AbsHP_(Y)% * MaxHP Hit_F(MA+X)% NS becomes 10 AbsHP_(Y)% * Min(999,MaxHP) Hit_F(MA+X)% NS

This should fix Mutilate, Drain Touch, Demi, Demi2, Lich, Life Drain and Drain
Speaking about Poison, I also fixed Regen.
999 HP regen per turn on ??? monster (DD Holy Dragon) is pretty sick.
Examples :

HP : 500/3000
Regen : At the end of its turn, a unit will get 999/8 = 124 HP
Poison : At the end of its turn, a unit will lose 999/8 = 124 HP

HP : 100/400
Regen : At the end of its turn, a unit will get 400/8 = 50 HP
Poison : At the end of its turn, a unit will lose 400/8 = 50 HP
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Post by: Asmo X on January 28, 2009, 11:07:38 am
This is excellent.
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Post by: Vanya on January 28, 2009, 11:16:01 am
That's a great idea. It will help to balance the game and open up more options for boss AI without raping the player.

As for that 3rd byte thing. I have manipulated that byte to change the messages on various skills. The values also perfectly correspond to the text entries in FFTacText. So I'm not sure what to say about your experience.
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Post by: Zozma on January 28, 2009, 09:38:00 pm
hey razele...

is it possible to replace formula 1F (malak's formula)


with a formula similar to Night Sword's formula except that it calculates the sum of damage of all units hit by it as the total amount of hp drained.
this so i can make a drain skill with AoE of 1

its gotta be PA based...
Title:
Post by: Razele on January 28, 2009, 10:41:24 pm
Quote from: "Zozma"hey razele...

is it possible to replace formula 1F (malak's formula)


with a formula similar to Night Sword's formula except that it calculates the sum of damage of all units hit by it as the total amount of hp drained.
this so i can make a drain skill with AoE of 1

its gotta be PA based...

If you want Drain with 1 AoE, just change Life Drain's effect area to 1.
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Post by: Zozma on January 28, 2009, 10:42:28 pm
i have tested it, and it only heals in the amount of the first(i think) unit hit even tho it damages all units.
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Post by: The Damned on January 28, 2009, 10:44:33 pm
I'm pretty sure that it should be draining all of them, just that it won't animate past the first person it hits. You should double (or, more likely, triple) check the HP of the person who used it after they hit more than one person with it.

A lot of animations seem to not animate beyond hitting the first person. I'm not sure why. I know it does it for my Cover skill, which is endlessly annoying.
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Post by: Zozma on January 28, 2009, 10:54:06 pm
n-no im not referring to the animations. the skill im using animates fine on all the panels, its the numbers if you hit 3 enemies each for 30 hp a pop you will absorb 30 instead of a combined 90 for all 3 of the enemies you just hit. go on, give it a try... i swear im not makin it up lol
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Post by: The Damned on January 28, 2009, 10:58:28 pm
I believe you since I haven't really messed around with making drain abilities AOE yet, though I was thinking about it the other day for my end boss. I guess I just have to find room in FFTPatcher to test out even more things now.

Hmmm....
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Post by: Vanya on January 28, 2009, 10:59:26 pm
I've had the same issue with trying to turn Sylph into her FF4&5 version. I can hit all the enemies on the map, but it only seems to restore HP equal to the amount gained from the last unit hit. At least that's what it displays. ^_^
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Post by: Razele on January 29, 2009, 08:19:37 am
QuoteHowever, there was something I had been meaning to ask that no one else has asked that I'm certain that I'm going to use (since I don't want to have to get rid of something ELSE) for generics: If possible, then after you are done with the above requests, could you please try your dedicated hand at nerfing Teleport so that it takes the Jump stat into account as well as the Move stat?

The reason I'm asking for this particular patch is because a)Teleport overshadows both Ignore Height and Fly, especially since the latter two's negation of fall damage applies to so few maps and b)Teleport is thusly vastly, vastly overused.

Also with regards to Teleport, I'm also curious if there's some way to increase the percentage of failure for Teleports outside of the Move and (what I hope is capable soon) Jump radius.

It's logical to include Jump stats into Teleport calculation,
but I don't know where the game store the height for each tiles in the memory.

Quote from FFT BMG
(thanks to Goryus on the GameFAQs FFT Message Board for this data)

The 'Teleport' ability from the Time Mage is one of the game's best,
allowing a unit to ignore height differences and pass through walls
and obstacles.  Teleport can fail if you attempt to teleport too far,
however, and the success rate is given by the formula below.

success% = min(100, (100 - 10 * (teleport_distance - move)))

where 'teleport_distance' is the number of squares that you are
teleporting -- note that just as with normal movement, each square
you move diagonally counts as two squares, because you can only move
in four directions (forward, backward, left and right).

'Move' is the Move stat of the person who is teleporting.

This equation essentially means that you are penalized 10% for each
square outside your movement range that you attempt to teleport.  If
you teleport inside your movement range, you are guaranteed success.


I check Teleport's RNG code and Goryus is right.
It's 10% penalty for each square outside your movement range.

I agree that Teleport need a nerf, but nerfing it too much will make it useless.
25% penalty is too much, no one will take a 50% chance to move 2 step ahead.

This is what I think the best, and can be implemented :
1. 10% penalty, can be learned from Crystal only
2. 10% / 15% / 20% penalty, can be learned from Time Mage, 1200 JP cost, move it from Time Mage to Calculator or the highest class available
3. 10% penalty, can be learned from Time Mage, cost X MP / teleport. If the unit doesn't have enough MP, it can't move anywhere (teleport will fail).
4. 10% penalty, can be learned from Time Mage, cost X MP / square outside your movement range. If the unit doesn't have enough MP, it can't move outside the normal movement range.
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Post by: VincentCraven on January 29, 2009, 08:42:41 am
Well, even without the ability to move past one's movement range, Teleport is essentially the same as Fly, but allows the player to also move to tiles directly above itself with no penalty, right?  It's just that the AI almost never takes the chance of moving further than it's movement range.

Nevertheless, I think that option 3 (edit: 5, see below) is the coolest one.  As for the amount of MP per square... It'll vary from need to need.  For my purposes, 2MP per square might even be enough.
Title:
Post by: Vanya on January 29, 2009, 09:13:56 am
Vote for option 5. ^_^

Option 5 = option 3 + increase to 20% penalty.

NOTE: There is no penalty for moving within your normal movement range.

If move = 4 & distance = 4, then (100 - 10 * (4 - 4)) = 100 - 10*0 = 100 - 0 = 100.
Therefore, a 20% penalty means that you won't be able to move more than 4 squares beyond your normal range.
If move = 4 & distance = 9, then (100 - 10 * (9 - 4)) = 100 - 10*5 = 100 - 100 = 0.
That plus an MP cost would make it a very reasonable proposition, I think.

Should Teleport 2 be given an MP cost as well?
Title:
Post by: VincentCraven on January 29, 2009, 09:28:34 am
Option 5 is a pretty cool guy.

Teleport 2 might be usable by the player if it costs a ridiculous amount of MP per square, like 1/10 of a unit's MP per square.  I'd never give Teleport 2 to anyone besides the final boss or Elmdor, but that's just me.
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Post by: Vanya on January 29, 2009, 10:26:06 am
If it's going to be usable for the player, then maybe it should be something like 30 MP per move instead of per panel. With no MP the unit wouldn't be able to move any more right? Perhaps it should only cost MP if you move beyond your movement range?
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Post by: adouchebag on January 29, 2009, 12:13:10 pm
I have a small request (maybe, it might be ridiculously complicated, what do I know?).  Would it be possible to allow special characters, like Agrias, and maybe even Ramza himself, be able to participate in Bar Propositions?
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Post by: Vanya on January 29, 2009, 01:12:27 pm
That would go great with the Soldier Office Recruitment Disable.
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Post by: adouchebag on January 29, 2009, 01:29:36 pm
Yeah that and renaming all characters is what made me think of it :D
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Post by: The Damned on January 29, 2009, 01:39:26 pm
Quote from: "VincentCraven"Well, even without the ability to move past one's movement range, Teleport is essentially the same as Fly, but allows the player to also move to tiles directly above itself with no penalty, right?  It's just that the AI almost never takes the chance of moving further than it's movement range.

Pretty much.

The only thing that Fly (and Ignore Height) have over Teleport is that they ignore fall damage, but since the game ended up being the "incomplete" version we got, half of the few maps where fall damage matters you can't ever go back to. (Examples include the Zalmo II fight, all three Bethla Garrison areas, both Dorter areas, etc.)


@ Vanya: Uh, those 10s in your post are supposed to be 20s, right?

(P.S. I'm probably going to bug you later on today. Just a heads up.)


@ Razele:  Of the options you provided, I would say that 4 is probably the best.

Then again, I also wouldn't really want the option of moving beyond 4 extra panels, especially if the computer still isn't going to use Teleport. (And, honestly, I probably wouldn't give the computer the first Teleport since Teleport 2 is one of those things that should remain computer only like Non-Charge.)

So, I do agree with Vanya that penalty should increase up to 20%.

Now with that said, I must thank you for giving me the idea of moving Teleport to Calculator/Sage/whatever I end up naming it since it was kind of lacking in R/S/M abilities compared to its opposite, Berserker.

This reminds me of "one more thing": Would it be possible, since you fixed Oil (which I'll have to remind myself to ask you about later), for you to also fix both Reflect and Silent Walk?
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Post by: Dokurider on January 29, 2009, 01:43:45 pm
What should Silent Walk and Reflect do?
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Post by: The Damned on January 29, 2009, 01:53:20 pm
Well, I think Silent Walk is supposed to just ignore traps, which is admittedly a bit weak, though I'm trying to give at least all R/S/Ms outside of the "broken" ones like Two Swords a chance (until I get that demo up far, far in the future at this point).

It should have at least a bit of use early game (for me), and perhaps continued use if I knew about traps in their limitations. It would definitely see sustained use if we could figure out how to affect maps in-battle.

As for Reflect, I think it's just supposed to either automatically add Reflect or perhaps even try to act as an agressive "Reflect" in the sense that would be like a magical Blade Grasp (except that it would be balanced in that it would counter everything under the sun AND it would "counter" beneficial spells as well).

These are just my ideas, though.
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Post by: Dokurider on January 29, 2009, 02:00:57 pm
Quote from: "The Damned"Well, I think Silent Walk is supposed to just ignore traps, which is admittedly a bit weak, though I'm trying to give at least all R/S/Ms outside of the "broken" ones like Two Swords a chance (until I get that demo up far, far in the future at this point).

It should have at least a bit of use early game (for me), and perhaps continued use if I knew about traps in their limitations. It would definitely see sustained use if we could figure out how to affect maps in-battle.

As for Reflect, I think it's just supposed to either automatically add Reflect or perhaps even try to act as an agressive "Reflect" in the sense that would be like a magical Blade Grasp (except that it would be balanced in that it would counter everything under the sun AND it would "counter" beneficial spells as well).

These are just my ideas, though.

Silent Walk's description always scares me for some reason. I don't know why. So Silent Walk = Poor Man's Move Find Item?
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Post by: The Damned on January 29, 2009, 02:06:35 pm
Hunh. I've never seen Silent Walk's description. I didn't know it or Reflect had descriptions, though I guess since we can actually "use" them in menus via FFTPatcher, it kind of makes sense.

And, yeah, it would be a Poor Man's Move-Find Item, except that I don't think all traps have Items (or am I wrong? I'm probably wrong) and Move-Find Item won't stop you from reactivating the trap if you're stupid enough to move over it again.
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Post by: Dokurider on January 29, 2009, 02:16:42 pm
Quote from: "The Damned"Hunh. I've never seen Silent Walk's description. I didn't know it or Reflect had descriptions, though I guess since we can actually "use" them in menus via FFTPatcher, it kind of makes sense.

And, yeah, it would be a Poor Man's Move-Find Item, except that I don't think all traps have Items (or am I wrong? I'm probably wrong) and Move-Find Item won't stop you from reactivating the trap if you're stupid enough to move over it again.

I guess that's okay.

I'm looking for the description for Silent Walk now, but I don't remember where I found it.
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Post by: VincentCraven on January 29, 2009, 05:07:53 pm
Quote from: "Vanya"If it's going to be usable for the player, then maybe it should be something like 30 MP per move instead of per panel. With no MP the unit wouldn't be able to move any more right? Perhaps it should only cost MP if you move beyond your movement range?

Teleport is still the best ability for getting around (aside from Move+X) because it allows units to move through obstacles instead of around them.  So if it only costs MP when moving places within the movement range, Teleport trumps Jump+X, Ignore Height, and Fly.

Even if Teleport only allowed a unit to move within the movement range, I'd still use Teleport on most maps.
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Post by: Dokurider on January 29, 2009, 05:33:08 pm
I think the solution is not to nerf Teleport, but to buff the other Move skills. I think we should just add Move to them, like Fly can get 2 Move or something.
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Post by: Vanya on January 29, 2009, 08:38:35 pm
Quote@ Vanya: Uh, those 10s in your post are supposed to be 20s, right?

(P.S. I'm probably going to bug you later on today. Just a heads up.)

Only after the ASM hack. This was just to illustrate.

Feel free to bug me when ever you wish. ^_^
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Post by: Asmo X on January 29, 2009, 08:59:37 pm
No, teleport should be nerfed. Terrain and position should be important in this game and teleport ruins that, at least for the purpose of getting around. If you buff the other move skills you'll just make terrain and position even less relevant
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Post by: VincentCraven on January 29, 2009, 10:01:34 pm
I have a rather complicated request:


Okay, so I'm having a little issue with the method of selecting secondaries.

Basically how it works out is for some reason, the AI always has the option of choosing nothing as it's secondary skill.  What this means is that if the AI does not have their secondary chosen for them, ~1 or 2 enemies per battle will only have primary skills to choose from, giving the player an extra advantage.  If there was some way to remove that option of selecting nothing, that would be awesome.

This is probably the closest we can get to having effective random setups without having an AI for item/ability allocation (and that would probably add in a large delay when starting the battles too).

The other part is that if a skillset has no skills in it learned, the AI might also be assigned one of those skillsets.  I had hoped the reason for the no-skillset selection was to prevent this, but apparently it is not.  Thus the current method of randomly selecting a secondary can also be improved by disabling any skillset that is empty.  As far as I'm concerned, this part of the request is just icing on the cake if you can do it.
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Post by: Gamesoul Master on January 30, 2009, 06:19:26 am
In FFTacText Editor...
(PSX):
[ATCHELP.LZW] -> [16 Ability Descriptions] -> [509 Silent Walk] -> "Become invisible, move without being seen.{END}"
(PSP):
[ATCHELP.LZW] -> [16 Ability Descriptions] -> [509 Stealth] -> "Move while transparent and invisible to the enemy.{END}"

I always did like that, and always wanted to give that a shot. People always said it would just let you avoid any damage/effect from traps, but I always thought that sounded weak and pathetic (what, an alternate Float that Ninja can use?).

Had I designed this game, I would've made Silent Walk made to avoid traps and allow (for only the turn on which you moved) Concentrate status for physical attacks (100% damage on any side). And if you don't do a normal attack, it fades as soon as your turn ends. As things stand, something like that sounds a bit complex to do with ASM hacking (making a status ailment occur just from using the "Move" command).

As for the teleport thing, I don't really think it needs to be "nerfed" so much. If anything, I think it should allow movement anyplace, but with a cost of 1/20 MaxMP per square moved total (if we go the v1.3 route of adding MP costs to nearly everything useful), or something like 10-20 MP per square moved outside movement range if we stick to the more vanilla route of MP being reserved for primarily magical abilities. As for penalty, haven't decided on the first example, but for the second one with the static MP cost, I'd say 16-20% per move outside movement range is good.
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Post by: Dokurider on January 30, 2009, 06:47:35 pm
Would it be possible for A Save and MA Save to be retooled into a 25% psuedo-support stat boost? I think this will help equal out the gender gap, particularly for Males.
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Post by: Razele on January 31, 2009, 05:47:59 am
QuoteI have a small request (maybe, it might be ridiculously complicated, what do I know?). Would it be possible to allow special characters, like Agrias, and maybe even Ramza himself, be able to participate in Bar Propositions?
Not that difficult, but :
Proposition Glitch - Still exists. If you send units on an Errand and finish a chapter before they return you will lose them forever. They'll still be in your party menu screen but will no longer be found at the respective town. So try and finish Errands as soon as you can if you're unsure when a chapter will end

QuoteThis reminds me of "one more thing": Would it be possible, since you fixed Oil (which I'll have to remind myself to ask you about later), for you to also fix both Reflect and Silent Walk?
It's possible to fix Silent Walk, but I don't see any reason to use it.
I still prefer to use Move+1 than Silent Walk.
I'm not sure about Reflect. I'll see how Caution add "Defending". They should have the same function.

QuoteHad I designed this game, I would've made Silent Walk made to avoid traps and allow (for only the turn on which you moved) Concentrate status for physical attacks (100% damage on any side). And if you don't do a normal attack, it fades as soon as your turn ends. As things stand, something like that sounds a bit complex to do with ASM hacking (making a status ailment occur just from using the "Move" command).
I can make Silent Walk to give Always:Transparent or Initial:Transparent.
But, even with Initial:Transparent, Move+1 is still better than Silent Walk.

QuoteWhat should Silent Walk and Reflect do?

[Silent Walk]
Become invisible, move without being seen.

[Reflect]
Create magic reflect wall.
Add: reflect.

QuoteBasically how it works out is for some reason, the AI always has the option of choosing nothing as it's secondary skill. What this means is that if the AI does not have their secondary chosen for them, ~1 or 2 enemies per battle will only have primary skills to choose from, giving the player an extra advantage. If there was some way to remove that option of selecting nothing, that would be awesome.
That seems to be complicated. I don't know exactly why AI choose 00 Blank as secondary.
Without a good theory, it's hard to debug RNG code.
Also, there's no Gameshark code for ENTD, which makes things more difficult.

This is my theory :
a. AI has 50% chance to pick 00 Blank and 50% chance to pick other secondary.
b. AI has X% chance to pick secondary for each of the class they have access to. If all fail, pick 00 Blank.

QuoteI think the solution is not to nerf Teleport, but to buff the other Move skills. I think we should just add Move to them, like Fly can get 2 Move or something
I agree with this. Currently, there's no real advantage to use Fly or Ignore Height except at a few battle map where Height matters.
Float already get Always:Float
Float and Fly should get Initial:Reraise. Fly and Angel have something in common.
Fly should get Always:Faith / Initial:Faith. Same reason as Fly
Ignore Height should get Initial:Haste. To be able to jump so far you need a high speed

QuoteIf it's going to be usable for the player, then maybe it should be something like 30 MP per move instead of per panel. With no MP the unit wouldn't be able to move any more right? Perhaps it should only cost MP if you move beyond your movement range?
30 MP per teleport is a bit overkill. See the MP table list below.

QuoteWould it be possible for A Save and MA Save to be retooled into a 25% psuedo-support stat boost? I think this will help equal out the gender gap, particularly for Males.
A Save and MA Save is a reaction ability, not support ability. Isn't that what Magic Attack UP and Attack UP do ?
Actually, I prefer A Save / MA Save to :

1. Increase Max(1,X% PA/MA)
2. Increase Max(1,X% PA/MA) based on %HP loss.
000%-033% HP loss : 15% PA/MA increase
034%-066% HP loss : 20% PA/MA increase
067%-100% HP loss : 25% PA/MA increase

Examples :
Level = 50, PA = 12
A unit with 900/1000 HP receives 300 damage (30% HP loss), its PA will be increased by 1 (15% * 12 = 1.8)
A unit with 900/1000 HP receives 400 damage (40% HP loss), its PA will be increased by 2 (20% * 12 = 2.4)
A unit with 900/1000 HP receives 700 damage (70% HP loss), its PA will be increased by 3 (25% * 12 = 3.0)

25% seems high, but that's only if you receive more than 66% HP loss.
In FFT, two A Save, 15% + 15% are not 30% because of truncation.

Reaction ability is important, and I don't think A Save / MA Save have any appeal.
This is the reaction ability type that mostly used :

1. Avoid damage (Weapon Guard, Hamedo, Arrow Guard, Abandon)
2. Reduce damage (Damage Split, MP Switch, Auto Potion, Regenerator, HP Restore)
3. Counter damage (Counter, Counter Flood, Counter Magic)

(http://img161.imageshack.us/img161/2505/15875924xy2.png)

(http://img502.imageshack.us/img502/1663/29790876nc5.png)

(http://img502.imageshack.us/img502/6442/69252697od4.png)
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Post by: VincentCraven on January 31, 2009, 10:17:10 am
Well that's okay.  I think we've decided to take another path for the moment.  I don't really know enough about how the AI selects secondary skills, so don't worry about it.

Do you happen to know how to disable the job wheel?  All I really need is for squire to not be selectable, but anything that prevents job change would be great.

I still need for specials to be able to access their base class, so that might make it a little more difficult.
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Post by: Kokojo on January 31, 2009, 11:48:08 am
Vincent, make the squire need level 8 squire to be squire ? Haven't tested, but unless they start squire, i don't think they will be able to see it.
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Post by: Vanya on January 31, 2009, 11:52:36 am
Squires' pre-req job levels aren't editable. They don't even have an entry in the Patcher. ^_^
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Post by: Kokojo on January 31, 2009, 12:27:48 pm
Oh well, sorry.
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Post by: VincentCraven on January 31, 2009, 02:50:37 pm
If all else fails, I may have to overwrite many other classes with generic classes so that they only use their base class and thus overwrite squire.  But I don't think there's enough space for that either.
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Post by: Dokurider on January 31, 2009, 04:29:48 pm
QuoteA Save and MA Save is a reaction ability, not support ability. Isn't that what Magic Attack UP and Attack UP do ?
Actually, I prefer A Save / MA Save to :

1. Increase Max(1,X% PA/MA)
2. Increase Max(1,X% PA/MA) based on %HP loss.
000%-033% HP loss : 15% PA/MA increase
034%-066% HP loss : 20% PA/MA increase
067%-100% HP loss : 25% PA/MA increase

Examples :
Level = 50, PA = 12
A unit with 900/1000 HP receives 300 damage (30% HP loss), its PA will be increased by 1 (15% * 12 = 1.8)
A unit with 900/1000 HP receives 400 damage (40% HP loss), its PA will be increased by 2 (20% * 12 = 2.4)
A unit with 900/1000 HP receives 700 damage (70% HP loss), its PA will be increased by 3 (25% * 12 = 3.0)

25% seems high, but that's only if you receive more than 66% HP loss.
In FFT, two A Save, 15% + 15% are not 30% because of truncation.

Reaction ability is important, and I don't think A Save / MA Save have any appeal.
This is the reaction ability type that mostly used :

1. Avoid damage (Weapon Guard, Hamedo, Arrow Guard, Abandon)
2. Reduce damage (Damage Split, MP Switch, Auto Potion, Regenerator, HP Restore)
3. Counter damage (Counter, Counter Flood, Counter Magic)

True, but there are times that no single reaction is going to help you out, because you can't survive it. This is particularly true with the magic classes. Think about it. A typical mage is going to have trouble surviving any attack. If they are lucky, they may survive, but that's not very likely, particularly End-Game.

Frankly, I would like the option of trading in survivability in exchange for being more effective/stronger. And since mages can't survive much in the first place, it's just more power to them.

While I'm here, I was wondering what you thought of these ideas:

-Buffing Two Hands by increasing Two Hands' WP boost (2.0 to 2.5?)

-Making Perform from regular damage and no evasion, to 1.5 damage and regular evasion (so that the W-Ev on Cloths don't look so embarrassingly stupid)
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Post by: VincentCraven on January 31, 2009, 05:15:09 pm
Dokurider:  As far as reactions go, if a unit can't survive hits, it should have one of the defensive reactions that increase evasion or something.  We already have enough pseudo-supports in the reaction slot.  MA Save (functioning as a duplicate Magic Attack Up) has nothing to do with reacting.

-If units are going to get 1HKO in the first place, why should Two Hands be buffed even more?  I'd rather see Two Swords nerfed, with a 0.7 multiplier.

-Being able to evade while performing may be cool.  In vanilla Dance was good enough as it is, but I could see a case for that with some changes.

And as far as vanilla goes, I agree that 80% of the time, Move+2 is better than Fly, Ignore Height, Jump+3, or w/e.  So if one decides to keep Move+2 (ugh) then other movement skills ought to be buffed rather than nerfed.
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Post by: Dokurider on January 31, 2009, 05:20:24 pm
Quote from: "VincentCraven"Dokurider:  As far as reactions go, if a unit can't survive hits, it should one of the defensive reactions that increase evasion or something.  We already have enough pseudo-supports in the reaction slot.  MA Save (functioning as a duplicate Magic Attack Up) has nothing to do with reacting.

Can't evade when you are charging, which is what a mage does most of the time. Also name me one other psuedo-support that isn't Abandon.

Quote-If units are going to get 1HKO in the first place, why should Two Hands be buffed even more?  I'd rather see Two Swords nerfed, with a 0.7 multiplier.
QuoteI also thought about that as well. I'd be fine with either, really.
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Post by: VincentCraven on January 31, 2009, 05:23:47 pm
Touche on the charging point.  But Blade Grasp helps in some situations.

Weapon Guard is also a pseudo-support.

I'm just saying that +more attack power isn't a reaction by any stretch.

Maybe a Reflect-reaction is due for units that get 1HKO'd?
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Post by: Dokurider on January 31, 2009, 05:32:43 pm
Quote from: "VincentCraven"Touche on the charging point.  But Blade Grasp helps in some situations.

Weapon Guard is also a pseudo-support.

I'm just saying that +more attack power isn't a reaction by any stretch.

Maybe a Reflect-reaction is due for units that get 1HKO'd?

Can't get Blade Grasp in 1.3 and it's a Countergrasp reaction, not a psuedo-support.

Okay, you got one, but that's really it. It's not like the counter slot is inundated with Psuedos.

I know it's not a reaction by any stretch. That's not the point. The point is that you are sacrificing your reaction slot in exchange for power.
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Post by: VincentCraven on January 31, 2009, 06:01:14 pm
And my point is that just because some class can't make use of a particular option doesn't mean that there needs to be something that it can make use of in place of it.

Though I'm not the one making the hacks, and your patch may need this addition, so I'll shut up now.
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Post by: SentinalBlade on January 31, 2009, 06:02:30 pm
Not alot of people realize it, but silent walk actually has a use

It is supposed to NOT trigger traps when you step on them. this is actually cool considering you can place tons of traps on a small map in the PSP multiplayer.

the psx silent walk has little use though, as move-find-item easily accomplishes the same effect, and gets you an item.
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Post by: Dokurider on January 31, 2009, 06:23:55 pm
Actually now that Ive thought about it I think that Raz's suggestion is best.
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Post by: Razele on February 01, 2009, 01:25:29 pm
* Performing gain evasion and receive 150% damage from physical attack
* Teleport penalty from 10% to 20%, cost X MP / teleport


QuoteWhile I'm here, I was wondering what you thought of these ideas:

-Buffing Two Hands by increasing Two Hands' WP boost (2.0 to 2.5?)

-Making Perform from regular damage and no evasion, to 1.5 damage and regular evasion (so that the W-Ev on Cloths don't look so embarrassingly stupid)

Two Hands give double damage, at the cost of Shield / Evasion.
Of course, if people want that in their patch, it's possible to raise that multiplier, but I think Two Hands already quite good.

Quote from: "VincentCraven"Well that's okay.  I think we've decided to take another path for the moment.  I don't really know enough about how the AI selects secondary skills, so don't worry about it.

Do you happen to know how to disable the job wheel?  All I really need is for squire to not be selectable, but anything that prevents job change would be great.

I still need for specials to be able to access their base class, so that might make it a little more difficult.

I haven't debugged Job wheel yet.
If you disable Squire, what's the starting class in your patch ?
If you set enemies' job as Thief, his unlocked job to Thief 1, and all of his skill to random, there's a chance for him to use secondary / reaction / support / movement from Squire's skill sets.

QuoteAnd as far as vanilla goes, I agree that 80% of the time, Move+2 is better than Fly, Ignore Height, Jump+3, or w/e. So if one decides to keep Move+2 (ugh) then other movement skills ought to be buffed rather than nerfed.
If anyone has a good idea to boost other movement ability, post it here.
Currently, it's possible to give movement ability :
1. Initial:Status
2. Always:Status
3. Immune:Status
4. Absorb / Cancel / Half / Weak / Strengthen Element

May / may not be possible (in progress)
5. Move+X bonus

(http://img519.imageshack.us/img519/6509/jump2pf0.png)
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Post by: Skip Sandwich on February 01, 2009, 01:52:30 pm
If it were possible to add +move/jump to movement abilities, i'd like to see the +move and +jump abilities conslodated into one set of +abilities. like Move +1 would increase move by, well, +1, and move + 2 would increase move by +2 and jump by +1, and move plus 3 would have the net effect of move +3 and jump +2.

Fly could get Always: Float, and grant immunity to Don't Move, but would add Weak: Wind

Float could grant immunity to Don't Move

Any Ground could also halve earth and water element attacks
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Post by: LastingDawn on February 01, 2009, 03:14:29 pm
Actually Sentinal... though that is it's purported purpose, it still appears to be broken from what (I believe?) I had tested, and from what I've read eslewhere, (maybe the BMG?)

Also, I was referring to the Books, Razele, Book of Enavia, M - Fiction Book, all those good treasures. If we can harness those... oh the storytelling functions would be incredible!
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Post by: VincentCraven on February 01, 2009, 03:34:36 pm
Quote from: "Razele"I haven't debugged Job wheel yet.
If you disable Squire, what's the starting class in your patch ?
If you set enemies' job as Thief, his unlocked job to Thief 1, and all of his skill to random, there's a chance for him to use secondary / reaction / support / movement from Squire's skill sets.

Well see, every class would start out as something other than Squire, and the whole Squire skillset would be empty, so none of the skills would be available to learn.  All secondaries would be pre-set too, so Squire would effectively be erased from the game.

But since you haven't worked with the job wheel much yet, don't worry about it.  Another solution is for me to overwrite preexisting special classes with the old generic classes.

I can do that without any new ASM hacks as far as I know.
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Post by: Vanya on February 01, 2009, 04:21:50 pm
QuoteIf anyone has a good idea to boost other movement ability, post it here.
Currently, it's possible to give movement ability :
1. Initial:Status
2. Always:Status
3. Immune:Status
4. Absorb / Cancel / Half / Weak / Strengthen Element

Interesting! ^_^
Can they also be added to the 3 blank support slots? They have ability IDs 3B, 3E, & 3F.

If you were to add, for example, 1/2 fire to 'Defend' and use the 'All units have Defend' hack would it give all units 1/2 fire? Or does the 1/2 fire only apply if the unit has the 'Defend' ability actually equipped? what I'm getting at is that it might give the 'Defend' ability (not the menu) a new use as a support ability. ^_^

If so I'd like to request these:

ID 3B --> Strengthen all elements.
ID 3E --> 1/2 all elements.
ID 3F --> Immune: Blind, Mute, & Poison.
Defend --> Immune: Confuse, Charm, Sleep, & Innocent.
Equip Change --> Immune: Slow & Stop.
Reflect --> Immune: Petrify, Chicken, & Frog.

On a completely different note... can chicken be modified so that it has a normal duration and the game doesn't remove it based on the amount of brave the affected unit has?
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Post by: SentinalBlade on February 01, 2009, 08:14:39 pm
Razele, im actually working on the job wheel, but with all ive got going on...its a little rough, heres what i got

You cant disable squire. it is the base class for everything, it is replaced with a special characters unique class and so forth. basically it looks like a giant variable to be changed at will.

I was experimenting with the job wheel expansion GS code i found a LONG time ago....LD brought it to my attention again a few months ago, at any rate, the jobs seem to let you change into them, but fail to appear on the abilities list...you cant set requirements for these classes and you cant learn skills because they arent listed or selectable...

I thought about having it check for a characters JP and other class relations in a different place, but i havnt had time to mess with it :(
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Post by: VincentCraven on February 01, 2009, 08:49:53 pm
SB, is there a way to make generic classes overwrite Squire like special classes do?

Without overwriting everything over a preexisting special unit, I mean.
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Post by: Razele on February 01, 2009, 09:14:23 pm
Just a reminder, a few monster have Ignore Height / Fly / Float as innate,
so this change will have effect at monster.

QuoteRazele, im actually working on the job wheel, but with all ive got going on...its a little rough, heres what i got

You cant disable squire. it is the base class for everything, it is replaced with a special characters unique class and so forth. basically it looks like a giant variable to be changed at will.

I was experimenting with the job wheel expansion GS code i found a LONG time ago....LD brought it to my attention again a few months ago, at any rate, the jobs seem to let you change into them, but fail to appear on the abilities list...you cant set requirements for these classes and you cant learn skills because they arent listed or selectable...

I thought about having it check for a characters JP and other class relations in a different place, but i havnt had time to mess with it Sad
Hmm, I'm expecting this. It won't be easy to replace / disable Squire.

QuoteAlso, I was referring to the Books, Razele, Book of Enavia, M - Fiction Book, all those good treasures. If we can harness those... oh the storytelling functions would be incredible!
Can we start with Zodiac Brave Story's Fact section ?
I already tried to enabling it without any success.
Also, any info regarding the Book is appreciated.
I hope the game just disable triangle button function at the other Books.
That will make things easier.

??????

0x0092 : Opens the Brave Story "Fact" section. (contains 8 empty pages in the US version)

    * (0x92000100: to activate it's existence in an event)


QuoteOn a completely different note... can chicken be modified so that it has a normal duration and the game doesn't remove it based on the amount of brave the affected unit has?

Like I already said, status effect that have counter / duration :
Wall, Stop, Slow, Haste, Shell, Protect, Regen, Poison, Death sentence, Reflect, Don't Act, Don't Move, Sleep, Charm, Innocent, Faith.

I have to reallocate other status counter in the new storage area.
If we have 16 units in battle, we need 24 byte * 16 units = 384 bytes of space to store other status counter. That's huge.
Not to mention I have to reset each of the side effect manually, like Chicken :
give back control to the player, set the AI to normal, set the sprite back to normal, etc.


QuoteInteresting! ^_^
Can they also be added to the 3 blank support slots? They have ability IDs 3B, 3E, & 3F.

If you were to add, for example, 1/2 fire to 'Defend' and use the 'All units have Defend' hack would it give all units 1/2 fire? Or does the 1/2 fire only apply if the unit has the 'Defend' ability actually equipped? what I'm getting at is that it might give the 'Defend' ability (not the menu) a new use as a support ability. ^_^

If so I'd like to request these:

ID 3B --> Strengthen all elements.
ID 3E --> 1/2 all elements.
ID 3F --> Immune: Blind, Mute, & Poison.
Defend --> Immune: Confuse, Charm, Sleep, & Innocent.
Equip Change --> Immune: Slow & Stop.
Reflect --> Immune: Petrify, Chicken, & Frog.
At the start of the battle, Float movement ability will give Always:Float.
My initial plan would be to use that function to add the other functionality to other movement ability effect,
So currently, you don't need to be in Defending status to receive Immune:Confuse, Charm, Sleep, & Innocent buff.

QuoteID 3B --> Strengthen all elements.
Personally, I don't think this is appealing.
Strengthen will increase magic attack by 25%
If I'm using Wizard, I either use 108 Gems or X Rod (Strengthen X element) with a combination of Magic Attack Up (increase magic attack by 33%) / Short Charge as support ability.

QuoteID 3F --> Immune: Blind, Mute, & Poison.
Same reason. Support ability is too precious to be used to prevent status immunity.
I prefer to use Accessory slot to prevent status:X, or throw item to cure those status.

QuoteReflect --> Immune: Petrify, Chicken, & Frog.
Doesn't Reflect already reflect those spells ?

There's very little space to be used at Float give Always:Float at the start of the battle routine, so I'll probably merge this hack with Skip's.
Title:
Post by: LastingDawn on February 01, 2009, 09:32:05 pm
Well,  enabling it is rather simple, Zodiac found that first, and when used ingame it does activate Facts page (which is where Memoirs of a Cadet is going to be able to be read)

(http://i112.photobucket.com/albums/n198/LastingDawn/SCUS_94221_17102008_003745_0375.png)
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Post by: SentinalBlade on February 01, 2009, 09:37:24 pm
Quote from: "VincentCraven"SB, is there a way to make generic classes overwrite Squire like special classes do?

Without overwriting everything over a preexisting special unit, I mean.

You mean replace a generic unit's squire with something like Holy Knight or even Geomancer? a relinking wouldnt be hard to figure out at all, if and when i find where it would read the default classes used.
Title:
Post by: Xifanie on February 01, 2009, 09:44:47 pm
Activate Facts and its 24 pages.
The first 7 pages are automatically unlocked through instructions at Orbonne at Chapter 2 start.

{B0}(r92000100)
{B0}(rA4010100)
{B0}(rA5010100)
{B0}(rA6010100)
{B0}(rA7010100)
{B0}(rA8010100)
{B0}(rA9010100)
{B0}(rAA010100)
{B0}(rAB010100)
{B0}(rAC010100)
{B0}(rAD010100)
{B0}(rAE010100)
{B0}(rAF010100)
{B0}(rB0010100)
{B0}(rB1010100)
{B0}(rB2010100)
{B0}(rB3010100)
{B0}(rB4010100)
{B0}(rB5010100)
{B0}(rB6010100)
{B0}(rB7010100)
{B0}(rB8010100)
{B0}(rB9010100)
{B0}(rBA010100)
{B0}(rBB010100)

OR

0x8005791E = 04
0x80057940 = F0 FF FF 0F
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Post by: Vanya on February 01, 2009, 11:08:33 pm
QuoteAt the start of the battle, Float movement ability will give Always:Float.
My initial plan would be to use that function to add the other functionality to other movement ability effect,
So currently, you don't need to be in Defending status to receive Immune:Confuse, Charm, Sleep, & Innocent buff.

So you're thinking to modify the routine to check for other R/S/M abilities and then apply certain conditions based on that. That's a good plan. If it works, then with enough space you could add any augments to pretty much any ability you like. ^_^
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Post by: VincentCraven on February 01, 2009, 11:09:58 pm
So Razele,

Are you proficient in disabling menus?

I want to disable the ability to job change.


Asmo and I want to make a patch in which even generic classes only have access to their own class, and have preset RSM/no secondary.

This is almost accomplished by making each unit have lv8 requirement in itself and setting the unit in the ENTD to already have it unlocked.

Unfortunately, Squire is still there.

Because these units need a menu sprite, the only other way I know of around this is to either

 A) swap about 11 special characters with generics and tweak events/battles accordingly.  Considering these units also need to be of the type that has a menu sprite, this method still may not be effective.

 B) set up an exception in which if a unit has Squire as the base class, then there is no base class.  If I understand correctly, this method is way too difficult to make the hack for.

If you don't know how, that's okay.  SB says he'll do it as soon as I find PSXTrace for him.  If all else fails, I'll just have to make Squire into a glitchy nothingness.
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Post by: Zozma on February 02, 2009, 04:32:56 am
okay so i made it so all monsters have innate Beastmaster/Monster Skill equipped

but monsters not next to eachother still seem to be able to cast their 4th level spell (but it doesn't display their 4th skill)

is there a way to make it so that all 4 monster skills always display
Title:
Post by: Razele on February 02, 2009, 07:02:25 am
The Germonik Scriptures
Is there any period in the game where we can't read this book ?
Which means the game disable the triangle button on this book.
I don't remember that much.

QuoteSo Razele,

Are you proficient in disabling menus?

I want to disable the ability to job change.


Asmo and I want to make a patch in which even generic classes only have access to their own class, and have preset RSM/no secondary.

This is almost accomplished by making each unit have lv8 requirement in itself and setting the unit in the ENTD to already have it unlocked.

Unfortunately, Squire is still there.

Because these units need a menu sprite, the only other way I know of around this is to either

A) swap about 11 special characters with generics and tweak events/battles accordingly. Considering these units also need to be of the type that has a menu sprite, this method still may not be effective.

B) set up an exception in which if a unit has Squire as the base class, then there is no base class. If I understand correctly, this method is way too difficult to make the hack for.

If you don't know how, that's okay. SB says he'll do it as soon as I find PSXTrace for him. If all else fails, I'll just have to make Squire into a glitchy nothingness.

After I make Rad unable to change Class, Rad can't wear any kind of Equipments, like Monster.
Well, it's better if more than one people hack this Class change thing.

(http://img264.imageshack.us/img264/7183/squire1si8.png) (http://img510.imageshack.us/img510/9436/squire2io4.png) (http://img55.imageshack.us/img55/8977/squire3iv1.png)

Quoteokay so i made it so all monsters have innate Beastmaster/Monster Skill equipped

but monsters not next to eachother still seem to be able to cast their 4th level spell (but it doesn't display their 4th skill)

is there a way to make it so that all 4 monster skills always display
Is that happened to allies with Auto-Battle or with enemies ?
Title:
Post by: Asmo X on February 02, 2009, 07:06:38 am
hah. thats still pretty cool razele. I wonder if you can force him to have equipment using the patcher?
Title:
Post by: Zozma on February 02, 2009, 07:32:43 am
it seems to be AI able to use it only

whenever i have a recruited monster he wont have access to his 4th level skill unless i am next to another creature with beastmaster.

but enemy bombs were using firaga which i gave them as their 4th spell even tho they were not even next to another beastmaster. but when you look at their stats they dont display the 4th skill even tho they are selecting it with AI
Title:
Post by: LastingDawn on February 02, 2009, 08:09:54 am
That there is not, Razele, you can always read the Germonik Scriptures.
Title:
Post by: VincentCraven on February 02, 2009, 08:10:53 am
That's a pretty useful hack too Raz.

We may be able to get somewhere with that.

It really depends on how monster-like the unit is.
Title:
Post by: Razele on February 02, 2009, 09:21:53 am
QuoteThat's a pretty useful hack too Raz.

We may be able to get somewhere with that.

It really depends on how monster-like the unit is.
It's still incomplete hack, but you can achieve the same result by changing Squire's skillset to B0 - DF.
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Post by: SentinalBlade on February 02, 2009, 09:27:19 am
Hrmm, i need the Squire to have the correct skillset when its action menu is set to "Katana Inventory"...think you can come up with a fix for the generics and the skillset bug?

As in, if you set geomancer, ninja, samurai, chemist, or lancer to have a different action menu then normal, they glitch up and the attacks have a weapon range with a 00% chance to do nothing... >.< its really limiting my number of classes for SoR
Title:
Post by: Razele on February 02, 2009, 10:03:12 am
QuoteHrmm, i need the Squire to have the correct skillset when its action menu is set to "Katana Inventory"...think you can come up with a fix for the generics and the skillset bug?

As in, if you set geomancer, ninja, samurai, chemist, or lancer to have a different action menu then normal, they glitch up and the attacks have a weapon range with a 00% chance to do nothing... >.< its really limiting my number of classes for SoR

The menu for DrawOut is probably hardcoded.
I tried to add Cure 2 at Draw Out skillset, and got Defense Ring below Chirijiraden.

The temporary solution for this would be to change Lancer's skillset to other skillset, like 0E Steal or 4D Blank

(http://img443.imageshack.us/img443/8202/stealze0.png)
Title:
Post by: Dokurider on February 02, 2009, 04:08:53 pm
You still looking for a way to buff the other move skills, Raz? I think you should give Fly 1.5 increased evasion. I think giving it initial:faith or whatever is too strong.
QuoteTwo Hands give double damage, at the cost of Shield / Evasion.
Of course, if people want that in their patch, it's possible to raise that multiplier, but I think Two Hands already quite good.

Well, the idea was to make it so that it competitive with Two Swords. Right now, Two Swords > Two Hands. I want Two Hands to be the superior way to deal damage. However, I think Vincent's idea to nerf Two Swords instead is a much better idea. Should be reduced to 75% each swing.
Title:
Post by: LastingDawn on February 02, 2009, 04:27:51 pm
Well I thought that Defense Ring was very interesting, so I rushed to see what else might appear, needless to say a lot of things did, but unfortunately the game hasn't programmed skills for those "items" to use, therefore it just goes to moving if you use them.
Title:
Post by: SentinalBlade on February 02, 2009, 05:03:34 pm
Razele, i shouldve informed you of this bug as well

If you change a Generic class Skillset, it behaves oddly.

If you place one ability in it, learn it and go into battle, your menu will be greyed out.

If you have say, 4. and learn them all itl only learn a few. if you learn just one or 2, you will learn what seems to be random skills, other than what you spent jp on. If you dont learn anything in it, you might go into battle with the skillset mastered....

such strange things. i managed to delve into some BnE snippets and change their register value to be equal so that it would not go to a far away line of code. needless it say it didnt help much before there were to many to keep track of. I did manage to make the weapon range ability with a 00% chance to do nothing, into a green paneled, target only self 00% chance to do nothing :P
Title:
Post by: Dokurider on February 02, 2009, 06:40:56 pm
I don't know if this has been asked before, but have you found a way to increase rooster space yet?
Title:
Post by: Razele on February 02, 2009, 09:12:39 pm
QuoteRazele, i shouldve informed you of this bug as well

If you change a Generic class Skillset, it behaves oddly.

If you place one ability in it, learn it and go into battle, your menu will be greyed out.

If you have say, 4. and learn them all itl only learn a few. if you learn just one or 2, you will learn what seems to be random skills, other than what you spent jp on. If you dont learn anything in it, you might go into battle with the skillset mastered....

such strange things. i managed to delve into some BnE snippets and change their register value to be equal so that it would not go to a far away line of code. needless it say it didnt help much before there were to many to keep track of. I did manage to make the weapon range ability with a 00% chance to do nothing, into a green paneled, target only self 00% chance to do nothing
Greyed out ? When I change Lancer's skillset to 0E Steal it seems to working fine in battle. Can you give me some screenshot about what you do ?

QuoteI don't know if this has been asked before, but have you found a way to
increase rooster space yet?

Yes and no. The max number of rooster space is actually 20.
16 for your party and the other 4 is reserved for guest.
If your party is higher than 20, the game won't allow it, since it will overwrite other area.
Ovelia, Mustadio and Agrias join you at the same time in vanilla, so if you change the story event (ditch one of them) you can increase party number by 2 in phase B.

Soldier Office : increase 16 unit limit to 20, phase A
SCUS_942.21
0x4A764 change 0x10 to 0x14

Note : Unit 17-20 join as Guest.
Title:
Post by: Zozma on February 02, 2009, 09:25:24 pm
so raz, i should have absolutely no problem if i use this phase A thing
 
for my patch since guests NEVER appear in my menu at all.

so im free to add my 4 new characters then? but how did the psp get up to 24 normal party units and start guests at 25?
Title:
Post by: Archael on February 02, 2009, 09:47:31 pm
Quote from: "Zozma"so raz, i should have absolutely no problem if i use this phase A thing
 
for my patch since guests NEVER appear in my menu at all.

so im free to add my 4 new characters then? but how did the psp get up to 24 normal party units and start guests at 25?

exactly my thoughts...
Title:
Post by: SentinalBlade on February 02, 2009, 10:02:14 pm
PSP was essentially a port, but they did have the source code at their hands...they couldve done alot more than what they did

Its not like they ASM'd their way into the old FFT PSX ISO and fumbeled around for 4 years xD
Title:
Post by: Xifanie on February 02, 2009, 10:02:23 pm
moar space
psx has 2mb ram
psp has 32mb ram
Title:
Post by: Razele on February 02, 2009, 11:36:56 pm
Quoteso raz, i should have absolutely no problem if i use this phase A thing

for my patch since guests NEVER appear in my menu at all.

so im free to add my 4 new characters then? but how did the psp get up to 24 normal party units and start guests at 25?

Nope, that hack isn't perfect. If you recruit 17th unit in Soldier Office, they will join as Guest.
Title:
Post by: SentinalBlade on February 02, 2009, 11:48:53 pm
Only problem with that being they are stuck as guests? as in you cant remove them? :P
Title:
Post by: Razele on February 03, 2009, 12:00:32 am
Yeah, they behave like Guest Delita & Algus.

(http://img119.imageshack.us/img119/7697/guest20tc4.png) (http://img3.imageshack.us/img3/1885/guest201cg5.png)
Title:
Post by: Zozma on February 03, 2009, 01:06:41 am
thats quite a shame, no way to undo this?
Title:
Post by: Razele on February 03, 2009, 01:31:10 am
Phase B is to fix those problems, and still in progress.

Quotefor my patch since guests NEVER appear in my menu at all.

You don't use "Save Formation" check in fftpatcher ?
Does that mean you give Guest Delita fixed setup ?
Title:
Post by: Zozma on February 03, 2009, 01:32:22 am
yes. i never use "save formation" at all in my patch
you cant edit what your guests learn or have equipped, but they are set to always start on party level in each battle they appear
Title:
Post by: Aquilae on February 03, 2009, 02:23:11 am
Hey Razele, would it be possible to hack Transparent status so that units can pass through them, but not stand on the same space? Sort of like dead units occupying spaces.
Title:
Post by: Razele on February 03, 2009, 02:52:24 am
QuoteHey Razele, would it be possible to hack Transparent status so that units can pass through them, but not stand on the same space? Sort of like dead units occupying spaces.
This one should be possible, since Dead status already do this.

QuoteYou still looking for a way to buff the other move skills, Raz? I think you should give Fly 1.5 increased evasion. I think giving it initial:faith or whatever is too strong.
Yeah, I'm still accepting ideas.
We still haven't talked about other movement skill, like Ignore Height.
Fly can use the Defending trigger to increase evasion.

QuoteIf it were possible to add +move/jump to movement abilities, i'd like to see the +move and +jump abilities conslodated into one set of +abilities. like Move +1 would increase move by, well, +1, and move + 2 would increase move by +2 and jump by +1, and move plus 3 would have the net effect of move +3 and jump +2.

Fly could get Always: Float, and grant immunity to Don't Move, but would add Weak: Wind

Float could grant immunity to Don't Move

Any Ground could also halve earth and water element attacks
Doesn't this will make Fly superior to Float ?

This is the list of movement abilities :

* Move+1
* Move+2
* Move+3
* Jump+1
* Jump+2
* Jump+3
* Ignore Height
* Move-HP Up
* Move-MP Up
* Move-Get Exp
* Move-Get Jp
* Teleport
* Teleport 2
* Any Weather
* Any Ground
* Move in Water
* Walk on Water
* Move on Lava
* Move undrwater
* Float
* Fly
* Silent Walk
* Move-Find Item
Title:
Post by: SentinalBlade on February 03, 2009, 02:59:04 am
Razele, ive been messing with some ideas and Shaded passed out that in the ENTD, some classes should have a set of RSM to choose from...

Its pointless having monk with Weapon Guard or a knight with MA Save right?

Im thinking maybe we could give them a small pool to choose from, and elimenate any useless abilities that would appear when you set a unit to have a random one...

I found where the units RSM are loaded when you go into a battle, but you never really finished helping me learn actually "Making" hacks. all i can really do is find stuff through the debugger. i have no idea how to really make it read its class to jump to an area that will ahve the listed abilities for that class...blah blah blah...like i said, all i can do is find stuff till i actually get help learning this >.<

Edit: i did manage to do SOME things by myself. like i removed some things that can be selected with the randomize command... like if an enemy has weapon guard i made it so he will never equip weapon guard with the randomization... :3 i like to think im learning, and even if im not, the false sense of security kinda helps me get by.
Title:
Post by: Razele on February 03, 2009, 08:02:52 am
The easiest way would be to redirect each class to its own table list.
Instead of using reaction table's "Chance to learn" in 3005F922 - 3005FA1A we use our own table.
Assuming you only want the Generic class 4A Squire - 5C Dancer (19 class), that means we need
32 * 19 = 608 bytes to store the pool for reaction abilities
32 * 19 = 608 bytes to store the pool for support abilities
26 * 19 = 494 bytes to store the pool for movement abilities
Total : 1,710 bytes

1.3's Table :
(http://img15.imageshack.us/img15/3893/reaction13mw4.png) (http://img145.imageshack.us/img145/8043/support13kn8.png) (http://img15.imageshack.us/img15/2717/movement13qc5.png)


Ex : Samurai's custom table
(http://img145.imageshack.us/img145/4982/samuraisi6.png)
Title:
Post by: SentinalBlade on February 03, 2009, 08:08:49 am
Alright given the that info, it seems a bit clearer, though im still not entirely sure of how to make it read our own table instead of the games default, i understand a jmp instruction will work fine for going to that table, but what code could be overwritten to put space for that jmp, and with that in mind, being careful of its placement because of the read immediate instruction after each branch and jump command... I can experiment, and more than likely will, but id like to save myself a few hours of headaches, if you dont mind explaining to me how to correctly make it read our table and then returning the learned skills...id be pretty thankful :)... also if you mentioned something and i missed it, i havnt slept in 3 days, so im running on little energy...just point it out ot me and ill try harder to look at what you wrote.
Title:
Post by: Razele on February 03, 2009, 09:18:32 am
First, you should get a good rest. Three days without sleep aren't good for your health.

There should be a pointer that read "Chance to learn" table.
Something like this :

r17=0x8005f9e8
lbu r5,0x0002(r17) [Read Weapon Guard's Chance to learn]

That function must be inside a loop, so first you must check if that function load Reaction table only or used to load Ability table too.
Then, just put a jump to the kanji area, and put the percentage learn in the table :
To load our own table, just modify that instruction to :


save r17
lui r17,0x8015
ori r17,r17,0x3848
add r17 with current class and calculate the new address.
lbu r5,0x0000(r17)

load r17


Samurai's table :

          A  B  C  D  E  F
00153848: 00 00 32 00 0A 32
....
....


A = A Save
B = MA Save
C = Speed Save
D = Sunken State
E = Caution
F = Dragon Spirit
Title:
Post by: Zozma on February 03, 2009, 09:34:04 am
raz can you make it so Blind status makes your base hit for everything 50%
including spells?

It really needs to be more crippling than it is normally....
Title:
Post by: SentinalBlade on February 03, 2009, 09:36:07 am
Alright, i understand all that, surprisingly, but how does it know that this is for samurai? we can point to a table but how do we make so it calls it for the right class. would we do a simple lbu and check it against a register, and if its equal go to that things table?

I recognize that it checks for chance to learn and such, and that code seems pretty clean  cut, but there doesnt seem to be any clear indication of what the current enemies class is to check against anything...or am i overlooking something simple or miniscule?

Also, im on a new medicine that is basically FORCING epilepsy while wearing a halter monitor. they are trying to decide if my seizures are really seizures or something (insert two extremely hard to pronounce/spell words) synchopy. it makes it very hard to sleep. but it is one of our last few options.
Title:
Post by: Razele on February 03, 2009, 11:15:56 am
Quoteraz can you make it so Blind status makes your base hit for everything 50%
including spells?

It really needs to be more crippling than it is normally....
This one shouldn't be too hard.

QuoteAlright, i understand all that, surprisingly, but how does it know that this is for samurai? we can point to a table but how do we make so it calls it for the right class. would we do a simple lbu and check it against a register, and if its equal go to that things table?

I recognize that it checks for chance to learn and such, and that code seems pretty clean cut, but there doesnt seem to be any clear indication of what the current enemies class is to check against anything...or am i overlooking something simple or miniscule?

Also, im on a new medicine that is basically FORCING epilepsy while wearing a halter monitor. they are trying to decide if my seizures are really seizures or something (insert two extremely hard to pronounce/spell words) synchopy. it makes it very hard to sleep. but it is one of our last few options.

Register 19 should contain the base address for character X in battle
You can get the current job with : lbu 0x0003(r19) or just check Register 7

Well, I hope you get in a good condition soon SB.
Title:
Post by: Zozma on February 03, 2009, 11:38:20 am
ummm r19 say what lol... ill never be able to get into asm myself unfortunately

and SB feel better -_-
Title:
Post by: Vanya on February 03, 2009, 02:57:06 pm
First off, I hope you feel better, too, SB. My fiance had seizures when she was little and I've heard how bad they are.

Suggestions for Movement skills:

* Move+1 --\
* Move+2 ---| I kinda like Skip's ideas to combine move & jump abilities. I'd distribute the gains on a 1:1 ratio, though.
* Move+3 ---| For example: "Move+1" = +1 move and jump ... "Move+3" = +3 move & jump.
* Jump+1 ---| Maybe make a 4th one out of "Jump+1"; "Jump+1" = +4 move & jump.
* Jump+2 ---| Then clear the move/jump bonus of Jump+2 & Jump+3 and use them for something new.
* Jump+3 --/
* Ignore Height ---> I'd clear this out & use it for something else since a unit with "Motion+4" (Temp name) + base jump + accessories will be more than adequate.
* Move-HP Up ----\ They would be more useful if they each had +1 move & jump.
* Move-MP Up ----/
* Move-Get Exp ---\ Maybe increase EXp & JP gain by 1. Gain 2 Exp &  3 Jp per panel moved respectively.
* Move-Get Jp -----/ These should also be nullified if the unit id afflicted with charm.
* Teleport -----\ These should both have an MP cost as previously discussed. I think it might be simpler to just limit teleport to the player's normal range.
* Teleport 2 ---/ Also, Teleport 2 should be about 2x more expensive than Teleport.
* Any Weather ---> It's normal abilities suck. Give it 1/2 wind, water & lightning to make it more useful.
* Any Ground ---> This should be combined with move on Lava. Then give it 1/2 fire, ice (snow), & earth. Does snow give a movement penalty? If it does this should negate that penalty, too.
* Move in Water ---> This is fine no need to change.
* Walk on Water ---> See above.
* Move on Lava ---> After combining this with Any Ground, it is useless. So I'd disable it's original effect and give it "Auto Haste" + immunity to slow, stop, and don't move.
* Move underwater ---> No change needed.
* Float ---> Give it weak to wind & 1/2 lightning.
* Fly ---> No suggestion. I prefer it as an enemy only skill anyway.
* Silent Walk ---> "Always Invis" + "Ignore Traps"
* Move-Find Item ---> This is fine. Leave it. (You disarm traps and get items from them, right? Shouldn't it be called "Salvage"?)
Title:
Post by: Razele on February 04, 2009, 12:28:49 am
* Added Katana's chance to break

Thanks to Zodiac's RNG explanation : http://www.ffhacktics.com/wiki/RNG (http://www.ffhacktics.com/wiki/RNG)
I discovered true Katana's chance to break. It's not fixed at 15%

(http://img212.imageshack.us/img212/2536/katanapt7.png)

This is the original movement ability's bonus from BMG :

[Any Ground] - 220 JP, Geomancer
Normally each square of flowing water you walk through costs you two movement
points instead of one.  With this ability, the movement penalty to walk through
flowing water vanishes.

[Any Weather] - 200 JP, Oracle
Normally, you can walk over marsh sqaures without suffering the water penalty.
However, if it is raining heavily in a marshland, you will face a similar
penalty -- you must use two movement points for every square of marsh you
move over.  If you have Any Weather equipped, that penalty will not take
effect.  In addition, weather effects on magic (increase in Lightning damage
and decrease in Fire damage during thunderstorms) are nullified if the caster
has Any Weather.  This is in a heated battle with Move on Lava for the title
of 'most useless ability'. And another curiosity:  the programmers gave the
Steel Giant class Any Ground and Any Weather inherent, but they also gave
it Cannot enter water inherent, making Any Ground and Any Weather completely
useless! Maybe they intended to program more weather and terrain effects
into the game but never got around to it.

[Cannot enter water] - 200 JP, inherent for several monsters)
You cannot move or stop on squares that are submerged in water.

[Float] - 540 JP, Time Mage
You float 1h above the ground. This has the same effect as the Float status,
except that it allows you to stop on lava squares (the Float status only
allows you to move, not stop, over lava).

[Fly] - 1200 JP, Bard and Dancer
Allows you to fly over all height differences, enemies, and obstacles.
Nullifies fall damage.

[Ignore Height] - 700 JP, Lancer
You are able to jump to any vertical height, regardless of your 'Jump'
stat.  This has no effect on the Lancer's JUMP command.

[Jump +1] - 200 JP, Archer
'Jump' stat + 1.  This has no effect on the Lancer's JUMP command.

[Jump +2] - 480 JP, Thief  
'Jump' stat + 2.  This has no effect on the Lancer's JUMP command.

[Jump +3] - 1000 JP, Dancer
'Jump' stat + 3.  This has no effect on the Lancer's JUMP command.

[Move +1] - 200 JP, Squire
'Move' stat + 1.

[Move +2] - 520 JP, Thief
'Move' stat + 2.

[Move +3] - 1000 JP, Bard
'Move' stat + 3.

[Move in Water] - 420 JP, Ninja
You can move (and stop) on top of water; water is treated like
normal ground.

[Move on Lava] - 150 JP, Geomancer
You can move (and stop) on top of lava; lava is treated like
normal ground.

[Move Undrwater] - 200 JP, inherent for Mindflayer type monsters
You can move (and stop) in water up to 3h deep without penalty.

[Move-Find Item] - 100 JP, Chemist
You can extract hidden items from booby-trapped squares without
triggering the traps. Each square has two items: the odds of getting
one (usually the commoner item) are Br%, and the odds of getting the
other (usually the rarer item) are (100 - Br)%.

[Move-Get Exp] - 400 JP, Calculator
You gain 1 Exp. per panel moved, unless you are afflicted with
Berserk, Confusion, or Blood Suck status.

[Move-Get JP] - 360 JP, Calculator
You gain 2 JP per panel moved, unless you are afflicted with
Berserk, Confusion, or Blood Suck status.

[Move-HP Up] - 300 JP, Monk
Recover RU{MaxHP / 10} HP if you move at least one panel, unless
you are afflicted with Berserk, Confusion, or Blood Suck status.

[Move-MP Up] - 350 JP, Oracle
Recover RU{MaxMP / 10} MP if you move at least one panel, unless
you are afflicted with Berserk, Confusion, or Blood Suck status.

[Silent Walk] - 700 JP, GameShark only
No known effect.

[Teleport] - 600 JP, Time Mage
Able to teleport through obstacles, height differences, units, etc.  
Chance of success is 100% within your Move range and decreases 10%
per extra square you move.  See section 6.7 for details.

[Teleport 2] - 0 JP, inherent for Arch Angel, Holy Angel
Teleport anywhere on the battlefield with 100% success.

[Walk on Water] - 300 JP, Samurai
Ignore water depth; all water is treated like it is 1h deep,
regardless of actual depth. (Doesn't it seem like this should be
called Move in Water, and Move in Water should be called
Walk on Water?)
Title:
Post by: Cheetah on February 04, 2009, 12:51:32 am
Thanks for that great explanation of all the movement abilities. Do you think you can edit these so much as to create new movement abilities. An idea I had was:

[Push Through] -
Enemy units no longer block your path and the unit can move past them similar to how they move past friendly units.

If you could add something like that, it would be awesome.
Title:
Post by: Vanya on February 04, 2009, 10:09:33 am
Wouldn't that make Fly useless?
Title:
Post by: Cheetah on February 04, 2009, 12:20:26 pm
I never thought of that. But fly also has the advantage of ignoring height and obstacles. So "Push Through" would be a lower tier movement skill, or for a physical class instead of a magic class.

Obviously there is a lot of balancing you could do with movement abilities, because in vanilla it's Teleport are Move+2.
Title:
Post by: Dokurider on February 04, 2009, 12:23:15 pm
I've always wonder why Short Charge doesn't effect Charge. Could it be fixed?
Title:
Post by: Razele on February 04, 2009, 12:25:53 pm
I just remember about Move-MP Up and MP Switch combo. I'll disable Move-MP Up if the unit equip MP Switch.
This should make Move-MP Up available at Oracle and MP Switch at Time Mage.

QuoteMove on Lava ---> After combining this with Any Ground, it is useless. So I'd disable it's original effect and give it "Auto Haste" + immunity to slow, stop, and don't move.
Auto Haste is broken. That's why Excalibur doesn't have it in 1.3

QuoteTeleport 2 ---/ Also, Teleport 2 should be about 2x more expensive than Teleport
I don't think Teleport 2 needs a change.
Teleport 2 is suited for enemies, and player won't get enough MP to do Teleport 2 anyway.

QuoteMaybe make a 4th one out of "Jump+1"; "Jump+1" = +4 move & jump.
4 Move and 4 Jump are too much, they're better than Teleport.

Quote[Push Through]
Enemy units no longer block your path and the unit can move past them similar to how they move past friendly units.
This movement ability can be merged with Silent Walk.

QuoteI've always wonder why Short Charge doesn't effect Charge. Could it be fixed?
I'm sure it can be fixed since there should be a function that check if an ability is affected by Short Charge or not.

I would like to hear other member's opinion about movement ability buff.
Title:
Post by: Dokurider on February 04, 2009, 12:36:47 pm
Actually, I have an insane idea. What if you could swap places with other units?
Title:
Post by: Razele on February 04, 2009, 01:11:17 pm
QuoteQuote:
You still looking for a way to buff the other move skills, Raz? I think you should give Fly 1.5 increased evasion.

Just quoting myself in case you missed it.
Yeah, I don't miss it. Actually, I like how Fly can increase your evasion by 1.5x


Quote* Move-Get Exp ---\ Maybe increase EXp & JP gain by 1. Gain 2 Exp & 3 Jp per panel moved respectively.
* Move-Get Jp -----/ These should also be nullified if the unit id afflicted with charm.
Current Exp / JP bonus from Move-Get Exp and Move-Get JP are too small. I agree with the idea for increasing their bonus.

QuoteIf it were possible to add +move/jump to movement abilities, i'd like to see the +move and +jump abilities conslodated into one set of +abilities. like Move +1 would increase move by, well, +1, and move + 2 would increase move by +2 and jump by +1, and move plus 3 would have the net effect of move +3 and jump +2.
Adding Move / Jump should be possible in-battle.
Currently, I'm still working to make the bonus visible in Formation Screen.
For some reason, other movement abilities, beside Move+X / Jump+X like Ignore Height bypass function to display movement bonus.

I also like the idea of merging Move+X and Jump+X abilities.
There's almost no reason to use Jump+X, since Move+X is mostly more superior.

QuoteActually, I have an insane idea. What if you could swap places with other units?
I won't know until I test it, but this should cause a graphic glitch since the unit still try to finish their spell animation.
Title:
Post by: Archael on February 04, 2009, 01:56:25 pm
I dislike the whole Float / Fly / Move in X immunity / resistance / weakness to elements thing. Seems gimmicky, but that's just me.

The problem here is not that Ignore Height, Fly, Float, and the others suck.

The problem is that Teleport makes all of them (Except for Move +2 and Move +3) virtually useless.

Teleport's too good.



---

A Movement Ability is just that, a Movement Ability.

It's not a Support Ability...

So why are you guys trying to smack elemental attributes and x1.5 evasion bonuses on it?

That's just a cop out of the problem and trying to turn them into Mini-Support skills that go in the Movement Ability slot just to try to make them more useful.

Gimmicky!!!

IMO Teleport should be nerfed somehow, probably increase the chances of failure by 5-10% per extra square. Or re-worked altogether.
Maybe  Teleport could start measuring the failure % Rate based on 3 move, always, regardless of how much move you have. Or both.

Or maybe just get rid of it altogether.

Movement is an important part of the game, but it's made less-relevant by brutally effective Movement skills such as Move +2, Move +3, and Teleport.

IMO Move+X should cap out at Move+1.

Teleport should be MASSIVELY nerfed. And I'm talking massive % fail rates.

And then you'd see hella more use out of Float, Fly, and Ignore Height.




My suggestions:

1) Keep Float as it is.

2) Keep Ignore Height as it is.

3) Get rid of Fly's Ignore Height property.

4) Crush Teleport's % success rates. Then it becomes a mix of Ignore Height AND Fly, but extremely unreliable.


Hell, Teleport should probably have a chance to fail even when you are moving inside your 3 range, just to make up for the powers it gives.

Like... ~25-33% chance to fail within 3 movement range. ~50% + chance to fail beyond 3 movement range.

Something penalizing like that.

Etc etc.
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Post by: Vanya on February 04, 2009, 03:29:17 pm
I stand by my earlier thought, Teleport should only let you move withing your normal range. It shouldn't ignore height, either.

I agree with removing the ignore height property from Fly, but I don't think giving Fly an evade boost is a bad idea. Have you ever tried catching something that flies? Not easy. Much less with what would amount to a magical effect such as a human unit with flight would have.

I honestly don't see the use of Ignore Height. There are few maps that need it. And, like I said before, the same net effect can be had from a unit with a high jump value. Any monsters that used to have ignore height can just be given a higher jump base anyway.


Quote from: "Voldemort"A Movement Ability is just that, a Movement Ability.

"Any Weather" and "Any Ground" are pseudo-support skills without adding anything to them.


Quote from: "Voldemort"Gimmicky!!!

Not if it makes sense. A unit with auto-float having a defense against an electrical attack makes sense to me.
A unit with Walk on Lava having immunity to fire makes sense too.


Quote from: "Razele"I also like the idea of merging Move+X and Jump+X abilities.
There's almost no reason to use Jump+X, since Move+X is mostly more superior.

I think it would be better to have a higher ratio of jump bonus to move bonus. Like move+1 & jump+2 instead of a lower amount of jump than move.
Title:
Post by: VincentCraven on February 04, 2009, 05:07:01 pm
The best fixes seem to be the hardest ones to make via hacking.

I agree with Voldemort on most points.  Jump+X would be pretty worthless though vs Fly, and I would propose merging Jump+1 with Move+1, similar to what Razele suggested.  Unless we modified terrain or decreased the base jump stat for most units, Jump+X is usually rather unimportant.

Vanya:  It might be cool to make Fly increase evasion, but is that really the purpose of movement abilities?

Bottom line though, many of these abilities were just thrown in there and Square was like, "These are pretty awesome ideas, let's add in X feature."  I mean, I guess it was cool the first time through when one's lack of knowledge of the game mechanics made it hard, and suddenly you get a unit with some awesome ability, but seriously.

I like FFT's battle system, but I seem to be liking the abilities in it less and less.  Too many, too much overlapping, and too much that completely destroys the fundamentals of strategy.
Title:
Post by: Vanya on February 04, 2009, 05:46:59 pm
QuoteVanya: It might be cool to make Fly increase evasion, but is that really the purpose of movement abilities?
QuoteI get what you mean, but evasion is based on your ability to MOVE out of the way of an attack.
I think it makes perfect sense for movement abilities to modify certain other stats.

Thinking about it the Float stat itself should negate or reduce lightning damage, not the skill.
But "Walk on Lava" nullifying fire damage makes perfect sense to me. Think about it you can stand on molten rock with no ill effects, but a little fire makes you cringe? What? That isn't gimmicky, its logical.

And the purpose of movement abilities is whatever we want them to be. That's the beauty of hacking. ^_^

QuoteBottom line though, many of these abilities were just thrown in there and Square was like, "These are pretty awesome ideas, let's add in X feature." I mean, I guess it was cool the first time through when one's lack of knowledge of the game mechanics made it hard, and suddenly you get a unit with some awesome ability, but seriously.

Amen, brother! Not to mention they left so many things half finished or broken completely.
Title:
Post by: Archael on February 04, 2009, 08:29:45 pm
Quote from: "Vanya"I stand by my earlier thought, Teleport should only let you move withing your normal range. It shouldn't ignore height, either.

If no additional penalty for Teleporting units besides removing ignore height is created, it'll still make Fly useless.


QuoteI agree with removing the ignore height property from Fly, but I don't think giving Fly an evade boost is a bad idea. Have you ever tried catching something that flies? Not easy.

It makes more sense to have it on Float... units with Fly only "Fly" when they move, otherwise they land and stand on the ground.


That said, even if you gave evasion bonus to Float instead of Fly, that's still just throwing stuff on the skill. It doesn't do anything for Fly as a Movement Skill.


QuoteI honestly don't see the use of Ignore Height. There are few maps that need it. And, like I said before, the same net effect can be had from a unit with a high jump value. Any monsters that used to have ignore height can just be given a higher jump base anyway.

I agree with this, but that monster base jump is gonna need to be high as hell to make up for the loss of ignore height. Like, 20+ high.




Quote"Any Weather" and "Any Ground" are pseudo-support skills without adding anything to them.

Then think up something movement related for them. Don't turn them into Support Skills.

Something like

Any Weather = Unit gains +3 Jump +3 Move when weather is Rain / Snow / Thunderstorm / whatever


Move in Water = Unit Gains +3 move when moving from a panel that is water


Any Ground = Unit gains +3 speed when standing on Rocky Cliff, Stone Floor, Marshland, Swamp, Sand

Move on Lava = move on lava fucking sucks

etc



QuoteNot if it makes sense. A unit with auto-float having a defense against an electrical attack makes sense to me.

I guess it makes sense, with them, you know, canceling:Earth and all that... but I still think what you are asking for is useless Movement Abilities with extras tossed on them. That's gimmicky, it doesn't make the Movement Ability anymore useful than it actually was (with regards to movement)



QuoteA unit with Walk on Lava having immunity to fire makes sense too.

it makes sense, but it's still doing nothing for Walk on Lava as a movement ability

it's just turning it into a support skill people will equip for elemental immunities
Title:
Post by: Razele on February 04, 2009, 09:01:07 pm
QuoteMy suggestions:

1) Keep Float as it is.

2) Keep Ignore Height as it is.

3) Get rid of Fly's Ignore Height property.

4) Crush Teleport's % success rates. Then it becomes a mix of Ignore Height AND Fly, but extremely unreliable.

Hell, Teleport should probably have a chance to fail even when you are moving inside your 3 range, just to make up for the powers it gives.

Like... ~25-33% chance to fail within 3 movement range. ~50% + chance to fail beyond 3 movement range.

Something penalizing like that.

Etc etc.

The problems with other movement abilities are because they're too weak.
There's no reason to use Jump+X, Any Ground, Any Weather, Move in Water, Move on Lava and Walk on Water
except at specific battle, like Finath River or Bervenia Volcano.

Even if we remove Move+2, Move+3 and Teleport people will pick the best one out of them, Move-Hp UP or Move+1.
And, without the range needed to near the target, melee class (Squire, Knight, Thief, Geomancer at some extent)
is the one that will feel the nerf.

You still won't see people use Any Ground / Any Weather / Float / Move in Water.
We can have the same effect by simply casting Float or wear Feather Boots.

Teleport is already nerfed.
It costs X MP / teleport, 20% penalty / square and you can't move (teleport will fail) if you run out of MP.

Costs : 10 MP / teleport
Lvl 25 Ninja can only move 2 times in battle
Lvl 25 Lancer can only move 1 times in battle
Lvl 25 Samurai can only move 3 times in battle
Lvl 25 Monk can only move 3 times in battle
Lvl 25 Wizard can only move 6 times in battle

Costs : 10 MP / teleport
Lvl 50 Ninja can only move 3 times in battle
Lvl 50 Lancer can only move 3 times in battle
Lvl 50 Samurai can only move 3 times in battle
Lvl 50 Monk can only move 5 times in battle
Lvl 50 Wizard can only move 10 times in battle

If they want to get more MP, they have to wear Robe, and it will be a big blow to their HP / PA / MA.
Robes can only give MP in the range of 10 - 50 max. I don't count Robe of Lords because it's rare.
Wizards need their MP to cast their spell. Three Teleport is almost the same as casting Fire 3.

Anyway, some movement abilities are already pseudo support, like Move-HP Up, Move-MP Up, Move-Get EXP and Move-Get JP.
Why you get HP/MP/Exp/JP for moving ?
And Float : immune to Earth-elemental attacks

[Float]
Appearance:  Character is floating 1h above the ground
Description:  This status is invoked by the 'Float' spell, the accessory
'Feather Boots', or the Move ability, 'Float'.  Characters with 'Float'
will act as if they are stationed 1h above where they are actually
standing.  For example, if a character with Float is standing at height
9, and there is a character at height 7 trying to attack the floating
character with an attack which has a vertical tolerance of 2, he will
be unable to do so because the floater will behave as if he were
standing at height 10.  In addition, floating characters can move over
rugged terrain such as lava and water without penalty to their
movement, and are unaffected by other terrain-based penalties such as
the inability to move in water of depth 2h or greater (a character with
'Float' will float 1h above the water level).  Furthermore, floating
characters are immune to Earth-elemental attacks.  Characters with the
'Float' movement ability (but _not_ those who received the status from
the boots, the Cherche, or from the TIME MAGIC), will be able to stop
over lava.

QuoteThen think up something movement related for them. Don't turn them into Support Skills.

Something like

Any Weather = Unit gains +3 Jump +3 Move when weather is Rain / Snow / Thunderstorm / whatever


Move in Water = Unit Gains +3 move when moving from a panel that is water


Any Ground = Unit gains +3 speed when standing on Rocky Cliff, Stone Floor, Marshland, Swamp, Sand

Move on Lava = move on lava fucking sucks

etc

Yeah, I like some of them. It's logical to make movement abilities gain movement bonus from specific condition.
Title:
Post by: SentinalBlade on February 04, 2009, 09:06:45 pm
Personally, i choose jump +3 over move+2

Not many people realize it, but the higher your jump attribute, the farther you can jump from a cliff that is of decent hieght.
Title:
Post by: Archael on February 04, 2009, 09:50:02 pm
Razele, somehow I don't think the MP cost thing is enough.

People will just bring Teleport in anyway, and heal MP as needed.

It's deffinitely worth MP costs... it'll still trump everything else IMHO.

Although it's a step in the right direction...
Title:
Post by: Asmo X on February 04, 2009, 10:39:05 pm
There's a lot of ad hoc justification going on here to tack some gimmicks onto movement skills.

"Shouldn't Fly have an evasion bonus because it's so hard to catch something that flies?" You can justify just about anything like this. Shouldn't ignore height add evasion for the same reason? I'm sure it would be hard to hit something that could extricate themselves from a situation by jumping 50 feet into the air. Or give it immunity to wind attacks because clearly the jumper is using some sort of wind vortex to jump so high and therefore has an affinity for it. No wait, Ignore height should be vulnerable to wind attacks since the jumper depends on calm air to jump to great heights so accurately.

This is totally the wrong way to approach it. You either resolve movement skills as movement or you let them degenerate into a clusterfuck of random support-like bonuses.
Title:
Post by: Zozma on February 04, 2009, 10:53:54 pm
i prefer simply dummy move on lava, combining it with anyground (but no other changes to any ground than just adding in move on lava)

and use the move on lava space to create Move+1 Jump+1
,

honestly i really dont see the need to screw with all these other movement abilities. as far as Float having a weakness to wind which i requested, i think that makes perfect sense especially since it makes units immune to earth attacks (doesnt it?) but thats the float status and not the movement abilitiy anyway, i dont know if the game counts them the same way.
Title:
Post by: Cheetah on February 04, 2009, 10:55:37 pm
Here are my thoughts on the current movement abilities:

Any Ground: Combine with Any Weather, but element status bonuses. People probably would rarely use it, but it would make a good innate and could be useful and some specific maps. Call it All Terrain.

Any Weather: See above

Cannot Enter Water: Leave alone because it is enemy only. Though you might think about nurfing other movement abilities by making this a part of the ability, such as no flying or teleporting if you are in water.

Float: This is a weird one since it essentially just makes a status effect innate. Plus it makes Any Ground/Weather kind of pointless, not to mention walk on lava, right? I say Float should stay a status effect and this should be replaced with something else. Maybe my Push Through idea since it would give you a very basic bonus of moving past enemy units. I'm undecided on what to do with this movement ability though.

Fly: I  think it should be left alone. It can have the advantage over Teleport that any height can be reached and reducing fall damage.

Ignore Height: Definitely gets defeated by Fly, but since Fly is such a high tier ability I think it can still have a place. I would leave it. Since all the Jump movement abilities are worthless anyways this still has purpose before getting Fly.

Jump +1/3: This will seem odd, but these two are both worthless. 1 is too small of a bonus and 3 is received so late game that it is pointless and Ignore Height is already available. If you wanted to make +3 available earlier in the game maybe it would be worth while, though it would probably be better to make it +4.

Jump +2: Make it available early on like in place of +1 Jump and leave it. In the early game this skill can still be useful to archers even if later on it the game Jump bonuses are hardly ever used.

Move +1: You could give this jump bonuses in an attempt to make it more useful later on. But I think that would undermine the early game balance. Just have to accept that this is an early game skill and will have no use once Move +2 opens.

Move +2: I would still just leave it and not add a jump bonus.

Move +3: I think this is too much and should be removed. By nurfing Teleport a bit everything will be more reasonable and balanced as a whole and there aren't good ways of nurfing this. My only suggestion would be giving it a negative jump value of -1 or -2, but that seems silly.

Move in Water: First off change it to Walk on Water like Razele said. I say leave it. It can have some real uses for Geos and getting across some maps. It will never be a default movement ability but it will have it uses.

Move on Lava: This skill's greatest downfall is that there isn't enough lava in this game. If we make more maps with more lava and had the lava geomancer skill be really powerful it could have some real uses. If your character is out in the middle of a lava pit you can only be hit by ranged attacks unless an enemy also has Move on Lava right? I say leave it.

Move Underwater: This one I don't know much about. Can you not be attacked when underwater and can you take any actions underwater? It could have use as an equipable movement skill. Leave it and maybe add it to a skill set.

Move-Find Item: I'm confused, do only bobby-trapped squares have items or can any square have items? Ideally I would want this skill to only find item, but have no effect on traps. If there is an item on a trap, then get item and trigger the trap.

Move-Get Exp: Seems fine. If you wanted to increase the increments a bit you could, but I wouldn't increase it by much.

Move-Get JP: Seems fine. If you wanted to increase the increments a bit you could, but I wouldn't increase it by much.

Move-HP/MP Up: Seem fine to me. I might making a recommendation so that the amount of HP/MP gained relates to the number of steps taken. Maybe 2% of HP per panel moved. Some people complain about the MP Up trick where you can use it with MP Switch to keep it going longer, but I say that is a problem with MP Switch not this movement ability. Thus with MP Switch it should only cushion the damage the character receives and if the damage is larger than there is MP that then the character should take the remaining damage to their HP.

Silent Walk: I say with this movement skill make it so traps aren't triggered if you walk on them. This is of course if the changes to Move-Find Item I mentioned before are made. It is essentially a blank spot though so whatever people want. This was just another random idea I had for a movement skill but it sounds like what it might have originally been meant to be.

Teleport: So this is the main point of controversy. I think having it have an MP cost is an inventive idea, but I think it would nurf it too much, maybe use that for a new higher level teleport. I think lowering the success percentage outside of the normal movement area is also good, but not by too much (probably needs a bit of testing to get right). My idea for nerfing it the best is to really really limit it's vertical tolerance. Probably relate it to the characters Jump stats. This means that you would still be able to go pretty far and with no movement limitations like characters or obstacles, but that you wouldn't be able to go very high. Maybe even have the skill also subtract -1 or -2 from their jump, then calculate a decrease of success of teleports outside of the normal range in a similar way as moving outside of the normal movement area. This would make it so Fly could really compete with Teleport. Move +2 could also really compete with Teleport because it would give guaranteed increased range. Teleport would still retain it's luck aspect though which really makes it unique. Oh and I think making it so that there was a percentage success for moving to spaces within the characters normal range isn't a good idea and would totally be over nurfing the skill and make it useless.

Teleport 2: This skill is meant to be a cheap advantage to the outnumbered enemy, and is thus fine. This skill would also be super cheap to allow for player characters to have.

Walk on Water: Stupid name and it doesn't seem to do anything different or even better than Move in Water. So I think it is garbage and should be something new.

Teleport 3: This is the only other movement ability idea that I can think of right now. Make it so every square you move decrease your likelihood of success by 5%. Small but it would add up quick, maybe make it 4%. Then have every move cost the same MP regardless of the distance, maybe 5-20 MP I'm not sure. No vertical limits. So this would be a super crazy powerful ability, but with real success limitations and a steep MP cost. Not sure it is really that great but it might be interesting to think about.
Title:
Post by: Vanya on February 04, 2009, 11:04:35 pm
I like the idea of situational buffs for some of the weaker movement skills, too.

Any Weather
Nullify all weather related penalties without removing the elemental boosts.
Give more elemental effects for each type of weather so that there's more of a reason to care about removing the elemental penalties.
Thunderstorms already boost lightning by 25% and nerf fire by 25%. Also, snowstorms boost ice by 25%. I'd think that the low temperature & falling snow during a snowstorm would be a good reason to nerf water & fire damage. Since desserts have very hot and dry weather, perhaps something could be added to dessert areas to boost fire and nerf ice & water damage. Rainstorms should boost water and nerf fire. If you want to go a little further there can be modifications for day and night, too. Night already gives an evade boost for units being attacked by arrows. Maybe this could be used to boost holy & nerf dark during the day and vice versa.

Move in Water - Move Underwater
Extra move range while moving in water sounds perfect. The only complication there may be is making sure that it doesn't apply the move bonus when moving from water on to dry land. It should also reduce or nullify all penalties for moving through water. Any Ground should have no affect on this. (Move Underwater should be the same thing, but with it's ability to treat deep water as if it was 3h deep intact.)

Any Ground
This should not have an effect on flowing water. I'd add some penalties for moving on certain terrain like sand, gravel, thick plants, snow & ice. Then I would make "Any Ground" nullify those penalties. Here's a crazy idea! Make it so ice has a chance of causing the fall event. Then "Any  Ground" can nullify that chance to fall on your butt & take damage. I'd still combine this with "Walk on Lava".

Move on Lava
Give it's normal effect to "Any Ground" then make something new with it.

QuoteRazele, somehow I don't think the MP cost thing is enough.

I don't know man, the prospect of being stuck in the middle of a battle without being able to move for a turn or two seems pretty dangerous. Plus you can set the MP cost & MP restored by items yourself.
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Post by: SentinalBlade on February 04, 2009, 11:18:02 pm
you guys miss my post on the jumping from a cliff allows further movement...

 _
l   \
l    l
l    l             _
l    l_______l l

Realy useful here, it helps you jump off a cliff, which chances are an enemy isnt floating in mid air to prevent you from moving in the first place. your free to jump to that square way out there in the distance. move +3 can do that cause your jump attribute is still 3

same with ignore hieght. same with fly.

Although as useful as it is if you know what your doing, it is still relativly low a bonus. jump +2, jump + 4, and jump + 5, would be much more useful numbers.

EDIT: It appears when you start a line with spaces and such, it removes them...let me try and fix the image.
Edit 2: It also appears that it doesnt recognize more than 1 space inbetween things...
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Post by: Vanya on February 04, 2009, 11:28:50 pm
I noticed! And i think you're right bout that. & speaking about jumping. I think all the ignore height effects should be removed from all skills that have it. It just kills all the jump+X abilities before you ever get jump+3. I'd much rather have the increased jump values like SB suggests, but combined with the move+X skills.

It occurs to me that it may be difficult to add new move effects without overhauling the entire movement system to a degree.
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Post by: Archael on February 05, 2009, 08:14:30 am
Quote from: "Asmo X"There's a lot of ad hoc justification going on here to tack some gimmicks onto movement skills.

"Shouldn't Fly have an evasion bonus because it's so hard to catch something that flies?" You can justify just about anything like this. Shouldn't ignore height add evasion for the same reason? I'm sure it would be hard to hit something that could extricate themselves from a situation by jumping 50 feet into the air. Or give it immunity to wind attacks because clearly the jumper is using some sort of wind vortex to jump so high and therefore has an affinity for it. No wait, Ignore height should be vulnerable to wind attacks since the jumper depends on calm air to jump to great heights so accurately.

This is totally the wrong way to approach it. You either resolve movement skills as movement or you let them degenerate into a clusterfuck of random support-like bonuses.


Massive agreement.
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Post by: VincentCraven on February 05, 2009, 09:27:25 am
In case there was any doubt, I agree with Asmo too.

Though until there are more rugged terrain maps, movement will be pretty generic, if you know what I mean.  Maybe make more canyon-type terrian in battles, and flood several maps.  More trees and walls would be cool too. Then we'll have some of those "gimmicky" abilities fixed without having to make them more gimmicky.  Too many of the "difficult" battles have little terrain diversity.

Move on Lava sucks.  Maybe if there was a sidequest in which Ramza and co. went off to fight dragons in lava land, it might be useful.  Otherwise, it should either GTFO or become an elemental support ability.

Same for Any Weather, except replace "dragons in lava land" with "zombies in turbulent marshes."  It's really more like a support ability anyway, but I'm not sure if elemental resistance is the way to go either.

Which reminds me, didn't we get a lead on changing map terrain somewhere?
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Post by: Razele on February 05, 2009, 09:31:30 am
Asmo and Voldemort bring a good point.
Movement ability should buff the unit's movement or relate to movement, not as pseudo-support (immunity to X, strengthen X, evasion bonus, etc)

QuoteAny Weather = Unit gains +3 Jump +3 Move when weather is Rain / Snow / Thunderstorm / whatever
3 move is enough. +3 Move and +3 Jump will make Jump+3 obsolete.
The original "Any Weather" violate the movement abilities spirit. It shouldn't reduce weather effect on magic.
That will make a Wizard that use Any Weather lost magic damage bonus.

QuoteAny Ground = Unit gains +3 speed when standing on Rocky Cliff, Stone Floor, Marshland, Swamp, Sand
Any Ground is originated from Geomancer, so it fits perfectly with their characteristic.
Instead of speed, maybe it will be more useful if the unit gain -1..4 or 0..3 movement bonus if they stand at certain terrain.
This will cause Any Ground used frequently and require more thinking.

QuoteMove in Water = Unit Gains +3 move when moving from a panel that is water
Move Underwater, Move in Water, and Walk on Water should get +3 bonus when in Water too.

QuoteMove +3: I think this is too much and should be removed. By nurfing Teleport a bit everything will be more reasonable and balanced as a whole and there aren't good ways of nurfing this. My only suggestion would be giving it a negative jump value of -1 or -2, but that seems silly.
Move+3 bonus is too big, it will make other movement abilities obsolete, so it should be for enemies only.

Move on Lava : +3 movement bonus when the unit standing on Lava.
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Post by: Cheetah on February 05, 2009, 10:14:50 am
I think the movement bonus on the different terrains is a good plan. Maybe it will have to be lower than +3 though, but it is hard for me to picture how this would actually work.
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Post by: Archael on February 05, 2009, 12:33:34 pm
Yeah.

Movement Abilities that make you use the terrain and think about positioning are always a good thing.

It's the passive easy-to-use shit like Move +3 / Teleport that is a problem and just trumps everything else.

Perhaps you can assign some of them with the following bonuses for movement on terrain:

+ Defense when standing on terrain X

+ HP when standing on terrain X

+ Move when standing on terrain X

+ Speed when standing on terrain X

+ PA / MA when standing on terrain X

etc etc

you can even make a movement skill that turns unit transparent when in certain terrain, ie

Move in Water = Unit becomes undetectable (Transparent) when in water

or

Unit gains Haste when standing on X terrain

just throwing out ideas
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Post by: Vanya on February 05, 2009, 02:21:49 pm
Aren't you the one spear-heading the "no pseudo-support for movement abilities" thing? -_-

Adding transparent to "Move in Water" makes no sense since the units will only be up to their waist in water. It would make more sense for it to be given to "Move Underwater". And on top of that you'd be turning "Move in Water" into a pseudo-support.

QuoteThe original "Any Weather" violate the movement abilities spirit.

In that case I'd say either remove it's effect on magic modifiers or split it into a support ability.


QuoteAny Ground is originated from Geomancer, so it fits perfectly with their characteristic.
Instead of speed, maybe it will be more useful if the unit gain -1..4 or 0..3 movement bonus if they stand at certain terrain.
This will cause Any Ground used frequently and require more thinking.

But the only thing Any Ground does is negate penalties for moving through flowing water; which makes no sense. Neither does giving movement bonuses on certain terrain. If that is what you do to it then it isn't "Any Ground" anymore. It's more complex to add terrain penalties and make this negate them, but you'd keep the spirit of the ability without violating the spirit of it being a movement ability.

Besides, giving all the movement abilities a move/jump bonus kinda makes everything a little bland and shortens the lifespan of Move/Jump +1 & +2.

QuoteMove Underwater, Move in Water, and Walk on Water should get +3 bonus when in Water too.

I disagree about "Walk on Water" because it treats water like normal ground; which is enough of a feat on its own. And, I think it would be better to limit the bonus for Move in Water to +1, and Move underwater (which is basically swimming) to +2. I mean do you really want to have Mindflayers zipping around the map like that?

QuoteMove on Lava : +3 movement bonus when the unit standing on Lava.

It would still suck. The fact of the matter is that there's only one map that has lava. This should really be merged with "Any Ground", be given other terrain effects, or make it a useful support ability for the geomaner and other mages by giving it elemental boosts on certain terrain.


Before we go any further with this, can we try to come up with a definition for what a movement ability should be.
Looking over the original set in vanilla I think this is reasonable:

A movement ability is a type of support ability that either directly affects a unit's ability to move or adds a bonus of some kind triggered by the unit using the move skill from the main menu.
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Post by: Archael on February 05, 2009, 03:05:23 pm
Quote from: "Vanya"Aren't you the one spear-heading the "no pseudo-support for movement abilities" thing? -_-

Adding transparent to "Move in Water" makes no sense since the units will only be up to their waist in water.

It was only an example of something that could be done, while still keeping the ability situational to the terrain the unit is standing on. You can have it do something else.

QuoteIt would make more sense for it to be given to "Move Underwater". And on top of that you'd be turning "Move in Water" into a pseudo-support.


You seem to have some confusion between what we are calling Pseudo-Support and a Movement Ability.

Let me clarify a bit.

Pseudo Support = Move on Lava with Fire Immunity tossed on top of it

Movement Ability = Any Ground with the unit gaining X bonus when it is standing in terrain type X.


Pseudo Support means it is used as a support ability, not as a movement ability.

Movement Ability means it affects the unit's movement with regards to the terrain of the map.

A Passive Immunity to Fire (which was your idea) has NOTHING to do with what terrain the unit is standing on, or it's ability to move around the map.



QuoteA movement ability is a type of support ability that either directly affects a unit's ability to move or adds a bonus of some kind triggered by the unit using the move skill from the main menu.

rofl


Quote[On Any Ground] Neither does giving movement bonuses on certain terrain. If that is what you do to it then it isn't "Any Ground" anymore.

Sure it makes sense. The unit with Any Ground will be able to move to move through that particular terrain type with great ease! If this doesn't make sense for a movement ability to you, then I don't know what does. (It makes hella more sense than elemental properties / evasion bonuses, which have zip to do with what a movement ability is)


None of the suggestions we are giving on this are final, stop pretending like they are. (You seem to like debating points as if they were agreed upon and that is how we want Razele to do it.) We're just throwing out ideas, albeit, they are ideas which are way more suited to a Movement Ability than passive evasion bonuses or passive elemental properties.
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Post by: Vanya on February 05, 2009, 03:35:30 pm
This:
QuoteMovement Ability means it affects the unit's movement with regards to the terrain of the map.

Directly contradicts this:
QuoteMovement Ability = Any Ground with the unit gaining X bonus when it is standing in terrain type X.

Because of that one little word; "standing". If the effect happens while you are PASSIVELY standing, even if it has to be on a certain terrain, makes it a support effect. That's why I didn't argue for the fire immunity for Move on Lava further.

If we're going to be nazi about this then the only things that the movement abilities can do is negate movement penalties and increase move/jump values. Having transparent while you're standing still in water has NOTHING to do with your unit's ability to move even if its only situational.

By our definitions, all the original move skills are fine except a couple need to have certain effects trimmed off. But if we only did that it would all be much more bland.

Don't get me wrong. A skill that gives terrain bonuses for standing on certain panels is a great idea, but it is a support effect. It wouldn't affect how you move, just where you move. And every single skill and ability in the game affects your decisions on where to move. ^_^
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Post by: Archael on February 05, 2009, 03:47:54 pm
Quote from: "Vanya"This:
QuoteMovement Ability means it affects the unit's movement with regards to the terrain of the map.

Directly contradicts this:
QuoteMovement Ability = Any Ground with the unit gaining X bonus when it is standing in terrain type X.

I don't think it does.

You can have both types of effects and it'll still be a good idea for a movement ability.

I'm pretty sure you know what I meant by both statements, as does everyone (it's pretty obvious). Both types of bonuses are just something you can do to make a movement ability more useful.



QuoteIf we're going to be nazi about this...

There is no "we" here. You are the one being a nazi saying the two above statements supposedly contradict eachother. They don't. Standing or just passing through, a movement related to the terrain is a pretty darn good idea for a movement ability.



QuoteBecause of that one little word; "standing".

Exactly, that's just analism on your part. Probably because you can't argue with anything else.


QuoteIf the effect happens while you are PASSIVELY standing, even if it has to be on a certain terrain, makes it a support effect.

There is a difference between a Passive Effect that is always active (Your Walk on Lava = Fire Immunity idea) and a bonus that is GRANTED when you walk on a terrain type.

That does not make it a support effect!

Support Abilities are Always Active. That is why we called your ideas Pseudo-Support and GImmicky, because they would always be active as long as the Ability was equipped, without regard to terrain type, map, or unit placement, similar to a Support Skill.



QuoteHaving transparent while you're standing still in water has NOTHING to do with your unit's ability to move even if its only situational.

The Transparent bonus itself has nothing to do with movement, but the movement ability providing a bonus that is SITUATIONAL on the terrain type you are standing on is totally related to movement.

Again, the Transparent thing was an example. And although it is not the perfect example, a bonus that is granted by a Movement Ability depending on the terrain type you send the unit to is still a much better idea than what you suggested.

Man, it's like you have nothing left to argue and are just ignoring all my points now.


QuoteBy our definitions, all the original move skills are fine except a couple need to have certain effects trimmed off. But if we only did that it would all be much more bland.

I'm not really trying to define what a Movement Ability is, so much as calling your ideas inferior to the ones I am proposing. Do not confuse the two.

Also Bland > Gimmicky



QuoteAnd every single skill and ability in the game affects your decisions on where to move. ^_^

Sure. That doesn't make them Movement Abilities, though.

Nice try.
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Post by: Vanya on February 05, 2009, 04:15:54 pm
QuoteSupport Abilities are Always Active. That is why we called your ideas Pseudo-Support and GImmicky, because they would always be active as long as the Ability was equipped, without regard to terrain type, map, or unit placement, similar to a Support Skill.

Move +1 gives the effect of adding 1 to your movement stat. That is always active without regard to terrain type, map, or unit placement. Does that disqualify it from being a movement ability?

Also, your definition of a support ability is flawed. Martial Arts is only active if the unit is bare handed. Monster Skill is only active if there is a monster is adjacent to your unit.

QuoteThere is a difference between a Passive Effect that is always active (Your Walk on Lava = Fire Immunity idea) and a bonus that is GRANTED when you walk on a terrain type.
QuoteThat's true. Which is the problem. You're shooting down ideas that have passive effects and offering up ideas that have a situational passive effect as if it wasn't basically the same thing. Getting a status for standing on a terrain (Your Move in Water = Transparent Status) is not a bonus that is GRANTED when you walk on a terrain type. It's a bonus granted for stopping on terrain type. And that does contradict your statement.
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Post by: Archael on February 05, 2009, 04:22:19 pm
Quote from: "Vanya"
QuoteSupport Abilities are Always Active. That is why we called your ideas Pseudo-Support and GImmicky, because they would always be active as long as the Ability was equipped, without regard to terrain type, map, or unit placement, similar to a Support Skill.
Does that disqualify it from being a movement ability?

No, because it's adding +1 to your Move stat. Does it make it a very very efficient movement ability because it's not situational? Yes it does.. that's why we want to get rid of +3 and +2.

QuoteAlso, your definition of a support ability is flawed. Martial Arts is only active if the unit is bare handed. Monster Skill is only active if there is a monster is adjacent to your unit.

How does that make it flawed? Martial Arts is active all the time, and it boosts bare fists. If you bring Martial Arts with Punch Art and a Sword, Martial Arts is still granting the bonus to your PA (Punch Art).

This will happen whether you are running on bare fists or not.

Monster Skill is always active, but it only reaches units that are adjacent.

They are both always active.

Perhaps you need to read up on how Martial Arts and the like work?


Again, my goal here is not to try to perfectly define anything, just to show you that your perma bonus ideas for Movement Skills are gimmicky and bad.




QuoteThat's true. Which is the problem. You're shooting down ideas that have passive effects and offering up ideas that have a situational passive effect as if it wasn't basically the same thing.

It's not.

Situational Passive Effect That only works when Standing / Moving on X Terrain Type   =/=  Permanent Passive Effect.


QuoteGetting a status for standing on a terrain (Your Move in Water = Transparent Status) is not a bonus that is GRANTED when you walk on a terrain type. It's a bonus granted for stopping on terrain type. And that does contradict your statement.

How does that contradict anything?

It's a situational bonus from when you step on some terrain types.

Standing on a terrain type or walking on top of it, a bonus that is provided situationally dependent on terrain would make a killer movement ability.

If you want to pretend that just because the idea involved standing on a terrain type panel somehow makes it bad, then have fun with that. I guarantee you people will vote on the terrain idea more than the permanent bonuses you suggested.

Again, how does "standing on X Terrain type" detract from it being a good idea for a movement ability?

HOW does that contradict ANYTHING I've sad?

It doesn't.
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Post by: Vanya on February 05, 2009, 08:24:25 pm
QuoteHOW does that contradict ANYTHING I've sad?

How? Because you said this:

QuoteA Movement Ability is just that, a Movement Ability.

And bonuses for standing on a certain terrain are no more about movement than Monster Skill, because despite what you want to believe Monster Skill is not always in effect. The game is always checking for a certain type of unit and applying a change to that unit in the right situation the same way that a terrain based skill would always be checking for a certain terrain and then apply a change to the host unit when in the right situation.

QuoteSituational Passive Effect That only works when Standing / Moving on X Terrain Type =/= Permanent Passive Effect.

It's not EXACTLY the same, but it is close enough. Standing  on a specific terrain is not about movement. It's about getting to a better position. And getting into a better position is what the entire game is about. Getting a movement bonus when you have Move in Water doesn't contradict the movement idea because you're making the whole skill about moving through water faster. (Which nullifying the water penalties already does, btw.) Point being is that you're still shooting down an idea because you say it can be used as a support skill and offering up something that is clearly better as a support ability and slapping a move bonus on it. I could understand a slope giving you momentum to go farther, but why would grass, stone, or whatever make you move farther? And don't say because it's magick.


QuoteStanding on a terrain type or walking on top of it, a bonus that is provided situationally dependent on terrain would make a killer movement ability.

Only if it makes any kind of sense. Other wise it is also gimmicky. If you want terrain to have more of an impact it would make more sense to give terrain itself movement penalties and maybe boosts in the right kind of situation. Then have a movement skill that can ignore those penalties.


QuoteIf you want to pretend that just because the idea involved standing on a terrain type panel somehow makes it bad, then have fun with that.

I never said that it was a bad idea. I said it doesn't make it a good movement ability if you're just standing and not moving.


QuoteI guarantee you people will vote on the terrain idea more than the permanent bonuses you suggested.

And this is where you're really mistaken. This isn't up to a vote. We're not trying to decide what changes to make in a specific hack. We're supposed to be giving Razele ideas about what hacks he should work on. And with that said I'm done with this argument. We've derailed this topic long enough. ^_^
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Post by: Archael on February 05, 2009, 09:08:27 pm
Quote from: "Vanya"
QuoteHOW does that contradict ANYTHING I've sad?

How? Because you said this:

QuoteA Movement Ability is just that, a Movement Ability.

And bonuses for standing on a certain terrain are no more about movement than Monster Skill,

Wtf?  Bonuses for standing on certain terrain are ALL about movement!

They require you to stand on specific terrain, which actually opens up a pretty good level of strategy because you have to MOVE to specific terrains to get the bonuses.

This would be epic for the Geomancer's movement ability.

--

Just because the ability doesn't change the way the unit actually moves doesn't mean it's not a movement ability.

Move +1 doesn't change the way the unit moves (like Fly or Teleport does), but it's a movement ability.

You keep trying to disprove stuff with semantics on what a movement ability is and what it's not, but you cannot seem to grasp that that was never really the point of my argument, but saying that your ideas suck and that the ones suggested after are good ideas for movement skills, is.






QuoteStanding  on a specific terrain is not about movement.

It's not? lol


QuoteIt's about getting to a better position. And getting into a better position is what the entire game is about.

Yes, which is why making a movement ability give you bonuses (of whatever kind you want them to) is a good idea, because it'll promote positioning of units (possibly based on terrain types), and different movement abilities will be better on different terrains.

Which is alot more than I can say for Perma: Evasion bonus and Perma: Elemental Immunity.

That shit is active all the time, and promotes nothing even close to related to movement, placement, terrain, OR strategy. It's just active all the time... like... like a SUPPORT ABILITY.

It's like, your position is impossible to defend and watching you try is growing meme-funny.




QuotePoint being is that you're still shooting down an idea because you say it can be used as a support skill and offering up something that is clearly better as a support ability and slapping a move bonus on it. I could understand a slope giving you momentum to go farther, but why would grass, stone, or whatever make you move farther? And don't say because it's magick.

Again, I have to explain the difference between a bonus that is active all the time (Walk on Lava - Always: Immunity to Fire) and something like Any Ground - + Whatever when standing on X terrain.

One is always active.

One requires the unit to be in a specific terrain.

Yes, they both grant bonuses (that's the point, to give people an incentive to use them... we do this with benefits for the unit, to give an incentive so the ability sees use)... but they are not the same.

Not even close to "almost the same".

It's like saying 1 is the same as 9.



QuoteOnly if it makes any kind of sense. Other wise it is also gimmicky.

It makes more sense to have a movement ability grant a bonus based on terrain or where the unit stands than have a movement ability grant a permanent bonus.

If you think my idea is gimmicky, then yours is a cheap car salesman. ^_^







QuoteI never said that it was a bad idea. I said it doesn't make it a good movement ability if you're just standing and not moving.

Not all of them have to provide bonuses based on where you are standing.



QuoteAnd this is where you're really mistaken. This isn't up to a vote. We're not trying to decide what changes to make in a specific hack. We're supposed to be giving Razele ideas about what hacks he should work on.

Yes this is about giving Razele ideas for ASM hacking, however I'll be damned if his effort goes to waste on lolflyEvasionBonus and lolLavaFireImmunity!!!!

You know when I think an idea is trash I will call it out, unlike alot of people.



QuoteAnd with that said I'm done with this argument. We've derailed this topic long enough. ^_^

Not derailing at all.

It's important that ideas that are a waste of time are identified and scratched out, otherwise Razele will spend time working on fixes which are not only gimmicky, but sub-parrrrrrrRRRereerrrrr.
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Post by: Archael on February 05, 2009, 10:41:53 pm
Ideas thrown around on chat:


Move-Get-JP --->   Disperse idea by Asmo
Cancels Blind, Confuse, Frog, Berserk, Poison, Slow, Death Sentence when the unit moves.
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Post by: Razele on February 05, 2009, 11:17:39 pm
QuoteMove-HP/MP Up: Seem fine to me. I might making a recommendation so that the amount of HP/MP gained relates to the number of steps taken. Maybe 2% of HP per panel moved. Some people complain about the MP Up trick where you can use it with MP Switch to keep it going longer, but I say that is a problem with MP Switch not this movement ability. Thus with MP Switch it should only cushion the damage the character receives and if the damage is larger than there is MP that then the character should take the remaining damage to their HP.
2% HP / square seems like a nerf.
The original bonus is 10% MaxHP / move.
Since you will equip Move-HP Up, your Move should be around 3 or 4, and I don't think 6% - 8% is enough.


QuoteI think the movement bonus on the different terrains is a good plan. Maybe it will have to be lower than +3 though, but it is hard for me to picture how this would actually work.

Bonus type / numbers can be discussed / customized.
It's not that hard to imagine how this would work. Examples :

Ramza has 3 Move, 4 Jump and equip Any Ground as movement abilities.
Let's assume "Sand area" gives -1 movement penalty, and Brick gives +1 movement bonus.

When Ramza stands on "Sand area", his movement is reduced by 1 to 2
(http://img140.imageshack.us/img140/66/anyground2oc1.png)

When Ramza stands on "Brick", his movement is increased by 1 to 3.
(http://img156.imageshack.us/img156/4274/anyground1hy8.png)

QuoteMove in Water = Unit becomes undetectable (Transparent) when in water
It's possible, I can use "Poisoned Marsh" trigger.

Some ideas for Jump+X :
Jump+X abilities are perfect for class that mainly use ranged weapons, like Bow, Crossbow, Gun, Instrument, Dictionary
to reach a higher place.

Jump+1 : Increase attack power by 20% if the height difference between you and target >= 3
Jump+2 : Increase attack power by 25% if the height difference between you and target >= 4
Jump+3 : Increase attack power by 30% if the height difference between you and target >= 5

As usual, numbers can be discussed.

QuoteMove-Get-JP ---> Disperse idea by Asmo
Cancels Blind, Confuse, Frog, Berserk, Poison, Slow, Death Sentence when the unit moves.
This ability can have some use, especially against Zodiac boss with lots of status ability.
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Post by: Archael on February 05, 2009, 11:22:47 pm
That's awesome.

And the Jump Attack Power bonus is a great idea too.

Anything that promotes different positioning across terrain = good.
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Post by: tithin on February 05, 2009, 11:35:21 pm
Disperse, whilst a great idea is a bit overpowered. It's essentially a passive version of the Monk Cleanse / White Mage dispel. What would be the point of those statuses if that would be all that would be equipped? It's essentially immunity. It may hinder for one round, but that's about it.
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Post by: LastingDawn on February 05, 2009, 11:37:30 pm
Also, I know you have a lot on your plate (no it's nothing to do with the books this time...) But I was wondering if you could enable skill usage in Frog status? This would work great for my Mini status, I have planned.
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Post by: Archael on February 05, 2009, 11:41:44 pm
Quote from: "tithin"Disperse, whilst a great idea is a bit overpowered. It's essentially a passive version of the Monk Cleanse / White Mage dispel. What would be the point of those statuses if that would be all that would be equipped? It's essentially immunity. It may hinder for one round, but that's about it.

I disagree on it being overpowered, especially because it doesn't exist yet

(it's just an idea)

the statuses it actually ends up dispelling are up for debate and are not final

also keep in mind that this eats up your movement slot, so whatever it ends up protecting against, that's all you're movement slot is going to be good for

if you are facing an enemy that doesn't even use the statuses that it cancels, it becomes useless

QuoteWhat would be the point of those statuses if that would be all that would be equipped?

huge generalization tharr

statuses won't lose their purpose just because of a skill like this

especially because it cannot protect vs Petrify, Death, Stop, Don't Move, etc

you talk like suddenly every unit has Disperse innate, or that it would be automatically preferred over things like Teleport or Move +
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Post by: tithin on February 05, 2009, 11:53:56 pm
Quote from: "Voldemort"I disagree on it being overpowered, especially because it doesn't exist yet

(it's just an idea)

I'm aware, and I'm merely providing feedback on it in its current form ;)

Quotealso keep in mind that this eats up your movement slot, so whatever it ends up protecting against, that's all you're movement slot is going to be good for

True, however in a case where you have passive protection vs. a lot of statuses, against move+1 (as I recall, you stated you were trying to remove move+2 / 3) something like disperse would be heavily favoured.

Quoteif you are facing an enemy that doesn't even use the statuses that it cancels, it becomes useless[/quoted]

Noted.

Quotehuge generalization tharr

statuses won't lose their purpose just because of a skill like this

especially because it cannot protect vs Petrify, Death, Stop, Don't Move, etc

They won't lose their purpose, but their purpose would suddenly become very limited.

Quoteyou talk like suddenly every unit has Disperse innate, or that it would be automatically preferred over things like Teleport or Move +

See my previous statement.

Again, not criticising, merely sharing my thoughts on the skill. I like it, just concerned is all.
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Post by: Archael on February 05, 2009, 11:59:16 pm
Lasting_Dawn idea:

FFTA Stat Breaking / Buffing System

Create 6 new Statuses, all with a duration, they cannot stack with their same type of status:

1) Strengthen (Boost) + % PA Increase
2) Enlighten + MA % Increase
3) Invigorate + SP % Increase

4) Weaken - % PA Decrease
5) Psychodrain - % MA Decrease
6) Lead Bones - % SP Decrease

just examples

that is how FFTA does it, so you can have stat boosting / breaking without fear of stacking to become too strong

this would replace SP, PA, and MA alteration effects
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Post by: Vanya on February 06, 2009, 12:00:38 am
QuoteYes this is about giving Razele ideas for ASM hacking, however I'll be damned if his effort goes to waste on lolflyEvasionBonus and lolLavaFireImmunity!!!!
QuoteIt's important that ideas that are a waste of time are identified and scratched out, otherwise Razele will spend time working on fixes which are not only gimmicky, but sub-parrrrrrrRRRereerrrrr.

You're intitled to your opinions, as we all are. However, Razele's effort will go to whatever he wants, regardless of our opinions. It isn't your place or anyone else's to dictate to anyone what to do with their time and effort. Further more, I'll be be damned if I sit idle while anyone tries to do such a thing. Good day, sir. ^_^



Suggestions for Movement skills REVISED:

* Move+1 ---> +1 move, +2 jump.
* Move+2 ---> +2 move, +3 jump.
* Move+3 ---> +3 move, +4 jump.
* Jump+1 ---> Free space.
* Jump+2 ---> Free space.
* Jump+3 ---> Free space.
* Ignore Height ---> Free space.
* Move-HP Up ---\ The restoration amount is fine. However...
* Move-MP Up ---/ The effect should be canceled by charm, instead of blood suck. And a fix for MP Switch should go with it, too.
* Move-Get Exp ---\ Gain +2 EXP/+3 JP per panel instead of +1/+2.
* Move-Get Jp -----/  The effect should be canceled by charm, instead of blood suck.
* Teleport ---> Already hacked. Consider revising so that MP cost doesn't affect units that have teleport innate. See Fly for details.
* Teleport 2 ---> No change.
* Any Weather ---> Remove it's ability to null weather effects on magic & consider adding more weather related penalties for specific terrain.
* Any Ground ---> New name to reflect what it actually does. "Move in Water"
* Move in Water [420 JP, Ninja]---> No need to change it at all. New name to reflect what it actually does. "Walk on Water"
* Walk on Water [300 JP, Samurai]---> +1 move while in water to even it out with the ninja's water ability. New name to reflect what it actually does. "Swim"
* Move on Lava --->Consider adding additional terrain penalties for it to nullify. If so, new name to reflect what it actually does. "Any Ground"
* Move underwater ---> Make it similar to samurai's water ability, but have it treat all deep water as if it were 3h deep. Also, if unit is in water that is 3h deep it gets transparent status.
* Float ---> No change needed, but but consider giving float status weak vs wind.
* Fly ---> Remove ignore height feature. Give it an MP cost per move, unless the unit has it innate. This way monsters with wings can be free of an MP cost. Can you check for the skill being innate instead of equipped?
* Silent Walk ---> "Always transparent" + "Ignore Traps" + "Move through enemies".
* Move-Find Item ---> Remove it's ability to disarm traps.

This gives 4 free slots for completely new movement skills. Lets see...
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Post by: Archael on February 06, 2009, 12:03:17 am
QuoteHowever, Razele's effort will go to whatever he wants, regardless of our opinions. It isn't your place or anyone else's to dictate to anyone what to do with their time and effort.

Razele's efforts go to what he thinks are good ideas, by the looks of it.

You got owned. Now gtfo gimmick man!
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Post by: Skip Sandwich on February 06, 2009, 12:04:48 am
I like the idea of status based buffs/debuffs, but aren't invigorate and lead bones already covered by Haste and Slow respectively?
berserk could lose the control loss and become the pa buff, but what of the other three statuses? Would they have to be made from sctrach, or override other existing statuses, and if so, which ones?
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Post by: Archael on February 06, 2009, 12:05:22 am
Quote from: "Skip Sandwich"I like the idea of status based buffs/debuffs, but aren't invigorate and lead bones already covered by Haste and Slow respectively?

yeah they are

you're right

those 2 are pointless

I just put it there to provide the alternative to the stack fest that is Speed Break / Boost

but Slow and Haste are alot better and more balanced (except that damn vanilla haste lasts so damn long)
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Post by: Vanya on February 06, 2009, 12:13:20 am
You keep speaking as if I suggested more than one thing that could be gimmicky, boy. (Which I already conceded.) And anyway...
...I said, "Good Day"!**

**I totally knew he'd give me the opportunity for a "That 70's show reference!" ^_^


QuoteSome ideas for Jump+X :
Jump+X abilities are perfect for class that mainly use ranged weapons, like Bow, Crossbow, Gun, Instrument, Dictionary
to reach a higher place.

Jump+1 : Increase attack power by 20% if the height difference between you and target >= 3
Jump+2 : Increase attack power by 25% if the height difference between you and target >= 4
Jump+3 : Increase attack power by 30% if the height difference between you and target >= 5

As usual, numbers can be discussed.

That's a great idea. It will balance out the jump bonuses, especially if you give it a little increase when combined with the move bonuses.
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Post by: Archael on February 06, 2009, 12:23:42 am
Quote from: "Vanya"You keep speaking as if I suggested more than one thing that could be gimmicky, boy. (Which I already conceded.) And anyway...
...I said, "Good Day"!**

???

I am speaking as if you suggested a gimmick (and you did)

I am not claiming you suggested multiple gimmicks, the amount is irrelevant

the point was that it was a bad idea

just be glad Razele won't be using it





Quote**I totally knew he'd give me the opportunity for a "That 70's show reference!" ^_^

lame
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Post by: Asmo X on February 06, 2009, 12:31:03 am
Idea for ignore height: Damage bonus depending on the height of the terrain you are attacking from.
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Post by: Asmo X on February 06, 2009, 12:44:41 am
Support skill: Increase duration of positive status/Decrease duration of negative status.
Status effect: increase move/decrease move
Movement skill: 50 CT bonus towards next turn when stopping in water
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Post by: Archael on February 06, 2009, 01:02:35 am
Movement Skill: You absorb the elemental property of the terrain you are standing on and / or Your weapon attacks become the elemental property of the terrain you are standing on.

Support Skill: Your target's elemental resistances are lowered by one degree (FFTA.) If target Absorbs, it now Halves, if target Halves, it no longer Halves, if target isn't resistant, it is now Weak. If target is Weak, it is now Very Weak.

Movement Skill: Attempts to knock back every unit standing on the adjacent panels of your destination.

Movement Skill: When the unit's move causes a Jump to trigger (the actual jump animation is required to move to destination), unit gains 50 CT.
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Post by: Zozma on February 06, 2009, 01:08:48 am
that first support skill you mentioned just now about gaining the element of the terrain sounds like a pretty sweet geomancer support skill
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Post by: Asmo X on February 06, 2009, 01:11:13 am
Random hack idea: Items broken in battle are restored afterwards
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Post by: Zozma on February 06, 2009, 01:16:47 am
i guess if that hack were made then maintenance loses half of its usefulness.. but then again, since divine sword still cant hit with it on... its a defense against some of the shrine knights
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Post by: Asmo X on February 06, 2009, 01:19:53 am
Breaking items in battle should be a strategic choice contained in the battle itself, not something that continues to fuck you afterwards. In that sense Maintenance is still useful
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Post by: Asmo X on February 06, 2009, 02:27:40 am
Would it be possible to alter the range of spears so that they can attack the diagonals?

Related support ability idea: Attack range +1
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Post by: Asmo X on February 06, 2009, 04:46:30 am
Quote from: "tithin"Disperse, whilst a great idea is a bit overpowered. It's essentially a passive version of the Monk Cleanse / White Mage dispel. What would be the point of those statuses if that would be all that would be equipped? It's essentially immunity. It may hinder for one round, but that's about it.

This is a movement skill and as such doesn't directly compete with skill-based heals. The benefit of not taking Disperse into battle and relying on Stigma or Esuna is that your movement slot can be used for teleport or move+3 or something.
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Post by: VincentCraven on February 06, 2009, 06:47:31 am
Can you make move bonuses and move penalties as complex as FE4, I wonder?

Like, it doesn't matter where you start but what squares you move through?

Actually nvm, there's nothing like this in the game already, so this would be really difficult.  Having move reduced while on sand by 1 or 2, and move increased on tiles such as brick by 1 are cool ideas.
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Post by: Vanya on February 06, 2009, 08:21:20 am
I like adding movement penalties/bonuses to terrain, but what surfaces would actually merit a movement boost? There are plenty that I can see giving a penalty. My only other concern is that the terrain only give bonuses/penalties while moving through the same type of terrain, otherwise it becomes kind of silly. Brick shouldn't give a bonus for moving through sand, right?

Here's the list of terrains that have a corresponding Elemental skill from the BMG:

Natural Surface
Road
Wasteland
---> Pitfall (No Element/Don't Move)
---------------------------------------------------------------------------
Waterway
River
Lake
Sea
Waterfall
---> Water Ball (Water / Frog)
---------------------------------------------------------------------------
Grassland
Thicket
Water Plant
Ivy
---> Hell Ivy (No Element / Stop)
---------------------------------------------------------------------------
Gravel
Stone Wall
Stone Floor
Tombstone
Mud Wall
---> Carve Model (No Element / Petrify)
---------------------------------------------------------------------------
Rocky Cliff
Lava Rocks
---> Local Quake (Earth / Confusion)
---------------------------------------------------------------------------
Book
Tree
Brick
Moss
Bridge
Furniture
Iron Plate
Coffin
---> Kamaitachi (Wind / Don't Act)
---------------------------------------------------------------------------
Wooden Floor
Rug
Box
Stairs
Deck
---> Demon Fire (Fire / Sleep)
---------------------------------------------------------------------------
Swamp
Marsh
Poisoned Marsh
---> Quicksand (Water / Death Sentence)
---------------------------------------------------------------------------
Sand Area
Stalactite
Salt
---> Sand Storm (Wind / Darkness)
---------------------------------------------------------------------------
Snow
Ice
---> Blizzard (Ice / Silence)
---------------------------------------------------------------------------
Roof
Sky
Chimney
---> Gusty Wind (Wind / Slow)
---------------------------------------------------------------------------
Lava
Machine
---> Lava Ball (Fire / Dead)
---------------------------------------------------------------------------


I'm not sure if it covers every type of terrain, but it's a good start.

Quote from: "Zozma"that first support skill you mentioned just now about gaining the element of the terrain sounds like a pretty sweet geomancer support skill

That would make a pretty good support skill. Should something like this also have weaknesses added to give it some risk too? Like if the unit is standing on Snow and absorbs the ice element to attack they also become weak against fire in the process?
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Post by: SentinalBlade on February 06, 2009, 08:26:40 am
Well vanya that weakness makes sense... most maps have more than one or two terrain types...

You could have water element one second because your in water, or earth the next cause you move to the grassland.

Its a variable kinda thing.... and it can kinda change....

Take barius valley right below lionel castle

you fight panthers and squids at the same time often

In the water, you do less damage to squids. on the grass you do more damage to panthers.
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Post by: Zozma on February 06, 2009, 08:51:09 am
gravel should be earth too, theres already not enough earth, wind and water stuff
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Post by: SentinalBlade on February 06, 2009, 08:55:27 am
there may not be many types of earth

but grass is the most common tile in most maps
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Post by: Vanya on February 06, 2009, 10:33:39 am
Some support skill ideas from FFTA/2:

*Half MP - Nerf it a bit by reducing damage & accuracy.
*MP Turbo - 2x MP consumption, for increased damage & accuracy spells. Should give no net bonus if combined with Half MP.
*Piercing Magick - Spells ignore reflect, but have decreased damage & accuracy.
*Item Lore - Increase item effectiveness.
*Blood Magick - Use 5x HP to cast spells instead of MP.
*MP Attack - Normal attacks consume MP to increase damage.
*Stasis - Immune to most buffs and debuffs.

Some ideas from or inspired by WildARMs XF:

*Tactical Evasion - Increase evasion based on the number of empty spaces adjacent to unit.
*Resting - Heal HP when using the wait command. If one action or movement is used before wit effectiveness is at 50% reduction. If both an action and a movement is used then effectiveness is at 100% reduction. Should heal more than "Move - HP up", say 20% of current HP.
*Accretion - Same as above, but for MP.
*Detect - Reveals hidden items and traps. (It may be difficult to add, but maybe make it so that items appear as green panels and traps as yellow panels?)

Some ideas from other FF games:
*Cover - Randomly take damage for adjacent critical allies.
*Final Attack - If HP is reduced to 0, unit gets a chance to automatically perform a final basic attack on the attacking unit.
*Sneak Attack - Increased damage when attacking from behind.
*Elementalist - Increase effectiveness of elemental attack items (balls). Maybe balls could be added to the normal Items list as a side hack?
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Post by: Razele on February 06, 2009, 10:38:15 am
Quote* Move+1 ---> +1 move, +2 jump.
* Move+2 ---> +2 move, +3 jump.
* Move+3 ---> +3 move, +4 jump.
This will make the Move+X ability too powerful.

Quote* Move-Get Exp ---\ Gain +2 EXP/+3 JP per panel instead of +1/+2.
* Move-Get Jp -----/ The effect should be canceled by charm, instead of blood suck.
This is just me, but I think those abilities should be replaced with other function.
Move-Get Exp become obsolete when you're in level 99.
Move-Get JP become obsolete when you master every Job.
There's no real advantage to use it in serious battle, like Deep Dungeon / story battle / zodiac boss.
You can get more EXP / JP by hitting your enemies anyway.

Quote* Any Weather ---> Remove it's ability to null weather effects on magic & consider adding more weather related penalties for specific terrain.
* Any Ground ---> New name to reflect what it actually does. "Move in Water"
* Move in Water [420 JP, Ninja]---> No need to change it at all. New name to reflect what it actually does. "Walk on Water"
* Walk on Water [300 JP, Samurai]---> +1 move while in water to even it out with the ninja's water ability. New name to reflect what it actually does. "Swim"
* Move on Lava --->Consider adding additional terrain penalties for it to nullify. If so, new name to reflect what it actually does. "Any Ground"
Still, there's no incentive to use those abilities above rather than Move+1.
Yes, they need a change. Without a specific bonus, I won't use Move in Water even in Finath River.
Just avoid water terrain and use Move+3.
No need to enter into water and just wait until your enemies come, and receive movement penalty when they're in water.

I still prefer Any Ground to give +bonus when you stand in certain terrain.
That way there's a reason to use Any Ground rather than Move+1.

Quote* Move underwater ---> Make it similar to samurai's water ability, but have it treat all deep water as if it were 3h deep. Also, if unit is in water that is 3h deep it gets transparent status.
Water with 3h deep is very rare. I still prefer you get instant bonus at the time you move into water.

Quote* Move-Find Item ---> Remove it's ability to disarm traps.
Not possible. It's either you got the item or you got the trap.

QuoteFly ---> Remove ignore height feature. Give it an MP cost per move, unless the unit has it innate. This way monsters with wings can be free of an MP cost. Can you check for the skill being innate instead of equipped?
Due to the change in other movement abilities, I think Fly can stay as is. Fly is now a Teleport within your movement range and without MP cost.

Quote* Silent Walk ---> "Always transparent" + "Ignore Traps" + "Move through enemies".
Always transparent isn't a good idea. It's like a pseudo support.
Basically, Transparent gives free Concentrate. Without doing anything, you got 100% accuracy bonus.
It violates movement ability spirit.

QuoteIdea for ignore height: Damage bonus depending on the height of the terrain you are attacking from.
A good idea, this will make Ignore Height used more often.
Maybe something like this :
Increased A% damage per B height.
Starting bonus damage = C%
Bonus start at height D and max bonus damage is capped at E%.

It's necessary to make player can choose between Jump+X for 20% / 25% / 30% bonus damage or Ignore Height for another damage mechanism.
It's a bit complicated, let me know if anyone has a good idea for mechanism of Ignore Height bonus.

Quoteincrease move/decrease move temporary
Possible, the concept should be the same as Any Ground.

QuoteAlso, I know you have a lot on your plate (no it's nothing to do with the books this time...) But I was wondering if you could enable skill usage in Frog status? This would work great for my Mini status, I have planned.
I successfully enabled frogged unit's skillset, but there's a different function for AI, that I haven't found.

QuoteMovement skill: 50 CT bonus towards next turn when stopping in water
This skill should be merged with Move in Water / Walk in Water / Move Underwater.
One of them, not all of them.
Still, +50 seems a bit high. You can make an Archer equip Move in Water, go into Water, act and shoot, then wait.
It will give you +20 CT. with +50 CT bonus, you'll get +70 CT. Combine that with Haste, and you get a double turn.
+30 CT bonus is enough.

QuoteMovement Skill: When the unit's move causes a Jump to trigger (the actual jump animation is required to move to destination), unit gains 50 CT.
+50 CT is a bit too high. See the reason I give above.

QuoteRandom hack idea: Items broken in battle are restored afterwards
Breaking items in battle should be a strategic choice contained in the battle itself, not something that continues to fuck you afterwards. In that sense Maintenance is still useful
Agree. Maintenance should be an option, not a support ability that always be equippped when you encounter Divine Knight / Knight.
Usually, a broken Chaos Blade / Maximillian in battle will result at instant reset, but not anymore.

QuoteMovement Skill: Attempts to knock back every unit standing on the adjacent panels of your destination.
I don't know if it's possible or not. Probably not, since Knockback mechanic isn't fully understood.

QuoteSupport Skill: Your target's elemental resistances are lowered by one degree (FFTA.) If target Absorbs, it now Halves, if target Halves, it no longer Halves, if target isn't resistant, it is now Weak. If target is Weak, it is now Very Weak.
It's too powerful and better than Magic Attack Up.
'Weak' element will increase magic damage by 100%. Magic Attack Up will increase magic damage by 33%


QuoteMovement Skill: You absorb the elemental property of the terrain you are standing on and / or Your weapon attacks become the elemental property of the terrain you are standing on.
The advantage when your weapon has elemental attribute is when the target is monster that weak against element X (100% bonus damage).
Or, you equip Accessory with Strengthen X which will increase attack power by 25%.
You can also attack your allies that absorb element X and heal them at the same time.
Seems pretty nice.

QuoteThat would make a pretty good support skill. Should something like this also have weaknesses added to give it some risk too? Like if the unit is standing on Snow and absorbs the ice element to attack they also become weak against fire in the process?
Nope, giving the unit that equip that movement ability weakness X Element if they stand in terrain X would be a pretty big nerf.
They will get destroyed with Wizard's elemental magic.
If you see the above explanation, the only non-random bonus with Element would be only if you equip item like 108 Gems, that will give your attack 25% damage bonus.
While the movement skill is quite good, it's rare that you meet a unit with the weakness X and you stand at the correct terrain which give Element X.


QuoteI like adding movement penalties/bonuses to terrain, but what surfaces would actually merit a movement boost? There are plenty that I can see giving a penalty. My only other concern is that the terrain only give bonuses/penalties while moving through the same type of terrain, otherwise it becomes kind of silly. Brick shouldn't give a bonus for moving through sand, right?

Here's the list of terrains that have a corresponding Elemental skill from the BMG:
That movement bonus only applied if Ramza uses Any Ground.
If Ramza doesn't use Any Ground, he won't get any movement bonus +1 from brick or -1 from sand area.
The movement bonus range from 0..3 or -1 .. 4. Numbers can be discussed.
+1 from Brick and -1 from sand are just an example.
We need to do some statistic analysis to check which terrain give +X bonus.

QuoteBrick shouldn't give a bonus for moving through sand, right?
It would be too complex to check which path the units will take.
The current Any Ground only check which terrain you're in, and give +x bonus.

Examples :
Ramza has 3 base move with Any Ground equipped.
Ramza start in terrain brick, so he get +1 movement bonus, and he can move at 4 range.
If he move to terrain with brick, he get +1 movement bonus, and he can move at 4 range.
If he move to sand, he get -1 movement bonus penalty. He can only move at 2 range.

Ramza has 3 base move with Move-Find Item equipped.
Ramza start in terrain brick, so he get +0 movement bonus, and he can move at 3 range.
If he move to terrain with brick, he get +0 movement bonus, and he can move at 3 range.
If he move to sand, he get -0 movement bonus penalty. He can move at 3 range.




Anyway, this is my point :

* Move+2 and Move+3 are still better than most buffed movement abilities.
It's actually support ability in the place of movement ability.
Without specific condition, you got +2 or +3 move bonus, so it should be for enemies only or reworked.

* Move-Get Exp / Move-Get JP should be reworked. See the reason above.

* With the other movement ability buff, Teleport that cost X MP and 20% penalty seems to be losing its charm.
Most class can't use Teleport with the MP cost. It's basically Fly with Move+1 and MP cost for Magician class.
It needs to be reworked as other movement ability.
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Post by: Archael on February 06, 2009, 10:40:51 am
QuoteWell vanya that weakness makes sense... most maps have more than one or two terrain types...
no it doesn't

it's already a weak movement skill as it is (in it's current form)

movement skill just for absorbing 1 type of element / gaining element to your weapon isn't that great

useful but not nearly good enough to warrant a penalty

position - dependent bonuses are extremely limited, you cannot treat them like they were somehow under the player's control or called up at will (the battle won't always go in the way of the player where the unit will perfectly be positioned in a panel to even trigger the correct element shift to become dangerous to X enemies being faced)


no need to add weaknesses to it


Quote+50 CT is a bit too high. See the reason I give above.

50 CT is just a number thrown out in an example

lower it if you want, the idea is what matters, the numbers can be changed
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Post by: Vanya on February 06, 2009, 11:01:25 am
QuoteBasically, Transparent gives free Concentrate. Without doing anything, you got 100% accuracy bonus.
It violates movement ability spirit.

I was assuming (I know I shouldn't) the implementation of the hacks you already made to nerf Transparent. But, even with that I should have thought to have dropped it to start-Transparent at least.

QuoteIt would be too complex to check which path the units will take.
The current Any Ground only check which terrain you're in, and give +x bonus.

Flowing water already affects movement in this sort of way, doesn't it. Couldn't it simply be modified to also check for other specific terrain types?

Quotemovement skill just for absorbing 1 type of element / gaining element to your weapon isn't that great

useful but not nearly good enough to warrant a penalty

I hadn't thought of that. And giving it an elemental boost might make too powerful even with the weakness added. That is unless someone would WANT to go through the trouble of weakening every elemental damage skill in the game. Yeah, probably not.
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Post by: Razele on February 06, 2009, 01:40:21 pm
Quote*Sneak Attack - Increased damage when attacking from behind.

There's already offensive movement abilities that increases % damage (Jump+X, Ignore Height), but it's for ranged weapons mostly.
I like the idea of getting specific bonus when you attack from behind.
Maybe this should be merged with Silent Walk ?

QuoteFlowing water already affects movement in this sort of way, doesn't it. Couldn't it simply be modified to also check for other specific terrain types?
If we use the flowing water idea, that would be a big buff to Any Ground.

Water penalty : Normally each square of flowing water you walk through costs you two movement points instead of one.

If we change Any Ground bonus to be similar with flowing water penalty,
by making 1 movement point worth 2 square of Grassland, that would make a unit with 4 Move becomes 8 Move
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Post by: Vanya on February 06, 2009, 03:53:40 pm
QuoteThere's already offensive movement abilities that increases % damage (Jump+X, Ignore Height), but it's for ranged weapons mostly.
I like the idea of getting specific bonus when you attack from behind.
Maybe this should be merged with Silent Walk ?

Sure. I think that's perfectly reasonable.

QuoteIf we change Any Ground bonus to be similar with flowing water penalty,
by making 1 movement point worth 2 square of Grassland, that would make a unit with 4 Move becomes 8 Move

Can you possibly post the code for the flowing water routine? If it uses a loop to find the squares to apply the penalty to, it may be possible to have a one time branch with which to add a the bonus for specific terrains. But I have to see the code first.
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Post by: Dokurider on February 06, 2009, 05:25:59 pm
Excellent, it sounds like this whole move business has been sorted out. I was gonna say just remove teleport and ignore height completely, and reduce Fly to an innate, but your solutions sound pretty nice.

Anyways, could you enable the 1.5 bonus for all weapons when you use Jump?
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Post by: Skip Sandwich on February 06, 2009, 08:10:56 pm
Random Idea for a movement ability

Rush/Charge: Increase physical attack damage by +X% for each panel moved this turn (I.E, if you move 4 panels and then attack, you'll do +4X% damage.)
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Post by: The Damned on February 06, 2009, 10:55:42 pm
...I'm sick for a week and I come back to see that the thread has been engulfed by my initial Teleport suggestion to the point where Godwin's Law was invoked a couple pages ago.

Thanks for giving me more reason to hate myself, guys.  :?


Anyway, since I've yet to even think beyond Teleport and I see no point in asking for something that I might not even use, all I want to know right now a couple of things with regards to Berserk status:


Also, speaking of status-change, it's been awake, so forgive me if I already asked this, but is there a way to have the computer not completely ignore someone who has Death Sentence or Confusion afflicted on them?

Thanks.
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Post by: Asmo X on February 07, 2009, 01:46:48 am
More random ideas:
Fly: Movement range increases with altitude
Flee: Movement and Jump increases when you are critical
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Post by: tithin on February 07, 2009, 02:04:40 am
Quote from: "Asmo X"Flee: Movement and Jump increases when you are critical

I like this, but there should be a counter to it or something. Perhaps if you've used an action while critical it doesn't function? IE, Action, then move, it wont function. Or Move, then Action would?
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Post by: Asmo X on February 07, 2009, 07:21:49 am
Nah it's a really shit idea. No one is going to pick a movement skill that only works when they're critical.
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Post by: Vanya on February 07, 2009, 07:25:38 am
It'd make a decent reaction skill maybe?
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Post by: Asmo X on February 07, 2009, 07:42:35 am
how would that work though?
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Post by: Archael on February 07, 2009, 12:26:00 pm
Quote from: "tithin"
Quote from: "Asmo X"Flee: Movement and Jump increases when you are critical

I like this, but there should be a counter to it or something. Perhaps if you've used an action while critical it doesn't function? IE, Action, then move, it wont function. Or Move, then Action would?


wtf

why does that one need a counter?

it'd be an incredibly weak movement skill in that proposed form, it needs no "counter" to make it even weaker

that's like suggesting that Dash needs a counter to it

that's the 2nd time you propose that something is overpowered / needs a "counter" on an ability that is obviously relatively weak as hell

you cannot grasp the true form of FFT balance
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Post by: Razele on February 07, 2009, 12:33:30 pm
* Broken / stolen items can be bought back at Fur Shop

QuoteRush/Charge: Increase physical attack damage by +X% for each panel moved this turn (I.E, if you move 4 panels and then attack, you'll do +4X% damage.)
The game doesn't store your original X,Y position after you moved.

QuoteSince I vaguely remember it being mentioned yet haven't encountered it myself, I was wondering if you possibly knew what sometimes causes Berserk AI with ranged weapons to get stuck behind certain aspects of terrain like trees? If you know why this is, then the follow-up question would be how to change it if so possible.
Never encounter this case. Could you give more detailed story about this "bug" ?
Berserk AI is rather stupid. It will try to attack everytime, even at 0% chance.
When they attack, they don't even check the height difference between the attacker and the target.
It happens to me with Zalmo at vanilla FFT. I berserked him, then stand at high terrain.
He still attack me with 0% chance.

QuoteAlso, speaking of status-change, it's been awake, so forgive me if I already asked this, but is there a way to have the computer not completely ignore someone who has Death Sentence or Confusion afflicted on them?
Why you want AI to attack confused units and make them recover from confusion ?

About Death Sentence, isn't it wise decision to make AI ignore units that will be dead at 3 turn ?
The problems lies within Judo Outfit / Angel Ring. Cancel:Dead shouldn't cancel Death Sentence's Dead.
To prevent Death Sentence, you should equip Cancel:Death Sentence, not Cancel:Dead

QuoteFly: Movement range increases with altitude
Seems to be nice, need a specific bonus and height condition though.

QuoteFlee: Movement and Jump increases when you are critical
Hmmm, it seems a bit unreliable. Maybe increase movement / jump based on %HP loss ?

QuoteCan you make it so that Berserk either becomes that PA% thing that was mentioned (without it making take up as much space as it would to give Berserk a finite duration) or make it so that it at least allows for (some) Reactions and Movements to be active?
I'll take a look at this after we finished movement ability buff.
It seems more people demanding status X to be limited by duration, not permanent.
Title:
Post by: The Damned on February 07, 2009, 01:13:47 pm
Quote from: "Razele"Why you want AI to attack confused units and make them recover from confusion ?

I wouldn't. I merely thought they might end up being related since the AI generally ignores people with both statuses.

As for wanting the AI to not ignore people in Death Sentence, keep in mind that I said completely ignore. I would be fine with the AI still mostly ignoring the afflicted as long as it checked for the whole "Cancel: Dead" immunity and/or killed them with OHKO if they were trying something, which I think it sometimes does (like mid-charge). I'll have to test this all this out, though that's a bit of a pain the ass on my new computer. (Stupid Vista.)

As for the Berserk thing, it's kind of annoying that the AI for it is that stupid. Hmmm...I wonder if there's some way to fix it through something related, like say that the Teleport thing being bounded by Jump now. Hmm...the whole targetting would probably rather complex, at least with the distance weapons.

Hmmm....
Title:
Post by: Dokurider on February 07, 2009, 05:29:06 pm
QuoteNever encounter this case. Could you give more detailed story about this "bug" ?
Berserk AI is rather stupid. It will try to attack everytime, even at 0% chance.
When they attack, they don't even check the height difference between the attacker and the target.
It happens to me with Zalmo at vanilla FFT. I berserked him, then stand at high terrain.
He still attack me with 0% chance.

By stuck, she meant that a Berserked Unit with a ranged weapon will keep shooting if they are behind a obstacle, regardless of being able to hit or not. If their target doesn't move out of range, they'll stay in the same place and keep shooting. Which is why I don't use Berserked Gunners or Crossbowmen.

Could you make it smarter?
Title:
Post by: Dokurider on February 07, 2009, 05:30:40 pm
Quote from: "Voldemort"
Quote from: "tithin"
Quote from: "Asmo X"Flee: Movement and Jump increases when you are critical

I like this, but there should be a counter to it or something. Perhaps if you've used an action while critical it doesn't function? IE, Action, then move, it wont function. Or Move, then Action would?


wtf

why does that one need a counter?

it'd be an incredibly weak movement skill in that proposed form, it needs no "counter" to make it even weaker

that's like suggesting that Dash needs a counter to it

that's the 2nd time you propose that something is overpowered / needs a "counter" on an ability that is obviously relatively weak as hell

you cannot grasp the true form of FFT balance

op dash is op
Title:
Post by: Archael on February 07, 2009, 06:33:34 pm
Berserk AI doesn't need to be "Smart"

there is no "bug"

you let a unit get zerked, it's going to act on it's own

it will be SO aggressive that it will even attack empty panels with 00% chance to hit because it thinks that it will get damage off

that's the entire point of Berserk

it doesn't need to be smarter

if you don't like your zerked unit going after the enemy like a furious zealot without regards to consequence (the whole point of zerk status in the first place), then bring protection vs zerk, or bring something that cures zerk

zerk doesn't need fixing

---------

QuoteWhy you want AI to attack confused units and make them recover from confusion ?

because currently AI NEVER touches a confused unit, and that can be abused, because confusion doesn't wear off on it's own, and confused units sometimes do attack the enemy

for example:

X Character SSCC vs Adramelk

reset until Adramelk casts Loss

Adramelk will NOT attack the SSCC character because AI doesnt' wanna break Confu

Confused character will, eventually, kill Adramelk

so the fix would be to make AI start killing Confused units after a set number of turns, but don't make AI attack confused units right off the bat!


QuoteAbout Death Sentence, isn't it wise decision to make AI ignore units that will be dead at 3 turn ?
The problems lies within Judo Outfit / Angel Ring. Cancel:Dead shouldn't cancel Death Sentence's Dead.
To prevent Death Sentence, you should equip Cancel:Death Sentence, not Cancel:Dead

this is a perfect solution

well said
Title:
Post by: Dokurider on February 07, 2009, 06:42:04 pm
QuoteBerserk AI doesn't need to be "Smart"

there is no "bug"

you let a unit get zerked, it's going to act on it's own

it will be SO aggressive that it will even attack empty panels with 00% chance to hit because it thinks that it will get damage off

that's the entire point of Berserk

it doesn't need to be smarter

if you don't like your zerked unit going after the enemy like a furious zealot without regards to consequence (the whole point of zerk status in the first place), then bring protection vs zerk, or bring something that cures zerk

zerk doesn't need fixing

Or at least the curing part.
Title:
Post by: Vanya on February 07, 2009, 07:57:02 pm
Quoteso the fix would be to make AI start killing Confused units after a set number of turns, but don't make AI attack confused units right off the bat!
QuoteDisagree. The fix would be that once all enemies are confused the AI should start attacking them. That way if a unit comes out of confusion the enemy will go back to putting priority on those units, but not ignore the confused any more.

QuoteBerserk AI doesn't need to be "Smart"

there is no "bug"

you let a unit get zerked, it's going to act on it's own

it will be SO aggressive that it will even attack empty panels with 00% chance to hit because it thinks that it will get damage off

that's the entire point of Berserk

it doesn't need to be smarter

if you don't like your zerked unit going after the enemy like a furious zealot without regards to consequence (the whole point of zerk status in the first place), then bring protection vs zerk, or bring something that cures zerk

zerk doesn't need fixing

Don't really agree with this ,either. Rage makes you relentlessly aggressive, not stupid. An enraged person will tear through obstacles even to their own detriment, but they'll stop at nothing to get to the focus of that rage. So what might make sense is that they also gain the ability to ignore obstacles.
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Post by: Archael on February 07, 2009, 08:02:57 pm
Quote from: "Vanya"
Quoteso the fix would be to make AI start killing Confused units after a set number of turns, but don't make AI attack confused units right off the bat!

Disagree. The fix would be that once all enemies are confused the AI should start attacking them. That way if a unit comes out of confusion the enemy will go back to putting priority on those units, but not ignore the confused any more.


that won't work

think about it
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Post by: Vanya on February 07, 2009, 09:22:48 pm
What? I don't see a problem with it. It satisfies the AI not totally ignoring the confused units and it's easier to program a branching algorithm than it is to program a counting algorithm that has to account for each confused unit.
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Post by: tithin on February 07, 2009, 09:49:23 pm
Quote from: "Voldemort"
Quote from: "tithin"
Quote from: "Asmo X"Flee: Movement and Jump increases when you are critical

I like this, but there should be a counter to it or something. Perhaps if you've used an action while critical it doesn't function? IE, Action, then move, it wont function. Or Move, then Action would?


wtf

why does that one need a counter?

it'd be an incredibly weak movement skill in that proposed form, it needs no "counter" to make it even weaker

that's like suggesting that Dash needs a counter to it

that's the 2nd time you propose that something is overpowered / needs a "counter" on an ability that is obviously relatively weak as hell

you cannot grasp the true form of FFT balance

Merely making a suggestion.  I dont remember stating that it was overpowered, though I do agree that perhaps I am overthinking it.
Title:
Post by: Archael on February 07, 2009, 09:54:56 pm
Quote from: "Vanya"What? I don't see a problem with it. It satisfies the AI not totally ignoring the confused units and it's easier to program a branching algorithm than it is to program a counting algorithm that has to account for each confused unit.

Quoteonce all enemies are confused the AI should start attacking them

Because your requirement is "once all enemies are confused"

and there will be plenty of situations where a confused unit will still be a threat to the AI, while there's still non-confused enemy units running around.

for example;

AI is facing 5 enemies. AI confuses one enemy. Under your rule, the AI will permanently ignore that confused unit because not all enemy units are confused. All the player has to do is sand-bag and let loose the Confused unit on the AI, similar to how you can do in vanilla.


Another:

AI is facing 2 enemies. AI confuses one, petrifies the other. AI will continue to ignore the confused unit while the confused unit kills the AI on it's off turns. (Not all enemy units are confused, the requirement isn't being met for Confused unit attacks to be enabled)


Another:

AI is facing 3 enemies. Player confuses one of it's own units, Petrifies another, let's the 3rd unit die in obscurity. Boom same problem as in vanilla. Immortal Confu unit that will slowly kill the AI.




The condition would have to be "Kill all remaining Confused units that are NOT: Dead, Petrified, Frogged, etc etc", which is problematic, because that is basically the same as "Kill all Confused units."

Ergo, vis-à-vis, concordantly, it won't work.
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Post by: Asmo X on February 07, 2009, 09:58:36 pm
Quote from: "Vanya"Don't really agree with this ,either. Rage makes you relentlessly aggressive, not stupid. An enraged person will tear through obstacles even to their own detriment, but they'll stop at nothing to get to the focus of that rage. So what might make sense is that they also gain the ability to ignore obstacles.

Can you please stop justifying things this way and start thinking about skills from a mechanical point of view?
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Post by: VincentCraven on February 07, 2009, 11:51:54 pm
Hey Raz,

Do you happen to know how to change the player's starting inventory?

I believe it is customary for the player to start with one of each chemist item, and 2K money.  Personally, I'd like to have the player start with Katana, but a better hack for the community would be if we could start with nothing in the inventory.
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Post by: Razele on February 07, 2009, 11:58:19 pm
QuoteX Character SSCC vs Adramelk

reset until Adramelk casts Loss

Adramelk will NOT attack the SSCC character because AI doesnt' wanna break Confu

Confused character will, eventually, kill Adramelk

so the fix would be to make AI start killing Confused units after a set number of turns, but don't make AI attack confused units right off the bat!

Yeah, I remember the Loss strategy from SSCC log.
I use it when I'm doing Oracle SSCC on Golgorand.
It's only viable when you're alone.

Setting counter on AI to un-ignore confused unit can be an option,
but the "easiest" fix maybe to make Confusion has CT, and expires after a few turn.

QuoteBy stuck, she meant that a Berserked Unit with a ranged weapon will keep shooting if they are behind a obstacle, regardless of being able to hit or not. If their target doesn't move out of range, they'll stay in the same place and keep shooting. Which is why I don't use Berserked Gunners or Crossbowmen.

Could you make it smarter?
Free 150% attack power is already big, especially on ranged units with long weapon range like Gun or Bow.
Combine that long range (8) with 150% attack bonus, Attack UP, Power Sleeve + Bracer and smart AI. It's sick.
I guess that come with something that balance it, stupid AI.
Just use Instrument / Book to take advantage of Berserk.


QuoteHey Raz,

Do you happen to know how to change the player's starting inventory?

I believe it is customary for the player to start with one of each chemist item, and 2K money. Personally, I'd like to have the player start with Katana, but a better hack for the community would be if we could start with nothing in the inventory.
I believe this one isn't too hard. I already found player's starting money.
I'll check the starting items.
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Post by: Vanya on February 08, 2009, 09:29:35 am
Quote from: "Asmo X"
Quote from: "Vanya"Don't really agree with this ,either. Rage makes you relentlessly aggressive, not stupid. An enraged person will tear through obstacles even to their own detriment, but they'll stop at nothing to get to the focus of that rage. So what might make sense is that they also gain the ability to ignore obstacles.

Can you please stop justifying things this way and start thinking about skills from a mechanical point of view?

No, because everyone that plays these hacks will not necessarily be looking at things that way. Just doing things from a mechanical point of view can easily lead to things that work great, but seem silly or even stupid to an average gamer who isn't thinking about, or is even aware of, the mechanics behind it. Maintaining an illusion of reality is important to good game design.

Another idea is to make the AI take obstacles into consideration and move accordingly. Or, just stop them from attacking once there are no target's in sight. (Obstacles do obscure line of sight.) These adjustments would be more difficult, but would make more sense than shooting arrows into a wall.
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Post by: Asmo X on February 08, 2009, 09:55:27 am
Heaven forbid we should come up with things that actually work properly.

I told you the problem with your method on the last page. Someone could just as easily make the opposite case and say that berserked units are characterised by mindlessness and ARE stupider. Either party could be construed as correct. So let's make shit work first and dress up the ideas later.
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Post by: Vanya on February 08, 2009, 09:57:13 am
Quote from: "Voldemort"Under your rule, the AI will permanently ignore that confused unit because not all enemy units are confused.

Well, that is already a problem, and you're right that my solution doesn't address it. But the request was for the AI to not totally ignore confu'd units. Which my solution does address.

Quote from: "Voldemort"AI is facing 2 enemies. AI confuses one, petrifies the other. AI will continue to ignore the confused unit while the confused unit kills the AI on it's off turns. (Not all enemy units are confused, the requirement isn't being met for Confused unit attacks to be enabled)

AI is facing 3 enemies. Player confuses one of it's own units, Petrifies another, let's the 3rd unit die in obscurity. Boom same problem as in vanilla. Immortal Confu unit that will slowly kill the AI.

I was under the impression that the AI already counts petrified enemies as dead, thus would automatically ignore them when checking for the total number of active units with confusion status.

Quote from: "Voldemort"The condition would have to be "Kill all remaining Confused units that are NOT: Dead, Petrified, Frogged, etc etc", which is problematic, because that is basically the same as "Kill all Confused units."

Ergo, vis-à-vis, concordantly, it won't work.

Depending on how the AI is programmed units that are normally ignored would continue to be ignored for the purposes of dealing with confusion. I suppose the best thing would be to make sure that any incapacitated units aren't counted as inactive.

So something like this:
If all active enemies are confused, treat confused enemies as non-confused enemies until such time that an active, non-confused enemy becomes present. Checking for an active enemy would be to check for enemies that do not have one of the following status; dead, petrify, charm, stop, crystal, jumping, invite, treasure, chicken, frog, or wall.
This way the AI should ignore confused units while more dangerous enemies are present on the battlefield, but not at any time that there are only confused units on the field

Once there are no confused enemies on the battlefield the AI should automatically revert to whatever way it normally treats the above mentioned incapacitating status.
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Post by: SentinalBlade on February 08, 2009, 10:39:48 am
I said in chat vanya; that while i do agree with you, your thinking ot much into this. the average player doesnt care about mechanics.

but the average player isnt going ot add ASM hacks to their patch.

If y ou use an ASM hack it needs to work properly, and smoothly, not with fancy dressup or aesthetic logic.

If i were programming a game from scratch, vanya id definatly mask a mechanic with alot of realism. but we are limited on space, and while ASM is potentially codeing in itself, you can do alot more alot easier if you using a real language. (ASM doesnt count as a language to me, because it is the basics and fundemants of all code, and is primarly managed for hacking purposes :P)
Title:
Post by: Vanya on February 08, 2009, 11:38:12 am
Off topic: Actually, ASM is the language that this game was programmed in directly. It does very much count as a language, and ASM hacking is programing; just through different means.

The average player isn't going to be adding anything to any hack. I never said they would. I'm talking about how they will perceive the ASM hacks we put into our projects. If there isn't any thought given to some basic logic behind them they could end up being perceived as silly. Professional game designers don't just sit around and come up with things arbitrarily. They don't waste time with trying to dress up things. There are ideas behind things before they're programmed. At least that's what my game design and programming professors taught me in class.

I have no problem with being told there's a technical problem with my suggestions. However, I don't appreciate those (not you SB) that try to tell me how I should present my thoughts. There's nothing wrong with presenting some logic behind an idea you come up with. It's not a justification it's just an idea. If you don't like it, then too bad. Razele is making the ASM hacks, and no one is being forced to use any of them anyway.
Title:
Post by: SentinalBlade on February 08, 2009, 11:44:15 am
I was informed(i think by zodiac and spinOUT) that FFT and most other PSX games were programmed in C++

ASM is what all language is broken down to once compiled...thus there being tons of different asm subgroups, because of all the different compilation methods. i highly doubt FFT or any other PSX game was coded directly in ASM :P...although i can very well be wrong, it just doesnt seem likely...even in the mid 80s, BASIC was a common language, even though half of it was numbers(if i remember right), but it was like ASM. and even then, BASIC had an ASM structure if you opened the file in a hex editor.

Edit: Zodiac informed me that it was coded in C, not C++
Title:
Post by: Archael on February 08, 2009, 11:51:31 am
QuoteOff topic: Actually, ASM is the language that this game was programmed in directly.

lol


QuoteWell, that is already a problem, and you're right that my solution doesn't address it. But the request was for the AI to not totally ignore confu'd units. Which my solution does address.

What the fuck? The problem is AI perma-ignoring confused units. Your solution doesn't address the problem in a fashion that will work properly in the game environment.

In other words, your solution doesn't address anything, hence why I called it out as a solution that does not work.

Seriously, it's like you're so caught up in trying to prove yourself right that you don't even think about what you are saying.

You are wrong and your solution was wrong.



QuoteDepending on how the AI is programmed units that are normally ignored would continue to be ignored for the purposes of dealing with confusion. I suppose the best thing would be to make sure that any incapacitated units aren't counted as inactive.

Uh, which leads us back to the problem presented here:

QuoteThe condition would have to be "Kill all remaining Confused units that are NOT: Dead, Petrified, Frogged, etc etc", which is problematic, because that is basically the same as "Kill all Confused units."

Which doesn't work.



QuoteSo something like this:
If all active enemies are confused, treat confused enemies as non-confused enemies until such time that an active, non-confused enemy becomes present. Checking for an active enemy would be to check for enemies that do not have one of the following status; dead, petrify, charm, stop, crystal, jumping, invite, treasure, chicken, frog, or wall.
This way the AI should ignore confused units while more dangerous enemies are present on the battlefield, but not at any time that there are only confused units on the field

Once there are no confused enemies on the battlefield the AI should automatically revert to whatever way it normally treats the above mentioned incapacitating status.


And you said that a timer would be too complicated?

^_^;;


QuoteAt least that's what my game design and programming professors taught me in class.

That explains a lot about how you act, actually. You have taken classes on game design from the upstairs college of Bumfuck, Nowhere.

I'm sure that makes you feel your ideas are golden.



QuoteJust doing things from a mechanical point of view can easily lead to things that work great, but seem silly or even stupid to an average gamer who isn't thinking about, or is even aware of, the mechanics behind it. Maintaining an illusion of reality is important to good game design.

Is this from Game Design Theory 101?

Go tell your professors that game mechanics must first work great, and THEN be made interesting and full of immersion. [ONCE THEY ARE WORKING GREAT]

Not the other way around.

If you have something that makes sense and looks cool, but doesn't work properly, the illusion of reality is OBLITERATED.

ASM hacks are about mechanics... just make sure your ideas do what they need to do, and leave the illusion of reality to other aspects of the game.

All a mechanic needs to do is work properly to contribute to the sense of illusion, but it's the storytelling, art, effects, sounds, design, architecture, and environment that contribute to the illusion of reality.





QuoteHowever, I don't appreciate those (not you SB) that try to tell me how I should present my thoughts. There's nothing wrong with presenting some logic behind an idea you come up with.

I don't think anyone in this thread (or in the entire history of FFH, or atleast as long as I have been here) has ever told you how to present your thoughts.

In this thread, however, we told you that the logic behind the ideas you come up with was horrible, un-fun, and that we hope Razele didn't take it seriously.

Don't try to make yourself the victim of something you are not, or pretend like the accusations against you were un-fair or off topic. They were totally on topic.

If Razele starts taking you seriously, we're all doomed.

QuoteI have no problem with being told there's a technical problem with my suggestions.

You not only got told there's technical problems, you also got told they are shit suggestions.

I don't see why you can't grasp what is going on. Stop pretending like people are un-reasonably trying to "change how you think", because that's not what's going on.
Title:
Post by: Asmo X on February 08, 2009, 11:59:33 am
Quote from: "Voldemort"I don't think anyone in this thread (or in the entire history of FFH, or atleast as long as I have been here) has ever told you how to present your thoughts.

I did. If we start trying to base game mechanics based on our rationalisations of confused people or angry people or poisoned people or whatever bullshit, theres no saying any of that is going to integrate well. Lets start with good mechanical ideas and then come back afterwards and decide how to present them. Lets also not change shit that doesn't need to be changed for largely the same reason.
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Post by: Archael on February 08, 2009, 12:08:35 pm
QuoteLets also not change shit that doesn't need to be changed for largely the same reason.

Well in my patch, Any Ground makes the people Absorb : Earth because Any Ground is related to Ground so it is cool that they get the element of the ANy Ground they are moving on and this Absorb Earth.

In my patch, flails also absorb wind because people wield them around and the whooshing motion of flails makes sense that they acquire this element so absorb: wind , wind :Elemental and Strengthen: wind  for all flails.
Title:
Post by: Vanya on February 08, 2009, 12:14:14 pm
QuoteAnd you said that a timer would be too complicated?

It probably still is as opposed to a branch and a byte comparison.

QuoteUh, which leads us back to the problem presented here:

Quote:
The condition would have to be "Kill all remaining Confused units that are NOT: Dead, Petrified, Frogged, etc etc", which is problematic, because that is basically the same as "Kill all Confused units."

No it wouldn't. It would treat things differently with the presence of confused enemies.
Title:
Post by: Archael on February 08, 2009, 12:18:58 pm
QuoteNo it wouldn't. It would treat things differently with the presence of confused enemies.

Yes, it would. This is what I was referring to:

QuoteI suppose the best thing would be to make sure that any incapacitated units aren't counted as inactive.
[/b]

This doesn't treat anything differently with regards to the Confusion issue (result). Same problem as we discussed before. Same problem as Confu
vanilla.

QuoteIt probably still is as opposed to a branch and a byte comparison.

Yeah, and FFT was probably coded in ASM too right?
Title:
Post by: samuchan on February 08, 2009, 01:01:02 pm
QuoteBroken / stolen items can be bought back at Fur Shop
BATTLE.BIN
0x126470 change 00000000 to 224E0508

0xEC888
1980043C
982D848C
BA018490
02210400
0F008014
00000000
0D00A010
FF000434
0B00A410
00000000
0580043C
94948434
21208500
00008290
0001432C
02006014
00000000
FE000234
01004224
000082A0
1980023C
902D428C
1D350608
00000000

I'm a noob to asm hacking.

What does the block of text mean?
Title:
Post by: Archael on February 08, 2009, 01:15:52 pm
Quote from: "samuchan"
QuoteBroken / stolen items can be bought back at Fur Shop
BATTLE.BIN
0x126470 change 00000000 to 224E0508

0xEC888
1980043C
982D848C
BA018490
02210400
0F008014
00000000
0D00A010
FF000434
0B00A410
00000000
0580043C
94948434
21208500
00008290
0001432C
02006014
00000000
FE000234
01004224
000082A0
1980023C
902D428C
1D350608
00000000

I'm a noob to asm hacking.

What does the block of text mean?

that all values starting at address 0xEC888  must be changed to what is on the block of text
Title:
Post by: Vanya on February 08, 2009, 01:32:21 pm
Whatever, Arch, you're not the one that's gonna program it anyway.
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Post by: Archael on February 08, 2009, 01:51:17 pm
Quote from: "Vanya"Whatever, Arch, you're not the one that's gonna program it anyway.

And?

What does that have to do with giving Razele solid ideas when he asks for them?
Title:
Post by: Vanya on February 08, 2009, 02:29:20 pm
I didn't say it had anything to do with that.
Now you can spend time coming up with a better idea or keep bitching about mine, whatever you like. I don't give a shit.
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Post by: Vanya on February 08, 2009, 02:37:29 pm
Quote from: "SentinalBlade"I was informed(i think by zodiac and spinOUT) that FFT and most other PSX games were programmed in C++

ASM is what all language is broken down to once compiled...thus there being tons of different asm subgroups, because of all the different compilation methods. i highly doubt FFT or any other PSX game was coded directly in ASM :P...although i can very well be wrong, it just doesnt seem likely...even in the mid 80s, BASIC was a common language, even though half of it was numbers(if i remember right), but it was like ASM. and even then, BASIC had an ASM structure if you opened the file in a hex editor.

Edit: Zodiac informed me that it was coded in C, not C++

Yeah, you and Zodiac are right about that. I was just reading about it. One thing I found interesting, though, is that one of the PSX libraries is actually geared for programmers that prefer to program directly in MIPS. So I didn't just imagine that after all.
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Post by: samuchan on February 08, 2009, 03:09:54 pm
Quote from: "Voldemort"that all values starting at address 0xEC888  must be changed to what is on the block of text

Thanks.

Although with "0x126470 change 00000000 to 224E0508," there's only one line that's "00000000," right?
Title:
Post by: Archael on February 08, 2009, 03:26:51 pm
Quote from: "samuchan"
Quote from: "Voldemort"that all values starting at address 0xEC888  must be changed to what is on the block of text

Thanks.

Although with "0x126470 change 00000000 to 224E0508," there's only one line that's "00000000," right?

yeah

you find the 0000000 that is located in address 0x126470 and change it to 224E0508

and then the rest of the changes are in the other address
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Post by: Kokojo on February 08, 2009, 07:30:25 pm
Requests, if possible. If not, tell me to gtfo.

1) At the end of unit turn he gain 2hp, as a ''resting'' phase. Is there any way to do this withouth the little ''2 hp'' popping up? Replace silent walk with a seem-alike of move-hp-up.

2) Replace an unused status (Dark/evil looking, blood suck, wall) by a ''cannot be healed'' Status.

Thanks a lot Razele.
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Post by: samuchan on February 08, 2009, 09:12:23 pm
Learn summon spells by being next to an ally that cast it.

Generic 1: Just opened up summoner class, and does not know any spells.

Generic 2: Knows Ifrit.

Generic 1: Stands adjacent to Generic 2, who cast Ifirt.

Generic 1 learns Ifrit by "seeing" Generic 2 cast it.

Maybe both units have to be summoners.
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Post by: Razele on February 08, 2009, 09:56:12 pm
* Customized Item formula
* Added starting money (2 byte, 65535 max)

Quote1) At the end of unit turn he gain 2hp, as a ''resting'' phase. Is there any way to do this withouth the little ''2 hp'' popping up? Replace silent walk with a seem-alike of move-hp-up.

2 HP recovery are too small. In early game, it's still too small, and when your unit already has 700+ HP
you won't notice 2 HP heal. Actually, it's easier to do "silent" HP recovery, something that
I do with old Teleport. If you apply my old Teleport code,
you will notice that your unit lost MP without any MP pop up.

I still prefer to merge this idea with Move-HP Up + Rest or make Rest as separate movement ability.
If you pick wait, you gain X% MaxHP if your 'Act' and 'Move' command are still enabled.

Quote2) Replace an unused status (Dark/evil looking, blood suck, wall) by a ''cannot be healed'' Status.
You can combine them with Undead status to make them unable to recover HP.

QuoteHey Raz,

Do you happen to know how to change the player's starting inventory?

I believe it is customary for the player to start with one of each chemist item, and 2K money. Personally, I'd like to have the player start with Katana, but a better hack for the community would be if we could start with nothing in the inventory.
The function is located in SCUS_942.21 but I'm sure it's called once, so I can redirect it to WORLD.BIN
Which starting items do you want ?


QuoteLearn summon spells by being next to an ally that cast it.

Generic 1: Just opened up summoner class, and does not know any spells.

Generic 2: Knows Ifrit.

Generic 1: Stands adjacent to Generic 2, who cast Ifirt.

Generic 1 learns Ifrit by "seeing" Generic 2 cast it.

Maybe both units have to be summoners.
Nice idea, but this will allow Summoner to transfer all of their skills to their friends without any effort.
I still prefer the "Blue Mage" style transfer. You have to experience their effects first to learn it.
The easiest way would be to make Summon skills to hit allies (Check "Hit Allies" in fftpatcher).
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Post by: VincentCraven on February 08, 2009, 10:01:31 pm
Actually, I figured out a good way to make my Draw Out skills to function without Katana.  If it is easy, I'd like the starting inventory to be completely empty, but it's more of an aesthetic thing than anything else.
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Post by: Vanya on February 08, 2009, 10:06:52 pm
QuoteIf you apply my old Teleport code,
you will notice that your unit lost MP without any MP pop up.

Can that be easily modified to allow the mp usage to show?
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Post by: samuchan on February 08, 2009, 10:08:06 pm
Quote from: "Razele"
QuoteLearn summon spells by being next to an ally that cast it.

Generic 1: Just opened up summoner class, and does not know any spells.

Generic 2: Knows Ifrit.

Generic 1: Stands adjacent to Generic 2, who cast Ifirt.

Generic 1 learns Ifrit by "seeing" Generic 2 cast it.

Maybe both units have to be summoners.
Nice idea, but this will allow Summoner to transfer all of their skills to their friends without any effort.
I still prefer the "Blue Mage" style transfer. You have to experience their effects first to learn it.
The easiest way would be to make Summon skills to hit allies (Check "Hit Allies" in fftpatcher).

That would make summon spells lose alot of their appeals.

Maybe you can make it so that summons ignore all allies... ...except summoners.
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Post by: Razele on February 08, 2009, 10:29:54 pm
QuoteThat would make summon spells lose alot of their appeals.

Maybe you can make it so that summons ignore all allies... ...except summoners.
There's another way, you can Charm your allies.
Just encounter any enemies that have Steal heart to Charm your summoner.

Actually, summon spells are too strong, 100% hit rate, 2 AOE, cannot be reflected, and hit enemies only.
Thankfully, their MP consumption are a bit high, but it can be reduced with Half MP.
You can redirect Flare to enemies, but you can't redirect Summons skills to enemies.
100% chance to hit, moderate CT, no reflect, no redirection.

I hate it when enemies Summoner charging one of their Summons at me. Unless you Jump, it's a guaranteed hit.
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Post by: Razele on February 09, 2009, 05:46:12 am
* Added No Starting Items

Compiled list of movement abilities & new movement abilities suggestions :
(http://img530.imageshack.us/img530/6307/movementability1kr9.png)

(http://img530.imageshack.us/img530/1583/movementability2la4.png)

The original Teleport idea, moving from X to Y with Z% penalty / square is a bad idea.
There's no way to find a balanced Z%.
10% : too small.
15% : not enough.
20% : too big.

20% penalty / square and MP cost are actually Fly with Move+1 and MP cost.
Most class cannot use this kind of Teleport with MP cost (see MP table list).
It's like Agrias casting Statis Sword everywhere she moves.
Movement should not be limited with MP cost.

(http://img161.imageshack.us/img161/2505/15875924xy2.png)

This is the suggestion for Teleport from Chat :

[Teleport]
Teleport anywhere on the battlefield with 100% success at the cost of your 'Act' command.
If you already 'Act', Teleport will fail.

Basically, you can Teleport anywhere on the map, but you cannot act for that turn.
This Teleport is not for melee class. It's used mostly by Archer / Gunner / Magician / Tanker

Seems weak because you can't act after you move ? Usage examples :

1. Easily reach far enemies. Combined with Quick / Reraise, you can reach far enemies quickly.
2. Reach far / higher place in 1 turn. Very useful for Archer / Gunner.
3. Bait. You can quickly sent your tanker unit (High Brave, Low Faith) with Regen / Reraise / Protect / Defend Up / Damage Split / Defending and tons of evasion to act as a bait, make AI waste their abilities on him.
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Post by: Vanya on February 09, 2009, 07:38:28 am
2 suggestions:

I'd like to have Move+1 also include Jump+1 if there aren't going to be any other static move/jump abilities. I think plenty of ppl will want to have it this way and it's really a simple hack, right?

For teleport (this is just aethetic really) would it be possible to have it disable the move command after acting instead of just making it fail?
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Post by: SentinalBlade on February 09, 2009, 07:43:15 am
Razele, there are TONS of unused/blank ability space. if you look in the patcher the blank ones even have their own I.D.

you could easily get more abilities, or two totally different teleports.

like if one form of teleport can prove useful, but theres anotehr form, with different disadvantages. it allows for more diversity, instead of feeling limited to certain tactics....

just a though. of course, the blank ones can be made for completly new ones as well :P
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Post by: Asmo X on February 09, 2009, 08:15:43 am
I think this is the best idea for teleport going around at the moment. Also, Your rework of flee is excellent. I can see people using that.

Another idea: receive defense bonus when stopping on certain terrain?
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Post by: Razele on February 09, 2009, 09:57:18 am
QuoteRazele, there are TONS of unused/blank ability space. if you look in the patcher the blank ones even have their own I.D.

you could easily get more abilities, or two totally different teleports.
Nope, based on my analysis the game only provide 3 bytes, or 24 space for movement ability, from Move+1 to Move-Find Item.
There are two blank spot after Move-Find Item, but it can't be used for movement ability.
The blank space on other would be used to remake Support / Reaction Abilities later.
But, I want to concentrate on fixing Movement Abilities first.


QuoteI'd like to have Move+1 also include Jump+1 if there aren't going to be any other static move/jump abilities. I think plenty of ppl will want to have it this way and it's really a simple hack, right?
Not really a 'simple' hack.
I still have problem adding Move / Jump bonus to Move+1, since Move+1 isn't designed to have Jump bonus.
There's lots of place that need to be changed, and it's simpler to make Move+1 only add movement bonus.

Actually, I don't really like the idea of passive bonus from Move+1 and Jump+1 combined together.
To get jump bonus, you must wear Spike Shoes or Jump+2, not Move+1.

QuoteFor teleport (this is just aethetic really) would it be possible to have it disable the move command after acting instead of just making it fail
Yeah, I'll tried that method first.


QuoteI think this is the best idea for teleport going around at the moment. Also, Your rework of flee is excellent. I can see people using that.

Another idea: receive defense bonus when stopping on certain terrain?
Increase defense is a good idea.
Most of the movement bonus are support / offensive, we need a defensive movement abilities.
Just have to think about the mechanic of the bonus.
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Post by: Archael on February 09, 2009, 11:42:22 am
What Movement Abilities still need changing then?
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Post by: Zozma on February 09, 2009, 08:44:51 pm
Raz i thought of a status condition for Dark/Evil looking

U know on ff9 theres this skill called "mustard bomb" and the status it inflicts is, if you MOVE or take any action (in fft case if you do anything but choose "Wait") it kills you instantly and no way to block it even with death immunity.

would u be able to do that? with that status?
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Post by: Razele on February 10, 2009, 12:20:21 pm
* Removed old Teleport hack

QuoteFor teleport (this is just aethetic really) would it be possible to have it disable the move command after acting instead of just making it fail?
Nope, disabling the move command after you act means you won't receive CT bonus after you end your turn.

QuoteWhat Movement Abilities still need changing then?
See the table. Most of them will be reworked as another move ability.

QuoteRaz i thought of a status condition for Dark/Evil looking

U know on ff9 theres this skill called "mustard bomb" and the status it inflicts is, if you MOVE or take any action (in fft case if you do anything but choose "Wait") it kills you instantly and no way to block it even with death immunity.
Since I will fix Death Sentence, this idea for "Dark / Evil looking" basically is an exact copy of Death Sentence. Guaranteed death.
And there's a problem with AI and this new status. They will move / act and die because of it.




Also, another idea from chat by Asmo :

[No-Name-Yet-Walk]
Ever see a Wizard use Fire 4 at the close range to the target ?
No. Because it's pointless, and Wizard is a long-range class.
This is the idea : the closer you are to the target, less energy (MP) is required to cast magic.
There should be a difference of energy (MP) cost when you cast magic at 100 panel and 1 panel away
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Post by: Cheetah on February 10, 2009, 12:25:56 pm
Interesting idea Asmo. But why not have it reduce the charge time instead, the closer to the target you are.
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Post by: Asmo X on February 10, 2009, 12:44:46 pm
Was going to suggest that but it sounds a bit overpowered.
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Post by: Vanya on February 10, 2009, 12:50:28 pm
It seems like it would be risky to get close to a target for a wizard unless they're fighting other wizards. Also, would the AI be able to take advantage of it?

If it lowered CT instead I'd also make it lower damage/hit%. I agree it would be overpowered.
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Post by: samuchan on February 10, 2009, 08:00:01 pm
Quote from: "Razele"Since I will fix Death Sentence, this idea for "Dark / Evil looking" basically is an exact copy of Death Sentence. Guaranteed death.
And there's a problem with AI and this new status. They will move / act and die because of it.

Then may I suggest renaming the technique to "Five Point Palm Exploding Heart Technique."
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Post by: Zozma on February 10, 2009, 08:30:38 pm
but that would be why some things, only the enemy has access to.
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Post by: Asmo X on February 10, 2009, 09:07:24 pm
Quote from: "Vanya"It seems like it would be risky to get close to a target for a wizard unless they're fighting other wizards. Also, would the AI be able to take advantage of it?

If it lowered CT instead I'd also make it lower damage/hit%. I agree it would be overpowered.

Thats the whole point of this idea. If you take the risk of being closer, you get something for it.
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Post by: Razele on February 10, 2009, 09:56:33 pm
Quotebut that would be why some things, only the enemy has access to.
Well, unblockable status is overpowered.
That kind of power would be very imbalanced if you set its AOE to 1.
What if your entire party get hit by Mustard Bomb ? It's a guaranteed death.
There's no way to prevent it.
With 0 AOE, it's not better than Death Sentence with 1 AOE.

You can almost achieve the same thing with the combination of
Death Sentence + Haste + Don't Move + Don't Act or Death Sentence + Frog, or Death Sentence + Charm.
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Post by: Zozma on February 10, 2009, 10:01:50 pm
yeah i suppose its not really necessary, it was with the intention that it took a small amount of CT to wear off. but i guess it wouldnt be all that useful
Title:
Post by: Asmo X on February 10, 2009, 11:53:56 pm
I dont get the mustard bomb thing. The difference between a spell that stops you from taking action and one that instantly kills you for taking action is practically naught. Except, I suppose, that you could quickly dispel the status by moving, dying and then being revived. I still dont think a status slot should be wasted on it.
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Post by: Vanya on February 11, 2009, 10:36:50 am
I personally like the idea of giving dark/evil looking they ability to cancel all buffs and prevent all buffs from stacking on it. I'd then name it curse. This can be done in the patcher, of course.
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Post by: Zozma on February 11, 2009, 10:59:35 am
yeah, if only it didn't get that dark. the "dark" part is so much so on some characters that it doesnt even look like a status, more like a bug
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Post by: Vanya on February 11, 2009, 11:59:50 am
Yeah, it is a bit too dark. I was using Oil for the same purpose until Razele fixed it. But I'll take what I can get. ^_^
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Post by: Dokurider on February 11, 2009, 01:36:15 pm
How about a movement that will allow you to walk anywhere, but takes 25% HP off for every extra panel you move out of your original range? It would be the ultimate fleeing skill. Honestly, I don't think it's very powerful and it does what Asmo's Flee idea did.
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Post by: Zozma on February 11, 2009, 08:48:08 pm
okay so the mustard bomb idea was lame, but for those of us who have removed calculator from are job wheel...

would u be able to create a formula that sets the targetting based on the set level interval.

like say i want to have the magic formula 8, (100% success rate if targetted)

then use the X value for the level

OR cast spell indexed as status at initervals of X level
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Post by: Archael on February 11, 2009, 09:20:28 pm
zozma's post just confused me

*starts flailing arms around in confused animation*

*throws remedy at Dokurider*

*uses phoenix down on enemy*
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Post by: Zozma on February 11, 2009, 09:27:19 pm
k, to be brief

i want to create spells like "Lvl3 Flare" "Lvl4 Holy" etc, but not by using the combination of the calculator skills, just a specific skill that targets units like that.

Edit: but i want to be able to control the "level" set with fftpatcher so that  i can use the formula for more than one skill
Title:
Post by: Vanya on February 11, 2009, 09:46:25 pm
So it would basically be like if you had control over the level # but have a set of specific spells?
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Post by: Zozma on February 11, 2009, 10:09:01 pm
exactly!

the ideal thing? make the skill cast another spell (could be like the way formula 2 when used as a skill casts spell indexed as "status"

edit: okay my requests are probably getting annoying but I created a spell called X-Zone. And the ideal thing would be for it to completely Hide the unit and freeze the CT (plus allow ppl to  move onto that space) of a unit for the rest of the battle. as if they were removed from the map.. or simply remove them from the map (but you dont loose them after the fight.)
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Post by: Razele on February 12, 2009, 02:49:31 am
* Death Sentence - Ignore Cancel:Dead
* Increase Jump damage by 3/2 regardless of weapon

QuoteHow about a movement that will allow you to walk anywhere, but takes 25% HP off for every extra panel you move out of your original range? It would be the ultimate fleeing skill. Honestly, I don't think it's very powerful and it does what Asmo's Flee idea did.
It will repeat the same mistake as Old Teleport, no class can use this movement ability :

Examples
HP : 400 / 400

25% CurrentHP / squares :
400    * 0.75 = 300      [75% HP remaining]
300    * 0.75 = 225      [56% HP remaining]
225    * 0.75 = 168.75   [42% HP remaining]
168.75 * 0.75 = 126.5625 [32% HP remaining]

10% CurrentHP / squares :
400    * 0.90 = 360      [90% HP remaining]
360    * 0.90 = 324      [81% HP remaining]
324    * 0.90 = 291.6    [73% HP remaining]
291.6  * 0.90 = 262.44   [66% HP remaining]

Quotek, to be brief

i want to create spells like "Lvl3 Flare" "Lvl4 Holy" etc, but not by using the combination of the calculator skills, just a specific skill that targets units like that.

Edit: but i want to be able to control the "level" set with fftpatcher so that i can use the formula for more than one skill
That would be very difficult. Especially if you want to add MP cost and charging time.
Also, targeting all enemies on the map even with "Lvl3 Fire3" is broken.

Quoteedit: okay my requests are probably getting annoying but I created a spell called X-Zone. And the ideal thing would be for it to completely Hide the unit and freeze the CT (plus allow ppl to move onto that space) of a unit for the rest of the battle. as if they were removed from the map.. or simply remove them from the map (but you dont loose them after the fight.)
You can combine Wall + Petrify. It will make players unable to restore the petrified target.


(http://img13.imageshack.us/img13/1470/deathsentencehi8.gif)
Title:
Post by: Zozma on February 12, 2009, 02:53:07 am
interesting, never thought of that.

and thats great with the death sentence thing!
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Post by: Archael on February 12, 2009, 03:09:39 am
Quote* Death Sentence - Ignore Cancel:Dead

have my children
Title:
Post by: Desocupado on February 12, 2009, 07:55:25 am
You need novement abilities sugestions, right? Here goes a few ideas:

Sprint/Move get CT <thief or calculator> (I am not really good with names)
You gain 5 ct per square moved (i.e. if you move 4 square it is as if you didn't move ct-wise).

Careless step (as I said, names aren'y my 'forte')
Move +2 and the user receives increased physical damage.

Jump get PA <Lancer> (at least it FFT style)
If the character jumps more than 3 panels (height) it gets +1PA.

Improved Rest <Geomancer?> (couldn't figure out a name)
You get 40 ct instead of 20 when you don't move.

Charge! <knight>
You can spend the action to move again (probably needs move -1 and/or jump -1). Better than teleport in the sense you can still move and act.

BTW I have a question:
Can CT get negative?
Well since it can get over 100, why not under 0?
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Post by: SentinalBlade on February 12, 2009, 08:06:05 am
That isnt bad, none of those, save for the first one bieng overpowered.

Careless step takes a good step in teh right direction for rebalancing move+2/3. That is actually very good.

Jump get PA, with the amount of hieght variation needed for this, it makes it hard to use and probably not "that overpowered", it should be activated only when jumping up hieght though, not down as well. Plus, there arent alot of classes that get enough jump for that, so that is a relativly good idea

Improved Rest is a really cool idea, but it seems more like a support...though since you dont move to activate it...i dunno, its a good idea never the less. though make it so if you have dont move status, then you dont get the CT bonus.

Charge! seems cool, definatly, and if you maybe half the move(cause a ninja with 8 move, and then -1, is still 15 spaces). A very interesting idea, but i wonder if the AI will make use of it...

@Razele

He means like the old level 5 death, where a player would only be affected if their level was multiple of 5.

I doubt he means to make it hit everyone.

And he wants the formula to use either x or y so that he can set the level to be a multiple of, so if x is 3 it would be 'Level 3 Death'

Its actually a really cool formula idea to bring back some old school abilities while not abusing the calculator system.
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Post by: Dokurider on February 12, 2009, 10:42:33 am
Quote from: "Razele"* Death Sentence - Ignore Cancel:Dead
* Increase Jump damage by 3/2 regardless of weapon

QuoteHow about a movement that will allow you to walk anywhere, but takes 25% HP off for every extra panel you move out of your original range? It would be the ultimate fleeing skill. Honestly, I don't think it's very powerful and it does what Asmo's Flee idea did.
It will repeat the same mistake as Old Teleport, no class can use this movement ability :

Examples
HP : 400 / 400

25% CurrentHP / squares :
400    * 0.75 = 300      [75% HP remaining]
300    * 0.75 = 225      [56% HP remaining]
225    * 0.75 = 168.75   [42% HP remaining]
168.75 * 0.75 = 126.5625 [32% HP remaining]

10% CurrentHP / squares :
400    * 0.90 = 360      [90% HP remaining]
360    * 0.90 = 324      [81% HP remaining]
324    * 0.90 = 291.6    [73% HP remaining]
291.6  * 0.90 = 262.44   [66% HP remaining]


I probably should have specified Max HP. Whatever.
Title:
Post by: Razele on February 12, 2009, 09:10:38 pm
QuoteCareless step (as I said, names aren'y my 'forte')
Move +2 and the user receives increased physical damage.

Jump get PA <Lancer> (at least it FFT style)
If the character jumps more than 3 panels (height) it gets +1PA.
If possible, I would like to avoid permanent physical damage increase/decrease by moving / jumping.
To increase PA permanently, you have to use Accumulate.

QuoteCharge! <knight>
You can spend the action to move again (probably needs move -1 and/or jump -1). Better than teleport in the sense you can still move and act.
AI won't be able to use it. They're not designed to do double move.

QuoteImproved Rest <Geomancer?> (couldn't figure out a name)
You get 40 ct instead of 20 when you don't move.
AI won't be able to take advantage of this kind of ability, since they won't know
they have to stay to receive the bonus.


QuoteSprint/Move get CT <thief or calculator> (I am not really good with names)
You gain 5 ct per square moved (i.e. if you move 4 square it is as if you didn't move ct-wise).
5 CT / square is useful early game but after your you reach 10 Speed the bonus is not really useful.
Maybe change the bonus to unit's speed / square moved, capped at 30.
Keep in mind that only Squire, Thief Geomancer, Ninja and Mime get 4 move.

QuoteBTW I have a question:
Can CT get negative?
Well since it can get over 100, why not under 0?
No. CT is always positive, because CT is unsigned.
If you set it to -1, your CT will become 255
If you set it to -2, your CT will become 254

QuoteI probably should have specified Max HP. Whatever.

Examples
HP : 400 / 400

25% MaxHP / squares outside your movement range [100 HP cost / move, dead after 4 squares violation ]

400    - 100 = 300    [75% HP remaining]
300    - 100 = 200    [50% HP remaining]
200    - 100 = 100    [25% HP remaining]
100    - 100 = 0      [00% HP remaining]

10% MaxHP / squares outside your movement range [40 HP cost / move, dead after 10 squares violation]
400    - 40 = 360     [90% HP remaining]
360    - 40 = 320     [80% HP remaining]
320    - 40 = 280     [70% HP remaining]
280    - 40 = 240     [60% HP remaining]

QuoteHe means like the old level 5 death, where a player would only be affected if their level was multiple of 5.

I doubt he means to make it hit everyone.

And he wants the formula to use either x or y so that he can set the level to be a multiple of, so if x is 3 it would be 'Level 3 Death'

Its actually a really cool formula idea to bring back some old school abilities while not abusing the calculator system.
Yeah, I know. Still, it's too difficult to create that kind of ability.
Title:
Post by: Desocupado on February 13, 2009, 04:49:35 pm
Quote
QuoteImproved Rest <Geomancer?> (couldn't figure out a name)
You get 40 ct instead of 20 when you don't move.
AI won't be able to take advantage of this kind of ability, since they won't know
they have to stay to receive the bonus.

Can you hack AI a bit for this kind of posibility?
Title:
Post by: Razele on February 14, 2009, 12:22:50 am
QuoteCan you hack AI a bit for this kind of posibility?

No. Most of the time it's better for AI to move after they attack to stay out of range.
Title:
Post by: Asmo X on February 14, 2009, 12:07:32 pm
Golem movement: Permanent 3 move, pushes through enemies, can be used as a stepping stone, -1 spd, +10% Def Up, +10% M.Def Up.
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Post by: Archael on February 14, 2009, 12:12:24 pm
Quote from: "Asmo X"Golem movement: Permanent 3 move, pushes through enemies, can be used as a stepping stone, -1 spd, +10% Def Up, +10% M.Def Up.


IMO that has too many things wrapped up in 1 instead of a generally useful movement property

if you are looking for Tanky I think something just the Stepping Stone property is good enough

it's related to movement, and doesn't eat into the whole pseudo-support area with the Def bonuses

or maybe Stepping Stone + Pushthrough

and thats it
Title:
Post by: Asmo X on February 14, 2009, 12:15:49 pm
No one would use that, though I agree I should think of some other perk besides the def bonuses.
Title:
Post by: Desocupado on February 14, 2009, 03:14:16 pm
Regarding improved rest:
I tought AI sometimes took advantage of the waiting feature (i.e. +20ct).


Well.. Here goes more ideas:

Steady Feet:
Can't be knocked back. (mix well with jump +1)

Racing
Move +3 jump -2. Better than nothing idea.

Arcane Step (Magic Sprint or whatever)
Move +2, but you lose 1/3 current MP (or 1/4 max) each time you move.
Title:
Post by: Archael on February 14, 2009, 03:23:06 pm
I've never seen AI take advantage of the wait feature UNLESS they have a specific AI byte on them

otherwise, if they can move, they'll move

regardless of it being beneficial or not

they'll frikken move
Title:
Post by: Asmo X on February 14, 2009, 09:36:44 pm
Quote from: "Desocupado"Regarding improved rest:
I tought AI sometimes took advantage of the waiting feature (i.e. +20ct).


Well.. Here goes more ideas:

Steady Feet:
Can't be knocked back. (mix well with jump +1)

Racing
Move +3 jump -2. Better than nothing idea.

Arcane Step (Magic Sprint or whatever)
Move +2, but you lose 1/3 current MP (or 1/4 max) each time you move.

Steady feet wouldn't be appealing enough alongside some of these other movement skills. Maybe if it did something else as well? It would be another good perk to have on the Golem Movement skill I suggested.

Racing: I'm pretty sure most of these maps were designed under the assumption that the player would have at least 3 jump. If you had 1 jump or something you would probably be able to trap yourself very easily. And I'm sure the AI would not take that into consideration when they moved either.

Arcane step sounds good but it depends how much focus on MP there is in any given patch.
Title:
Post by: Razele on February 14, 2009, 11:06:02 pm
QuoteSteady Feet:
Can't be knocked back. (mix well with jump +1)
Nice idea, but as a single movement ability it's a bit weak.
Jump+1 will lose +1 Jump bonus and will be reworked as another movement ability.

QuoteRacing
Move +3 jump -2. Better than nothing idea.
Exactly what Asmo said.

QuoteMove +2, but you lose 1/3 current MP (or 1/4 max) each time you move.  
Well, the biggest problems are when AI run out of MP, they can't move anymore.
If I encounter enemies that use this kind of movement ability,
I'll destroy their MP with MP break. This will cause Always:Don't Move

QuoteGolem movement: Permanent 3 move, pushes through enemies, can be used as a stepping stone, -1 spd, +10% Def Up, +10% M.Def Up.  
10% defense bonus seems a bit weak. With 10 PA, that will only reduces 1 PA.
Maybe change the speed penalty from -1 to % based.


Another idea from me :

[Bloodlust]
Increase movement by 1 / 2 / 3 when encounter enemies with health below 60% / 50% / 40% in 5 panel range.
Title:
Post by: Asmo X on February 14, 2009, 11:16:12 pm
The reason I was hesitant to give it more defense was that it cuold be stacked with def up, m.def up. How about this:

Permanent 3 move, push through enemies, can be used as a stepping stone, immune to knockback, -20% sped, +20% def up, +20% m.def up.

Can you actually do that bloodlust thing? If so, wow. I would suggest move+3 against critical range enemies.
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Post by: Asmo X on February 14, 2009, 11:24:20 pm
Whisper: Chance to add charm when attacking someone from behind.

Superstition: Unit is immune to Crystal, Treasure on even-numbered heights.
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Post by: Razele on February 14, 2009, 11:47:04 pm
Quote from: "Asmo X"Can you actually do that bloodlust thing? If so, wow. I would suggest move+3 against critical range enemies.

Yeah, it's just a "simple" math calculation.
Move bonus when encounter critical target seems nice.

[Bloodlust]
Increase movement by 1 / 2 / 3 when encounter enemies with health below 60% / 50% / 40% in 5 panel range.

+3 move bonus if there's a critical enemies on the battle.

It doesn't stack with the bonus movement from enemies' health.
3 movement bonus maximum.


QuoteWhisper: Chance to add charm when attacking someone from behind.
Hmmm, wouldn't this will override chance to cast Ice 2 from weapons like Ice Brand ?

QuoteSuperstition: Unit is immune to Crystal, Treasure on even-numbered heights.
This means the unit won't have the dead counter (3, 2, 1, 0) when he died ?
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Post by: Asmo X on February 14, 2009, 11:48:56 pm
It would override spellcasts? If so, it probably wouldn't be a good idea. And yeah, the character would be immune to permanent death. The counter might be there but I dont think it would do anything when it reaches 0.
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Post by: Asmo X on February 15, 2009, 12:27:23 am
How about this: You gain any positive status effect the enemy has when you are one panel away from them.
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Post by: SentinalBlade on February 15, 2009, 12:30:16 am
Quote from: "Asmo X"How about this: You gain any positive status effect the enemy has when you are one panel away from them.

wouldnt that make more sense for an standing near an ally...kind of a symbiosis thing?
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Post by: Asmo X on February 15, 2009, 12:41:19 am
If you call the skill "steal buff" or something it makes perfect sense. Your idea would be good too but it'd be WAY more powerful than my idea.
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Post by: Dokurider on February 15, 2009, 12:42:52 am
All these new ideas are making me frisky.
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Post by: Asmo X on February 15, 2009, 12:47:31 am
In fact, you could probably expand the range of steal buff so that you could get a few at once if you were lucky. I just had a better idea for a skill like that that works from one panel away: Subdue: Spd - 50% on a unit when an opponent with this skill is one panel away.
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Post by: Archael on February 15, 2009, 12:53:54 am
Quote from: "Asmo X"How about this: You gain any positive status effect the enemy has when you are one panel away from them.

thats

a fuckin good idea
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Post by: CidIII on February 15, 2009, 12:56:07 am
It is indeed a very good idea, not too overpowered as it would be if it was allies.
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Post by: Razele on February 15, 2009, 01:21:55 am
QuoteSubdue: Spd - 50% on a unit when an opponent with this skill is one panel away.
Seems too powerful for me.
You can surround a boss with 4 units equipped with Subdue ability, and his speed will be reduced to 1-2.

Speed : 20
Speed : 10
Speed : 5
Speed : 2

QuoteIn fact, you could probably expand the range of steal buff so that you could get a few at once if you were lucky. I just had a better idea for a skill like that that works from one panel away
Does this skill just copy or steal (remove the buff from the enemies ?)

Let's see how many positive status that you can have :
Transparent
Reraise
Float
Wall
Haste
Shell
Protect
Regen
Reflect
Innocent
Faith
Defending

Negative :
Crystal
Dead
Undead
Charging
Performing
Petrify
Darkness
Confusion
Silence
Blood Suck
Dark / Evil Looking
Treasure
Oil
Berserk
Chicken
Frog
Poison
Slow
Stop
Charm
Sleep
Don't Move
Don't Act
Death Sentence

N/A :
Invite
Jump
Critical
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Post by: Dokurider on February 15, 2009, 01:29:47 am
How about one where you cant be hit by AoE but damaged more?
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Post by: Asmo X on February 15, 2009, 01:35:29 am
Yeah i just realised several ways that -50% speed skill would be too good.

My original idea would just be to copy the buff, sorry, not steal it. But if stealing it was possible, that would be ok too. I would be against copying/stealing buffs from allies. That just sounds like trouble.

I'm not sure about the reverse and having a skill that applies your own negative status to units who are a panel away. You could probably exploit that in several ways. You could frog everything very easily.
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Post by: Desocupado on February 15, 2009, 06:00:29 am
Could a movement ability give MP if you don't move and spend mp if you move?
This kind of effect could be used for many features...
Dunno, maybe giving haste if you don't move, and canceling it if you move.
Also can a movement ability behave different if you don't act (I guess yyour new teleport does).
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Post by: Asmo X on February 15, 2009, 08:21:10 am
AI can't use that properly
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Post by: Razele on February 15, 2009, 01:07:28 pm
QuoteHow about one where you cant be hit by AoE but damaged more?
Are you suggesting that for movement ability ?
What's the relation of magic's AoE with movement ?

QuoteCould a movement ability give MP if you don't move and spend mp if you move?
Yeah, that's what I do with the Old Teleport. It costs X Mp / teleport.
Anyway, I already said in other post, movement abilities that limited with MP cost can't be used by all class, even with only 10 MP cost.

QuoteAlso can a movement ability behave different if you don't act
There's a variable that is used to check whether a unit already act / move.

QuoteHow about this: You gain any positive status effect the enemy has when you are one panel away from them.

Actually, I'd prefer bring a Time Mage / Priest / Samurai and get them to cast
Haste / Protect / Shell / Regen on all of my team at the first turn.
Rather than waiting for enemies to receive positive status and copy it from them.

Perhaps it should steal the buff from enemies, but stealing the buff will cause enemies to apply the buff
to the their friends again, which can result in a stupid AI loop.

I believe some boss will just recast Magic Barrier if you dispel the buff.
You can exploit this by making one of your unit steal the buff, the others attack, and the boss will recast Magic Barrier again.
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Post by: Asmo X on February 15, 2009, 01:10:56 pm
Well the ability I suggested wasn't meant to be a substitute for buffing your own guys, just a way of gaining more buffs on top of that. It wont even cost a turn to get one this way so it's not like they tread on each other's turf. Copying them would be better due to the AI issue you mentioned.
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Post by: Setzer on February 15, 2009, 04:10:22 pm
Quote from: "Razele"
QuotePerhaps it should steal the buff from enemies, but stealing the buff will cause enemies to apply the buff
to the their friends again, which can result in a stupid AI loop.

I believe some boss will just recast Magic Barrier if you dispel the buff.
You can exploit this by making one of your unit steal the buff, the others attack, and the boss will recast Magic Barrier again.

The same cant be done with Dispel?
Talking about Buffs, do you have plans for Transparent?
You Know, change it in a way it will be usable by the AI.

I suggest it working just like Vanish, preventing Physical Damage.
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Post by: Razele on February 15, 2009, 11:39:47 pm
QuoteWell the ability I suggested wasn't meant to be a substitute for buffing your own guys, just a way of gaining more buffs on top of that. It wont even cost a turn to get one this way so it's not like they tread on each other's turf. Copying them would be better due to the AI issue you mentioned.
Now that I think about it, Boss / Zodiac boss can copy your positive status (Protect, Shell, Regen, Haste). Seems good.
Maybe change the range to 3 panel to make this more viable.

QuoteThe same cant be done with Dispel?
Yes, but you need to sacrifice your secondary.

QuoteTalking about Buffs, do you have plans for Transparent?
You Know, change it in a way it will be usable by the AI.

Well, either :
1. AI can't see Transparent unit, Transparent expires after X CT
2. New status usage

QuoteI suggest it working just like Vanish, preventing Physical Damage
Wall already do that. It reduces physical attack by 99%.
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Post by: Asmo X on February 16, 2009, 01:35:10 am
Could you make a 1 range buff-copying move for the player and 3 range for bosses?

QuoteYes, but you need to sacrifice your secondary.

I think the real problem is being able to do this without wasting a turn at all. It would be very easy to get any enemy unit into a recast loop. Having it just copy would be good and it would take some stress off recasting buffs for the player too. Not to mention being able to copy things like magic barrier and triggered dragon spirits etc etc. It would be a pretty interesting skill
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Post by: Razele on February 16, 2009, 08:56:45 am
QuoteCould you make a 1 range buff-copying move for the player and 3 range for bosses?
It's not that hard to identify boss / player.
Btw, if there are enemies with Haste come into your range and attack you, you won't receive the positive buff.
The positive status will be copied after you end your turn by either 'Act' or 'Wait'
and there are enemies with positive buff in X range.


* Updated potential suggestions for movement ability

It's not final, if you have better idea for movement ability X feel free to post it.
Seven spaces left for movement ability.
To save the trigger used, I'll do the asm hack after we get the idea to fill the seven blank spot in movement ability.
After this is done, I'll remake support ability.

A trigger can only be used once.
Examples : to get Defending reduces physical damage by 25%, I'm using Protect trigger.
After I use it for Defending hack, I can't use Protect trigger anymore.
I have to search other similar trigger.
In Wall hack, I'm using Charging trigger.
Eventually, all trigger will be used.

That's why it's better to merge similar hack. In movement ability hack case,
I'm using the same trigger to temporary increase the movement of the unit based on specific condition.
After the hack is done, probably, it will be merged, like "Oil weak against Fire, Float weak against Wind hack",
not individual hack like "Defending reduces damage by 25%", "Death Sentence - Ignore Cancel:Dead"

(http://img19.imageshack.us/img19/5662/movementabilitylegendco6.png)

(http://img19.imageshack.us/img19/889/movementability1se7.png)

(http://img149.imageshack.us/img149/246/movementabilityclassempcs9.png) (http://img8.imageshack.us/img8/1680/movementabilityreasontl5.png)
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Post by: Asmo X on February 16, 2009, 11:46:52 am
Cool That chart is a bug help.

Another random idea: You get reraise if you stand on the highest walkable tile on the map.

Perhaps Float could gain Ignore Height?
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Post by: SydneySoul on February 16, 2009, 11:54:10 am
You seem to have a great grasp on this ASM stuff. :3 I was wondering if you could figure out how to create another balancing item.

Splash Damage - Like in Dofus and many other games like FFT (and possibly RTS games).

The center-most tile is dealt 100% of the damage or heal. Every tile from there outward loses 10% of the maximum damage this helps make magic classes slightly less powerful (I prefer to use almost full-magic teams in vanilla because they make it so easy).

Do you think it's possible to do this in FFT? If that is possible, would you be able to implement a way to flag this for use in only certain spells?
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Post by: Archael on February 16, 2009, 12:49:02 pm
all Splash Damage would do is weaken AOE spells

Quotethis helps make magic classes slightly less powerful

they are not that powerful to begin with

they are good with stacked boosts and faith / MA UP but math skill / draw out is still superior

the AOE faith based magic doesn't need a nerf

Quote(I prefer to use almost full-magic teams in vanilla because they make it so easy).

vanilla is easy regardless of what you use so this really isn't a very accurate measure of something being too powerful or not

sure AOE magic is great

but so is Martial Arts monks, 100% Jump, Geomancy, and other shit that will OHKO your casters before they ever do anything

Splash Damage would be useful at most on a patch with way different damage curve / damage system than vanilla or 1.3 FFT
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Post by: SentinalBlade on February 16, 2009, 01:40:42 pm
Voldemort, your acting as if everyone is going to use these for vanilla or 1.3 related patches.


I would actually really like the splash damage. itl allow for some differention between some of the higher level spells. Considering SoR doesnt use Math Skill or Draw Out, this has great potential with me, and most likely others.
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Post by: Dokurider on February 16, 2009, 02:09:00 pm
Can it be made so units can only move in patterns?
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Post by: SentinalBlade on February 16, 2009, 02:19:44 pm
like in chess? a knight can only move as an L, a bishop only move diagnolly?
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Post by: Dokurider on February 16, 2009, 02:37:01 pm
Ya.
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Post by: Kourama on February 16, 2009, 02:51:22 pm
How about a movement ability where you have to move as far as possible in a straight line but the height of the panels can't have more than a .5 difference and you can move past objects. Can call it Rush.
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Post by: SentinalBlade on February 16, 2009, 02:54:16 pm
Hoho, thats a good one Kourama. you should post more/lurk less
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Post by: Kourama on February 16, 2009, 03:05:54 pm
The idea is based off the Berserker class in Wild Arms:XF. There are a ton of great ideas in that game that could work for FFT.
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Post by: SentinalBlade on February 16, 2009, 03:07:03 pm
hmmm, your right. i actually loaded that up the other day to look for good ideas, and then my psp died :/
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Post by: Kourama on February 16, 2009, 04:38:23 pm
Is there a way to implement a movement ability that copies an adjacent character?

Basically regularly the character would have their original base movement but if during the beginning of their turn they are next to another character they copy their movement ability for that turn. If they are next to more than one character than it doesn't work.

Can't think of a good name for it but it would be a great Mime movement ability.

Edit - also was wondering if there is a way to make regen give hp and mp, or add on a status with mp regen, or even give mp regen as a support skill for one of the jobs
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Post by: SydneySoul on February 16, 2009, 06:16:43 pm
I would love a formula that recovers a sensible amount of MP and HP. :x
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Post by: Archael on February 16, 2009, 06:42:23 pm
Quote from: "SydneySoul"I would love a formula that recovers a sensible amount of MP and HP. :x

????

aren't there formulas you can already use for that?
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Post by: SydneySoul on February 16, 2009, 07:14:20 pm
I haven't found one I'm happy with. Chakra formula is fail for my tastes.
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Post by: Razele on February 17, 2009, 02:02:33 am
QuoteAnother random idea: You get reraise if you stand on the highest walkable tile on the map.
Actually, other member also mention about this kind of movement ability,
something like 'Nature protection' from terrain.
Just have to think about the mechanic of the bonus.

QuoteSplash Damage - Like in Dofus and many other games like FFT (and possibly RTS games).
You want regular 'Attack' command to do splash damage to nearby units ?
The problem, there is no normal 'Attack' in FFT that can do that.
In FFT, you have to use 'skills' to do 'splash' damage, like Triple Attack, Statis Sword, etc.

QuoteThe center-most tile is dealt 100% of the damage or heal. Every tile from there outward loses 10% of the maximum damage this helps make magic classes slightly less powerful (I prefer to use almost full-magic teams in vanilla because they make it so easy).
That system is hard to implement.
It's 'easier' to change the Faith range for warrior / magic class.

QuoteCan it be made so units can only move in patterns?
With my current knowledge, no.

QuoteHow about a movement ability where you have to move as far as possible in a straight line but the height of the panels can't have more than a .5 difference and you can move past objects. Can call it Rush.
Nice idea, but it's not possible at the moment with my current knowledge.
I could use Teleport but it will look weird, since you actually only allowed to move 5 panel in straight line (spear type).

QuoteIs there a way to implement a movement ability that copies an adjacent character?

Basically regularly the character would have their original base movement but if during the beginning of their turn they are next to another character they copy their movement ability for that turn. If they are next to more than one character than it doesn't work.

Can't think of a good name for it but it would be a great Mime movement ability.
That Mime-copying movement ability concept looks good.
The only minor problems are that you can't copy permanent bonus movement/jump from Move+1 or Jump+2
Speaking about copy, I'm thinking about some enemy class that can copy any ability thrown at them, something like Blue Magic, but expires after battle.


QuoteEdit - also was wondering if there is a way to make regen give hp and mp, or add on a status with mp regen, or even give mp regen as a support skill for one of the jobs
It should be possible. I'll do the status remake poll after this movement ability business is finished.

QuotePerhaps Float could gain Ignore Height?
Personally, I dislike Float movement ability concept.
It only gives Always:Float, which can be given by Float spell (not permanent) or Feather Boots (permanent).
A movement ability should be unique, and you can't get any similar effect of that ability by wearing an item.
Well, if I'm a purist, maybe I should remove Move+1 and Jump+2.
But, that movement ability is condidered 'basic' and stack with items like Battle Boots.

QuoteI would love a formula that recovers a sensible amount of MP and HP
You have to sacrifice other formula to do that.
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Post by: samuchan on February 17, 2009, 04:10:29 am
QuoteCan it be made so units can only move in patterns?
What, you want to play FFT chess or something?
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Post by: SydneySoul on February 17, 2009, 07:53:44 am
Where did I say regular attacks? My only reference was to magic users. Meaning, magic attacks. And those skills you mentioned don't do splash damage, they do AoE damage. Splash damage dissipates from the central point of an AoE. The basic AoE attack is the same damage, with the respective formula applied for each unit of course, on all tiles.
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Post by: Archael on February 17, 2009, 08:30:15 am
Quote from: "SentinalBlade"Voldemort, your acting as if everyone is going to use these for vanilla or 1.3 related patches.


perhaps

it's still a horrible idea though

10% effectiveness reduction per tile in a game like this

it'd barely make any difference...

a spell with 1 AOE is 100% + 90% on surrounding tiles

2 AOE is 100%, 90%, 80%

3 AOE is 100%, 90%, 80%, 70%

that's hardly worth it at all (to ASM hack in)

try 25%

and even then I just don't see it being a very useful hack in the majority of cases... spells / skills with AOE are usually AOE for a reason... they either have charge time, are faith based, are evadable in a lot of people's patches, etc etc.. the Splash mechanic just doesn't seem to work well with the way targeting works in FFT
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Post by: Dokurider on February 17, 2009, 11:57:05 am
Earth Shake (Tremor?) Do earth elemental damage to all units when moving.

I have no idea on what formula that should be used. Maybe the same formula for Wizanbus?

What do you guys think about negative movement abilities? That is, trading mobility for other stuff? (Buffs, strength, etc.)
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Post by: SentinalBlade on February 17, 2009, 12:09:36 pm
Id like an ability named 'Fire Walk'

Simply put, the enemies you walk past are burned for 10% of their health...or maybe inflict them with something akin to poison?

Also Razele. i love that idea, make it replace the mime, since no one uses those in the bigger custom patches(mercenaries, SoR, and i think Remix) anyways.

Also Voldemort, i didnt say the bonus was right, but you can always change the bonus to your likeing.

Mainly id use it for a new job, specializing in large, quick AOEs, but they arent entirely powerful the further away the target is. splash damage seems to do that for me.

Also, Voldemort. the Dark Knights in the PSP had Spalsh damage on their moves. the further away the target from you or the further it is away frome inside your triangle AOE, the less damage you deal.

Also Razele, that brings something else to mind. is it possibly for you to make certain skills(most likely hard coded) have a special AOE?

Dark Knights in the PSP had a triangular AOE sprouting from the dark knight, with the larger base at the end of the AOE
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Post by: Archael on February 17, 2009, 01:19:50 pm
QuoteAlso, Voldemort. the Dark Knights in the PSP had Spalsh damage on their moves. the further away the target from you or the further it is away frome inside your triangle AOE, the less damage you deal.

I'm aware

it's just not a great mechanic for this game

there's simply not enough panels, and nowhere near enough units faced at once to warrant nerfing AOE moves like that
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Post by: Kokojo on February 17, 2009, 02:31:09 pm
Request : A hex change for the Undead human to not turn purple
or
A completly un-healable unit but that does not receive damage from potion/heals and such.
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Post by: Dokurider on February 17, 2009, 03:07:20 pm
Quote from: "Dokurider"Earth Shake (Tremor?) Do earth elemental damage to all units when moving.

I have no idea on what formula that should be used. Maybe the same formula for Wizanbus?

Or better yet

Mimic Kjaya(sp?)

Deal Fire/Ice/Lightning/Earth Damage to all units on the field when moving. That way, there are many ways to migitate against it. Damage formula would be PA+(PA*Br)/100

Quote from: "Asmo X"Another random idea: You get reraise if you stand on the highest walkable tile on the map.

I like this, though how about being the highest unit on the field instead? Also, I think it needs to have a stronger, though not overpowering, effect. Like infinite vertical for your attacks, extra range, move boost, maybe even Regen?

I think we are running the Idea Well dry. Maybe we should start focusing on Supports now, but leave Movements open.
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Post by: SydneySoul on February 17, 2009, 06:05:36 pm
Anyway, back to my asking for an HP and MP recovery spell. Chakra's formula does not allows for the addition of any status effects. That is my problem with it... I need something that can recover HP and MP while giving a status. Preferably not at a fixed recovery rate, like chakra is... I like being able to heal ridiculously low as a balance to the high heals.
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Post by: Dokurider on February 17, 2009, 07:06:40 pm
Rain Dance - Heal MA+(MA*Br)/100 MP to everyone on the field when unit moves.

Drought Dance - Deals MP damage to everyone on the field.

Crawl - Takes 3 vertical tolerence to attack unit from above?
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Post by: Asmo X on February 17, 2009, 09:37:39 pm
Razele said he wants to stick to movement skills before starting on anything else.

QuoteCrawl - Takes 3 vertical tolerence to attack unit from above?

Interesting. Do you mean canceling the penalty for attacking units on higher terrain? If so I might add this to my Golem Movement skill.

Golem Movement: Permanent 3 move, pushes through enemies, can't be knocked back, can be used as a stepping stone, cancels the penalty for attacking upwards. Speed penalty and defense bonus are optional at this point.
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Post by: Razele on February 17, 2009, 11:22:00 pm
QuoteId like an ability named 'Fire Walk'

Simply put, the enemies you walk past are burned for 10% of their health...or maybe inflict them with something akin to poison?
The problem with 10% health, it's applied at 100% accuracy, and there's no way to make a unit immune to this kind of attack.
If you surround a boss with 4 Fire Walk, he will get 40% HP reduction without you doing anything.
Maybe inflict poison instead to all unit within 1 range with Br% chance.
100% poison is kinda imbalanced, since the enemies will spend their turn healing their friends with Antidote.

QuoteAnyway, back to my asking for an HP and MP recovery spell. Chakra's formula does not allows for the addition of any status effects. That is my problem with it... I need something that can recover HP and MP while giving a status. Preferably not at a fixed recovery rate, like chakra is... I like being able to heal ridiculously low as a balance to the high heals.
Well, just a suggestion, healing formula that have low hit rate isn't interesting, eventhough it heals tons of HP and MP.
In most battle, people need an ability that heal their party with reasonable hit rate, if not 100%.
They either use Draw Out (100%), Potions (100%), Chakra (100%) or White Magic (Faith based, AOE)

You must pick one formula from http://www.ffhacktics.com/wiki/Formulas (http://www.ffhacktics.com/wiki/Formulas) and sacrifice that so I can make a custom formula.
If you sacrifice formula 4C to add a reasonable HP and MP regen alongside with status, it will also affect other ability that use that formula.

QuoteAlso Razele, that brings something else to mind. is it possibly for you to make certain skills(most likely hard coded) have a special AOE?

Dark Knights in the PSP had a triangular AOE sprouting from the dark knight, with the larger base at the end of the AOE
Since there are no skills in PSX FFT have that kind of AOE, I doubt it's possible to do that

QuoteA completly un-healable unit but that does not receive damage from potion/heals and such.
Yeah, it's possible, however with how I code the asm hack, that unit can't be healed by any kind of spell / potion / formula (even custom one).
To restore HP that unit must use some kind of ability like 'Night Sword' or absorb Crystal.

QuoteEarth Shake (Tremor?) Do earth elemental damage to all units when moving.

I have no idea on what formula that should be used. Maybe the same formula for Wizanbus?

Or better yet

Mimic Kjaya(sp?)

Deal Fire/Ice/Lightning/Earth Damage to all units on the field when moving. That way, there are many ways to migitate against it. Damage formula would be PA+(PA*Br)/100
Hmmm, isn't this a copy of Dancer's formula ?
SSC-er complain that Dancer doesn't give enough damage in late game.
Also, with 5 unit that wear this kind of movement ability, they can destroy anything in early game.


QuoteI like this, though how about being the highest unit on the field instead? Also, I think it needs to have a stronger, though not overpowering, effect. Like infinite vertical for your attacks, extra range, move boost, maybe even Regen?
Well, the idea would be to give specific status on specific terrain, like 'Transparent' on water,
'Reraise' on highest  walkable tile, etc
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Post by: SydneySoul on February 17, 2009, 11:53:27 pm
Why is it that my posts here seem to come across as unclear? I did not say less than 100% hit rate. I'm talking about variable healing.

Anyway, that wiki page is so much more helpful than the patcher. The formula's list there should have what spells are linked to it, just like that.

Nanoflare's formula, 5F, is replaceable since I've changed the spell. The formula I'm looking for would be something like this:

HealHP_F(MA*(Rdm{Y...X})) HealMP_F(MA*(Rdm{Y...X})/2)  (Add Status 100%) and, of course, the heal never misses as stated earlier. A random number between and including the values of Y and X would be chosen as the multiplier for the heal. If possible, I'd like this to not harm undead but I'm fine if that's unworkable only one of my characters will have access to this spell while the only other units to use it are enemies.

I'm also looking to combine the drain formulas so that a player can steal a  certain amount of HP and MP.

As for movement spells, the posters have already come up with many interesting ideas. Since this game doesn't use things like agility or dodge-locking, I can't give much input. That is, unless you're interested in the dodge-locking mechanic:

The player or enemy with the most Agility (or SP in FFT terms) can hold all players trying to walk by it. Players trying to escape that hold next turn may likely not be able to move (and their turn ends instantly if they try) unless their holder's speed is lessened or their own speed is raised. I movement spell could then be thought up to negate the effect of SP on dodge-locking. This system would need to be globally implemented. I don't think this kind of thing is able to be implemented in FFT, since you only get one chance to move per turn.
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Post by: SentinalBlade on February 18, 2009, 12:05:39 am
Quote from: "Razele"
QuoteId like an ability named 'Fire Walk'

Simply put, the enemies you walk past are burned for 10% of their health...or maybe inflict them with something akin to poison?
The problem with 10% health, it's applied at 100% accuracy, and there's no way to make a unit immune to this kind of attack.
If you surround a boss with 4 Fire Walk, he will get 40% HP reduction without you doing anything.
Maybe inflict poison instead to all unit within 1 range with Br% chance.
100% poison is kinda imbalanced, since the enemies will spend their turn healing their friends with Antidote.

That is perfect Razele. but id Prefer Faith Based if at all possible. BR might be easier cause its used to trigger counter abilities and such. but Brave has alot more use now that i have the Fury hack in Sor. So a faith Based poison would be excellent! and if that fails, Brave will do almost as good.
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Post by: Asmo X on February 18, 2009, 12:39:05 am
Move-cut CT: CT of enemies in adjacent panels reduced by 10 at the end of move

Sinai: Jump+2, Reraise granted on the highest walkable tile(s)
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Post by: Dokurider on February 18, 2009, 10:53:40 am
Quotemmm, isn't this a copy of Dancer's formula ?
SSC-er complain that Dancer doesn't give enough damage in late game.
Also, with 5 unit that wear this kind of movement ability, they can destroy anything in early game.

Well yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.

However, I think there's a problem here. Wearing the proper equipment, you can turn yourself into a healing machine that outdoes Move-HP Up. So I have these changes to add:

1. Damage formula is now (MA*Br)/100 formula. That way, the only way to outdo Move-HP UP is via the magic classes as opposed to the physical classes.

2. Be similar to Jump Method of Damage. No boosting.
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Post by: Dokurider on February 18, 2009, 10:57:55 am
Quote from: "Asmo X"
QuoteCrawl - Takes 3 vertical tolerence to attack unit from above?

Interesting. Do you mean canceling the penalty for attacking units on higher terrain? If so I might add this to my Golem Movement skill.

Golem Movement: Permanent 3 move, pushes through enemies, can't be knocked back, can be used as a stepping stone, cancels the penalty for attacking upwards. Speed penalty and defense bonus are optional at this point.

Well, you see, when attacking a unit from above, a typical weapon needs you to be no more that 2 (or was it three?) height panels above to attack. With Crawl, you can't be any higher than 1 height ( or 2) to attack. Your interpretation works too.
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Post by: Asmo X on February 18, 2009, 11:26:37 am
You can attack down 3H and up 2. Canceling the penalty for attacking upwards would be interesting
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Post by: philsov on February 18, 2009, 11:29:36 am
If this has already been discussed, direct me there >_>

Buuut...

Is it possible to rig a formula to deal both damage/healing and 100% chance for status effect?
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Post by: Dokurider on February 18, 2009, 11:35:27 am
Quote from: "Asmo X"You can attack down 3H and up 2. Canceling the penalty for attacking upwards would be interesting

Would be. Just can't stand on it's own.
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Post by: Archael on February 18, 2009, 12:12:32 pm
QuoteIs it possible to rig a formula to deal both damage/healing and 100% chance for status effect?

2D deals damage and 100% status effect

but... what do you mean by both damage / healing?

you want the formula to damage AND heal, and 100% status?

or you want 2D and then another formula that does the same except it heals instead?
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Post by: philsov on February 18, 2009, 12:16:55 pm
Quote2D deals damage and 100% status effect

I fail.

Quoteyou want 2D and then another formula that does the same except it heals instead?

This.  Like... heals some damage, throws up reflect or some crap.

A complete spell that damages, heals, adds status, and opens wine bottles would be cool, but that's just being greedy.
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Post by: Archael on February 18, 2009, 12:22:43 pm
Quote from: "philsov"
Quote2D deals damage and 100% status effect

I fail.

Quoteyou want 2D and then another formula that does the same except it heals instead?

This.  Like... heals some damage, throws up reflect or some crap.

A complete spell that damages, heals, adds status, and opens wine bottles would be cool, but that's just being greedy.

this is what SydneySoul wants too I think

healing formula that applies status

and no, we don't have one like that yet
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Post by: Vanya on February 18, 2009, 12:25:00 pm
I've wanted a PA based variable healing formula with variable hit% for my medic fora long time. The problem with the existing ones is that they require a status to be applied and are 100% hit.
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Post by: SydneySoul on February 18, 2009, 12:36:51 pm
Quote from: "Voldemort"this is what SydneySoul wants too I think

healing formula that applies status

and no, we don't have one like that yet

You're too funny.

And yes, a healing spell that applies status that heals HP and MP at a variable amount is what I'm talking about. The formula made that pretty obvious.
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Post by: Dokurider on February 18, 2009, 01:22:22 pm
Kujata, that's what it's called. So Mimic Kujata.
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Post by: Kokojo on February 18, 2009, 01:38:47 pm
A completly un-healable unit but that does not receive damage from potion/heals and such.

Yeah, it's possible, however with how I code the asm hack, that unit can't be healed by any kind of spell / potion / formula (even custom one).
To restore HP that unit must use some kind of ability like 'Night Sword' or absorb Crystal.

Then please go on, this is exactly what i wanted, thanks.
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Post by: Asmo X on February 18, 2009, 11:14:12 pm
Subdue: When moving behind the enemy, 50% chance of inflicting slow on them.
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Post by: Asmo X on February 18, 2009, 11:50:25 pm
Cornered: PA/MA bonus when attacking while back is to an unwalkable tile.

Phalanx: Bonus to evasion when adjacent to an ally.
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Post by: Razele on February 19, 2009, 12:35:49 am
QuoteWell yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.
Well, this movement skill force you to equip Absorb Element-X for all of your units to make this usable.

QuoteMove-cut CT: CT of enemies in adjacent panels reduced by 10 at the end of move
Surround a boss with 4 units, combined with Haste, Quick, and Speed Save, you can make the boss unable to get any turn

QuoteIs it possible to rig a formula to deal both damage/healing and 100% chance for status effect?

I've wanted a PA based variable healing formula with variable hit% for my medic fora long time. The problem with the existing ones is that they require a status to be applied and are 100% hit.
I believe SB and melonhead are still working together to create a program that can edit FFT's formula easily.

QuoteSubdue: When moving behind the enemy, 50% chance of inflicting slow on them.
I think Br% chance is better.

QuoteCornered: PA/MA bonus when attacking while back is to an unwalkable tile.
Unwalkable tile is rather rare in the game.
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Post by: SentinalBlade on February 19, 2009, 02:02:02 am
Unwalkable tiles i think he meant one that is to high to get/jump to, like if you have 4 jump but the hiehgt of the panel to your back is 7.

Any idea if your going to go with FireWalk with a BR% chance to inflict poison?
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Post by: Kokojo on February 19, 2009, 02:22:56 am
Dead man walk. This is basicly Move+3, jump +2 at a low JP price but with a drawback.

Each time you walk, you receive poison damage
and/or
Each tile you walk, you have a 2% chance of being inflicted death Sentence
and/or
It insta-kills you when you reach critical.
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Post by: Asmo X on February 19, 2009, 05:15:05 am
Quote from: "Razele"Unwalkable tile is rather rare in the game.

Enemy unit, tree/rock other obstacle, ledge that you do not have the ability to jump up to, edges of the map etc etc.
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Post by: Asmo X on February 19, 2009, 05:16:40 am
Quote from: "Kokojo"Dead man walk. This is basicly Move+3, jump +2 at a low JP price but with a drawback.

Each time you walk, you receive poison damage
and/or
Each tile you walk, you have a 2% chance of being inflicted death Sentence
and/or
It insta-kills you when you reach critical.

I dont think the AI would be able to comprehend this drawback. You could just runaway forever.
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Post by: Dokurider on February 19, 2009, 10:37:49 am
Quote from: "Razele"
QuoteWell yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.
Well, this movement skill force you to equip Absorb Element-X for all of your units to make this usable.

Exactly. That way, it can't be abused early in the game. Having a high JP cost would help too. What's the matter, don't like it?
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Post by: Asmo X on February 19, 2009, 10:46:16 am
nm
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Post by: Asmo X on February 19, 2009, 10:50:04 am
Quote from: "Dokurider"
Quote from: "Razele"
QuoteWell yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.
Well, this movement skill force you to equip Absorb Element-X for all of your units to make this usable.

Exactly. That way, it can't be abused early in the game. Having a high JP cost would help too. What's the matter, don't like it?

So either you fuck yourself down at the start without being able to absorb element, or you mitigate against it and then you just runaway while chipping the enemy to death? What if the enemy equips this? The AI can't pick its equipment intelligently
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Post by: Vanya on February 19, 2009, 11:16:43 am
I like cornered & I really like phalanx.

Jump Attack (needs a better name) - If the unit equipped with this skill jumps during their move phase, they get a PA bonus that lasts until their 'Action' command is grayed out. The farther or higher they jump the larger the bonus. It shouldn't add a bonus if they move after using the Action menu to not make the bonus stack between turns.
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Post by: Dokurider on February 19, 2009, 01:03:45 pm
Forget Mimic Kujata. I just realized it's CT5Holy as a movement ability. Forget it. Just forget it.
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Post by: Skip Sandwich on February 19, 2009, 02:49:50 pm
Some tweeks to the already proposed Golem Movement ability

Crowd Control: unit can be used as stepping stone, unit is immune to knockback, unit can walk through tiles occupied by enemy units, enemy units treat the tiles adjacent to this unit as difficult terrain (ideally they would have to either begin or end thier movement in a square adjacent to this unit, they would not be able to just walk right past)

and a reaction ability idea

Abandon: instead of the current effect, which makes the Caution reaction pointless, have it cast Haste on the unit at br% when they are attacked, -OR- leave it as is, but add in a chance of the target losing 3 brave at br% whenever they are attacked. (so either you go with caution which only protects for attacks after the attack that triggers it, or you go with abandon, which is always active, but has the chance of lowering your brave whenever you are attacked)
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Post by: LastingDawn on February 19, 2009, 02:51:15 pm
Hmm,  for Cornered, why not have it for a 10% attack increase for each enemy unit that is around you? Completely surrounded gives you 40% more atttack power which is nothing to laugh about. Also works great for bosses.
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Post by: Dokurider on February 19, 2009, 02:51:44 pm
Difficult terrain? Hmm...
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Post by: Zozma on February 19, 2009, 06:31:16 pm
okay, i donno who put together the orgASM program... but there must be bugs with some of it cause it screwed up a few things on my iso. im pretty sure they were battle.bin related as well since when i replaced that, it worked fine again. but i had that same type of crash during battle like the old swordstrike fix used to do.
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Post by: Xifanie on February 19, 2009, 07:39:43 pm
I know it is odd of me to make a request, but I have other matters at hand currently.

- Ability to select guest units for random battles. They will join as immortals.
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Post by: SentinalBlade on February 19, 2009, 07:42:34 pm
Zozma, theres a reason its not released yet. its roughly 2 days old.

Melonhead probably typed up the numbers wrong. open up hte .xml files and make sure all the bytes are correct.
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Post by: Zozma on February 19, 2009, 07:43:36 pm
that sounds crazy, but it would be nice.

also actually being able to set immortal status to specific jobs (perhaps instead of dark evil looking) would be nice... but thats probably asking too much

---
yeah sb i just wanted to make sure to mention it just in case tho.
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Post by: Asmo X on February 19, 2009, 10:23:57 pm
QuoteCrowd Control: unit can be used as stepping stone, unit is immune to knockback, unit can walk through tiles occupied by enemy units, enemy units treat the tiles adjacent to this unit as difficult terrain (ideally they would have to either begin or end thier movement in a square adjacent to this unit, they would not be able to just walk right past)

This last bit is interesting. Make it something like, in an AOE of 3 around the unit, the terrain has a movement penalty like deep water. When I saw this I was thinking it could even be on its own as an ability but it would be more like a support skill wouldn't it? I like Golem Movement -> Crowd Control with this tacked on anyway though. It's pretty cool.

QuoteAbandon: instead of the current effect, which makes the Caution reaction pointless, have it cast Haste on the unit at br% when they are attacked, -OR- leave it as is, but add in a chance of the target losing 3 brave at br% whenever they are attacked.

Why not just put abandon in line with the other stat bonuses and just make it a flat 33% bonus or something?

QuoteHmm, for Cornered, why not have it for a 10% attack increase for each enemy unit that is around you? Completely surrounded gives you 40% more atttack power which is nothing to laugh about. Also works great for bosses.

I like this too. Sword users will get a 10% attack bonus every turn being that they have to be adjacent to any enemy to attack. I wonder if this version or even my version could be exploited by surrounding the user with crippled enemies. My feeling is that would be too difficult to setup to worry about, but I just thought I'd make a note of it.
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Post by: Razele on February 20, 2009, 12:15:10 am
QuoteRequest : A hex change for the Undead human to not turn purple
or
A completly un-healable unit but that does not receive damage from potion/heals and such.
Well after I see the Dark / Evil Looking status, it has a terrible appearance.
Sprite is completely dark and there's no walking animation.
It's better to use Undead status, and make Undead take 0 damage from Potion / Hi-Potion / X-Potion / Phoenix Down / Raise / Raise 2 / Choco Cure / etc.
Regarding the color change, I don't know if it's possible or not.

QuoteJump Attack (needs a better name) - If the unit equipped with this skill jumps during their move phase, they get a PA bonus that lasts until their 'Action' command is grayed out. The farther or higher they jump the larger the bonus. It shouldn't add a bonus if they move after using the Action menu to not make the bonus stack between turns.
FFT doesn't store the unit's original position after moving, and there's no change in variable if the unit use Jump animation or not.

QuoteHmm, for Cornered, why not have it for a 10% attack increase for each enemy unit that is around you? Completely surrounded gives you 40% more atttack power which is nothing to laugh about. Also works great for bosses.
Cornered means the unit must be surrounded by more than 1 person to make it functional.
You won't feel threatened if there's only one enemy near you.
How about this : Increase physical attack by 10% for each enemy units if there's more than 1 unit near you in 3 range. Capped at 40%.

Quote- Ability to select guest units for random battles. They will join as immortals.
Actually I also want to make summoning ability, to make Zodiac boss like Hashmalum able to summon more Ultima Demons in real battle.

This is the current plan of the rework hack :
1. Movement Ability
2. Support Ability
3. Status / Reaction
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Post by: SentinalBlade on February 20, 2009, 01:11:37 am
Excellent razele. a spell that will summon more units to the field?

be wary of the no more than 12 total units on a map thing... if theres more than that the ai just sits there...not moving...not attacking....

plus the 9 sprite limit. thats important to.

Itd be a good idea if you could make multiple version of this for me, or at least make it so i can put it in the formula editor.like define what sprite and job to use with XX and ZZ, like you did with the item hack :D

Id love to have this for the necromancer. limiting the number of summons to one a battle and it summons an AI controlled copy of the unit(male bard sprite with undead status)...the sprite at least, skills would be different. id love to see how you will make this work.
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Post by: SydneySoul on February 20, 2009, 01:40:29 am
Bodyguard

A unit with the body guard movement equipped takes the damage of one of the ally units standing next to it. I don't know how workable that is. :x
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Post by: Asmo X on February 20, 2009, 02:23:06 am
Quote from: "Razele"Increase physical attack by 10% for each enemy units if there's more than 1 unit near you in 3 range. Capped at 40%

I like it.

Also, if you use my Phalanx idea (evasion bonus when standing adjacent to an ally), is it possible to grant the evasion bonus to both units? Also, the AI will probably only derive benefit from this accidentally. But maybe the fact that you have to bunch your guys up to use this anyway balances it out a bit.
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Post by: Razele on February 20, 2009, 10:44:26 am
* Changed Silent Walk ability, idea by Asmo

Old Silent Walk :
Increases physical damage when attacking from behind with physical attack, can move through enemies.
+15% bonus damage with Two Swords, +25% bonus damage without Two Swords.

New Silent Walk :
Ignore target's reaction ability when attacking from behind with physical attack, can move through enemies.


Quote- Ability to select guest units for random battles. They will join as immortals.
ATTACK.OUT
0x4110 change 0x10 to 0x14

(http://img210.imageshack.us/img210/7107/beowulflu3.png)

Quotebe wary of the no more than 12 total units on a map thing... if theres more than that the ai just sits there...not moving...not attacking....

plus the 9 sprite limit. thats important to.

12 total units ? You mean for AI ?
With players, that means 12 + 5 = 17 total units in battle ?

9 sprite limit ? Is that for unique Sprite Set (01 Ramza, 76 Boco, 80 Generic Male, 81 Generic Female, 82 Monster)   ?
Since we usually bring 5 special characters, that means 4 unique Sprite Set for enemies ?
It doesn't matter since Ultima Demon uses 82 Monster sprite.

QuoteAlso, if you use my Phalanx idea (evasion bonus when standing adjacent to an ally), is it possible to grant the evasion bonus to both units? Also, the AI will probably only derive benefit from this accidentally. But maybe the fact that you have to bunch your guys up to use this anyway balances it out a bit.
Well, with 2 Phalanx, Mantle & Abandon, you can make a unit to get 100% evasion in Physical Attack and Magical Attack.

QuoteAbandon: instead of the current effect, which makes the Caution reaction pointless, have it cast Haste on the unit at br% when they are attacked, -OR- leave it as is, but add in a chance of the target losing 3 brave at br% whenever they are attacked. (so either you go with caution which only protects for attacks after the attack that triggers it, or you go with abandon, which is always active, but has the chance of lowering your brave whenever you are attacked)

Caution will probably get changed in the Reaction Ability rework.
Abandon also override other reaction ability, like Weapon Guard, and probably get changed too.

Players won't like their unit's Brave reduced, since there's no way to gain it back.
I assume people that create their own patch remove Brave / Faith alteration.

QuoteBodyguard

A unit with the body guard movement equipped takes the damage of one of the ally units standing next to it. I don't know how workable that is.
Nice idea for Reaction ability, but I don't know how to do that yet.
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Post by: SentinalBlade on February 20, 2009, 12:08:29 pm
Quote12 total units ? You mean for AI ?
With players, that means 12 + 5 = 17 total units in battle ?

9 sprite limit ? Is that for unique Sprite Set (01 Ramza, 76 Boco, 80 Generic Male, 81 Generic Female, 82 Monster) ?
Since we usually bring 5 special characters, that means 4 unique Sprite Set for enemies ?
It doesn't matter since Ultima Demon uses 82 Monster sprite.

I believe its 12 total, but some maps seem to be able ot hold more than 12 total. Sweegy woods for instance holds 5 player and 9 enemies(thats just the max ive tested)

I REALLY dont think its 12 enemy units + 5 players.

Also, the 9 sprite limit is pretty odd...

Even if you have generic female, it still counts each class as a different sprite.
So you could have
Female Monk
Female Geomancer
Female Knight
Ramza
Reis
Goboldyguk
Skeleton
Male Time Mage
Male Archer

And it would work fine. you can have multiple palletes to, so you can have skeleton and bone snatch, cause its teh same sprite, but not the same color.

That basically is saying, 5 player sprites, 4 enemy sprites.
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Post by: philsov on February 20, 2009, 12:22:32 pm
the max on most map is 16 units, lest the 11 monks of grog hill be forgotten :-P

But only 12 on some maps is... odd.  First time I've heard about it.  Not to say you're wrong, its just curious that the cap is a per map basis and not a "16 wherever you go" deal.

QuoteSince we usually bring 5 special characters, that means 4 unique Sprite Set for enemies ?

Yup.  This is why you only get Gaf plus a squad of knights (or lancers in 1.3!) at Zirekile. 4 friendlies + agrias + ovelia + delita + gaff leaves room for just one generic enemy type.
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Post by: SentinalBlade on February 20, 2009, 12:24:02 pm
Quote from: "philsov"But only 12 on some maps is... odd.  First time I've heard about it.  Not to say you're wrong, its just curious that the cap is a per map basis and not a "16 wherever you go" deal.

I learned this first hand actually. if you add more than the amount of enemies already there in the gariland battle at the start of the game, the AI just sits there...not moving or attacking.... took me and zozma forever to figure out why.
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Post by: Asmo X on February 20, 2009, 12:45:55 pm
Quote from: "Razele"Well, with 2 Phalanx, Mantle & Abandon, you can make a unit to get 100% evasion in Physical Attack and Magical Attack.

Yeah having another slot for evasion is probably not the best idea but Abandon should really be a 33% boost anyway. What if Phalanx added defense and/or magic defense? It would only stack with the supports then.
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Post by: philsov on February 20, 2009, 12:54:18 pm
Quote from: "Asmo X"Yeah having another slot for evasion is probably not the best idea but Abandon should really be a 33% boost anyway. What if Phalanx added defense and/or magic defense? It would only stack with the supports then.

Unless the supports no longer stack with protect/shell, phalanx + protect + def up is ~75% total damage reduction, depending on truncation.
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Post by: Dokurider on February 20, 2009, 03:51:44 pm
Roll
Increases movement going downhill, and decreases movement going uphill.

Transmit
Teleport, but can only teleport to panels adjacent to other units.

Indecision
The way the unit faces is choosen randomly.
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Post by: Cheetah on February 20, 2009, 05:14:24 pm
Having guest characters selectable for battles is freaking amazing Razele. For this to actually work in the game though you would have to make lots of changes to the event scripts right? Because what would happen at Sweegy Woods if you put Delita as one of your party members in battle and he was already assigned to be there in the ENTD, two Delita's right? Still really cool though and opens up a lot of possibilities.
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Post by: Asmo X on February 20, 2009, 10:42:05 pm
Quote from: "philsov"
Quote from: "Asmo X"Yeah having another slot for evasion is probably not the best idea but Abandon should really be a 33% boost anyway. What if Phalanx added defense and/or magic defense? It would only stack with the supports then.

Unless the supports no longer stack with protect/shell, phalanx + protect + def up is ~75% total damage reduction, depending on truncation.

Yeah I just remembered protect/shell this morning. Phalanx wouldn't have been 33% or anything since I was hoping for it to spread to adjacent units. So if there were 3 phalanx users in a line, the middle guy would get a shit ton. Still, with protect it's a bit much.
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Post by: tithin on February 21, 2009, 10:13:42 am
Trappers March: Has a 33% chance of dropping a random trap on a random, unoccupied tile within three tiles, at the end of your movement turn. No trap placed if no movement occurs. The trap is randomly chosen. Maximum of five per map, inclusive of existing traps on the map.

Traps are one time use, chosen from a series of four traps.

33% Poison
33% Bleeding
33% Slow
1% Stop
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Post by: PX_Timefordeath on February 21, 2009, 03:09:17 pm
a support ability

Manafeed: 10% of your physical damage goes straight to the mana of the enemy, but you take 25% more damage from physical attacks
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Post by: Dokurider on February 21, 2009, 04:07:13 pm
Quote from: "PX_Timefordeath"a support ability

Manafeed: 10% of your physical damage goes straight to the mana of the enemy, but you take 25% more damage from physical attacks

Not yet. Save it when we get to the supports.
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Post by: Razele on February 21, 2009, 10:10:08 pm
QuoteRoll
Increases movement going downhill, and decreases movement going uphill
Previously, this movement ability will be merged with Fly,
but since it's too good, we still discuss what should be done with Fly / Float / Ignore Height.


QuoteTrappers March: Has a 33% chance of dropping a random trap on a random, unoccupied tile within three tiles, at the end of your movement turn. No trap placed if no movement occurs. The trap is randomly chosen. Maximum of five per map, inclusive of existing traps on the map.

Traps are one time use, chosen from a series of four traps.

33% Poison
33% Bleeding
33% Slow
1% Stop
Interesting, but it won't be easy to create this movement ability.

Quotea support ability

Manafeed: 10% of your physical damage goes straight to the mana of the enemy, but you take 25% more damage from physical attacks
Merging Magic Break with Attack command seems too powerful.
With Gun (100% hit rate), you can destroy magician's MP easily.
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Post by: Asmo X on February 21, 2009, 11:36:08 pm
Fly: Pass through obstacles + Ignore height

Float: Float + Ignore Height -or- more movement at higher altitude

Last rites: Instant death to critical enemies when you stop in front of them

Fog of War: Movement penalty to enemy units within a 2 or 3 panel radius

Kick: 100% knockback added to attacks when attacking from the side

New Phalanx: Front evasion applied to side and back of both units when a unit with this skill moves next to an ally
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Post by: SentinalBlade on February 21, 2009, 11:36:12 pm
Some of these hacks i suggest you make multiple of. like just do Manafeed, cause some people are going to want it. some people(like me) will want ot use it for a boss battle. which if it was made, id totally replace one of the ones i dont need.

Make multiple things for one movement ability. instead of deciding on one that everyone will use, give them a choice. maybe they would rather have roll replace fly, rather than phalanx replacing it.

In essence, if it seems to powerful, there are alot of things you can do in the patcher to keep it semi-balanced. some things like vanilla blade graps just needed to be reworked, or have an abilities blade grasp flag unchecked to not trigger it.
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Post by: Razele on February 22, 2009, 01:32:21 am
Well, when I said some ideas are too imbalanced or too good, that doesn't mean I won't use that idea.
Maybe it needs some tweak, or add some condition etc.

For example, in Manafeed case, it needs some tweak before it can be used properly.
Maybe change the percentage to be higher but limit the amount of MP loss with attacker's current MP or something like that.


QuoteMake multiple things for one movement ability. instead of deciding on one that everyone will use, give them a choice. maybe they would rather have roll replace fly, rather than phalanx replacing it.

Well, I already said this, but independent hack, like Wall reduces physical damage by 99% and Defending reduces physical damage by 25% use triggers.
Defending use Protect and Wall use Charging trigger.
Once a trigger is used, it can't be used anymore. If someone else used that trigger, it won't be compatible with each other.
There's a limited amount of triggers that can be used. Eventually, all triggers will be used.
To preserve the trigger used, I would prefer to make a set of 'balanced' movement / support / reaction ability, that
can be used by all patch, rather than make individual hack that only be used by certain person / patch.

In movement ability hack, there's only 'one' trigger that can be used, so it's hard to make independent hack.
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Post by: tithin on February 22, 2009, 01:36:36 am
Magic Addict: Regenerates 15% mana per movement at a cost of 7.5% life per movement turn.
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Post by: Setzer on February 22, 2009, 05:23:06 am
Have you checked those ASM on a console?
'Cause I used some of them and they're working fine, but the "Defending reduces physical damage by 25%" made the swords and knifes acts strangely, but just on the console, it worked well on the emulator.
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Post by: Razele on February 22, 2009, 08:09:36 am
QuoteHave you checked those ASM on a console?
'Cause I used some of them and they're working fine, but the "Defending reduces physical damage by 25%" made the swords and knifes acts strangely, but just on the console, it worked well on the emulator.
No, I don't check the result on console.

Are you sure you're using a clean ISO, only applied one asm hack (Defending hack),
then, the swords and knifes act strangely ?

Anyone here has the same problem as Setzer when applying the Defending hack on console ?

QuoteMagic Addict: Regenerates 15% mana per movement at a cost of 7.5% life per movement turn.
Lvl 50 Wizard with 300 HP and 200 MP will recover :
45 MP at the cost of 22.5 HP
Sounds good. It can replace Preserve-MP / Move-MP Up.
There should be a limitation, to prevent the magician die because of HP penalty, something like :
only work if the health is above 50%, and the MP is below 50%


QuoteFly: Pass through obstacles + Ignore height
Hmmm, isn't this the same as old Fly ?

QuoteFloat: Float + Ignore Height -or- more movement at higher altitude
Isn't it better if Ignore Height combined with more movement at higher altitude ?

QuoteLast rites: Instant death to critical enemies when you stop in front of them
In my opinion, it's not too useful, since it's not often to encounter a bunch of enemies in critical status.
With 3 movement, you'll have a hard time catching the enemies, and before you reach them, their friends will throw X-Potion.

QuoteFog of War: Movement penalty to enemy units within a 2 or 3 panel radius
Since all movement ability changed to give temporary movement bonus, it's too powerful,
especially if you use 3-4 people with this kind of ability.

QuoteNew Phalanx: Front evasion applied to side and back of both units when a unit with this skill moves next to an ally
I have to make sure my asm hack still compatible with Zodiac's evasion hack.

QuoteKick: 100% knockback added to attacks when attacking from the side
Sounds good but I don't know if it's possible.
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Post by: Celdia on February 22, 2009, 09:55:33 am
Was brainstorming in chat and got directed here to post my ideas for some skills. If these are mechanically impossible or similar ideas have been posted prior, please disregard.

Crouch: Move skill that puts the unit into Defend status at the end of their move/round.

Lunge: Move or Support skill that increases a units attack reach with non-ranged weapons by 1 or more panels at a penalty to Move. Various thoughts on this one, either making it a -1 Move/+1 Range always or -1 Move for each panel you extend your attack by. As a Support only skill, making 1 panel weapons have spear/pole/etc 2-panel range would be interesting.

Another move skill idea that came to mind was something that mimics the FFTA2 random special actions that change based on how many/what type of units you are near when activated. The idea would be something like in a round where you don't move bonuses are applied to your adjacent allies (or penalties to adjacent enemies...or both) after you've selected the Wait command. Like adding a status effect or temporarily granting a support/reaction skill to those allies until they move away. If this can be done, any number of skills can be made from it all for different statuses.
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Post by: Dokurider on February 22, 2009, 10:44:57 am
By too good you mean too good to have fly or OP?
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Post by: Asmo X on February 22, 2009, 11:11:35 am
Well the first mod we had of fly did Ignore Height, Pass obstacles, and more movement at higher altitude. It was just broken as hell. Old Fly should remain, and Roll (I like the name "Boulder" too) should be a new, separate skill but without the penalty for moving upwards. I think.

Also Razele it's weird how you think Last rites isn't useful enough whereas I think it runs the risk of being too powerful. The move would basically give you 2 turns when you encounter a critical enemy. Moving to the enemy kills them, and then you can use your action turn to heal/attack someone else/take some other action. Could we change it like this:

Last rites: a support skill that adds Dead 100% (so it wont work on bosses) against critical enemies in adjacent panels (works from any direction) at the end of your move turn. This is a version the AI could use properly as well. This will be useful, don't worry. Perhaps too useful.

How about this mod to Fog of War: Only activates if you end your turn without taking an action, ends at the start of your next turn. Area is a 3 panel radius from unit.

And yeah, I just can't think of anything to make Float work anymore. Old Fly is just so much better.
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Post by: Celdia on February 22, 2009, 11:26:04 am
Float? It boosts you off the ground. Have the 'height advantage' of it give you a bonus to....something. Anything. I never really used Float at all before but doesn't it give you resitance/immunity to Earth attacks/effects? (Earth Slash comes to mind initially)
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Post by: Razele on February 22, 2009, 11:55:38 am
QuoteBy too good you mean too good to have fly or OP?
Too overpowered.

QuoteLunge: Move or Support skill that increases a units attack reach with non-ranged weapons by 1 or more panels at a penalty to Move. Various thoughts on this one, either making it a -1 Move/+1 Range always or -1 Move for each panel you extend your attack by. As a Support only skill, making 1 panel weapons have spear/pole/etc 2-panel range would be interesting.

Increasing range of the weapons can be interesting.

QuoteAnother move skill idea that came to mind was something that mimics the FFTA2 random special actions that change based on how many/what type of units you are near when activated. The idea would be something like in a round where you don't move bonuses are applied to your adjacent allies (or penalties to adjacent enemies...or both) after you've selected the Wait command. Like adding a status effect or temporarily granting a support/reaction skill to those allies until they move away. If this can be done, any number of skills can be made from it all for different statuses.
Yeah, I'm planning this skill for Mime.

QuoteCrouch: Move skill that puts the unit into Defend status at the end of their move/round.
Interesting, but it will override Defend as support skill, unless we rework Defend first.

QuoteHow about this mod to Fog of War: Only activates if you end your turn without taking an action, ends at the start of your next turn. Area is a 3 panel radius from unit.

The problem, AI can't take advantage of this ability.

QuoteLast rites: a support skill that adds Dead 100% (so it wont work on bosses) against critical enemies in adjacent panels (works from any direction) at the end of your move turn. This is a version the AI could use properly as well. This will be useful, don't worry. Perhaps too useful.
We need to test if AI is capable to 're-calculate' their action.
Based on my memory, Sometimes, there's a few delay (1-3 seconds) for AI think a while before it moves,
after it moves, there's not much delay.
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Post by: Asmo X on February 22, 2009, 12:01:22 pm
Yeah I have a feeling phalanx, fog of war and last rites will not work thanks to the AI
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Post by: Celdia on February 22, 2009, 01:49:53 pm
Yeay I had an interesting idea!
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Post by: samuchan on February 22, 2009, 03:42:17 pm
Any hope of figuring out a way for a unit to move during an attack or skill, ending up on a different panel when finished?

Seems like the next logical step after all the progress going on.
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Post by: Razele on February 23, 2009, 12:24:05 am
* Fixed several issue with JP scroll glitch
* Special characters can do Propositions

Quote from: "samuchan"Any hope of figuring out a way for a unit to move during an attack or skill, ending up on a different panel when finished?

Seems like the next logical step after all the progress going on.

Something like Teleport Strike ? No, I haven't tried that yet.
It would be cool if that ability can be done.
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Post by: Dokurider on February 23, 2009, 10:29:02 am
QuoteToo overpowered.

Can't you just cap it at +3 move or is the very concept of moving farther downhill OP?
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Post by: Razele on February 23, 2009, 01:07:09 pm
QuoteCan't you just cap it at +3 move or is the very concept of moving farther downhill OP?

The Roll concept itself isn't OP, but it's OP after the merging with Fly
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Post by: Dokurider on February 23, 2009, 01:08:53 pm
Then don't. I thought Ignore Height was a better fit for Roll anyways.
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Post by: Razele on February 23, 2009, 01:20:00 pm
If we reserve Ignore Height, Fly must be changed.
It's such a shame that we must rework Fly, it has a good walking animation.
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Post by: Dokurider on February 23, 2009, 01:24:49 pm
Wasn't fly supposed to be a move boost based on height?
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Post by: Razele on February 23, 2009, 10:53:03 pm
QuoteWasn't fly supposed to be a move boost based on height?

To make things clear, this is what I do in the past :
Fly : Old Fly (Allows you to fly over all height differences, enemies, and obstacles) + increase movement based on altitude.

If I make it to increase movement based on altitude only, the unique walking animation will be gone.
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Post by: Asmo X on February 24, 2009, 02:09:53 am
Then we could keep the old fly and make roll a separate skill. Maybe have Roll replace Ignore Height.
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Post by: Xifanie on February 24, 2009, 07:22:13 am
I thought of something nice...

Normally you'd only use elementals to boost your primary elemental abilities...

but what if:
Water: +50% lightning damage and -50% fire damage
Sand: +33% fire damage and -33% water damage
Lava: +50% fire damage and -50% water damage
Snow: +50% ice damage and -50% fire damage
*for the targets

that would actually put much more variety in the elemental abilities you choose, and you may have to choose one instead of another because the elemental boost doesn't keep up.
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Post by: Razele on February 25, 2009, 02:12:32 am
* Removed Any Ground rework

QuoteThen we could keep the old fly and make roll a separate skill. Maybe have Roll replace Ignore Height
This can be an option. Anyway, either Fly or Ignore Height must lose the Ignore Height ability.
We already have too much "ignore height" ability : Jump+2, Ignore Height, Fly, Teleport.

QuoteI thought of something nice ...

Normally you'd only use elementals to boost your primary elemental abilities ...

but what if:
Water: +50% lightning damage and -50% fire damage
Sand: +33% fire damage and -33% water damage
Lava: +50% fire damage and -50% water damage
Snow: +50% ice damage and -50% fire damage
* for the targets

that would actually put much more variety in the elemental abilities you choose, and you may have to choose one instead of another because the elemental boost doesn't keep up.

Interesting. Unfortunately, after I checked the maps, most of the terrain was Grassland / Rocky Cliff.
Until the map editor is complete, or until I finished the ability to modify terrain at will (Ex : Shiva change Water to Ice, Ifrit change Grassland to Desert, Leviathan splash Water to battlefield), I'm hesitant to put any movement ability based on terrain.

This means Any Ground's movement bonus based on terrain will be replaced with something else.
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Post by: Dokurider on February 25, 2009, 10:35:37 am
:(
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Post by: LastingDawn on February 25, 2009, 11:01:16 am
Razele, I'm sorry for moving off the main topic but I wonder, could you find for us how the game uses each Katana in a draw out, and perhaps show us a way to modify this to any item we wish? (You did find the actual percentages to break as it stands)
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Post by: Razele on February 25, 2009, 12:38:56 pm
Quote from: "LastingDawn"Razele, I'm sorry for moving off the main topic but I wonder, could you find for us how the game uses each Katana in a draw out, and perhaps show us a way to modify this to any item we wish? (You did find the actual percentages to break as it stands)

Well, isn't it easier to change each Katana into different items ?
Like Koutetsu Knife -> Broad Sword ?
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Post by: LastingDawn on February 25, 2009, 12:44:58 pm
As discussed on IRC...

Yes... yes it is.
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Post by: Razele on February 25, 2009, 09:31:29 pm
Lasting Dawn asks in the chat if it's possible for Move-Find Item to give some hint to find the hidden items.

This is my suggestion for Move-Find Item :
Move-Find Item check the X and Y position of the character.

If X >=Y, display the X position of the first hidden items found.
Else display the Y position of the first hidden items found.

If the first item already found, check the second item, etc.
Those positions will be displayed as +CT bonus for the unit
Examples :

123456789
1.........
2....I....
3.........
4.R.......
5.........


R = Ramza
X = 2
Y = 4

I = Items
X = 5
Y = 2

Since Ramza's X >= Y, displayed CT bonus = 5 (X position of hidden items)

CT bonus
= (X,Y Position of Ramza + X,Y Position of Items) * 2
= (2 + 4 + 5 + 2) * 2
= 13 * 2
= 26

Cap of 30 CT bonus / movement.
If all items already taken, you still get +CT bonus but there's no visual display.
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Post by: Archael on February 25, 2009, 10:31:24 pm
(http://i41.tinypic.com/mmq1rm.png)
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Post by: Razele on February 25, 2009, 11:21:21 pm
QuoteA bug with the transparent fix. The game for some reason will attack a transparent unit, but when its transparent thinks that its invisible. Acts odd, often choses not to act.

Does this means it will buggy if AI has 'Transparent' status, and it choose not to act etc ?
Or it will buggy if you have the 'Transparent' status ?
 
Weird. Well, basically in the previous hack I force r2 to be 0.
It will get zeroed in the next instruction anyway.
This is the 'softer' version of the hack :

AI attacks transparent unit v1.1
BATTLE.BIN
0x12FD66 change 0x40 to 0x00
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Post by: Razele on February 26, 2009, 08:09:28 am
* Updated potential suggestions for movement ability

(http://img4.imageshack.us/img4/9664/movementability1.png)

About 6-7 empty spaces left for new movement ability.
I think I'll move to support ability rework, while keeping movement ability suggestion open for good idea.
Feel free to post your idea regarding support ability.
Of course, to create a new room, we need to remove 'useless' support abilities first.
Post the name of support ability that you like / dislike.
There's 32 spaces total for support abilities, with three blank support abilities in PSX version.

Old support ability in table :

(http://img17.imageshack.us/img17/6435/originalsupportability.png)

This is the original support ability description from BMG :

[Attack UP] - 400 JP, Geomancer
For physical attacks except JUMP and some others (see 3.3), the effective
value of your relevant stat XA = [XA * 4/3].  Usually, XA is PA, but it
can sometimes be MA (as in a stick ATTACK), Speed (as in a STEAL directive),
or a complex expression like [(PA + MA) / 2] (as in a dictionary ATTACK).
Check the list in section 3.3 to see whether an attack is physical.

[Concentrate] - 400 JP, Archer
Targets cannot evade your physical attacks via their evasion percentages
(P.CEV, P.SEV, P.AEV, W-EV).  Note that this does not guarantee 100% success
on attacks such as BATTLE SKILL, since these attacks can still MISS.  Targets
may also still evade using the 'Blade Grasp' and 'Arrow Guard' abilities.
Concentrate has no effect on magic evasion.

[Defend] - 50 JP, Squire
Adds the DEFEND command (add: Defending on the caster) to your action menu.

[Defense UP] - 400 JP, Oracle
For physical attacks except JUMP and some others (see 3.3), units attacking
you receive a penalty to their relevant stat XA such that XA = [XA * 2/3].
Usually, stat XA is PA, but it can sometimes be MA (as in a stick ATTACK),
Speed (as in THROW), WP (as in a gun ATTACK), or a complex expression like
[(PA + MA) / 2] (as in a dictionary ATTACK). Check the list in section 3.3
to see whether an attack is physical.

[Equip Armor] - 500 JP, Knight
You can equip armor and helmets regardless of your current job.

[Equip Axe] - 200 JP, Squire
You can equip axes regardless of your current job.

[Equip Change] - 0 JP, Chemist
Adds the EQUIP CHANGE command to your action menu.  This allows you to
change your equipment in battle.  Using EQUIP CHANGE counts as an
action.

[Equip Crossbow] - 350 JP, Archer
You can equip crossbows regardless of your current job.

[Equip Gun] - 750 JP, Mediator
You can equip guns (both regular and magical) regardless of your
current job.

[Equip Knife] - 400 JP, Samurai
You can equip katana regardless of your current job.

[Equip Shield] - 250 JP, Knight
You can equip shields regardless of your current job.

[Equip Spear] - 400 JP, Lancer
You can equip spears regardless of your current job.

[Equip Sword] - 400 JP, Knight
You can equip swords (but not knight swords) regardless of your
current job.

[Gained Exp-UP] - 350 JP, Calculator
When you receive experience for an action, you receive bonus experience
such that received Exp = earned Exp * 2.

[Gained JP-UP] - 200 JP, Squire
When you receive JP for an action, you receive bonus JP such that received
JP = [earned JP * 3/2].

[Half of MP] - 900 JP, Summoner
Any MP-using ability costs you half as many MP to use (round up).
(HalfMPCost = RU{MPCost / 2})

[Magic AttackUP] - 400 JP, Wizard
For magical attacks, the effective value of your MA = [MA * 4/3].
This does not include physical attacks (such as stick and staff ATTACK)
that use MA as their relevant stat. Check the list in section 3.3 to see
whether an attack is magical.

[Magic DefendUP] - 400 JP, Priest
For magical attacks targeting you, the effective value of the caster's
MA = [MA * 2/3].  This does not include physical attacks (such as stick and
staff ATTACK) which use MA as their relevant stat. Check the list in section
3.3 to see whether an attack is magical.

[Maintenance] - 250 JP, Chemist
Your equipment cannot be stolen or broken.  Any attack that steals or
breaks equipment will have a 0% success rate if targeted against you.

[Martial Arts] - 200 JP, Monk
Your effective XA for all physical attacks except JUMP and THROW is equal
to [XA * 3/2].  If you are not barehanded, those physical attacks that
are weapon-elemental (ATTACK, CHARGE, BATTLE SKILL, SNIPE, sword skills)
will not receive the bonus.

[Monster Skill] - 200 JP, Squire
Monsters standing on squares adjacent to you will have access to a new
skill (vertical tolerance 3).  This will have no effect if you are
Berserk, Confused, or Unable to Fight.

[Monster Talk] - 100 JP, Mediator
Enables you to target TALK SKILL on monsters, regardless of your job.

[Non-charge] - 3000 JP, GameShark only
All slow actions, except for JUMP, CHARGE, SING, and DANCE, become fast
actions.

[Secret Hunt] - 200 JP, Thief
If you kill a monster with damage from your weapon (i.e., through ATTACK,
CHARGE or Counter), you will poach it; that is, it will be transformed
into an item that you can buy at one of the Fur Shops located around Ivalice.
Items bought at the Fur Shop will be half their normal price! Also, you can
sell any item to the Fur Shop to raise some quick cash, and then later buy
it back for the same amount you sold it for!

[Short Charge] - 800 JP, Time Mage
For all slow actions except for JUMP, CHARGE, SING and DANCE,
ctr = RU{ctr/2}.

[Throw Item] - 350 JP, Chemist
Range of ITEM becomes 4/1 (line of sight), regardless of your current job.

[Train] - 450 JP, Mediator
If you strike a monster directly with your weapon (e,g., through ATTACK,
CHARGE, or Counter), and that monster is Critical after the attack
resolves, you will also add: Invite to that same monster.

[Two Hands] - 900 JP, Samurai
You are able to grip one-handed weapons with both hands, doubling
weapon power (does not apply to non-striking weapons like guns and
crossbows).  Weapon power is doubled for the ATTACK command only and
does not affect other physical attacks -- even those that employ weapons
such as JUMP, BATTLE SKILL, HOLY SWORD, DARK SWORD and MIGHTY SWORD.
(It does apply, however, to the ATTACK that results from targetting a
BATTLE SKILL on a piece of equipment that the target does not have.)

[Two Swords] - 900 JP, Ninja
You are able to equip two one-handed weapons at once.  This has some
interesting upshots -- for instance, all BATTLE SKILL, CHARGE, and
SNIPE directives are executed twice if you are carrying two weapons.
In addition, if you attack a target that has Blade Grasp set,
Blade Grasp can only block one of the two hits that you incur.  If
the first hit of a Two Sworded attack fails to connect for any
reason (evade, Blade Grasp, or inherent inaccuracy of the attack),
then the target will turn to face the attacker prior to the second
hit, and the second hit will be treated as if it were executed
from the front (i.e., all possible evade parameters will be
considered).

I'll start with my suggestion :

In FFT, player rarely use Undead status on their own units.
Because it's 'useless', Undead status will make your units unable to receive any healing / resurrection.

Support Abilty : Undead
If character is put into 'Dead' status, he will be revived with Full HP and MP as Undead on what would be his first AT after dying.
After unholy revival, you get these bonuses :
- HP, MP, PA and MA doubled.
- Always : Undead, Float, Transparent, Haste, Protect, Shell

This is the idea :
You give up the ability to be healed / resurrected in exchange for unholy power.
Sure, 2x HP, MP, PA, MA and those status protection seems a bit too much, but it's necessary to protect your unit.
What if enemy use ability with 100% hit rate, like Draw Out, Jump or Summon and cut your new Undead HP to 100. What do you do ?
Use X-Potion ? or use Cure 4 to heal that unit ? No. That will hurt your Undead.
Once your Undead die, you can't do anything, Phoenix Down / Raise / Raise 2 doesn't work on Undead.
If that unit crystalize, that means instant reset. That's the risk you take.
All you can do is rush the battle, and kill enemies as fast as possible,
while enemies throw Phoenix Down to revive their friends, and cast Cure 4 / Draw Out / throw X-Potion to heal their friends.

This ability is useful for enemies, and some 'mini-boss' battle.

Note :
- Use Reraise trigger.
- Can only be used once, the second time you're dead with 'Undead' status, this support ability won't work.
- Always:Undead means you can't revive your units with Phoenix Down / Raise / Raise 2 after they're dead.
  You also can't remove that Undead status since it's Always:Undead
- They still become Undead and receive all status above even after they equip Ribbon / Barette when they're dead.
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Post by: Asmo X on February 26, 2009, 08:22:34 am
Movement skill: Enrage: +move and +speed based on how many dead allies there are on the map.
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Post by: VincentCraven on February 26, 2009, 08:37:06 am
Two Swords should be 0.7x damage per slash
Two Hands 1.5x damage per slash?

And Undead can still be healed by skills like Chakra, right?  Which would mean that it is just harder to heal undead, not impossible.

Edit: nevermind about Undead healing thing, you'd just remove all instances of that for the build.
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Post by: Archael on February 26, 2009, 09:35:11 am
QuoteDoes this means it will buggy if AI has 'Transparent' status, and it choose not to act etc ?
Or it will buggy if you have the 'Transparent' status ?

It means AI with "Transparent" status active choose not to act

they think they are "invisible" , when they are not

I think goldblade's post was pretty clear
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Post by: Razele on February 26, 2009, 10:10:17 am
QuoteIt means AI with "Transparent" status active choose not to act

they think they are "invisible" , when they are not
Weird. Based on my previous testing, when I gave enemy Transparent status, they still attacked me.
Can you reproduce this bug again ?

QuoteMovement skill: Enrage: +move and +speed based on how many dead allies there are on the map.
Nice idea, the bonus should be huge since usually you won't leave your allies dead.

QuoteAnd Undead can still be healed by skills like Chakra, right? Which would mean that it is just harder to heal undead, not impossible.

Edit: nevermind about Undead healing thing, you'd just remove all instances of that for the build.
Yeah, I'll change Chakra to heal 0 HP to Undead.

QuoteTwo Swords should be 0.7x damage per slash
0.7x damage / slash means 1.4x damage total, still not better than Attack UP, unless you exceed 999 damage / attack.
My old initial plan was to make Two Swords to have 50% chance to deal another swing.

QuoteTwo Hands 1.5x damage per slash?
Two Hands should be reworked, with 1.5x damage it's not better than Attack Up (1.33x damage).
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Post by: Archael on February 26, 2009, 10:26:33 am
QuoteWeird. Based on my previous testing, when I gave enemy Transparent status, they still attacked me.

I understand.. they always attack me too


QuoteCan you reproduce this bug again ?

I'll ask goldblade
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Post by: Asmo X on February 26, 2009, 11:51:20 am
Standard support ideas:

1) Get get rid of abandon and make a +evasion support skill. Evasion then competes with the other stat bonuses.

2) Speed Up? Or is that too strong? How about "Always receive 'Wait' CT bonus"
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Post by: Asmo X on February 26, 2009, 12:27:59 pm
More:

1) Increase duration of positive buffs

2) Decrease duration of negative buffs
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Post by: Asmo X on February 26, 2009, 12:33:33 pm
New Crowd Control movement skill:  10% damage to all enemies within a 2 panel radius when there are 3 or more enemies within range.
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Post by: Razele on February 26, 2009, 12:57:58 pm
QuoteMore:

1) Increase duration of positive buffs

2) Decrease duration of negative buffs

This can be merged with as one support ability,
or as separate support ability and merged into accessory.

QuoteNew Crowd Control movement skill: 10% damage to all enemies within a 2 panel radius when there are 3 or more enemies within range.
Sounds good. I'll think more about this, to determine its real usage in battle.

Quote2) Speed Up? Or is that too strong? How about "Always receive 'Wait' CT bonus"  
Speed Up ?
Static +CT bonus after you end your turn ?
Just have to think a good value for it.

Quote1) Get get rid of abandon and make a +evasion support skill. Evasion then competes with the other stat bonuses.
We already have Mantle and Shield, you can use Equip Shield to get more Evasion.
But, Abandon will probably get changed when we get to Reaction Ability.
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Post by: Archael on February 26, 2009, 01:09:32 pm
Possible to make Wall reduce all damage to 1?

(All damage, even Magical)
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Post by: Dokurider on February 26, 2009, 01:16:27 pm
Gain Exp Up needs to go, and Gain JP Up is OP, so it needs the boot.
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Post by: LastingDawn on February 26, 2009, 01:26:37 pm
Quote from: "Razele"Lasting Dawn asks in the chat if it's possible for Move-Find Item to give some hint to find the hidden items.

This is my suggestion for Move-Find Item :
Move-Find Item check the X and Y position of the character.

If X >=Y, display the X position of the first hidden items found.
Else display the Y position of the first hidden items found.

If the first item already found, check the second item, etc.
Those positions will be displayed as +CT bonus for the unit
Examples :

123456789
1.........
2....I....
3.........
4.R.......
5.........

R = Ramza
X = 2
Y = 4

I = Items
X = 5
Y = 2

Since Ramza's X >= Y, displayed CT bonus = 5 (X position of hidden items)

CT bonus
= (X,Y Position of Ramza + X,Y Position of Items) * 2
= (2 + 4 + 5 + 2) * 2
= 13 * 2
= 26

Cap of 30 CT bonus / movement.
If all items already taken, you still get +CT bonus but there's no visual display.


This is quite a fascinating idea! And would work great for the Traveler in Mercenaries, it might just be the boost they need hehe.
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Post by: Razele on February 26, 2009, 01:27:43 pm
Quote from: "Voldemort"Possible to make Wall reduce all damage to 1?

(All damage, even Magical)

In my attempt to hack Wall to give 100% damage reduction to physical attack, it seems there's a minimum PA of 1, even when I set it to 0.
I'm using Protect trigger.
I assume the same things goes to Shell and magical attack.

Probably, I have to check where the game store the final damage calculation and modify it there, since there's a minimum PA of 1 and MA of 1 at Protect / Shell trigger. It should be possible, as long as the routine is not stored in SCUS_942.21.

Isn't it easier to make his HP as high as possible ?
Like make his HP growth to 1 and HP multiplier to 255 and give him ??? stats ?

I have to check other exploit though, like Meatbone Slash :
[Meatbone Slash] - 200 JP, Samurai
If the attacker is within range of your weapon, you will counter
with 'Meatbone Slash', a neutral MOD 0 attack that deals damage
equal to your Max HP.

[MOD 0] ~ immutable
-------------------
The damage or success rate of these attacks is subject to no modifications --
it is not even affected by Zodiac compatibility.

QuoteGain Exp Up needs to go, and Gain JP Up is OP, so it needs the boot.
Yeah, they need to go to make a space for better support ability.
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Post by: Tea on February 26, 2009, 08:21:39 pm
I don't suppose you can edit shit like this without proper knowledge of ASM hacking eh? :<
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Post by: VincentCraven on February 26, 2009, 08:25:45 pm
Your statement is very vague.  Razele's thread is for ASM hacks, and you need knowledge of ASM to be able to make almost any ASM hack.  Melonhead is working on a program called orgASM, which will allow users to make simple formula hacks with little background knowledge.

I hope that answers your question.
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Post by: Tea on February 26, 2009, 08:49:16 pm
it sure does. It's just that this thread is full of people who seem to do this thing no problem, which is a little scary. And it sounds so awesome I wanna do it too, even tho I have no time.
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Post by: LastingDawn on February 26, 2009, 10:33:23 pm
Pardon? It's full of one person (actually doing things in the thread, currently the thread has SentinalBlade and Zodiac who are skilled in those matters) who is quite skilled at these changes.
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Post by: Kokojo on February 26, 2009, 11:15:48 pm
Me and Voldemort were wondering if it was possible to add more Damage-reducing % in FFT, mabey trough the armors, they would not give health anymore, but Damage reduction.

If that was doable in any way, it could be fun and great, any thoughts ? Thanks.
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Post by: Razele on February 26, 2009, 11:27:42 pm
QuoteThis is quite a fascinating idea! And would work great for the Traveler in Mercenaries, it might just be the boost they need hehe.

That's just the initial plan.
I'm planning to display the X and Y coordinate of the items with Chakra's formula if possible.

Quoteit sure does. It's just that this thread is full of people who seem to do this thing no problem, which is a little scary. And it sounds so awesome I wanna do it too, even tho I have no time.
Yeah, in this thread I'm doing all of the asm hacks.
Other members like Zodiac, SentinelBlade or Nates have their own asm hack thread.

QuoteMe and Voldemort were wondering if it was possible to add more Damage-reducing % in FFT, mabey trough the armors, they would not give health anymore, but Damage reduction.

If that was doable in any way, it could be fun and great, any thoughts ? Thanks.
Yup, it's possible.
However, FFT only know PA, MA and SP to calculate damage.
Unless we raise the PA growth for all character, -1 PA can be too much at early chapter (Squire has 5 PA in level 1) and -10% PA means nothing.

Initial rework plan for support ability :
We have 15 blank spots for new support ability.

(http://img24.imageshack.us/img24/4681/supportabilityrework.png)
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Post by: LastingDawn on February 27, 2009, 01:03:56 am
Interesting... now I absolutely Love the thoughts of merging skills into actual items, it gives a completely unique feel to the whole thing. All we would need then is a program which allows us to do so with any desired ability heh... ahem...


In any case let's see...

Can we change Gained Exp Up to...

Bloodfeud - Everytime this unit attacks with a physical strike, he recovers 1/4 of the HP dealt.

Gained JP Up to...

Vice's Grasp - Everytime you attack you gain an amount of gil 5x the damage you dealt

These are the only two ideas I have at the moment.
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Post by: Razele on February 27, 2009, 07:52:48 am
* Merged support ability Defend with Shields

QuoteBloodfeud - Everytime this unit attacks with a physical strike, he recovers 1/4 of the HP dealt.
This one is quite useful. I can use Blood Sword trigger, but it will override spell casting chance as the result.

QuoteVice's Grasp - Everytime you attack you gain an amount of gil 5x the damage you dealt
Vice's Grasp is better if merged with accessory / weapon.
AI can't use it and after you get a lot of money it won't be too useful anymore.
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Post by: philsov on February 27, 2009, 10:14:08 am
Equip clothes
Equip robes

Growth -- reduces the HPC/MPC/SpC/PAC/MAC of the class by two.

Serpentarius -- causes unit to have neutral compat in all equations.

execute -- will inflict dead status when the attack command is used and unit reaches critical
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Post by: Dokurider on February 27, 2009, 10:34:26 am
Wow, you threw out every support ability.


(http://img13.imageshack.us/img13/8372/movementabilityclass.png)

Anyways, I wanted to help name some of these.

"Buff-Copier" should be renamed to Osmosis or Divine or Infringe.

Magic Addict should be renamed to Recycle or Emergency-MP.

Height could be renamed to Ascension, maybe?

QuoteGrowth -- reduces the HPC/MPC/SpC/PAC/MAC of the class by two.

Useless in a battle, just like JP/Exp Up.

One more thing. Is it possible to make it so that a unit has no choice but to move their maximum move, i.e. you have to move 3 spaces if you have move of 3 etc?
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Post by: philsov on February 27, 2009, 11:13:44 am
QuoteUseless in a battle, just like JP/Exp Up.

OK, then... growth:  Boosts the HPM/MPM/SpM/PAM/MAM of the class by 5.
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Post by: LastingDawn on February 27, 2009, 11:29:26 am
Ouch... while Bloodfeud is an interesting idea, the thought of it taking over the spell casting chance is a bit... much. Also yes, the AI really wouldn't have any use for it, so an item skill would be fitting (I'm looking at You Zeni-Sword.)
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Post by: Razele on February 27, 2009, 02:04:30 pm
* Added Professor Daravon's Tutorial:Random Events

This is the exact percentages of some random events in the game, based on the game code.
Some of them was found by Zodiac, others by me. Thanks to FFT BMG for rough value for the random event.

(http://img3.imageshack.us/img3/5319/daravon01.png) (http://img27.imageshack.us/img27/4680/daravon02.png)

That's some nice idea you have, Philsov.
You should post more of your idea in this thread.

QuoteSerpentarius -- causes unit to have neutral compat in all equations.
I can see this support ability useful, against boss with fixed Zodiac,
or for Zodiac boss to avoid bad / worst compatibility sandbagging.
It sucks if your 'perfect' generic with 70 Brave and 40 Faith have bad / worst compatibility with a boss.

QuoteGrowth -- reduces the HPC/MPC/SpC/PAC/MAC of the class by two.
This support ability can increase the HP of enemies greatly, especially boss with ??? stats,
or increase the stats of your unit that is leveled as Magician from 1-99 to gain some Warrior growth, vice versa.

QuoteOK, then... growth: Boosts the HPM/MPM/SpM/PAM/MAM of the class by 5.
The growth idea is quite good, maybe it's better if we combine stat growth and multiplier into items.

For example,
Magic Ring : Decrease MPC,MAC by X and increase MPM,MAM by Y.

QuoteExecute -- will inflict dead status when the attack command is used and unit reaches critical
This is useful to prevent some dangerous Critical Reaction Ability :
HP Restore (Monk), Critical Quick (Bomb / Chemist), Meatbone Slash (Behemoth),
or the new critical ability that will be created later (probably).
And you don't have to worry your attack leave enemy alive with 1 HP that will trigger Self-Destruct / Elixir party.

QuoteEquip clothes
Equip robes
About this one, since every patch has different Equip X preference,
I'll leave the decision to them.

QuoteAnyways, I wanted to help name some of these.

"Buff-Copier" should be renamed to Osmosis or Divine or Infringe.

Magic Addict should be renamed to Recycle or Emergency-MP.

Height could be renamed to Ascension, maybe?
Yeah, they need a good name, since I'm not good at naming skill.


QuoteOne more thing. Is it possible to make it so that a unit has no choice but to move their maximum move, i.e. you have to move 3 spaces if you have move of 3 etc?
Yes for player, but no for AI.

QuoteOuch... while Bloodfeud is an interesting idea, the thought of it taking over the spell casting chance is a bit... much. Also yes, the AI really wouldn't have any use for it, so an item skill would be fitting (I'm looking at You Zeni-Sword.)
Well it only happenned if I can't use another trigger beside Blood Sword trigger.

And just a reminder, the decision in the existing movement / support ability rework is not final.
If anyone has a good idea, it can replace the existing support / movement ability that already reworked.
Or, if anyone has a good point why some support abilities like Two Swords, or Martial Arts must 'Stay as is',
feel free to post your opinion.
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Post by: Cheetah on February 27, 2009, 02:36:49 pm
That is really cool to be showing all those game statistics. Is that in the tutorial section, and how did you make room for it?
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Post by: Dokurider on February 27, 2009, 03:02:33 pm
Question, now that some of the support skills have been transferred to accessories, will the classes still have their respective innates? Also, exactly why did you remove Atk/Def/MAtk/MDef UP?
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Post by: Zozma on February 27, 2009, 05:54:53 pm
k this isnt a move thing, but would you be able to make it so enemies cant throw items checked with "rare"
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Post by: SentinalBlade on February 27, 2009, 08:27:52 pm
They already can, cant they? level 99 ninjas throw chaos blades all the time in DD. those are marked rare... same with chirijardens
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Post by: Zozma on February 27, 2009, 08:48:26 pm
i created new weapons with the "rare" checked and the ninjas were throwing them once they were on available levels

i dont want them to be able to throw those tho
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Post by: LastingDawn on February 27, 2009, 09:30:07 pm
I don't think without a large ASM hack that it will be very easily done.
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Post by: Zozma on February 27, 2009, 09:36:35 pm
sigh... a "large" asm :/ that sucks. that means theres really no way to make true one of a kind weapons.
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Post by: Kourama on February 27, 2009, 09:59:17 pm
Quote from: "Zozma"sigh... a "large" asm :/ that sucks. that means theres really no way to make true one of a kind weapons.

Just make the weapon a class of item that can't be thrown. Like a bag, cloth, rod, staff, instrument or in the PSP version dark knight sword.

Problem solved.

Support Abilities

Eunuch - Bard - able to equip female only items

Alchemy - Chemist - able to use 2 items or increases potency of restorative meds by 25%

Extend - Calculator - increases range of spells by 1 height, 1 length panel

Brawler - Monk - reaction ability works 100% of the time

Dexterity - Thief - all actions ignore enemy reaction ability
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Post by: Zozma on February 27, 2009, 10:13:31 pm
um no, problem not solved.

thats fine if you only changed like 1 weapon. (other than the fact that you would have to make a job you dont want to able to equip something wierd like cloths because you decide to make your new ninja blade, axe, and maces not throwable)
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Post by: Razele on February 27, 2009, 10:30:28 pm
QuoteThat is really cool to be showing all those game statistics. Is that in the tutorial section, and how did you make room for it?
It's in the tutorial section. I'm using FFTacText to insert those statistics, and replace "1. Compatibility" with my text.

QuoteQuestion, now that some of the support skills have been transferred to accessories, will the classes still have their respective innates?
I can make some important support ability as 'innate-class'.
Something like Chemist has innate old 'Throw Item' or Monk has innate old 'Martial Arts',
without the need to allocate innate slot in fftpatcher, since 'Throw Item' will be reworked as another support ability.

QuoteAlso, exactly why did you remove Atk/Def/MAtk/MDef UP?
I don't remove Attack Up / Magic Attack Up / Defense Up / Magic Defense Up.
Anything with a blank means I still don't know what to do with it, like Equip X, Attack Up, Magic Defend Up, etc.
Probably, they will 'Stay as is'.

Quotek this isnt a move thing, but would you be able to make it so enemies cant throw items checked with "rare"
I can use "Enemy level" trigger to disable it, but the problem isn't with enemies that can throw rare items.
Catch reaction skill - Free +1 weapons without buying it from Shop.
It will get reworked when I reach Reaction Abilities.
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Post by: Kourama on February 27, 2009, 10:30:42 pm
Well then I see what you mean when you try to make a new sword, dagger, spear, etc.
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Post by: Razele on February 28, 2009, 12:15:43 am
QuoteCalculator - increases range of spells by 1 height, 1 length panel
Well, AOE is one way to balance spells.
Imagine Holy / Raise 2 with AoE effect.

QuoteAlchemy - Chemist - Able to use 2 items
With my current knowledge, not possible.

Quoteincreases potency of restorative meds by 25%
Sounds good.
You mean 150 X-Potion will heal for 1.25 * 150 = 187.5 ?

If yes, we need to raise the number, maybe around 50% or more.

increases potency of restorative meds by 50%
030 * 1.5 = 45
070 * 1.5 = 105
150 * 1.5 = 225

increases potency of restorative meds by 75%
030 * 1.75 = 52.5
070 * 1.75 = 122.5
150 * 1.75 = 262.5


QuoteEunuch - Bard - able to equip female only items
This is easily done, I can replace any Equip X with it.

QuoteDexterity - Thief - all actions ignore enemy reaction ability
We already have Silent Walk, a movement ability that ignore enemies' reaction ability when attacking from behind.

QuoteBrawler - Monk - reaction ability works 100% of the time
Sounds good, it can guarantee you to have 100% Counter or 100% Damage Split.
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Post by: Bastard Poetry on February 28, 2009, 12:53:13 am
Razele, I was directed to you by Voldemort to request an ASM hack for the next update of 1.3, since it's largely my request.

I actually hardly ever visit this board, so I never noticed this amazing topic you've created and the incredible work you do.

So.. MASSIVE KUDOS! I absolutely had to throw some fan-boy praise at you, because I'm seriously impressed.

As you may know, Kanbabrif has been added to several random battles in 1.3, and he currently has Wall status. At first, it was amusing to see player responses to the impossible battle, but it quickly got old. Now, we'd like to make it so that players CAN damage him, but it is extremely important that he should still be impossible to defeat. The reasons for that:

A) No one should ever be able to defeat K-Wrath.

B) I've proposed a contest to see who can do the most damage to him.

The ASM hack we are requesting: Change wall status so that every possible attack you can throw at him only does 1 damage. That way, it'd take 999 attacks to kill him, where the real challenge is surviving his insta-crystalizing ability Banish, and that'd make for some epic video attempts for the contest. Voldemort has approved this change, so if you could help make it happen, I'd be very grateful.
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Post by: tithin on February 28, 2009, 01:13:10 am
Gained XP Up -> Calculate Land Mass -> Spells and Magic based abilities ignore height.
Gained JP UP -> Brave Armour -> Increases Brave by five whilst equipped.
Throw Item -> Medical Specialty -> Increases the effect healing items have by 25-75%
Monster Talk -> Faith Armour -> Increases Faith by five whilst equipped.
Martial Arts -> Martial Focus -> Increases chance to hit with Monk skills only.
Secret Hunt -> Agility -> Low chance of doing a second attack. One handed weapons only.
Vehemence -> Dark Filled Rage -> Increases chance to crit by 5-10%
HP Boost -> Death Guard -> Immune to Death Spells / Doom Fist
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Post by: Desocupado on February 28, 2009, 06:23:53 am
What about an feature of FF 5.
Whenever you equip a skillset you gain the class'es orignal atribute multiplier?
I.e. you could get 130 MA multiplier if you equip time magic on your geomancer.
Or maybe the other way around, if you equip "equip sword", you get more PA multiplier.
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Post by: VincentCraven on February 28, 2009, 08:25:01 am
I've got an idea for Kanbabrif.

If you can reduce damage by a certain value, take the natural log of all damage given to Kanbabrif so that the max damage is like 7 or something.  That way, really strong attacks are still worth more than really weak attacks, but it's still really difficult to get his HP down.
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Post by: Razele on February 28, 2009, 10:35:45 am
QuoteRazele, I was directed to you by Voldemort to request an ASM hack for the next update of 1.3, since it's largely my request.

I actually hardly ever visit this board, so I never noticed this amazing topic you've created and the incredible work you do.

So.. MASSIVE KUDOS! I absolutely had to throw some fan-boy praise at you, because I'm seriously impressed.

As you may know, Kanbabrif has been added to several random battles in 1.3, and he currently has Wall status. At first, it was amusing to see player responses to the impossible battle, but it quickly got old. Now, we'd like to make it so that players CAN damage him, but it is extremely important that he should still be impossible to defeat. The reasons for that:

A) No one should ever be able to defeat K-Wrath.

B) I've proposed a contest to see who can do the most damage to him.

The ASM hack we are requesting: Change wall status so that every possible attack you can throw at him only does 1 damage. That way, it'd take 999 attacks to kill him, where the real challenge is surviving his insta-crystalizing ability Banish, and that'd make for some epic video attempts for the contest. Voldemort has approved this change, so if you could help make it happen, I'd be very grateful.

Ok, this hack should reduces all incoming HP damage (physical, magical, summon, counter, shock, mod 0 attacks, anything) to 1.
I would like to see someone doing commentary video with this "New Kanbabrif" and see how long will he lasts :P

Wall reduces all HP damage to 1
BATTLE.BIN
0x124AE2 change 0x40 to 0x42

0x124B88 change 00000000 to 154E0508

0xEC854
0A000210
00000000
1980023C
982D428C
5B004290
01004230
04000210
00000000
01000234
E52E0608
040062A4
E32E0608
00000000

QuoteGained XP Up -> Calculate Land Mass -> Spells and Magic based abilities ignore height.
Sounds good, but I usually don't have problems with spell's vertical tolerance.
Maybe it's better if this one will be merged with Accessory.

QuoteGained JP UP -> Brave Armour -> Increases Brave by five whilst equipped.

Monster Talk -> Faith Armour -> Increases Faith by five whilst equipped.
I'll merge this with Accessory / Armor.

QuoteVehemence -> Dark Filled Rage -> Increases chance to crit by 5-10%

Martial Arts -> Martial Focus -> Increases chance to hit with Monk skills only.

Secret Hunt -> Agility -> Low chance of doing a second attack. One handed weapons only.
Btw, Concentrate is better than Martial Focus in term of increasing hit rate.
Default critical chance is 4%, which is pretty low, and Attack Up is still better.
I'll merge them with accessory.

QuoteThrow Item -> Medical Specialty -> Increases the effect healing items have by 25-75%
Yeah, this one is needed, so I'll probably make it into new support ability.

QuoteHP Boost -> Death Guard -> Immune to Death Spells / Doom Fist
Hmmm, there's rarely any spell that Add:Dead and we already have Angel Ring for protection against Death spell.

QuoteWhat about an feature of FF 5.
Whenever you equip a skillset you gain the class'es orignal atribute multiplier?
I.e. you could get 130 MA multiplier if you equip time magic on your geomancer.
Or maybe the other way around, if you equip "equip sword", you get more PA multiplier.

I'm planning to merge the stat bonus with accessory to fix FFT's accessory system, something like :
Power Wrist  : Decreases PaC by X, Increases PaM by Y
Sprint Shoes : Decreases SpC by X, Increases SpM by Y

If you take closer look at accessory system, most of them are designed to be better than other :
Bracer >>>> Power Wrist.
Feather Mantle >>>> Small Mantle.
Germinas Boots >>>> Battle Boots.

Once you get Bracer there's no reason to use Power Wrist.
And most of the time equipping Mantle is better than any accessory,
unless you need status protection or small stat bonus.

To fix this system, each accessory type should contain some hidden bonus,
like increasing stealing rate, increasing critical chance, or hidden support ability like Undead in Cursed Ring.


One more thing, support ability should be powerful, but not too powerful like Two Swords / Two Hands.
It should give you 'big' advantage when you use it in battle.
Some good example of it would be Attack Up, Defense UP, Magic Attack Up, Magic Defense Up, Concentrate, Half MP and Short Charge.
'Weak' support ability like increasing chance to steal will be merged with accessory.
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Post by: PX_Timefordeath on February 28, 2009, 12:43:39 pm
Manaburn: 10% of physical damage is done to the mp of the persone he attacks, but takes 25% more physical damage
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Post by: Archael on February 28, 2009, 02:15:52 pm
I think ATTACK UP, SHORT CHARGE, DEFENSE UP, etc can be stronger than Two Swords and Two Hands.

It's debatable, but ATTACK UP boosts things like Swordskills... Magic Attack up boosts things like Math Skill and SUMMON MAGIC... this is something Two Swords / Two Hands cannot do... Two Swords / Two Hands is very limited to the Attack Command and maybe sometimes Battle Skill
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Post by: Razele on February 28, 2009, 09:43:52 pm
QuoteManaburn: 10% of physical damage is done to the mp of the persone he attacks, but takes 25% more physical damage
The only problems with this, AI won't know their attack will do MP damage,
and 25% defense penalty will make it easier to kill the AI with this setup.

Add something in Manaburn, like increasing damage based on MP loss or
kill the target if their MaxMP is at 1/3 from MaxHP, in other words, magician, and have zero MP.
Remove the 25% defense penalty, it's not really necessary and will make you really frail.


Defense Up / Magic Defense Up will leave unchanged, since there's no real damage reduction system in FFT.
Adding PA / MA reduction to armor doesn't solve the problem, since you can break / steal their armor and gains
huge advantage because some enemies don't bring Battle Skills / Mighty Sword.

Well, nates made a hack to reduce Attack Up / Magic Attack Up damage, but I won't use it,
since I will leave that decision for people's taste, whether they want to reduce it from 33% to 20% or 25%, it's their choice.
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Post by: Razele on March 01, 2009, 12:35:47 pm
Personally, I would like to keep Attack Up at 33%, or rework it as another support ability, rather than nerfing it to 20% or 25%.
Nerfing it to 20%-25% with 10-15 PA and 10 WP will only add +20 .. +30 damage which is a joke.
Enemies also can cast Protect or equip Defense Up which will reduce your damage further.

With difficult situation like 1.3 I prefer Defense Up / Magic Defense Up / Damage Split on most of my character to prevent further damage,
rather than just increase my damage output by 20-40, unless it's assasination mission.
Attack UP is more suitable for enemies, since they most likely outnumbered you, by 2-3 units.

Attack Up only shine when your PA is really high combined with high WP,
meanwhile Two Swords / Two Hands is broken at all PA level, especially if combined with Concentrate.

Old Two Swords and Two Hands are really broken.
5 Thief with innate Concentrate and Two Swords can easily kill any human boss.

(http://img264.imageshack.us/img264/4868/attackup.png)

About Magic Attack Up, yes you can increase the damage easily with Strengthen X and Magic Attack Up.
Combined with high Faith and the capability to hit multiple target it can be deadly.
It's also because you can get X Rod with Strengthen X at early chapter. That's like giving +25% free magic damage.
The easiest solution would be to remove Magic Attack Up, but I would like to hear other member's opinion regarding this.
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Post by: Cheetah on March 01, 2009, 01:56:52 pm
Any chance of create a support skill that allows a Geomancer to choose what geo skill to use, instead of having it always terrain dependant.
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Post by: Desocupado on March 01, 2009, 09:55:13 pm
What about an elemental defense piercing support ability? (based on on geomancy from FFTA)
If target absorbs a given elemental -> now it nulls
If it nulls -> now it halves
If it halves -> now it takes normal damage
(probably should only work with regular elementals i.e. no holy/dark elementals for the sake of holy sword/demi against bosses balancing)

Another idea:
Blessed
Positive buffs lasts 50% (100%) longer. and or negative buffs lasts 50% less time.
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Post by: Razele on March 02, 2009, 07:28:01 am
QuoteAny chance of create a support skill that allows a Geomancer to choose what geo skill to use, instead of having it always terrain dependant.
If players are given chance to pick any of Geomancer's skill, they will always pick Lava Ball(Status: Dead), not Sand Storm(Status: Darkness)

QuoteGeomancy [SGEO]

S-Ability Name: Geomancy
S-Ability Effect: Reduces enemy resistance to elemental attacks.
Absb > Null > Resist > Normal > Weak

The concept looks good, but I don't see any advantage of using it.
If I see humans with Ice Shield (Absorb:Ice, Half:Fire, Weak:Lightning),
I won't hit them with Geomancy + Ice / Fire, I will hit them with Lightning, no Geomancy needed.

Also, since usually humans don't have any elemental attribute, that will make Normal -> Weak, which will double the damage and broken.

QuoteAnother idea:
Blessed
Positive buffs lasts 50% (100%) longer. and or negative buffs lasts 50% less time.

This support ability is quite useful, since all status will be made temporary (no perma-Frog)
in status remake, although I believe Asmo already mentioned this idea.
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Post by: Desocupado on March 02, 2009, 09:54:48 am
That's why I said, it only increases damage from resistant to neutral. More like this:

Geomancy [SGEO]

S-Ability Name: Geomancy
S-Ability Effect: Reduces enemy resistance to elemental attacks.
Absb -> Resist
Null -> Resist
Resist -> Normal


BTW, can a support ability work like maintenance, but for MA, PA, SPD, Br and Fa?
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Post by: Razele on March 02, 2009, 11:34:58 am
QuoteBTW, can a support ability work like maintenance, but for MA, PA, SPD, Br and Fa?
You want a support ability that can block -MA / -PA / -Brave ?
Sounds good to prevent Mind Ruin crippling boss stats to 1.
I'll merge them with Maintenance.


QuoteThat's why I said, it only increases damage from resistant to neutral. More like this:

Geomancy [SGEO]

S-Ability Name: Geomancy
S-Ability Effect: Reduces enemy resistance to elemental attacks.
Absb -> Resist
Null -> Resist
Resist -> Normal
It's a good idea, but not too useful.
Like I said above, since Wizard and Summoner have many elemental spells, they can pick other elemental spells.
For example, if a unit use Rubber Boots, Wizard can use Fire/Ice spells and Summoner can use Shiva/Ifrit
to bypass enemies' elemental immunity rather than equip Geomancy support ability.
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Post by: philsov on March 02, 2009, 12:06:59 pm
QuoteAbout Magic Attack Up, yes you can increase the damage easily with Strengthen X and Magic Attack Up.
Combined with high Faith and the capability to hit multiple target it can be deadly.
It's also because you can get X Rod with Strengthen X at early chapter. That's like giving +25% free magic damage.
The easiest solution would be to remove Magic Attack Up, but I would like to hear other member's opinion regarding this.

As it currently stands a mage using MAU over short charge by mid-late game is taking a massive opportunity cost to pull off their spells.  I admit that MAU + ele boosting is powerful early on, but that can be curbed through spell coeffecients and initial MA values (with higher MA growth to compensate) rather than the removal of MAU.  Plus, MAU works were elemental boosting does not, namely things like draw out and elemental.
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Post by: Dokurider on March 02, 2009, 01:10:55 pm
Don't forget MP costs kill you pretty bad early on.
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Post by: Archael on March 02, 2009, 03:33:17 pm
QuoteSounds good to prevent Mind Ruin crippling boss stats to 1.
I'll merge them with Maintenance.

good call, I ALMOST forgot about that!

Maintenance should protect vs stat breaks as well

(or at least hack the immortal flag to protect vs stat breaks)
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Post by: Kokojo on March 02, 2009, 03:56:19 pm
What about replace a status with that ''BOSS'' maintenance ?

Because if you can never reduce stats of anyone, you are in for trouble.
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Post by: goldblade0 on March 02, 2009, 04:03:06 pm
A question.  Is it possible to make a skill that will reduce the max HP of a unit while in battle?
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Post by: Desocupado on March 02, 2009, 08:44:59 pm
What about support skills that makes Positive magic don't affect enemies and negative magic don't affect allies.

Or maybe increasing effect area by if if it is already 1 or more? i.e. holy still targets a single square, while Fire 1 targets 13.

Maybe, enabling evasion while charging/performing would be good as well?

As a last idea, totally broken BTW, what about "mimic", so the unit would work like a mime? Could be used to make "mime" monsters/bosses and stuff like that.
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Post by: Dokurider on March 02, 2009, 08:47:16 pm
No friendly fire as a support and enabling evasion while charging/performing? Not bad.
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Post by: Asmo X on March 02, 2009, 10:28:30 pm
Weapon mastery: Similar to the suggestion someone had for a weapon range bonus, but in this version, long range weapons like bows and dictionaries can target the close panels instead of getting a bonus to range.
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Post by: Razele on March 02, 2009, 10:48:58 pm
Quote(or at least hack the immortal flag to protect vs stat breaks)
No. Most of chapter 4 fight is filled with immortal flagged generic.
If I merge that stat break immunity to immortal flag, it will make Knight useless.
I'll merge it with maintenance / as new support ability / accessory, one of them, not all of them.

QuoteAs it currently stands a mage using MAU over short charge by mid-late game is taking a massive opportunity cost to pull off their spells. I admit that MAU + ele boosting is powerful early on, but that can be curbed through spell coeffecients and initial MA values (with higher MA growth to compensate) rather than the removal of MAU. Plus, MAU works were elemental boosting does not, namely things like draw out and elemental.
Yeah, Magic Attack Up is useful for other non-elemental magician, like Priest, Oracle, etc.
Fire Rod which gives free +25% magical damage at chapter 1 is the real problem.
In my opinion, it's better to just remove Strengthen X from chapter 1 Fire Rod and move it to Chapter 2/3 accessory.
Remove Ether and Hi-Ether, gives Rod something useful, like the ability to refill X MP every Y clocktick or something like that.

QuoteWhat about support skills that makes Positive magic don't affect enemies and negative magic don't affect allies.
One thing that balance magic is that you can redirect its effect to another person.
If I control a mage, I won't target a unit that can move and redirect my spell to one of my allies though.
The concept is interesting, I will think about it.

QuoteA question. Is it possible to make a skill that will reduce the max HP of a unit while in battle?
It's possible, very easy to do.

QuoteOr maybe increasing effect area by if if it is already 1 or more? i.e. holy still targets a single square, while Fire 1 targets 13.
That still would make spells really powerful. Imagine Sleep spell with Haste 2 AoE. You can hit 3-4 unit in it.

QuoteAs a last idea, totally broken BTW, what about "mimic", so the unit would work like a mime? Could be used to make "mime" monsters/bosses and stuff like that.
Interesting idea, but I don't know if AI still think their friends that equip this support ability as 'Mime'.
That means, they won't place the Mime unit in optimal formation, it won't be funny if their 'Mime' units
mimic Fire 4 and hit their friends.

QuoteWeapon mastery: Similar to the suggestion someone had for a weapon range bonus, but in this version, long range weapons like bows and dictionaries can target the close panels instead of getting a bonus to range.
Close panel ? You mean reduce the minimum range from 2 to 0 for Bows ?
That will make Archer invulnerable to physical attack with Hamedo.

QuoteMaybe, enabling evasion while charging/performing would be good as well?
Interesting, this should make Wizard has more protection with Mantles.
I'll merge this with accessory / as support ability.

Performing doesn't need help. It hits all units on the battlefield.
Just keep your Bard / Dancer away from enemies' range (set AI to Run like a rabbit).
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Post by: LastingDawn on March 03, 2009, 03:15:00 pm
Alright, this is an idea (personally) for Mercenaries, which is a reaction that when Magic is cast at them they retort with a move that casts Berserk, is this possible? If so, is it possible to do without replacing Counter Magic.
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Post by: Zozma on March 03, 2009, 03:53:10 pm
about this

QuoteQuote:
Or maybe increasing effect area by if if it is already 1 or more? i.e. holy still targets a single square, while Fire 1 targets 13.
 

That still would make spells really powerful. Imagine Sleep spell with Haste 2 AoE. You can hit 3-4 unit in it.

how about a skill that increases the AoE of anything with an AoE of 1 or more but raise the mp cost. it muts be a skill that has mp (i say aoe of 1 or more because many 0 aoe skills would look bugged because they arent designed to spread)
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Post by: Dokurider on March 03, 2009, 04:20:41 pm
Quote from: "Zozma"about this

QuoteQuote:
Or maybe increasing effect area by if if it is already 1 or more? i.e. holy still targets a single square, while Fire 1 targets 13.
 

That still would make spells really powerful. Imagine Sleep spell with Haste 2 AoE. You can hit 3-4 unit in it.

how about a skill that increases the AoE of anything with an AoE of 1 or more but raise the mp cost. it muts be a skill that has mp (i say aoe of 1 or more because many 0 aoe skills would look bugged because they arent designed to spread)

I don't think it's strong enough to be a Support Skill. Not against MAttack Up or Short Charge. It's better off as accessory ability.
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Post by: Zozma on March 03, 2009, 04:36:28 pm
really? not strong enough? being able to AoE 2, with nearly all of the mage spells.

and the reason i had mentinoned it has to cost mp to begin with tho is, could you imagine what it would do to sword skills or draw outs?
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Post by: philsov on March 03, 2009, 05:58:43 pm
QuoteIn my opinion, it's better to just remove Strengthen X from chapter 1 Fire Rod and move it to Chapter 2/3 accessory.

Or just make said rods unavailable until later.  Either works.  Possibly provide a +1 MA rod to compensate the filled accessory slot until wizard rod is available.

QuoteRemove Ether and Hi-Ether, gives Rod something useful, like the ability to refill X MP every Y clocktick or something like that.

MMmmm... while I mainly use Chakra as my method of MP restoration, this is a blow to the hybrid-esque units already dealing with lower base MP/MA.  Having less mana restore options because their class can't equip rods (or they want a real weapon) is too much imo.

Anyways:

Snipe (Longarm?): Range of all action abilities increased by one.
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Post by: Kourama on March 03, 2009, 11:41:37 pm
Quote from: "Zozma"about this

QuoteQuote:
Or maybe increasing effect area by if if it is already 1 or more? i.e. holy still targets a single square, while Fire 1 targets 13.
 

That still would make spells really powerful. Imagine Sleep spell with Haste 2 AoE. You can hit 3-4 unit in it.

how about a skill that increases the AoE of anything with an AoE of 1 or more but raise the mp cost. it muts be a skill that has mp (i say aoe of 1 or more because many 0 aoe skills would look bugged because they arent designed to spread)

like turbo mp but with the added aoe range?
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Post by: Archael on March 03, 2009, 11:52:00 pm
Putting this here:

FFTA's Turbo MP boosts Accuracy % with spells too
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Post by: Razele on March 03, 2009, 11:56:17 pm
QuoteAlright, this is an idea (personally) for Mercenaries, which is a reaction that when Magic is cast at them they retort with a move that casts Berserk, is this possible? If so, is it possible to do without replacing Counter Magic.
Berserk status grants 1.5x damage and uncontrollable unit that can only use Attack Command.
If I see any unit (Samurai, Lancer, Monk, Knight) with this as reaction ability,
I would gladly use magic on them, trigger their Berserk and can easily kill them, since they can't use their deadly skills anymore.

Some comment from FFTA's FAQ :
QuoteR-Ability Name: Last Berserk
R-Ability Effect: When brought to/at critical HP, unit is Berserked. A Hit is
not required to activate Last Berserk.
R-Ability Rules: Last Berserk only activates under the following conditions:

1. This unit is in critical health (25% HP or less)
2. The attack/ability being used by an enemy is Atype

Other Information: Berserk increases physical damage by 20% in exchange for an
uncontrollable unit that can only use Fight. Nothing is better than Last
Berserk and by that I mean having No R-Ability is better than having Last
Berserk.


From BMG :
[Berserk]
Appearance:  Character has a bright red tint and a red star in a
             speech balloon hovering above his head
Description:  Character's effective PA is equal to [PA * 3/2].  
Character is uncontrollable, and will always use the ATTACK
command.  Character cannot use reaction abilities and certain
move abilities, such as Move-HP Up and Move-Get Exp.
Add with:  Blind Rage, Berserk, Insult, Mind Blast, Grand Cross
Cancel with:  Esuna, Stigma Magic
Block with:  Magic Ring, Barette, Ribbon
Duration:  infinite

QuoteAnyways:

Snipe (Longarm?): Range of all action abilities increased by one.
Increase the range increment to 3-4. I feel 1 range increment still not enough compared to other support skill.
It's useful for Wizard to keep distance with their target.
This won't affect skills with 0 range, like Battle Song / Witch Hunt etc.

Quotehow about a skill that increases the AoE of anything with an AoE of 1 or more but raise the mp cost. it muts be a skill that has mp (i say aoe of 1 or more because many 0 aoe skills would look bugged because they arent designed to spread)

QuoteI don't think it's strong enough to be a Support Skill. Not against MAttack Up or Short Charge. It's better off as accessory ability.

Quotereally? not strong enough? being able to AoE 2, with nearly all of the mage spells.

and the reason i had mentinoned it has to cost mp to begin with tho is, could you imagine what it would do to sword skills or draw outs?

It's really powerful. You can convert Oracle's Sleep to Calculator's Sleep 2 easily.
But the double MP cost limitation seems intersting.
Basically, with 100 MP and ability with 20 MP cost, you can cast that magic 5 times.
With this skill, you decrease the number to 2.
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Post by: LastingDawn on March 04, 2009, 01:00:06 am
Eh heh.... you successfully quashed that argument, but for the +1 AoE range to be anywhere near balanced, I think would need 4-5x the original MP cost.
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Post by: Vanya on March 04, 2009, 07:45:51 am
Quote from: "Razele"
QuoteAlright, this is an idea (personally) for Mercenaries, which is a reaction that when Magic is cast at them they retort with a move that casts Berserk, is this possible? If so, is it possible to do without replacing Counter Magic.
Berserk status grants 1.5x damage and uncontrollable unit that can only use Attack Command.
If I see any unit (Samurai, Lancer, Monk, Knight) with this as reaction ability,
I would gladly use magic on them, trigger their Berserk and can easily kill them, since they can't use their deadly skills anymore.

What if the unit retorted by causing Berserk on the attacking magic user?
It would cripple most magick users. Maybe call it Counter Insult or something?
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Post by: Razele on March 04, 2009, 09:15:52 am
QuoteSnipe (Longarm?): Range of all action abilities increased by one.
To make things clear, this support ability will extend Fire 4's range from 4 to 7-8, not extending weapon's range.
Sounds good to me. It allows Wizard to keep a good distance with their target.

QuoteEh heh.... you successfully quashed that argument, but for the +1 AoE range to be anywhere near balanced, I think would need 4-5x the original MP cost.
Doubling the MP cost should be enough.
It's not that good, you'll run out of MP easily, since you require double MP cost for all abilities.
This support ability basically cut your max MP by half in battle.

Level 40 Female Wizard with Golden Hairpin and Light Robe has ~180 MP.
If she casts Fire 4, with 36*2 = 72 MP cost, she can only casts it two times in battle, instead of 5 times if she doesn't equip "Extend AOE".

QuoteWhat if the unit retorted by causing Berserk on the attacking magic user?
It would cripple most magick users. Maybe call it Counter Insult or something?

Well, it seems I misunderstand Lasting Dawn's idea.
a. You want a reaction ability that casts Berserk on the Wizard that casts magic on them or
b. You want a reaction ability that casts Berserk on the unit when the Wizard hit them with spells.

But, option a is too strong and option b is too weak.
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Post by: Archael on March 04, 2009, 10:07:19 am
God dammit guys learn to read.

Magical Mockery (my idea for Mercenaries) is a spell that counters MAGIC by casting BERSERK on the ATTACKER, NOT the guy with the R ability.

Like this:

Quotea. You want a reaction ability that casts Berserk on the Wizard that casts magic on them

And Razele, how would that be strong? Br% chance to trigger and Berserk has a % chance to miss. Kill units with this reaction with physical attacks instead.

It's no more powerful than units with Abandon, which basically force you to use specific types of attacks on them.
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Post by: philsov on March 04, 2009, 10:28:38 am
QuoteIncrease the range increment to 3-4. I feel 1 range increment still not enough compared to other support skill.

3-4 range on all abilities is worse than move +3.  For all practical purposes, either ability increases the range of a majority of actions by the same increment.  In addition to this, 3/4 extra range also provides another degree of protection thanks to either sheer distance or basic terrain/unit obstacles.  I can see 2, maybe, but 3+ is too much.
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Post by: Razele on March 04, 2009, 12:39:50 pm
Since Vanya also misunderstand LD's idea, I believe I'm not the only one that doesn't fully understand what he wants.
When I first read that idea I think something similar to Reflect / Sunken State / Caution / Regenerator / Dragon Spirit.
Except for Counter Magic, there's no reaction ability in FFT that grants status back at the attacker, all of them grants status at at the attacked units.

And yeah, I have to use Counter Magic's trigger with Blind Rage spell, since there's no reaction ability that cast status back at the target.

QuoteAnd Razele, how would that be strong? Br% chance to trigger and Berserk has a % chance to miss. Kill units with this reaction with physical attacks instead.

Your comment gives me some interesting idea.
I'm currently stuck at implementing Subdue, since Poisoned Marsh trigger can't give Poison (Slow) to other unit beside the unit that step on the tiles.
But with your trick it can be solved.

Let's calculate the probability :
Knight : 65 Brave 55 Faith 10 MA
Wizard : 60 Brave 65 Faith

Blind Rage Formula : Hit_F(MA+X)

65% chance to trigger "Counter Blind Rage"
(140 + 10) * 0.55 * 0.65 = 53.625%  chance to cast Blind Rage (assuming the Wizard doesn't wear any mantle / shield)

65% * 54% = 35.1% chance to successfully cast Counter Blind Rage and Blind Rage working on target. Not bad.

Quote3-4 range on all abilities is worse than move +3. For all practical purposes, either ability increases the range of a majority of actions by the same increment. In addition to this, 3/4 extra range also provides another degree of protection thanks to either sheer distance or basic terrain/unit obstacles. I can see 2, maybe, but 3+ is too much.

Not on all abilities. Any abilities with 0 (Chakra), 1 (Revive)   won't get range increment.
Although I can say that any random number that I throw will be tweaked after I think about balanced value.
Two range increment seems a good value like you say.
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Post by: Kokojo on March 04, 2009, 05:07:16 pm
I wanted to know, would it be possible to make a Throw Item use Equipped item ? I wanted to make a last-attack kind of attack, that uses the Knight sword as a last move. You lauch the sword then you are left with your fists alone. Would be cool if used in critical, thanks.

Note : Equip change won't be equipable anyway.
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Post by: Razele on March 05, 2009, 01:51:15 am
QuoteI wanted to know, would it be possible to make a Throw Item use Equipped item ? I wanted to make a last-attack kind of attack, that uses the Knight sword as a last move. You lauch the sword then you are left with your fists alone. Would be cool if used in critical, thanks.
It's difficult to create that kind of ability.
The easier approach would be to create an ability that works in critical and destroy the user's weapon,
although I don't know if AI will understand that they will lost their weapon after they use the ability.
This means AI will always use this skill in critical status.

Compiled list of support abilities :

(http://img12.imageshack.us/img12/4681/supportabilityrework.png)

Compiled list of equipment abilities :

(http://img14.imageshack.us/img14/1900/itemslist.png)

Note: This list is not final. Feel free to post your comment if you have different opinion regarding abilities / items rework.
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Post by: SentinalBlade on March 05, 2009, 05:58:12 am
Im afraid i dont understand the description on execute...

For magic gauntlent, just keep in mind that chance to cast weapon spell's is teh same byte that also determines how often a spell will fire a status when used with a formula with damage
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Post by: Desocupado on March 05, 2009, 06:37:21 am
As usefulness go, could there be an ability that makes you get critical statuses when your hp drop to 50% (or 33~40%) instead of 20%.
Another idea would be a support ability that double the effectiveness of +PA, +MA and +SP buffs.

Well, if no better idea comes around you can always make a "thief glove", by making either steal have an additional 10~15% or adding PA to it's formula when the ability is equipped.

What about a skill that allows full evasion bonuses from all sides (maybe but from behind)?
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Post by: Archael on March 05, 2009, 09:02:41 am
Execute = Epic
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Post by: Razele on March 05, 2009, 09:07:15 am
QuoteIm afraid i dont understand the description on execute.

Quote[Train] - 450 JP, Mediator
If you strike a monster directly with your weapon (e,g., through ATTACK,
CHARGE, or Counter), and that monster is Critical after the attack
resolves, you will also add: Invite to that same monster.
Replace monster with unit and add:Invite with add:Dead + set MP to zero.
It's the description of Execute.

QuoteAs usefulness go, could there be an ability that makes you get critical statuses when your hp drop to 50% (or 33~40%) instead of 20%.
Another idea would be a support ability that double the effectiveness of +PA, +MA and +SP buffs
Most critical reaction abilities are already powerful.
Take a look at HP Restore, or Meatbone Slash.
If I raise the Critical requirement to 30%-40% that would buff HP Restore greatly.
25%-30% should be enough, maybe just 25% and merged with accessory.

QuoteFor magic gauntlent, just keep in mind that chance to cast weapon spell's is teh same byte that also determines how often a spell will fire a status when used with a formula with damage
I can just nerf it to +6% increase if +11% increase is too much.

QuoteWell, if no better idea comes around you can always make a "thief glove", by making either steal have an additional 10~15% or adding PA to it's formula when the ability is equipped.
Hmmm, if you see the equipment abilities table you'll see Bracer increases stealing chance by 10%.

QuoteAnother idea would be a support ability that double the effectiveness of +PA, +MA and +SP buffs.
I'm planning this idea for Undead support ability :

QuoteIf the unit is put into 'Dead' status, instead of dying the unit will turn into Undead
with these bonuses :
- Clears all negative status
- HP, MP, PA and MA doubled.
- Recovers HP and MP to max.
- Always : Undead, Float, Transparent, Haste, Protect, Shell
Note: Only works once and ignore Undead immunity
I successfully create this support ability, unfortunately, there's a problem.
If you level up, those fake Always:X will be cleared.
Another solution would be to give Always:Undead, Float, Transparent, Haste, Protect, Shell at start of the battle
but it violates the original concept of Undead support ability.
You must die once to receive the bonus.

QuoteWhat about a skill that allows full evasion bonuses from all sides (maybe but from behind)?
Interesting, I believe Asmo also has the same idea with Phalanx.
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Post by: Archael on March 05, 2009, 09:33:04 am
chart's looking good razele
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Post by: Dokurider on March 05, 2009, 12:25:13 pm
Yeah gj
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Post by: SentinalBlade on March 06, 2009, 10:17:22 am
I think leveling up is fine.... id rather have that problem than have the battle start with those

As if you start with them, you still have a chance ot crystalize, and that kind of voids half of the support ability's intended use.

The main thing i would use it for is getting rid of the first death's "oh crap i gotta win the battle or i lose a unit". The buffs help alot, but getting a second chance with the unit is by far the most appealing part of it. cause you can still win withought haste and the like. you cant win if ramza dies quickly and your fighting in DD

Honestly with that point made, as long as the unit gets a second chance at life, the buffs being removed at level up is fine with me.
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Post by: Asmo X on March 06, 2009, 10:20:36 am
Support skill: Immune to Crystal/Treasure.
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Post by: Dokurider on March 06, 2009, 01:18:47 pm
You think it would be a good idea if swords lowered PA growth?

Hopefully, Roll will make it in.
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Post by: Archael on March 06, 2009, 01:27:19 pm
why would swords need to lower PA growth?
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Post by: Razele on March 06, 2009, 01:32:27 pm
QuoteI think leveling up is fine.... id rather have that problem than have the battle start with those

As if you start with them, you still have a chance ot crystalize, and that kind of voids half of the support ability's intended use.

The main thing i would use it for is getting rid of the first death's "oh crap i gotta win the battle or i lose a unit". The buffs help alot, but getting a second chance with the unit is by far the most appealing part of it. cause you can still win withought haste and the like. you cant win if ramza dies quickly and your fighting in DD

Honestly with that point made, as long as the unit gets a second chance at life, the buffs being removed at level up is fine with me.
Leveling up removes 'fake' Always:Undead, which means you can remove that Undead status.

QuoteSupport skill: Immune to Crystal/Treasure.
Enemies already have this "ability" with immortal flag, and same problem with Undead support ability, leveling up removes 'fake' Always:status or Cancel:status

QuoteYou think it would be a good idea if swords lowered PA growth?

Hopefully, Roll will make it in.
Not really necessary, most class can equip Sword, that means free PA increase for them. It will be merged with accessories.
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Post by: Dokurider on March 06, 2009, 01:39:49 pm
Quote from: "Voldemort"why would swords need to lower PA growth?

I guess not.
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Post by: LastingDawn on March 06, 2009, 04:01:47 pm
Now Axes! there's something that should increase PA growth.
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Post by: LastingDawn on March 07, 2009, 02:20:32 pm
Razele, if I may make another request? I have a class that at any time will have only 11-15 MP, but each of their spells only cost 1 MP, now the Obvious porblem with this is MP Breaking, is it possible to make a status or support ability (innate of course) which stops MP Breaking?
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Post by: Archael on March 07, 2009, 04:12:47 pm
Quote from: "LastingDawn"Razele, if I may make another request? I have a class that at any time will have only 11-15 MP, but each of their spells only cost 1 MP, now the Obvious porblem with this is MP Breaking, is it possible to make a status or support ability (innate of course) which stops MP Breaking?

Custom Maintenance ?
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Post by: Dokurider on March 07, 2009, 05:20:45 pm
I don't know if someone already suggested this, but how about a support that makes spells and abilities ignore ally/caster panels?
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Post by: Xifanie on March 07, 2009, 09:04:48 pm
oh hi, I seriously don't know if you can help me here.

You see I enabled generics as guests. But if you use "Load Formation" with when there is already a unit with the same "Sprite Set" it will simply copy all that unit. This side effect is completely independent from the Unit ID.

That means currently I can only use one Generic Male, one Generic Female, and one Generic Monster guests per battle...
I want to break this but I'm unsure how.
Of course in last resort I can make a special unit instead of a generic. It's just that I want Ramza + 2 Generic Males + 1 Generic Female.

SCUS
0x0004A3D0
8300422C
Allow generics to join as guests.
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Post by: SilvasRuin on March 07, 2009, 10:58:36 pm
In combination with Zodiac's Fury hack, I believe hacking the option to give Bravery/Fury and Faith costs to abilities (in addition to MP) would assist in making battles far more dynamic and interesting.  It's not really necessary, but hacking the appearances of Faith to be replaced with Favor would also make more sense for this change as Fury made more sense than Bravery for that hack.


On a more selfish note (if you set priorities for requests, I would not be adverse to this being on the lowest), I would like for the Sword Spirit and/or Draw Out skillset to be increased to a total of 17 abilities.  For the weapons, eating Cloth and Bags would be ideal, but only if Bags can have the "only females can equip" and "all females can equip" attributes removed.  If not, then Flails can serve the purpose.  Additionally, if using FFTPatcher to switch the formulas can't remove the chance of breaking the item, then a hack to remove or change the chance would be much appreciated.  A concept I have in mind (that is somewhat similar to the Esperblades in its purpose) would require these changes to work...
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Post by: Razele on March 08, 2009, 03:49:47 am
40% HP recovery from Bloodfeud seems too small.

At Level 50, Knight has ~500 HP with Armor and 13 PA.
With Rune Blade (14 WP), 13 * 14 * 0.4 = 72.8 HP recovery / attack,
only slightly better than Regen (62.5 HP / turn) or Move-HP Up (50 HP / movement)
and you have to attack to receives the regen bonus.

What about this :

Support Ability : Vampire
Always: Undead, Transparent, Float, Haste, Shell, Protect, Regen
Everytime this unit attacks with a physical strike, he recovers 100% of the damage dealt

QuoteRazele, if I may make another request? I have a class that at any time will have only 11-15 MP, but each of their spells only cost 1 MP, now the Obvious porblem with this is MP Breaking, is it possible to make a status or support ability (innate of course) which stops MP Breaking?
I'll merge this with the class, or create a support ability to block -PA -MA -Br -MP
Merging it with Maintenance would give Boss too much advantage

QuoteI don't know if someone already suggested this, but how about a support that makes spells and abilities ignore ally/caster panels?
Since this support abilities would be global, this support skill would make Truth / Untruth skill really powerful.

QuoteIn combination with Zodiac's Fury hack, I believe hacking the option to give Bravery/Fury and Faith costs to abilities (in addition to MP) would assist in making battles far more dynamic and interesting. It's not really necessary, but hacking the appearances of Faith to be replaced with Favor would also make more sense for this change as Fury made more sense than Bravery for that hack.
Brave cost for abilities ? There's no way to increase Brave / Faith in 1.3 and other patch.
Giving people the ability to alter Brave / Faith will only result in 97 Brave and 03 Faith.

QuoteOn a more selfish note (if you set priorities for requests, I would not be adverse to this being on the lowest), I would like for the Sword Spirit and/or Draw Out skillset to be increased to a total of 17 abilities
Every skill sets has 16 action abilities, after those 16 is the space for Reaction / Support / Movement.
There's no empty space to put additional action abilities.

QuoteAdditionally, if using FFTPatcher to switch the formulas can't remove the chance of breaking the item, then a hack to remove or change the chance would be much appreciated
I already post Katana's chance to break and its offset in the first post.
Actually, balancing skillset by using chance to break is a bad idea.
Player and AI can use that abilities without limit (see Draw Out).
If your Katana is broken just buy or duplicate it again.
MP cost is the correct way to balance abilities.

Quoteoh hi, I seriously don't know if you can help me here.

You see I enabled generics as guests. But if you use "Load Formation" with when there is already a unit with the same "Sprite Set" it will simply copy all that unit. This side effect is completely independent from the Unit ID.

That means currently I can only use one Generic Male, one Generic Female, and one Generic Monster guests per battle...
I want to break this but I'm unsure how.
Of course in last resort I can make a special unit instead of a generic. It's just that I want Ramza + 2 Generic Males + 1 Generic Female.
The "easiest" way would be to use UnitID (in battle) and link them with roster number (instead of Sprite Set / Base class modifier)
This way, Guest with Unit ID 16 in battle will load Guest number 17 in formation screen.

From FFT GS Handbook :

menu screen codes

Listed in order of memory address.

In the codes, the digits 'xx' and 'yy', where they occur, determine which
character on your roster the code will affect.  Here are the value lists for
'xx' and 'yy':

xx =    7F for Ramza (1)  80 for the character with index number of 2
        81 for char. 3    82 for char. 4    83 for char. 5    84 for char. 6
        85 for char. 7    86 for char. 8    87 for char. 9    88 for char. 10
        89 for char. 11   8A for char. 12   8B for char. 13   8C for char. 14
        8D for char. 15   8E for char. 16.

yy =    80 for Ramza (1)  81 for the character with index number of 2
        82 for char. 3    83 for char. 4    84 for char. 5    85 for char. 6
        86 for char. 7    87 for char. 8    88 for char. 9    89 for char. 10
        8A for char. 11   8B for char. 12   8C for char. 13   8D for char. 14
        8E for char. 15   8F for char. 16.

```````````````````````````````````````````````````````````````````````````````

Codes are numbered sequentially for now, but if I add one in later I'm not
going to renumber them all; I will just stick the next available number in
where available.

The bracketed number indicates the number of bits that the relevant piece
of game data occupies.  One byte = 2 hex digits = 8 bits (*b*inary dig*it*s).

Ready, get set....

CODE
 NO.  INPUT CODE        LENGTH EFFECT

  1   3005xx74 00??        [8] Base class modifier.  See Part 6.

  2   3005xx75 00??        [8] Roster number.  unit number = value + 1.
                               Makes things glitchy if you change it.


  3   3005xx76 00??        [8] Current job modifier.  See Part 6.
Title:
Post by: SilvasRuin on March 08, 2009, 05:02:32 am
Whoops on two counts.  I didn't check the maximum number of abilities... I counted the abilities that had the appearance I was looking for.  Also I'm sure I read the break chance before but simply forgot about it.  Sorry for both.  I believe there are only ten Draw Out skills though, and boosting the amount of them are really want I'm after.  I want unique weapons with corresponding skills that can't be used if the weapon is currently equipped, and Draw Out is ideal for this.  The problem is that there's only ten abilities.  I would like to request it be increased to 16 abilities, and eating Cloths and Harps is likely the best way to go.

I suppose I should explain my other request.  What I have in mind is making it so that it takes a change that is simply unobtainable to make a permanent difference in bravery and Faith, and setting it up so that everyone has 50 in both.  With the Fury hack (and maybe some tweaks), higher Fury would boost damage and reaction abilities would probably be better off having a higher chance of occuring with lower Fury (greater presence of mind).  Combined with making more abilities have Fury raising or lowering effects, and it becomes more difficult to maintain someone at the level you want them to be at.  The idea then is to make Faith similar.  As Mages blow up stuff with their spells, it lowers and their power would wane.  Inverting the formula on the target's side and changing what it is called to Favor then has a similar effect to Fury (and of course the formula would have to be made where no one is immune).  Mages would burn through it for their spells while getting less powerful and more vulnerable, so they would need to resort to abilities to raise it instead of attacking/healing occasionally.
Basically when it is all combined, the idea is to add another form of in-battle resource management.  The values become dynamic and it becomes more difficult to get the right values that the player wants.  It would add a whole new level of battle strategy, IMO.

The first one is the one I'm really interested in, but that is a more selfish desire for my own purposes.  The second is a thought experiment that has intrigued me, and I believe others might find it very fun.  I have no real plans to do anything with the idea at this time, and it would take work to make a patch that truly utilizes it, but I'm convinced someone would wind up liking it and doing it.

I'm not trying to make any insistances, but rather to clear up what I meant as I didn't explain myself very well in my earlier post.  On second thought though... I'm dropping the Favor request entirely.  I don't think I really realized all the changes that would need to come with it to really make it into something worthwhile until I made that wall of text.
Title:
Post by: Razele on March 08, 2009, 11:23:54 am
Quote[Old Concentrate] - 400 JP, Archer
Targets cannot evade your physical attacks via their evasion percentages
(P.CEV, P.SEV, P.AEV, W-EV).  Note that this does not guarantee 100% success
on attacks such as BATTLE SKILL, since these attacks can still MISS.  Targets
may also still evade using the 'Blade Grasp' and 'Arrow Guard' abilities.
Concentrate has no effect on magic evasion.

I would like to hear opinion regarding Concentrate.
Should Concentrate get reworked or not ?
New Concentrate : Increases base hit rate to X%

Note:
Normal base hit rate = 100%
Max base hit rate = 255%
Abnormal status (Darkness, etc) = Current base hit / 2

Chart A: Full Evasion, with Weapon Guard
Chart B: No Weapon Guard
Chart C: No Weapon Guard and Mantle
Chart D: No Weapon Guard and Shield

(http://img22.imageshack.us/img22/7992/concentrate.png)

QuoteI would like to request it be increased to 16 abilities, and eating Cloths and Harps is likely the best way to go
I don't know if it's possible. Last time I tried to use another item for Draw Out, it doesn't work.
Just use another blank skillset for Samurai, then you can put 16 sword skills ability in it.
Title:
Post by: Xifanie on March 08, 2009, 11:36:19 am
Doesn't change a damn thing... Yes you can load specific Unit IDs from the roster this way but it still duplicates another unit if anything else with the same "Sprite Set" was loaded.
Title:
Post by: Razele on March 08, 2009, 12:09:45 pm
QuoteDoesn't change a damn thing... Yes you can load specific Unit IDs from the roster this way but it still duplicates another unit if anything else with the same "Sprite Set" was loaded.

Well, I haven't checked the real code myself.
But logically, if "Load Formation" is checked and the game found sprite set 80 in Unit 16,
if you increment the pointer by "two" (according to UnitID) you get unit 18.

Formation Screen :
Unit 0 - 01 Ramza
Unit 1 - 02 Ramza
Unit 2 - 03 Ramza
Unit 3 - 04 Ramza
Unit 4 - 05 Ramza
Unit 5 - 06 Ramza
Unit 6 - 07 Ramza
Unit 7 - 08 Ramza
Unit 8 - 09 Ramza
Unit 9 - 10 Ramza
Unit 10 - 11 Ramza
Unit 11 - 12 Ramza
Unit 12 - 13 Ramza
Unit 13 - 14 Ramza
Unit 14 - 15 Ramza
Unit 15 - 16 Ramza

Unit 16 - Guest 16 - 80 Male Generic Squire
Unit 17 - Guest 17 - 80 Male Generic Chemist
Unit 18 - Guest 18 - 80 Male Generic Knight
Unit 19 - Guest 19 - 80 Male Generic Monk


Battles
Sprite Set 80 UnitID 16 "Load Formation"
Sprite Set 80 UnitID 17 "Load Formation"
Sprite Set 80 UnitID 18 "Load Formation"
Sprite Set 80 UnitID 19 "Load Formation"
Title:
Post by: SilvasRuin on March 08, 2009, 01:23:32 pm
Ah, well, thanks.  I'll make do with ten abilities then.  I was worried that was the case.

As for the Concentrate question, I personally favor 200% Base Hit Rate most.  Somewhere between 200% and 255% is where I believe the sweet spot is for great accuracy without nullifying the usefulness of evasion setups.  Of course Abandon (I think that was the name) probably makes things a whole lot messier...
Title:
Post by: VincentCraven on March 08, 2009, 02:02:42 pm
2x accuracy for Concentrate works well.
Title:
Post by: SentinalBlade on March 08, 2009, 03:26:16 pm
200%, It will see less abuse but still be deadly.
Title:
Post by: Tea on March 08, 2009, 03:33:29 pm
Since 1.3 has no brave/faith up abilities, I take it it's impossible to just remove the permanent increase? I still want some brave/faith altering abilities, but I'd hate 97/03 too. Would be kewl.

Edit: I said nothing. Thanks.
Title:
Post by: Kokojo on March 08, 2009, 03:40:13 pm
http://www.ffhacktics.com/forum/viewtop ... sc&start=0 (http://www.ffhacktics.com/forum/viewtopic.php?t=953&postdays=0&postorder=asc&start=0)
Title:
Post by: Xifanie on March 08, 2009, 06:28:54 pm
Actually, forget it Razele.

With Load Formation all the game does is find the Sprite Set from your rooster matching the ENTD one. That means if I Load Formation a Generic Male, as soon as it finds a Generic Male it will use that one, guest or not.
If none are present in the rooster, it simply creates a null unit.
My generic guests are all for nothing...

This also explains the unit "duping".
Title:
Post by: Kokojo on March 08, 2009, 09:50:46 pm
Pfff, i could't get it.

Once i make the changes to ramza in Scus942 by hex editing, what do i do afther ?
Everything i tried makes it crash/no effect.
Title:
Post by: Razele on March 09, 2009, 11:33:25 am
It's strange that a few people think the previous Concentrate suggestion is good.
Increasing hit rate from 30% to 59% isn't good at all.
I would rather equip Attack UP on my Archer and kill other units without good evasion, like Wizard
and use Lancer / Samurai / Summoner with 100% hit rate to kill high evasion units.

The new concentrate should increase hit rate from 24% to 60% - 80% or no one would use it.
I will change how it works, since increasing base hit rate
doesn't affect hit rate for skills like "Battle Skills", something that Old Concentrate do.

New concentrate suggestion :
Increasing hit rate based on your health condition.
Concentration loss is capped at Br%.

100% health will result in 100% hit rate.
50% health will result in 53% hit rate (assuming you hit the target from front and the target wears Weapon Guard, Materia Blade, Crystal Shield and Feather Mantle, see tables)

An archer with 50 Brave and 30% HP will result in 53% hit rate, since concentration loss is capped at Br%. See tables for more detail.

This is logical. You should be able to concentrate more when you're healthy.
When you're losing too much blood, you won't be able to concentrate properly.

Note : It's almost the same as how Old Concentrate works, except instead of just nulling evasion,
it cuts opponent's evasion based on your health condition.
If your HP is at 70%, it cuts your opponent's evasion by 70%.

(http://img231.imageshack.us/img231/723/concentrate2.png)

QuoteOf course Abandon (I think that was the name) probably makes things a whole lot messier..
Don't worry, with Old Concentrate gone, Blade Grasp and Abandon probably will be gone too.

QuotePfff, i could't get it.

Once i make the changes to ramza in Scus942 by hex editing, what do i do afther ?
Everything i tried makes it crash/no effect.
Which hack did you use ?
Title:
Post by: Dokurider on March 09, 2009, 12:27:25 pm
Blade Grasp? Gone? Elmdor needs that.

Anyways, another suggestion:

How about a support that makes all offensive skills ignore ally/caster? I don't think it's strong enough to be a support though. I think it would be better off as a accessory ability.
Title:
Post by: Tea on March 09, 2009, 06:27:54 pm
if it makes all defensive skills ignore the enemy, then it'd be good. Summons and draw out already ignore, so there is not much to gain.
Title:
Post by: Archael on March 09, 2009, 06:46:57 pm
So eh where's those ASM hackz to force Ramza to lvl 10 / 20 / 30 at the start of chapter 2 / 3 and 4 if his level is below this amount?

^  _  ^[/u]
Title:
Post by: Dokurider on March 09, 2009, 07:25:47 pm
Quote from: "Voldemort"So eh where's those ASM hackz to force Ramza to lvl 10 / 20 / 30 at the start of chapter 2 / 3 and 4 if his level is below this amount?

^  _  ^[/u]

Planning on annhiliating level one playthroughs?
Title:
Post by: Archael on March 09, 2009, 07:34:26 pm
Quote from: "Dokurider"
Quote from: "Voldemort"So eh where's those ASM hackz to force Ramza to lvl 10 / 20 / 30 at the start of chapter 2 / 3 and 4 if his level is below this amount?

^  _  ^[/u]

Planning on annhiliating level one playthroughs?

no, but I do plan to annihilate them
Title:
Post by: Dokurider on March 09, 2009, 07:36:55 pm
yeah I have trouble spelling annihilate, wanna fight about it?
Title:
Post by: Archael on March 09, 2009, 07:55:25 pm
Quote from: "Dokurider"yeah I have trouble spelling annihilate, wanna fight about it?

get on topic

or gtfo
Title:
Post by: Razele on March 09, 2009, 10:30:07 pm
QuoteSo eh where's those ASM hackz to force Ramza to lvl 10 / 20 / 30 at the start of chapter 2 / 3 and 4 if his level is below this amount?

1. Forcing Ramza's level won't raise his stats.
2. That function is located in SCUS_942.21 so it's not possible to add another code, like conditional check.
Title:
Post by: Kokojo on March 09, 2009, 11:05:53 pm
Razele, i meant i went in SCUS_942.21 and changed Ramza starting stats... but i simply don't know how to apply the changes properly, because importing it over the ISO one kills my game.
Title:
Post by: Razele on March 09, 2009, 11:31:20 pm
* Merged Throw Item with Bags

QuoteBlade Grasp? Gone? Elmdor needs that.
Elmdor still have old Blade Grasp.

QuoteHow about a support that makes all offensive skills ignore ally/caster? I don't think it's strong enough to be a support though. I think it would be better off as a accessory ability.
Since this support ability will be global to all skills, it will boost Truth / Untruth power greatly, since you can just surround enemies and Truth/Untruth will only hit one panel. Aside from Truth / Untruth, it's not that useful. Sometimes, you want to hit your allies with Fire 3 to heal them.

QuoteRazele, i meant i went in SCUS_942.21 and changed Ramza starting stats... but i simply don't know how to apply the changes properly, because importing it over the ISO one kills my game.
Are you sure you're patching a clean ISO ?
Try to change a few starting stats first, like Weapon / Shield / Min Pre-RawHP first and see if it works.
I believe Lasting Dawn also changed Ramza's starting items and level.
Since I don't hear any problem from him, that means it's working properly.
Title:
Post by: Archael on March 09, 2009, 11:54:31 pm
Quote from: "Razele"
QuoteSo eh where's those ASM hackz to force Ramza to lvl 10 / 20 / 30 at the start of chapter 2 / 3 and 4 if his level is below this amount?

1. Forcing Ramza's level won't raise his stats.

that is fine, it would be a penalty for not leveling up normally with ramza then

Quote2. That function is located in SCUS_942.21 so it's not possible to add another code, like conditional check.

so, impossible?
Title:
Post by: Zozma on March 10, 2009, 12:20:46 am
thats too bad, it sounds nice, wont let you squeak by with low level characters if you set all event battles to have party level + battles
Title:
Post by: Razele on March 10, 2009, 01:57:17 am
Quoteso, impossible?

Quotethats too bad, it sounds nice, wont let you squeak by with low level characters if you set all event battles to have party level + battles


I'll think several solution to this problem, this is one of them :

To overcome level 1 challenge 'problem', just set several battles at fixed level, while others are set at party level.
For example, all enemies at Doguola Pass can be fixed at level 50, Bed Desert at party level, etc.

If players are still at level 1 in Doguola Pass fight, I would like to see how they beat
those fights at 200 HP, 100MP, 6 PA, 6 MA and 2 Speed difference.
Title:
Post by: Dominic NY18 on March 10, 2009, 02:27:21 pm
I like the base hit rate % Concentration idea. 200% sounds good.
Title:
Post by: Archael on March 10, 2009, 02:31:23 pm
Quote from: "Razele"
Quoteso, impossible?

Quotethats too bad, it sounds nice, wont let you squeak by with low level characters if you set all event battles to have party level + battles

I'll think several solution to this problem, this is one of them :

To overcome level 1 challenge 'problem', just set several battles at fixed level, while others are set at party level.
For example, all enemies at Doguola Pass can be fixed at level 50, Bed Desert at party level, etc.

If players are still at level 1 in Doguola Pass fight, I would like to see how they beat
those fights at 200 HP, 100MP, 6 PA, 6 MA and 2 Speed difference.

this won't help much, because you can bring in lvl 1 ramza Reaction / Evasion  / Reraise Tank to take hits, + 4 lvl 50 generics strong enough to defeat a particular battle, then kick them out once you win

 so it still makes lvl 1 challenge possible

I'm talking having the game itself bump up Ramza's level at some points in the game, if his lvl is too low

impossible?
Title:
Post by: Razele on March 10, 2009, 09:27:31 pm
* Removed Blessed rework.

Quotethis won't help much, because you can bring in lvl 1 ramza Reaction / Evasion / Reraise Tank to take hits, + 4 lvl 50 generics strong enough to defeat a particular battle, then kick them out once you win
Well, if they're raising generics to level 50 to beat Doguola Pass and several battles with fixed levels then kick Generics afterwards, just let them do it.
It wastes a lot of time doing it, especially if you set 4/5 battles at chapter 4 with fixed levels.
Ramza also can't take any actions to prevent him from leveling up. That means 6-7 vs 4 battles.

Quoteso it still makes lvl 1 challenge possible

I'm talking having the game itself bump up Ramza's level at some points in the game, if his lvl is too low

impossible?
SCUS_942.21 is loaded everywhere, whenever you're in battle, world map, shop, etc.
Who knows if the game set Ramza's Sprite at certain location beside at the end of chapter ?
If that happens, it will crash the game.

That's from my experience playing with Blessed support ability.
The real routine is located in SCUS_942.21. I redirect the caller's function to BATTLE.BIN, and put my asm code there.
At first, it works fine, positive status duration is doubled, but I'm having trouble when I target empty panel.
It crashes the game everytime.



Another solution would be to force a dummy Guest (Alazlam / Daravon / etc) to join you at the end of chapter 1/2/3 with specific level (10/20/30).
At the end of chapter 1/2/3 you remove the previous dummy Guest (with lower level) and make the new dummy Guest join (with higher level).
Guest's level would bump party level to 10/20/30 at minimum.
Title:
Post by: philsov on March 11, 2009, 11:02:29 am
QuoteAnother solution would be to force a dummy Guest (Alazlam / Daravon / etc) to join you at the end of chapter 1/2/3 with specific level (10/20/30).
At the end of chapter 1/2/3 you remove the previous dummy Guest (with lower level) and make the new dummy Guest join (with higher level).
Guest's level would bump party level to 10/20/30 at minimum.

I like.
Title:
Post by: Tea on March 11, 2009, 05:03:35 pm
No need for a normal name tho, make it something funny :3
Title:
Post by: Dokurider on March 11, 2009, 05:18:25 pm
Make what funny?
Title:
Post by: LastingDawn on March 12, 2009, 07:54:07 am
QuoteRamza: Who are you?
Alazlam: Oh don't mind me! I'm just here to make sure you don't keep enemies at level 1!
Ramza: Professor Daravon?! Surely you're here to help me in my plight!
Daravon: Plight...? Right, right... actually I'm here to regulate your enemies, make sure they are at least at level 30.
Ramza:...that's not fair! I invested so much time keeping myself at level 1 and switching generics constantly!
Orinas: Live with it!

A bit odd... but an effective strategy...
Title:
Post by: Archael on March 12, 2009, 10:10:09 am
Quote from: "LastingDawn"
QuoteRamza: Who are you?
Alazlam: Oh don't mind me! I'm just here to make sure you don't keep enemies at level 1!
Ramza: Professor Daravon?! Surely you're here to help me in my plight!
Daravon: Plight...? Right, right... actually I'm here to regulate your enemies, make sure they are at least at level 30.
Ramza:...that's not fair! I invested so much time keeping myself at level 1 and switching generics constantly!
Orinas: Live with it!

A bit odd... but an effective strategy...

haha

subliminal evil
Title:
Post by: Dokurider on March 12, 2009, 01:05:00 pm
I think we should look into making Male-Exclusive items/abilities for males. Like a weapon that has support ability Two Swords.
Title:
Post by: Archael on March 14, 2009, 03:11:24 pm
Quote from: "philsov"
QuoteAnother solution would be to force a dummy Guest (Alazlam / Daravon / etc) to join you at the end of chapter 1/2/3 with specific level (10/20/30).
At the end of chapter 1/2/3 you remove the previous dummy Guest (with lower level) and make the new dummy Guest join (with higher level).
Guest's level would bump party level to 10/20/30 at minimum.

I like.

possible?
Title:
Post by: Kokojo on March 14, 2009, 04:51:54 pm
highly.
Title:
Post by: Dokurider on March 14, 2009, 05:49:42 pm
Is it possible to make the CTR menu (when you press right on a action) be able to check the position of a unit without having to go to the AT menu?
Title:
Post by: Kokojo on March 16, 2009, 01:57:32 am
I was wondering if it could be possible to make every action give you 1 jp? That would makes things way simplier, i think. I really want to use that in COP, again, if possible.

Too much ? Thanks.
Title:
Post by: Kaijyuu on March 16, 2009, 03:14:24 am
Similar to Kokojo's request, I'd like JP gain to be constant regardless of level (don't mind if it counts job level). Preferably at the level 99 value (36 jp at job level 8, iirc).

EDIT: Small question. Does the "broken/stolen items can be bought back at fur shops" include items broken via Draw Out?
Title:
Post by: Razele on March 17, 2009, 12:44:01 pm
* Fixed Blessed crash issue
* New equipment abilities :

- Leather Mantle : Reduces opponent's chance to use Reaction Ability by 15% (Brave -15)
- Elf Mantle : Reduces opponent's chance to use weapon's magic by 5%
- Defense Armlet : Increases chance to use Reaction Ability by 20% (Brave +20)
- Spike Shoes : Set Jump multiplier to 3/2 regardless of weapon
- Germinas Boots : Able to mount any monster
- Dictionaries : Monster Talk

About Execute, this is how it will work :

Execute
If you strike a unit directly with your weapon and that unit is Critical after the attack resolves,
your attack will deal 999 damage to the unit's HP and MP.
Note : Doesn't work to unit with ??? Stats.

Attacker : Ramza
PA : 10
WP : 9
Damage : 90

Situation 1
Defender : Delita
HP : 100/100
MP : 200/200
Since Ramza's attack will make Delita Critical, Execute works, and Ramza deals 999 Damage to Delita's HP and MP.
This means 90 damage from Ramza will be replaced with 999 damage.
Delita can evade this attack.

Situation 2
Defender : Delita
HP : 200/200
MP : 200/200
Since Ramza's attack won't make Delita critical, Execute doesn't work.
Delita can evade this attack.

Situation 3
Defender : Delita
HP : 10/100
MP : 200/200
Since Ramza's attack will make Delita dead, Execute doesn't work.
Delita can evade this attack.

Situation 4
Defender : Delita
Damage : 2
HP : 10/100
MP : 200/200
Since Ramza's attack will make Delita Critical, Execute works, and Ramza deals 999 Damage to Delita's HP and MP.
This means 2 damage from Ramza will be replaced with 999 damage.
Delita can evade this attack.

Weird, but this is how Train works.
You can't add:Invite to monster that will die with your next attack.


Quotepossible?
Quote from: "Zozma"{7A}(rXX00) XX = unit job id
Removes unit with matching ID from party weather its a normal unit or a guest. [used whenever guests leave the group]

QuoteIs it possible to make the CTR menu (when you press right on a action) be able to check the position of a unit without having to go to the AT menu?
No, it's not possible.

QuoteI was wondering if it could be possible to make every action give you 1 jp? That would makes things way simplier, i think. I really want to use that in COP, again, if possible.
Gained JP = 1
BATTLE.BIN
0x11794C change 21884300 to 01001134
Note : You can change 01 to any number.


QuoteSimilar to Kokojo's request, I'd like JP gain to be constant regardless of level (don't mind if it counts job level). Preferably at the level 99 value (36 jp at job level 8, iirc).

Set Level in JP formula to 99
JP Formula = (8 + (JobLevel * 2) + [Lv / 4]) * M
BATTLE.BIN
0x1178A8 change 22005192 to 63001134

QuoteSmall question. Does the "broken/stolen items can be bought back at fur shops" include items broken via Draw Out?
No, broken items via Draw Out will be lost forever.
Title:
Post by: Dokurider on March 17, 2009, 01:08:55 pm
Quote- Spike Shoes : Set Jump multiplier to 3/2 regardless of weapon
Friggin' sweet.
Title:
Post by: Kaijyuu on March 18, 2009, 12:42:06 am
Works perfectly. Thank you!
Title:
Post by: BeoulveBlack on March 18, 2009, 01:09:36 pm
i have a few suggestions/questions.

1) is it possible to make it so that Silent Walk adds transparent if you haven't acted yet?

2) and with your hacks, is it possible to say, if i wanted your rework of move +3 to go on move + 2 instead, could i copy/paste the numbers for the rework of Move + 3 onto move +2 (adding zeros for any possible leftover code of move + 2)?

3) with your rework of throw item, do chemists still throw items or are they now restricted to only 1 panel items uses?

4) last and most important...is it possible for you to change the rework of teleport (move anywhere 100% but no act) to be a support (like defend or equip change) that's accessed in the act menu instead? the way it is currently makes it very, well, it makes it so that your character can only move OR act
Title:
Post by: Archael on March 18, 2009, 03:13:22 pm
Quote from: "BeoulveBlack"the way it is currently makes it very, well, it makes it so that your character can only move OR act

I believe that was the point of his hack
Title:
Post by: Dokurider on March 18, 2009, 04:42:35 pm
Quote3) with your rework of throw item, do chemists still throw items or are they now restricted to only 1 panel items uses?

I asked him if classes will still have their innates, and Raz said he'll work on it.
Title:
Post by: BeoulveBlack on March 18, 2009, 04:46:57 pm
Quote from: "Voldemort"I believe that was the point of his hack

i kinda got that...

here's the thing though: if you're doing what i'm doing in my hack, which of course is a balancing and refining of the tactical aspects found in chapter 1 (which as we all know gets destroyed by later jobs and things like Move+2/3 and easy access to boots), then no skillset is so powerful wherein it requires that they only get the option to move OR act; teleport at that point causes a character movement stat to become irrelevant.

making the new teleport like a act menu accessed support (like equip change, but without razele's "move any number of spaces" condition) gives it the same purpose as razele's original hack, but allows the option of either moving/acting as normal, or using your act phase to teleport "z" spaces, with "z" being defined by the original teleport formula (maybe with the penalty per tile dropped to be something like 8%)
Title:
Post by: VincentCraven on March 18, 2009, 06:36:50 pm
If you made Teleport a selectable option like that, I would... actually nevermind.

I still think the Move OR Act aspect of Teleport is better hack.  Too much option IMO.
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Post by: BeoulveBlack on March 18, 2009, 06:51:19 pm
Quote from: "VincentCraven"If you made Teleport a selectable option like that, I would... actually nevermind.

you'd what... actually never mind. if i use this teleport hack, the character with it is gonna have to have some bad-ass act commandz...
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Post by: VincentCraven on March 18, 2009, 07:45:27 pm
So you wouldn't use Teleport?  I don't get what you mean by "the character with it."  Unless you are doing a hack where everyone has fixed RSMs, you can remove Teleport if you think it's no good.

In most situations, yes I probably would not use Teleport as my movement ability.  Then again, in most situations, I would also probably not use Walk on Water either, so it is now a "sometimes" ability.  On some maps it makes for a good retreat ability, I tell you.  And instead of being awesomely overpowered, it is just mediocre.
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Post by: Archael on March 18, 2009, 08:43:16 pm
Maximus Ultimus ASM Requests of the Century:

1) Find AI routines
2) Enable AI to be aware of the player's Reaction Abilities
3) Enable AI to be aware that Waiting via the Wait command saves CT
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Post by: Kaijyuu on March 19, 2009, 01:14:59 am
Dunno if this is the place to ask this... but...

Has anyone been able to expand the roster to 20 yet? That is, have character numbers 17-20 act the exact same as 1-16 for all intents and purposes.

(Having guests not show up on the formation screen to alleviate any possible bugs isn't hard to do. Tedious to implement maybe. And you can't customize your guests like in the original game. But I think the additional character slots would be of greater benefit)
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Post by: SentinalBlade on March 19, 2009, 01:51:00 am
Its in this thread actually, but the main page was never updated :(
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Post by: Kaijyuu on March 19, 2009, 01:57:03 am
Hrm, I skimmed through it and found something that lets you recruit 17-20 from the soldier office (this implies it doesn't work for invited enemies and story added characters?). Also something that lets you use guests in random battles (but with the immortal flag...).
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Post by: Zozma on March 19, 2009, 03:40:25 pm
i thought that he never got that working properly...
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Post by: Razele on March 20, 2009, 02:30:42 am
* Added chance to get rare items
* Updated list of equipment abilities
* New equipment ability :
N-Kai Armlet - Decreases Dead counter from 3 to 1 by changing the killed unit's CT to 199

Compiled list of equipment abilities :
(http://img19.imageshack.us/img19/8968/itemslist2.png)

Quote1) is it possible to make it so that Silent Walk adds transparent if you haven't acted yet?
Yes, it's possible, but I think the ability to bypass reaction ability is already powerful.

Quote2) and with your hacks, is it possible to say, if i wanted your rework of move +3 to go on move + 2 instead, could i copy/paste the numbers for the rework of Move + 3 onto move +2 (adding zeros for any possible leftover code of move + 2)?
Yes, it's possible to some extent.

Quote3) with your rework of throw item, do chemists still throw items or are they now restricted to only 1 panel items uses?
There's a few resurrection abilities in FFT :
1. Revive - 0 CTR, 1 range
2. Raise - 4 CTR, 4 range
3. Raise 2 - 10 CTR, 4 range
4. Phoenix Down - 0 CTR, 4 range with Throw Item

Phoenix Down / Potions + Throw Item can easily heal / resurrect any of your allies without charging time and from safe range.
Maybe this is just me, but I think those abilities are imbalanced, players / enemies can't do anything to prevent Chemists from throwing items to resurrect / heal their allies, except you kill them.
Revive - You can surround the corpse or limit the Monk's path.
Raise / Raise 2 - You can prevent Priests from reviving their friends by Silence / destroying their MP / kill them before the spell resolves.

Chemists will get innate Alchemy instead.
Throw Item ability will be merged with Bags.

Alchemy
Increases potency of restorative medicines by 50%
Potion    from  30  to 45
Hi-Potion from  70  to 105
X-Potion  from 150  to 225

Quote4) last and most important...is it possible for you to change the rework of teleport (move anywhere 100% but no act) to be a support (like defend or equip change) that's accessed in the act menu instead? the way it is currently makes it very, well, it makes it so that your character can only move OR act
No, it's not possible.

QuoteIts in this thread actually, but the main page was never updated
Because that hack is still incomplete, I still haven't got time to complete that hack, still busy with Movement / Support / Item rework.

QuoteMaximus Ultimus ASM Requests of the Century:

1) Find AI routines
2) Enable AI to be aware of the player's Reaction Abilities
3) Enable AI to be aware that Waiting via the Wait command saves CT
AI's routine is very complex, I don't know if it's possible to fully understand how AI works.
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Post by: Kaijyuu on March 20, 2009, 04:25:10 am
Dunno if this would be a small request or not...

When a character that can change jobs is given the monster gender, both the dancer and bard are available for them (at least from my minimal tests [Just maxed out the prerequisite jobs via save game hacking]).
I'd like to be able to limit it to one or the other (in my case, just the dancer job).
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Post by: LastingDawn on March 20, 2009, 10:30:53 am
Hmm, Razele, here's another thought... is it possible to give Swords "Weapon Guard" and Knight Swords "Defense Up" of course if you did that, the power of Knight Swords would need slaughtered. But when I imagine a sword fight I imagine a lot of parrying of blows, in such I think it would be a perfect ability. Not to mention it would give a use for those odd classes that can equip swords to use it pretty efficiently. I think Defense Up would fit Knight Swords because... well... they are Knight Swords gigantic for the purpose of Defending, they even have a sword called the Defender.
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Post by: Xifanie on March 20, 2009, 12:50:32 pm
hey Razele, surely you know how the game normally on loads 16 UNIT.BIN sprites.

When in the battle formation it loads 16 sprites, even though it has way enough space for 20...

Yet it loads all the 20 portraits, which I find a bit dumb

5x
5x
5x
1x (add 4 here for 20 sprites!!)

so I have problems with GPU stuff can you help?
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Post by: Xifanie on March 20, 2009, 02:18:39 pm
Forget it, I found it.

ATTACK.OUT
0x9BCC
1400222A
UNIT.BIN sprites loaded for the battle formation = 01-20

Man, that was though... I went through about 20 jal to get there.

With this I believe the hack is complete, so you can merge your part with mine and put it on your first page.
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Post by: Zozma on March 20, 2009, 03:56:51 pm
hmmm if you are able to add a support ability does it mean your able to add a skillset ability? or does "defend" work because its a support type?
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Post by: Kourama on March 21, 2009, 04:48:18 am
You changed bags to give innate "throw item"? Why not give it equip change too then. I'm sure they can carry extra stuff in there bags.
Would then be funny to make bags do damage based on how many different items you have in your inventory, if equip change was added.

On a more serious note, can there be an ASM hack that can have an ability that makes the enemy face the opposite direction?
Also if that can be done is there anyway to make units change the direction they are facing after a counter ability.

For example if your character gets attacked from the side, then they counter with ..."Counter" could they stay facing the character that just attacked them?
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Post by: Kaijyuu on March 21, 2009, 10:21:28 am
Quote from: "Kourama"For example if your character gets attacked from the side, then they counter with ..."Counter" could they stay facing the character that just attacked them?
That'd only kill counter, as it's just a decent reaction ability already. Making every reaction do that would destroy the purpose of choosing your character's facing, as any smart opponent will then almost never have to attack you from the front regardless of what you set your direction.

Having to waste an action to change your opponent's facing would be better, but the usefulness would be debatable.
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Post by: Dokurider on March 21, 2009, 05:21:29 pm
Quote from: "Kaijyuu"Having to waste an action to change your opponent's facing would be better, but the usefulness would be debatable.

Voice Throw?
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Post by: Razele on March 22, 2009, 03:58:33 am
QuoteHmm, Razele, here's another thought... is it possible to give Swords "Weapon Guard" and Knight Swords "Defense Up" of course if you did that, the power of Knight Swords would need slaughtered. But when I imagine a sword fight I imagine a lot of parrying of blows, in such I think it would be a perfect ability. Not to mention it would give a use for those odd classes that can equip swords to use it pretty efficiently. I think Defense Up would fit Knight Swords because... well... they are Knight Swords gigantic for the purpose of Defending, they even have a sword called the Defender.
Yeah, it can be easily done.

QuoteDunno if this would be a small request or not...

When a character that can change jobs is given the monster gender, both the dancer and bard are available for them (at least from my minimal tests [Just maxed out the prerequisite jobs via save game hacking]).
I'd like to be able to limit it to one or the other (in my case, just the dancer job).
You can just combine Male + Monster or Female + Monster gender in fftpatcher for this case.

QuoteForget it, I found it.

ATTACK.OUT
0x9BCC
1400222A
UNIT.BIN sprites loaded for the battle formation = 01-20

Man, that was though... I went through about 20 jal to get there.

With this I believe the hack is complete, so you can merge your part with mine and put it on your first page.
20 jal :shock: That's certainly annoying.
But some patch can take advantage of this hack to have 20 characters instead of just 16.

Quotehmmm if you are able to add a support ability does it mean your able to add a skillset ability? or does "defend" work because its a support type?
You want Defend menu contains skillset like Black Magic ? I haven't debugged Defend menu yet.

QuoteYou changed bags to give innate "throw item"? Why not give it equip change too then. I'm sure they can carry extra stuff in there bags.
Would then be funny to make bags do damage based on how many different items you have in your inventory, if equip change was added.
Well like you said, it's better if bags have Equip Change instead of Throw Item.
Throw Item will be merged with other item.

QuoteOn a more serious note, can there be an ASM hack that can have an ability that makes the enemy face the opposite direction?
Also if that can be done is there anyway to make units change the direction they are facing after a counter ability.

For example if your character gets attacked from the side, then they counter with ..."Counter" could they stay facing the character that just attacked
I don't know, I haven't tried it yet.
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Post by: Kaijyuu on March 22, 2009, 12:51:20 pm
Quote from: "Razele"You can just combine Male + Monster or Female + Monster gender in fftpatcher for this case.
I'd like to have all three, though. I plan to give the monster gender to a single special character. Everything else about the monster gender works fine, it's just that having both the bard and dancer available leads to redundant abilities and some combinations I don't want the player to have.

(maybe someone else can answer this part) In patcher? I don't see any options for gender changes there, though it's quite possible I overlooked something...
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Post by: Zozma on March 22, 2009, 04:20:22 pm
not the "defend" command per se,

what im referring to is, since you can add "defend" command to an item

would you be able to do that for actual command sets since defend is in the list of skillsets. like for example what if i want the materia blade to have "holy sword".


btw, gender would be in the ENTD section
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Post by: Kaijyuu on March 22, 2009, 05:13:44 pm
So... when I give the character during that event, I just check both the female and monster boxes?
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Post by: Zozma on March 22, 2009, 05:52:38 pm
i think it causes a problem with equipment tho. you might not gain the benifits from equips because of the monster gender.
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Post by: Kaijyuu on March 22, 2009, 07:45:49 pm
Ooh, you're right. Didn't notice that...

Alright, change my request now to what's probably a difficult one: Characters with monster gender can gain benefit from equipment.

EDIT: Tested the suggestion of checking both "female" and "monster", too. It limits the correct jobs, and has the equipment side effect. Adds additional problems though: Sprites on the job wheel are female; I'd prefer them male (are when monster gender alone is checked). And the death scream is female.
Limiting classes through the monster gender alone would be preferred.
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Post by: Dokurider on March 23, 2009, 01:26:06 pm
Couple of questions:

1. Is it possible that Defense Armlet, in addition to lowering Brave vs Reaction Commands can also reduce Brave vs Brave Weapons?

2. Now that you can change crit rates, can you increase hit rates for Katanas?

3. Can you rework Drain so that it doesn't rape Zodiacs and thus can be reintroduced?
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Post by: Austin on March 23, 2009, 01:34:10 pm
For #3 you can just make the spells dark elemental and make the Zodiacs immune.
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Post by: Dokurider on March 23, 2009, 01:58:09 pm
That doesn't work. Drain effect overrides immunity somehow.
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Post by: Vanya on March 23, 2009, 03:22:45 pm
IIRC, one of the drain formulas doesn't override dark immunity.
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Post by: Skip Sandwich on March 23, 2009, 06:32:25 pm
that would be the Demi formula
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Post by: Kaijyuu on March 23, 2009, 07:36:30 pm
Doesn't this one work for that?

QuoteFormula 10 [Life Drain, Drain]
10 AbsHP_(Y)% * MaxHP Hit_F(MA+X)% NS becomes 10 AbsHP_(Y)% * Min(999,MaxHP) Hit_F(MA+X)% NS
BATTLE.BIN
0x11F62C change 00000000 to FF4D0508

0xEC7FC
E803622C
02004014
00000000
E7030334
8D190608
00000000

Caps the drain's formula at 999 hp, if I'm reading it correctly.
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Post by: Skip Sandwich on March 23, 2009, 07:38:13 pm
what is does is cap the drain at a % of 999 hp if max hp is higher then 999, so if it is set to drain 50% max hp from a target that has 20k hp, then it'll do ~450 damage instead of the normal 999.
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Post by: Kaijyuu on March 23, 2009, 07:47:45 pm
Yup. So I think that'd fit the criteria of "doesn't rape zodiacs."
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Post by: Desocupado on March 23, 2009, 07:53:48 pm
What about draining workin like: drain Min(X% of max hp,300)  Y% hit
~300 damage and healing is still good for a move.

Or even drain min(X%,Y) hit 100% , i.e. gives total control over maximum efficacy.
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Post by: Kaijyuu on March 23, 2009, 08:12:57 pm
IMO, a more appropriate formula would take the caster's health, not the targets, to determine how much to drain. Or just take that variable out entirely and give it similar scaling to any other damage spell.

Arbitrary caps are well... arbitrary.
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Post by: Skip Sandwich on March 23, 2009, 08:19:19 pm
actually, capping the amount drained based on caster health is a great idea! something like drain Min(X% of target max hp, Caster Max hp - Caster Current hp) Y% hit
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Post by: Yuri Otani on March 24, 2009, 10:37:29 am
sorry to butt in with a question from way long ago, but back on page 28 there was brief speculation on editing secret hunt so that any monster killed would make an item at the fur shop. later this was changed to combine secret hunt with equip bow (if I remember correctly)

was any progress made on that all attacks can poach an enemy ASM hack, before it was dropped for another edit? that's something I was looking for on my own and I was happy to see it in here when someone directed me to ASM hacks.
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Post by: Dokurider on March 24, 2009, 12:31:08 pm
You guys should bring that to Voldemort's attention then.
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Post by: Archael on March 24, 2009, 02:45:14 pm
Quote from: "Dokurider"You guys should bring that to Voldemort's attention then.

???

There are no ASM hacks on this page I like
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Post by: Kokojo on March 24, 2009, 10:26:20 pm
Request : Undead units can't revive afther 3 turns. (Oh, im gonna get so much hated...)
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Post by: Kokojo on March 24, 2009, 10:28:37 pm
Request : Undead units can't revive afther 3 turns. (Oh, im gonna get so much hated...)
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Post by: FFMaster on March 25, 2009, 02:58:03 am
QuoteDefend Up innate all
BATTLE.BIN
0x11F2E6 change 0x40 to 0x20

Magic Defend Up innate all
BATTLE.BIN
0x11F336 change 0x40 to 0x20

Is there a way to make it enemies only?
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Post by: Razele on March 26, 2009, 03:49:09 am
QuoteOoh, you're right. Didn't notice that...

Alright, change my request now to what's probably a difficult one: Characters with monster gender can gain benefit from equipment.

EDIT: Tested the suggestion of checking both "female" and "monster", too. It limits the correct jobs, and has the equipment side effect. Adds additional problems though: Sprites on the job wheel are female; I'd prefer them male (are when monster gender alone is checked). And the death scream is female.
Limiting classes through the monster gender alone would be preferred
Changing a unit's gender to monster will make that unit can't get HP / MP / stat bonus from equipment.
I'll work on this someday.
For now, just use Male / Female gender.

Quotewould you be able to do that for actual command sets since defend is in the list of skillsets. like for example what if i want the materia blade to have "holy sword".
Last time I check, AI can't use items with "Item innate all" hack.

Quote1. Is it possible that Defense Armlet, in addition to lowering Brave vs Reaction Commands can also reduce Brave vs Brave Weapons?
Defense Armlet isn't Leather Mantle.

Defense Armlet : Increases chance to use reaction ability by 20% (Brave +20)
Leather Mantle : Reduces opponent's chance to use reaction ability by 15% (Brave -15)


Quote2. Now that you can change crit rates, can you increase hit rates for Katanas?
I can increase Katana's hit rate, but it's not necessary.
Samurai prefers Draw Out rather than Katana anyway.

Quote3. Can you rework Drain so that it doesn't rape Zodiacs and thus can be reintroduced?
Oracle's skillset :
Blind, Spell Absorb, Life Drain, Pray Faith, Doubt Faith, Zombie, Silence Song, Blind Rage, Foxbird, Confusion Song, Dispel Magic, Paralyze, Sleep, Petrify

Almost none of them works against Zodiac boss.
If I make Zodiac boss immune to Life Drain, is there any reason to bring Oracle / Ying-Yang Magic secondary against Zodiac boss (Hashmalum, Queklain) ?

QuoteWhat about draining workin like: drain Min(X% of max hp,300) Y% hit
~300 damage and healing is still good for a move.
You can easily do this by increasing Y formula of Life Drain to 33 in fftpatcher.

Quotesorry to butt in with a question from way long ago, but back on page 28 there was brief speculation on editing secret hunt so that any monster killed would make an item at the fur shop. later this was changed to combine secret hunt with equip bow (if I remember correctly)
It's not combined with Equip Crossbow (support ability), it's combined with crossbows (items).

Quotewas any progress made on that all attacks can poach an enemy ASM hack, before it was dropped for another edit? that's something I was looking for on my own and I was happy to see it in here when someone directed me to ASM hacks.
Go to http://ffhacktics.com/forum/viewtopic.php?t=1785 (http://ffhacktics.com/forum/viewtopic.php?t=1785)
Ctrl+F "Secret Hunt innate all"

QuoteYou guys should bring that to Voldemort's attention then.
I believe 1.3 won't use any asm hack unless it deals with balance issue that can't be solved with fftpatcher
(Rafa, Undead & Phoenix Down, Transparent issue, etc)

QuoteRequest : Undead units can't revive afther 3 turns. (Oh, im gonna get so much hated...)
Any good reason why you want this hack ?
This means any unit with Undead status can't get healed and revived.

QuoteIs there a way to make it enemies only?
Yeah I can make it for enemies only, although it won't be compatible with several hacks since they will use the same trigger.
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Post by: FFMaster on March 26, 2009, 04:49:02 am
QuoteYeah I can make it for enemies only, although it won't be compatible with several hacks since they will use the same trigger.

I don't mind too much. Just tell me what I can't use and I will be happy. This is probably the only hack I will need anyway.
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Post by: Skip Sandwich on March 26, 2009, 08:28:37 am
speaking of undead revivial, i think it would be cool if it could be made so that undead have a chance of reviving each time thier death counter ticks down, not just on the final tick. So if you kill an undead right before they are set to take a turn, there is a chance they might just spring back up and eat your brains. I really think a change like this would add a real "Scare Factor" to undead, and improve thier survivability by making direct damage mostly useless except to slow them down, and it may not even succeed in doing that if they revive on their first turn after being killed.
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Post by: Kourama on March 26, 2009, 08:48:09 am
Is there a way to make any character with undead status always revive after the countdown ticks to 0?

It would make undead status more powerful but I think that helps balance it out with the whole pheonix down issue.
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Post by: Yuri Otani on March 26, 2009, 06:10:00 pm
Quote from: "Razele"
Quotewas any progress made on that all attacks can poach an enemy ASM hack, before it was dropped for another edit? that's something I was looking for on my own and I was happy to see it in here when someone directed me to ASM hacks.
Go to http://ffhacktics.com/forum/viewtopic.php?t=1785 (http://ffhacktics.com/forum/viewtopic.php?t=1785)
Ctrl+F "Secret Hunt innate all"

thanks for the clarification, I mistook "innate all" to mean innate ability to all classes, not innate to all attacks. sorry to bother you and thanks for the hacks.
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Post by: Archael on March 26, 2009, 06:47:16 pm
Quote from: "Kourama"Is there a way to make any character with undead status always revive after the countdown ticks to 0?

2nded

IIRC it's a static 50 % chance

possible to change the value to 100?
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Post by: Zozma on March 26, 2009, 07:47:04 pm
Quote from: "Razele"
Quote
Quotewould you be able to do that for actual command sets since defend is in the list of skillsets. like for example what if i want the materia blade to have "holy sword".
Last time I check, AI can't use items with "Item innate all" hack.


so would you be able to make say.. item 20 (materia blade) able to access one of the unused skillsets or something (dont care which one)? its at least a start if your own units can use it it could be used as a special bonus item.
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Post by: SilvasRuin on March 26, 2009, 09:03:47 pm
Has there been a hack that changes Transparent's bonuses into the same effect as Abandon?  I don't see anything of that sort, and I've been pondering its utilization as a variation of the old Blink status effect.
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Post by: Kourama on March 29, 2009, 06:41:49 am
Its always bugged me that Lancer has had a lackluster and pretty useless set of abilities since only two of the abilities are needed to maximize jump potential.

So I was wondering if there is a way to ASM hack some of the other abilities to buff Jump more and make the skillset less useless. I was thinking of leaving Level/Vertical Jump 2,4,8 getting rid of the other ones and instead adding Jump bonuses. So below I have a suggested modified skill set list for Jump if it is possible.


Level Jump2
Level Jump4
Level Jump8
Vertical Jump2
Vertical Jump4
Vertical Jump8
Jump has a 25% chance of cancelling Charging
Jump has a 25% chance of cancelling Defending
Jump has a 25% chance of cancelling Performing
Jump has a 25% chance of cancelling Reflect
Jump is damage is 3/2 with a Spear
Jump gains 100% accuracy

Also if the above is possible, would it also be possible to force players to learn Level/Vertical Jump2, before 4 and 8 respectively?

The other ASM hack I was wondering about has to do with the Throw skill set. Is there anyway to add throwable items to existing abilities. Like include staffs, rods, bags, cloths to Throw Dictionary?
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Post by: Zozma on March 31, 2009, 04:27:53 pm
heres something ive been having a problem with for a while. when i try to make an instant jump skill, and set it to animate using the jump animation it works perfectly except it doesnt display the damage that in causes. is there any way to figure out why it hides it and undo that? probably not but i figured id try...

also, im sure you can probably do this one at least, maintinance on specific weapons without having that skill equipped? or making a specific item unbreakable?
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Post by: Vanya on March 31, 2009, 05:41:33 pm
That is something i would want, too.

I have a similar one that might warrant some investigation. When I make a non-magical skill that has CT and is short range, the player is still allowed to move after choosing a target. This is no big deal, except that the player still hits the targeted panel even though they moved out of the attack's normal range. I'd rather have it function like the Charge moves where the player can't move after the target is chosen.
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Post by: philsov on April 01, 2009, 03:05:15 pm
Can the speed modification from haste/slow change from 1/2 to 1/3?
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Post by: nates1984 on April 01, 2009, 08:56:40 pm
QuoteBroken / stolen items can be bought back at Fur Shop
BATTLE.BIN
0x126470 change 00000000 to 224E0508

Wow, they keep getting cooler. Raz has mad skillz.

Quote
QuoteQuote:
Defend Up innate all
BATTLE.BIN
0x11F2E6 change 0x40 to 0x20

Magic Defend Up innate all
BATTLE.BIN
0x11F336 change 0x40 to 0x20


Is there a way to make it enemies only?

Be creative, give it a JP cost/% in the patcher and then set it so that it has to be hit on you to learn it--the way the Zodiac summon works, but you'd need to put it into the skillsets for jobs you want it to be associated with. It might work, I haven't looked at the patcher in forever.
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Post by: Kourama on April 01, 2009, 09:11:23 pm
I was wondering if any of the movement and support abilities on the first page have ASM hacks done yet. And where has Razele been?
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Post by: Kaijyuu on April 01, 2009, 09:24:52 pm
Quote from: "nates1984"Be creative, give it a JP cost/% in the patcher and then set it so that it has to be hit on you to learn it--the way the Zodiac summon works, but you'd need to put it into the skillsets for jobs you want it to be associated with. It might work, I haven't looked at the patcher in forever.
Problem is, even if they do select it, they won't necessarily have it equipped. And besides, if he wanted it to take up their support ability slot, he'd just give them all it in the ENTD.
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Post by: Yuri Otani on April 03, 2009, 12:03:00 pm
hm, I finally found the time and effort to look up the basics of hex editing  to try out that hack I was directed to for secret hunt innate all. but it wasn't what I was asking about. I don't want my squires and chemists and whatever to be able to poach with normal attacks without having the skill equipped. I want someone like agrais to be able to poach when using an attack like stasis sword or holy explosion. is this doable? or just not worth the effort?
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Post by: BeoulveBlack on April 05, 2009, 02:32:30 pm
hey razele,

any way to make it so that undead units don't have that color change? or better yet, how do we make it so that a unit gets the same "no color chang" when undead thing like the skeleton/ghost monsters?

i will say this: the undeads don't change color NOT because something in the code says not to color change if " " class, but the resistance to color change is somewhere in their sprites.
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Post by: Vanya on April 05, 2009, 03:44:34 pm
Sprite files don't have any code attached as far AFAIK. The game might be checking sprite set rather than job. But that's just a theory.
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Post by: BeoulveBlack on April 05, 2009, 04:20:54 pm
Quote from: "Vanya"Sprite files don't have any code attached as far AFAIK. The game might be checking sprite set rather than job. But that's just a theory.

but how the heck is it doing that? switch in a sprite with roughly the same size, rename it YUREI.SPR, and it'll be all purple. there must be something about their sprite sheets that are different.

just like how the game knows R0 B0 G0 means transparent and not black, they probably have something that signals no color change from undead
Title:
Post by: Zozma on April 05, 2009, 04:30:48 pm
not the sprites themselves but perhaps something within battle.bin or something
Title:
Post by: BeoulveBlack on April 05, 2009, 06:44:06 pm
i dunno, maybe my understanding of how the game identifies .SPR files is too limited, but if it were something external, i would think that switching the sprite would make the new one immune to undead color change, but it doesn't; you'd also assume that putting the skeleton's sprite over something, then turning that thing undead would make that thing color change, but it doesn't...
Title:
Post by: Zozma on April 09, 2009, 12:59:14 am
raz... is there any way u can make one that makes all monster skillsets work like regular skillsets so that i can give all monsters a secondary if i want to?

also i think a really nice support skill would be "cast anywhere"
sets AoE to 0, costs 2x mp of original spell, and only works on skills with "calculate" checked. (or it could be for only spells that can be reflected)

how does that one sound?

Edit: also... Is there any way for you to make it so your units auto select restore hp/mp from crystals instead of getting a choice to do that or to learn a skill?
Title:
Post by: Zozma on May 06, 2009, 09:07:51 pm
shouldn't this get a sticky? its sinking to the bottom :o
Title:
Post by: Ryu on May 30, 2009, 06:28:07 pm
Hey Raz, I don't know if this was mentioned yet but would you be able to turn the word skill "Ivnvitation" to a monster-target-only ability? That would just need a new formula right? I'm trying to make a beastmaster class but it wouldn't make sense if I could invite both humans and monsters with the skill

EDIT: I forgot to mention that I'm asking to use this skill instead of adding the Charm status to another ability because I'd still like to be able to add monsters to my party with the skill. Also, I dislike how Charm is cancelled with regular attacks, does anyone else know if that can be changed without a hack?

What I think would be interesting is if the "Invite" status had a duration to it and if it wears off before the battle ends you won't have the option to add them to your group.
Title:
Post by: White1N on June 25, 2009, 04:34:17 am
very nice
Title:
Post by: townknave on June 28, 2009, 06:24:29 am
Amazing stuff!

If I could have one ASM hack that would make me super happy it'd be this:

Innate weapon guard for everybody, at all times, without preventing the use of other reactions.  It shouldn't be a special skill for my priest to use that wooden stick to attempt to not die when a goblin punches him, and in any other ff game this ability is as innate as Defend.  This also gives another dimension to weapon values since w-ev will usually be a factor.  Maybe fixing the game to recognize Weapon guard as a support (which is basically exactly what it behaves like) would be the key?

Razele, you seem to be incredibly capable at this and if you could do this one thing I would worship you forever.
Title:
Post by: townknave on June 28, 2009, 07:11:13 am
Never mind, just saw that's been done.  How about giving classes c-ev for magic attacks?  Applying the existing c-ev would be neat, but it'd be even cooler if classes could have a separate value.
Title:
Post by: LastingDawn on June 28, 2009, 12:19:14 pm
Town Knave!! Welcome back! Unfortunately Razele's ship has sailed a long time ago, he hasn't been seen in months. But M-Ev... I do wonder how difficult that would be.
Title:
Post by: Pickle Girl Fanboy on June 28, 2009, 06:30:39 pm
Is he dead?
Title:
Post by: doesntmatterz on July 16, 2009, 12:06:10 am
Has all of these ASM hacks been created into 1 PPF I can use to patch my iso with? Forgive me I am a newb at all this.
Title:
Post by: Vanya on July 16, 2009, 06:03:25 am
no.
Title:
Post by: doesntmatterz on July 16, 2009, 03:56:54 pm
So I have to manually punch these incredible numbers into "where" exactly?
Title:
Post by: Zozma on July 16, 2009, 04:00:05 pm
most of them are located in the battle.bin file starting at the listed address

a few are in world.bin and some other stuff. be sure to check out zodiac's asm hacks as well titled "the little asm hacking reference" some of the ones there aren't listed here
Title:
Post by: Archael on July 16, 2009, 04:13:46 pm
Quote from: "death is the road to awe"Is he dead?

yeah

18 wheeler
Title:
Post by: doesntmatterz on July 17, 2009, 02:33:42 pm
Has anyone perhaps actually implemented all these asm hacks? Maybe they can upload their battle.bin or other edited files so we can import into our iso's.
Title:
Post by: Kaijyuu on July 17, 2009, 07:40:40 pm
It takes 10 minutes to implement then yourself with a hex editor, and you can cherry pick the ones you want.
Title: Re: Razele's ASM Hacks
Post by: PX_Timefordeath on January 31, 2010, 02:47:37 am
sticky request
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on January 31, 2010, 08:17:22 pm
I'm not exactly sure where to post this or if Razele's still frequenting here, but I noticed a bug with the battle item maximum code.

Let X be the maximum battle item limit and Y be X+1.  Let Z be the actual amount of items used in battle.  (In my test, this was X=5, Y=6).

When I had more than 2X (or 10) of a curative item, I would always lose X+Z (or 5+items used) of that item after battle unless Z was 0.
If I had less than X (or 5), as long as Z > 0 (as long as I used that item in battle), I would end up with 99 of that item after battle.
If I received N of that item as a battle trophy, I would end up with +2N of that item when I check my inventory.

Did anyone else encounter this kind of problem?
Title: Re: Razele's ASM Hacks
Post by: Vanya on February 01, 2010, 02:11:28 am
Crap, that's pretty serious. Unfortunately, Razele hasn't been around in quite a while.
Perhaps one of the other members familiar with MIPS ASM can have a look at it and fix it?
Title: Re: Razele's ASM Hacks
Post by: Pickle Girl Fanboy on February 02, 2010, 05:03:03 pm
Stickied.  Cool.
Title: Re: Razele's ASM Hacks
Post by: Atma on February 18, 2010, 04:37:25 pm
so, i'm still freakishly newb to all this, so i may be making a very ignorant request... but...
everyone here all wants to tweak like crazy and it seems pretty unfair to make Razele do all these individual changes for all of us.  so, is it possible to add more options for reaction/support/movement abilities into FFTPatcher?  like adding statuses (haste, wall, etc) or changing values (move/jump +x)?  I think even the basic stuff would help out a lot of people, and leave all the more complex requests for this thread?
Title: Re: Razele's ASM Hacks
Post by: Kokojo on February 18, 2010, 05:51:13 pm
Razele is not here anymore ;.;
Title: Re: Razele's ASM Hacks
Post by: Vanya on February 18, 2010, 06:00:05 pm
Not to mention that it would be a lot of work to add even basic ASM stuff to the patcher, and I'm pretty sure melonhead isn't gonna do that.
Title: Re: Razele's ASM Hacks
Post by: Atma on February 18, 2010, 08:17:14 pm
yeah, i figured it was asking a lot.  i'm not sure of what kind of skill and talent everyone here has.  it's just... if there were a way to make r/s/m abilities easier to edit for less skilled people or just more user friendly, then we wouldn't have to keep relying on Razele's skillz.  it just seems like it's more worth coding an editor than individually doing custom codes for every person who wants to do something a little bit different.  i'm not being demanding, i'm in no position to ask or tell anyone to do all this work, it just seems more logical to me.   :D
Title: Re: Razele's ASM Hacks
Post by: SilvasRuin on February 18, 2010, 08:19:21 pm
That's essentially the same amount of work that is already done if not even WORSE.  Your solution is not a solution.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on February 18, 2010, 09:32:14 pm
Plus, 457 comes with a tool for you to make your own ASM hacks.  Not only that, some of the pre-made hacks in 457 can be readily customized, even if you don't know much ASM (all you need is a hex editor to compare to the original to figure out what certain numbers do).
Title: Re: Razele's ASM Hacks
Post by: Atma on February 18, 2010, 10:51:34 pm
@SilvasRuin
I do realize a lot of work has already been done, this topic alone is only coming up on 2 months and it has 40 pages now!  the reason i say it may be the logical way is if this much work has been done withing this short amount of time alone, think of how much more it would be for a few knowledgeable people to keep doing things the way it's been, by request.

...BUT...

since formerdeathcorps mentioned, a lot of the hacks can be edited, i see that it's not worth doing what i'm suggesting.  i'm still getting my head around all this stuff and seeing what's what.  now i'm gonna look into editing the hacks that have already been made.  wanna make a few tweaks  :wink:
Title: Re: Razele's ASM Hacks
Post by: Kokojo on February 19, 2010, 08:44:38 am
Jan 01, 2009

That's one year, sir.

But yeah. Razele was doing amazing an amazing job...then he vanished.
Title: Re: Razele's ASM Hacks
Post by: Atma on February 19, 2010, 02:15:30 pm
HAHAHA, o m g... i can't believe how dumb i am.  Jan. '09
Title: Re: Razele's ASM Hacks
Post by: Pickle Girl Fanboy on March 19, 2010, 10:54:49 am
Quote from: "formerdeathcorps"Plus, 457 comes with a tool for you to make your own ASM hacks.

?????
Tell me more.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on March 19, 2010, 12:55:37 pm
All you need to do is edit the existing XML files to add in whatever personal ASM hacks you made.
Title: Re: Razele's ASM Hacks
Post by: Vanya on March 19, 2010, 02:10:38 pm
You just have to figure out the details of the hack yourself.
Title: Re: Razele's ASM Hacks
Post by: Skip Sandwich on March 20, 2010, 07:21:34 pm
quick question about the oil weak to fire, float weak to wind hack, does the float weak to wind bit only affect the status effect float, or the movement ability as well? has anyone tested this?
Title: Re: Razele's ASM Hacks
Post by: Vanya on March 20, 2010, 08:34:10 pm
The status effect as far as i know.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on April 12, 2010, 12:33:04 am
Just tested air render (wave fist flagged as air elemental).  Dealt half damage to a steel hawk (halve wind), so I know it's elemental.  However, regardless of whether a unit has float from the movement ability or the TM spell, the double damage is not applied.  Did he accidentally bundle the status hack with oil so that float only doubles damage when a unit has oil and float?
Title: Re: Razele's ASM Hacks
Post by: Vanya on April 12, 2010, 12:57:23 am
It's possible. It's easy to test, though.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on April 12, 2010, 07:36:16 pm
Just tested this.  That wasn't the case either.  The float hack just doesn't work and likely wasn't included.  Personally, I'd rather see undead = weak to holy instead of float = weak to wind.
Title: Re: Razele's ASM Hacks
Post by: Vanya on April 12, 2010, 10:04:49 pm
Are you applying it via the ASM patcher thingy or are you doing it through straight hex editing?
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on April 12, 2010, 10:10:21 pm
Application via orgASM.  The oil part of the hack works fine, though.
Title: Re: Razele's ASM Hacks
Post by: Vanya on April 13, 2010, 01:03:38 am
Try verifying that the 2nd part applied correctly with a hex editor just in case.
Title: Re: Razele's ASM Hacks
Post by: Atma on April 13, 2010, 05:38:20 am
hmm, i've tried using the oil status effect, but i don't think it's making the unit weak vs fire.  was the issue with float/wind the same as oil/fire?  as in did they both not work?
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on April 13, 2010, 05:39:56 am
No, I got oil to work fine.  I had a chemist potion add oil 100%, which caused archer fire shot to deal 200% damage.

EDIT: I checked the hex of BATTLE.BIN.  The orgASM hack was added correctly.
EDIT2: I even double-checked this against Razele's posted offsets on this thread.  Everything matches.
Title: Re: Razele's ASM Hacks
Post by: Vanya on April 13, 2010, 11:48:03 am
Then there has to be a flaw with the hack itself.

@Atma: Oil is a fix 'cause it never worked. Float/Wind was an extra hack that Square never intended.
Title: Re: Razele's ASM Hacks
Post by: Atma on April 14, 2010, 03:53:47 pm
i knew Oil was a fix and float/wind was new.  hmm, maybe i should try a different formula  :P
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on April 18, 2010, 05:06:48 am
Sword attacks of a given element never trigger this stuff the same way you can't have a Coral Sword boosted by heavy rain.

Posting this for reference (with my wild guesses on meaning--Vanya, Zodiac, please help here):
BATTLE.BIN at 0ec6dc:
1) 982D438C 5A006390 40006430 05008014 80006430 09008014 00000000 CF4D0508 00000000
2) F7384490 10008430 09008014 00000000 CF4D0508 00000000
3) F7384490 80008430 03008014 00000000 CF4D0508 00000000
4) CE384384 40180300 CE3843A4 982D428C 1B190608 00000000

I'm not sure what the first 4 bytes do, but I'm guessing it's something about calling the list of status effects.  5A006390 is probably saying for the first byte to be 5A, 40006430 is probably saying for the second byte to be 40 (so 5A40 corresponds to float) with 05008014 probably something about storage to variable 05?  Similarly, 80006430 with 09008014 means that the second byte 80 (oil corresponds to status effect 5A80) corresponds to variable 09?  CFD00508 corresponds to a code jump (though I'm not sure if it's a re-pointer or a section jump).
F7384490 appears in 2) and 3).  I suspect this is the code that calls for setting something as weak to a given element.  10008430 specifies it as wind (the 4th element corresponds to 10); 80008430 specifies it as fire (the 1st element corresponds to 80).  Again, CFD00508 is a code jump.
I have no clue what 4) means, though it's notable that you have CE3843_4 (8 and A are very similar) and 982D4_8C (2 is here; 3 was in the beginning).  1B190608, I assume, is a jump back to the part of BATTLE.BIN that Razele referenced?

As for the source of error, we know that using a wind elemental attack has no extra effect on damage with float, but that oil works with fire.  Thus, we can reasonably assume statement 2) is not actually being referenced.  I suspect this is because the CFD00508 is skipping that section, 09008014 conflicts with the earlier designation, or we need to repeat 5A006390 after 05008014.
Title: Re: Razele's ASM Hacks
Post by: Xifanie on April 18, 2010, 08:20:15 am
001536dc: 8c432d98 lw r3,0x2d98(r2)
001536e0: 9063005a lbu r3,0x005a(r3)
001536e4: 30640040 andi r4,r3,0x0040
001536e8: 14800005 bne r4,r0,0x00153700
001536ec: 30640080 andi r4,r3,0x0080
001536f0: 14800009 bne r4,r0,0x00153718
001536f4: 00000000 nop
001536f8: 08054dcf j 0x0015373c
001536fc: 00000000 nop
00153700: 904438f7 lbu r4,0x38f7(r2)
00153704: 30840010 andi r4,r4,0x0010
00153708: 14800009 bne r4,r0,0x00153730
0015370c: 00000000 nop
00153710: 08054dcf j 0x0015373c
00153714: 00000000 nop
00153718: 904438f7 lbu r4,0x38f7(r2)
0015371c: 30840080 andi r4,r4,0x0080
00153720: 14800003 bne r4,r0,0x00153730
00153724: 00000000 nop
00153728: 08054dcf j 0x0015373c
0015372c: 00000000 nop
00153730: 844338ce lh r3,0x38ce(r2)
00153734: 00031840 sll r3,r3,0x01
00153738: a44338ce sh r3,0x38ce(r2)
0015373c: 8c422d98 lw r2,0x2d98(r2)
00153740: 0806191b j 0x0018646c
00153744: 00000000 nop

Learn to use a debugger or something. You can't get anything done by just looking a numbers.
pSX and pcsxe (sp?) both have one. Everyone I know on FFH uses the first one though.
Title: Re: Razele's ASM Hacks
Post by: Cheetah on April 19, 2010, 01:20:18 am
Quote from: "Zodiac"Learn to use a debugger or something. You can't get anything done by just looking a numbers.
pSX and pcsxe (sp?) both have one. Everyone I know on FFH uses the first one though.

I have managed quite a bit by just looking at numbers, but knowing ASM is obviously much more productive.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 05, 2010, 08:09:45 am
For those of you who didn't like the float weak to wind part, here is a revised hack:

BATTLE.BIN
0x11F464 change 982D428C to B74D0508

0xEC6DC
982D438C
5A006390
80006430
03008014
00000000
C74D0508
00000000
F7384490
80008430
03008014
00000000
C74D0508
00000000
CE384384
40180300
CE3843A4
982D428C
1B190608
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000

This incidentally also fixes the bug that a unit who has both float and oil won't take 2x damage from fire.
Title: Re: Razele's ASM Hacks
Post by: Cheetah on May 05, 2010, 11:54:34 am
Thanks FDC this is great. This will definitely be going into FFT:C.
Title: Re: Razele's ASM Hacks
Post by: SilvasRuin on May 05, 2010, 07:12:42 pm
So does it make all sources of Float weak to Wind, or do I misunderstand?
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 05, 2010, 07:26:34 pm
Yes, the original made all sources of float weak to only some sources of wind (only some formulas will allow double damage).
Title: Re: Razele's ASM Hacks
Post by: SilvasRuin on May 05, 2010, 07:27:38 pm
I thought the problem was that only the movement ability Float was weak to Wind.  Huh...
Title: Re: Razele's ASM Hacks
Post by: Vanya on May 05, 2010, 09:19:47 pm
There is no differentiation between float as a support or a status because in fact the support skill simply grants the float status on a permanent basis.
I'm betting it was the original code that wasn't handling the 2x damage correctly or Razele's code didn't completely fix the problem or both.
Title: Re: Razele's ASM Hacks
Post by: Skip Sandwich on May 05, 2010, 10:20:07 pm
There is a difference between float movement and float status, float status wont let you stop over lava or depth 3+ water (not even with items like feather boots that grant a continuous effect), the reason for this probably so that if the status is removed, either by wearing off or form the granting item being stolen/broken, you won't end up standing on unwalkable terrain, you can't push people into lava either.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 05, 2010, 11:21:12 pm
This code works properly against both.

Zodiac noted in Eternal's patch, which used this, that aero spells did double damage against floating bombs.  I then tested air render (wind elemental flagged wave fist), which didn't work, but also tested my aero spell against TM induced float, which did work.  This implies some formulas aren't covered by the variable Razele chose to double.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 10, 2010, 05:56:46 pm
OK, the original Razele hack had the tiny problem that when a unit with both float and oil is attacked by fire, he will not take 2x damage from fire.  There is a way to fix this (with changes in bold):

Method 1 (Oil + Float unit will take 2x damage if hit by a fiery wind.)

BATTLE.BIN
0x11F464 change 982D428C to B74D0508

0xEC6DC
98 2D 43 8C
5A 00 63 90
40 00 64 30
05 00 80 14
80 00 64 30
09 00 80 14
00 00 00 00
CF 4D 05 08
00 00 00 00
F7 38 44 90
10 00 84 30
09 00 80 14
00 00 00 00
BB 4D 05 08
00 00 00 00
F7 38 44 90
80 00 84 30
03 00 80 14
00 00 00 00
CF 4D 05 08
00 00 00 00
CE 38 43 84
40 18 03 00
CE 38 43 A4
98 2D 42 8C
1B 19 06 08
00 00 00 00

EDIT: Razele's Item Limitation Hack  (Attempt 1)

This still may not work, but I'm fairly certain I fixed the original problem.  Changes are in bold.

xEC5BC
21 90 00 00
05 80 01 3C
D0 97 21 34
15 80 02 3C
AC 35 42 34
00 00 23 90
YY  00 64 2C
05 00 80 14
00 00 00 00
ZZ FF 63 24
XX 00 04 24
80 4D 05 08
00 00 00 00
21 20 03 00
21 18 00 00
80 4D 05 08
00 00 00 00
00 00 24 A0
00 00 43 A0
01 00 21 24
01 00 42 24
01 00 52 26
0E 00 44 2E
ED FF 80 14
00 00 00 00
15 80 03 3C
BB 35 63 34
00 00 60 A0
19 80 01 3C
21 90 00 00
1A 0A 06 08
00 00 00 00
15 80 02 3C
BB 35 42 90
21 00 40 14
00 00 00 00
15 80 02 3C
00 34 42 34
00 00 44 AC
04 00 45 AC
08 00 46 AC
21 30 00 00
05 80 02 3C
D0 97 42 34
15 80 03 3C
AC 35 63 34
00 00 44 90
00 00 65 90
21 20 85 00
64 00 85 2C
02 00 A0 14
00 00 00 00
63 00 04 24
00 00 44 A0
01 00 42 24
01 00 63 24
01 00 C6 24
0E 00 C4 2C
F3 FF 80 14
00 00 00 00
01 00 04 24
15 80 02 3C
BB 35 44 A0
15 80 02 3C
00 34 42 34
00 00 44 8C
04 00 45 8C
08 00 46 8C
19 80 02 3C
44 38 42 94
B7 03 06 08
00 00 00 00

OK, variable Z's relation to X is that X+Z in unsigned 4-byte addition must equal 0.

[s:94go4l5i]Also, I highly suspect these lines are also causing problems:

00153664: 3c028005 lui r2,0x8005
00153668: 344297d0 ori r2,r2,0x97d0
0015366c: 3c038015 lui r3,0x8015
00153670: 346335ac ori r3,r3,0x35ac
00153674: 90440000 lbu r4,0x0000(r2)
00153678: 90650000 lbu r5,0x0000(r3)
0015367c: 00852021 addu r4,r4,r5
00153680: 2c850064 sltiu r5,r4,0x0064
00153684: 14a00002 bne r5,r0,0x00153690
00153688: 00000000 nop
0015368c: 24040063 addiu r4,r0,0x0063
00153690: a0440000 sb r4,0x0000(r2)
00153694: 24420001 addiu r2,r2,0x0001
00153698: 24630001 addiu r3,r3,0x0001
0015369c: 24c60001 addiu r6,r6,0x0001
001536a0: 2cc4000e sltiu r4,r6,0x000e
001536a4: 1480fff3 bne r4,r0,0x00153674
001536a8: 00000000 nop

Regardless of the initial values of r2 and r3, this is an iterative loop that will continue until all the item types are exhausted, but because both r2 and r3 are being incremented, r4 is growing non-linearly.  Is this correct?[/s:94go4l5i]

EDIT: Tested my revision for a maximum of 5 items.  There are no bugs anywhere.
Title: Re: Razele's ASM Hacks
Post by: Zozma on May 15, 2010, 05:07:21 pm
Btw, Razele had made a fix for formula 2E that it can hit monsters and non equipped humans for the damage portion, however "maintenance" status blocks it, is there a way to make it ignore maintenance for the damage portion so that it hits EVERYTHING and isnt rendered completely useless for the mighty sword skillset?

also, this isnt really a request at this time but:

I was wondering if its easily possible to create a weapon formula similar to formula 2, except
it completely ignores the primary attack and executes the indexed spell at 100% chance.
For example: if i created a bow that used this formula, say "cupid bow" and idexed the spell "allure"
when you shoot a unit with the bow, there is no damage, or even a 0 displayed for no damage, but only the skill goes off instead. i know this was possible by writing over existing weapon formulas, but id rather have it as something additional.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 15, 2010, 11:19:41 pm
Quote from: "Zozma"Btw, Razele had made a fix for formula 2E that it can hit monsters and non equipped humans for the damage portion, however "maintenance" status blocks it, is there a way to make it ignore maintenance for the damage portion so that it hits EVERYTHING and isnt rendered completely useless for the mighty sword skillset?

also, this isnt really a request at this time but:

I was wondering if its easily possible to create a weapon formula similar to formula 2, except
it completely ignores the primary attack and executes the indexed spell at 100% chance.
For example: if i created a bow that used this formula, say "cupid bow" and idexed the spell "allure"
when you shoot a unit with the bow, there is no damage, or even a 0 displayed for no damage, but only the skill goes off instead. i know this was possible by writing over existing weapon formulas, but id rather have it as something additional.

First request: Yes, but I think maintenance should block it.  That support is hardly ever used, and hardly needs to be weaker.  Just give Meliadoul some other skills too.
Second request: Yes, we already can do that on FFTPatcher.  Just use the 100% formula on weapons.
Title: Re: Razele's ASM Hacks
Post by: Timbo on May 16, 2010, 12:40:07 am
Quote from: "formerdeathcorps"
Quote from: "Zozma"Btw, Razele had made a fix for formula 2E that it can hit monsters and non equipped humans for the damage portion, however "maintenance" status blocks it, is there a way to make it ignore maintenance for the damage portion so that it hits EVERYTHING and isnt rendered completely useless for the mighty sword skillset?

also, this isnt really a request at this time but:

I was wondering if its easily possible to create a weapon formula similar to formula 2, except
it completely ignores the primary attack and executes the indexed spell at 100% chance.
For example: if i created a bow that used this formula, say "cupid bow" and idexed the spell "allure"
when you shoot a unit with the bow, there is no damage, or even a 0 displayed for no damage, but only the skill goes off instead. i know this was possible by writing over existing weapon formulas, but id rather have it as something additional.

First request: Yes, but I think maintenance should block it.  That support is hardly ever used, and hardly needs to be weaker.  Just give Meliadoul some other skills too.
Second request: Yes, we already can do that on FFTPatcher.  Just use the 100% formula on weapons.
I for one have to disagree.  Maintenance may not be a "powerful" support skill, but its not intended to be.  The idea is to prevent items from being stolen or broken, not to prevent damage.  Mighty Sword is not anywhere near as powerful as Holy Sword, even the WotL developers thought that it needed an upgrade and v1.3 added Crush Punch to Mighty Sword add a permanent source of damage.
Title: Re: Razele's ASM Hacks
Post by: R999 on May 16, 2010, 02:39:22 am
Well, there's two problems with 100% formula on weapons.  

1. AI completely ignores it, regarldess if it adds instant Crystal+Death Sentence + Dead + Frog + Charm or whatever you try to throw at it.
 2. I think Zozma wants to make a weapon fire off the indexed spell not a status. Unless you mean the 100% formula can reference an ability slot?  I know Formula 4 does though.
Title: Re: Razele's ASM Hacks
Post by: Zozma on May 16, 2010, 05:27:31 am
R999 said what i meant

i want an asm that makes a weapon instantly fire off an indexed spell instead of the physical attack or, an added status effect

kind of like how the magic guns fire off their element of spells, however, being able to specifically select the spell i want to fire off instead.
----

the same thing with the maintenance issue, i like that it blocks mighty sword from breaking the item, but i would still be happier if it still inflicted the physical damage, as those 4 skills are the only thing unique about the unit that is able to use them and they still dull in comparison to say a holy knight or dark knight. at the very least, it provides a physical attack that has a 100% success rate, (and is flashy as well)
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 16, 2010, 10:33:28 pm
Except if what R999 said is true, then the AI wouldn't use your 100% referential attacks on weapons either unless the spells referenced caused damage.  The game is probably using the damage dealt by a weapon as the determinant of whether it should use a weapon attack or a skill.

Quoteas those 4 skills are the only thing unique about the unit that is able to use them and they still dull in comparison to say a holy knight or dark knight. at the very least, it provides a physical attack that has a 100% success rate, (and is flashy as well)

OK, I'll look into it, it's just likely lower on my priority list since I won't be using Meliadoul as player-controllable and all the in-game Divine Knights in mine received other spells.  As for the difficulty, it's harder than some of my recent ones; it'll require additional space and some planning on my part of how to make it work.
Title: Re: Razele's ASM Hacks
Post by: Zozma on May 16, 2010, 10:50:32 pm
im not using mel either, however it will be Izlude that comes with the skills, and of course he has to be good <3
Title: Re: Razele's ASM Hacks
Post by: Nirek on May 19, 2010, 10:37:32 am
I'm not sure if it has to do with being placed over 1.3 or not, but it seems like the broken/stolen items sent to Fur shop is cloning a copy every time a steal/break attempt is made, even against enemies, has anyone else ever experienced this? It was rather... odd seeing over a dozen Blood Swords in stock when I got to ch3.
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 19, 2010, 10:57:31 am
Quote from: "Nirek"I'm not sure if it has to do with being placed over 1.3 or not, but it seems like the broken/stolen items sent to Fur shop is cloning a copy every time a steal/break attempt is made, even against enemies, has anyone else ever experienced this? It was rather... odd seeing over a dozen Blood Swords in stock when I got to ch3.

N6, that bug is the actual result of bad ASM coding by Razele.  He didn't check who used the break/steal attack.
Title: Re: Razele's ASM Hacks
Post by: Nirek on May 19, 2010, 11:34:18 am
Don't suppose a fix was ever found for it? Couldn't turn up anything from searching, it makes a real mess of the fur shop, hehe
Title: Re: Razele's ASM Hacks
Post by: Timbo on May 19, 2010, 04:29:38 pm
Do broken Katanas show up?  I could see having access to tons enemy of Chirijiridens as a problem?
Title: Re: Razele's ASM Hacks
Post by: Zozma on May 19, 2010, 05:54:03 pm
thats a pretty nasty bug, u gonna fix it FDC?
Title: Re: Razele's ASM Hacks
Post by: formerdeathcorps on May 19, 2010, 05:58:26 pm
Quote from: "Zozma"thats a pretty nasty bug, u gonna fix it FDC?

Lower on my priority since I won't be using it in my own hack, but yes, I will.  I don't think broken samurai swords will have this problem, though this is an unverified statement since I never used this hack.
Title: Re: Razele's ASM Hacks
Post by: Timbo on May 19, 2010, 09:04:17 pm
I think it would be cool if broken Samurai Swords were buyable in the fur shop, but enemy not so much the enemy versions.  This would solve the Masamune/Chirijiraden problem.  You could easily make these so enemies can't equip them and Ninja's can't throw them.  Meaning that the player can only get 1 of each.  This effectively limits the amount of time you can use those powers per battle so, long story short balancing them against other powers.  The best part is it does't force a reset when they get broken.  Honestly, I hope this hack works with Katana breaks.
Title: Re: Razele's ASM Hacks
Post by: Nirek on May 21, 2010, 06:06:08 am
Unfortunately, it does not work for katanas broken with Draw Out, it does however seem to do a whole lot more than just items broken/stolen, just did some more real testing with it, now that I have access to fur shops (purged all the low chapter..mess, with fftastic) Over the course of 1 battle (Barius hill, with the time mage/lancers) I had 1 weapon break attempt, that broke my Murasame), After the battle, the Fur Shop had:
6 Ninja Edge, 2 Murasame, 2 Bizen Boat, 5 White Staff, 1 Diamond Helmet,4 Green Beret, 4 Twist Headband
1 Wizard Mantle, and 1 Feather Boots (poached from one my black chocobos,my whole reason for that random)

Definately checking alot more than break/steal

Edit: I did not use draw out at all in that battle, I tested that in another battle before spamming an asura knife until it broke, after the battle nothing at all was in the fur shop still.
Title: Re: Razele's ASM Hacks
Post by: SentinalBlade on May 21, 2010, 10:50:08 pm
Former,

If your having trouble understand all the Hex (and you make it sound like your editing numbers at pretty much random, rather than specific instructions), i can walk you through Renegade64. Which basically compiles hex into ASM, and viceversa for implementation into an ISO. and i can walk you through one of the more advanced tricks; Labels...so you can byapss the standard jump distance limit, (0xFFFF is very limiting, especially since most of code is at least 67000 away) itl help with repointing hacks or writing larger hacks. Razele had to walk me through it, as its a bit hard to understand on your own; the syntax is weird.
Title: Re: Razele's ASM Hacks
Post by: Zozma on May 24, 2010, 08:38:47 pm
oh i remember another formula now that never really balanced well

samura skills, i was hoping for a formula that made them balanced weather you are a mage or a fighter....
Title: Re: Razele's ASM Hacks
Post by: AvengerXP on August 03, 2010, 06:31:36 pm
QuoteFormula 4D [Mutilate, Drain Touch]
4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS

Formula 09 [Demi, Demi 2, Lich]
09 Dmg_(Y/100)% * MaxHP Hit_F(MA+X)% becomes 09 Dmg_(Y/100)% * Min(999,MaxHP) Hit_F(MA+X)%

Formula 10 [Life Drain, Drain]
10 AbsHP_(Y)% * MaxHP Hit_F(MA+X)% NS becomes 10 AbsHP_(Y)% * Min(999,MaxHP) Hit_F(MA+X)% NS
BATTLE.BIN
0x11F62C change 00000000 to FF4D0508

0xEC7FC
E803622C
02004014
00000000
E7030334
8D190608
00000000

This hack causes the formula to randomly generate Y*10 damage instead of its regular HP cutting formula. I have a Time Mage cast Demi 2 on 5 people, 3 out of 5 take half their HP in damage and the other 2 took 500 damage. I can't explain why.
Title: Re: Razele's ASM Hacks
Post by: Vanya on August 04, 2010, 02:35:50 pm
Are you sure you inserted the hack correctly?
Title: Re: Razele's ASM Hacks
Post by: AvengerXP on August 04, 2010, 06:01:14 pm
For the Demi formula hack, I am pretty sure I had it correctly because when I don't, the emulator crashes like theres no tomorrow. Here is the code before and after in case my code differs from yours (PSX ISO).

Orig ->  7D C0 DF 1C 06 55 60 1F 7D C1 C7 1C 15 55 CD FF DC AC 01 C7 C1 6C 30 0F
Hack -> E8 03 62 2C 02 00 40 14 00 00 00 00 E7 03 03 34 8D 19 06 08 00 00 00 00

The pointer in the original code is 00000000 and I correctly entered the new pointer FF4D0508

EDIT : Raise doesn't add Dead to Undead it only deals its damage, my bad, removed Phoenix Down section. I swear I remember it killing sometimes guess I play too much other FFs. So basically the Phoenix Down hack makes it behave like the original Raise spell (25% damage total). Thanks Zod.
Title: Re: Razele's ASM Hacks
Post by: Xifanie on August 04, 2010, 06:28:04 pm
What, it has no side effect because that's the way Raise always worked. That Phoenix Down hack was never meant to affect Raise.
Title: Re: Razele's ASM Hacks
Post by: C1REX on March 17, 2018, 06:03:31 pm
I like the hack that gives Defend damage reduction.
Apologies for a noob question but how such xml would look like if I wanted 50% or 75% damage reduction?

It takes a support slot and action during a fight so it should make a big difference imho.