Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: Dome on September 21, 2009, 09:17:38 am

Title: FFT: Battle rush! (V 0.1 released
Post by: Dome on September 21, 2009, 09:17:38 am
Project closed (Because it's impossible to make Ramza start at level 99 with normal stats...
FFT 1.3: Battle Rush (Based on FFT 1.3028 with vanilla fights (http://www.ffhacktics.com/forum/viewtopic.php?t=3514))

DOWNLOAD (V 0.1)

Known bugs
Ramza has strange stats (You must change the multipliers to the originals, and the growth to 10hp/10mp/42PA/42MA/100Speed, he joins at level 1

Description of the patch:
- Every Job available since beginning, every ability costs 0 JP and every piece of non-rare equipment available since beginning at 0 gil (So you can start to play with everything you want without worring of jp, money, etc...)
- Every enemy in every battle will be at level 99 with set equipment and RSM (A lot of rare stuff around, sometimes protected by maintenance sometimes not...in a similar way to 1.3)
In this way, having every ability-job-equipment asap, player will just focus on battles, that will be very hard (Every enemy will have good setup and equipment ;P)

Here is a video of the first battle
FFT Battle rush intro battle (http://www.youtube.com/watch?v=23znUgcQ3y8)
Progress:
Battles until chapter 2 completed
Some new equipment property idea, still not implemented
Feather Hat - HP +10, MP +10, PA +1, MA +1, Sp +1, Move +1, Jump +1
Red Hood - HP +70, Half: Fire, Ice, Lightning
Headgear - HP +88, PA +1, Sp +1
Triangle Hat - HP +45, MA +2
Green Beret - HP +72, Sp +1, Cancel: Confusion, Charm, Sleep
Twist Headband - HP +56, PA +3
Holy Miter - HP +64, MP +20, MA +1, Strengthen: Holy, Absorb: Holy
Black Hood - HP +70, Strengthen: Fire, Ice, Lightning
Golden Hairpin - HP +80, MP +50, Cancel: Silence, Berserk, Confusion
Thief Hat - Small HP buff.

I need to implement this but I dont know how...
[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

changes both ramza and soldier office grunts in one fell swoop.  change 01 to 63
Title:
Post by: cold52 on September 21, 2009, 11:10:55 am
only three questions I have it?

1.do plan on doing somthing with the squire...if all classes are available squire does become quite useless (thief as well...see below).

2.do you plan on changing some low level equipment?
since you have every non-rare item from the start you might wanna change some equipment to become more useful or to vary play style to allow more strategy.

3.now about having enemys with special equipment and having it protected...this makes the thief job alot harder to be useful...does it mean youll give somthing to the thief to improve usefulness in battle?

but it doesnt sound like a bad idea though...just curious
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Post by: Dome on September 21, 2009, 11:38:58 am
1) At the moment I dont know if I'm going to buff some class...Ideas are welcome ^_^
2) No, low level equipment will just be useless (Like in every end-game playthrough) and maybe it will be removed
3) The special equipment will not be protected every time, I plan to make the player reach end game with at least 1 piece of every rare equipment (Without counting poaching and DD)
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Post by: Sephirot24 on September 21, 2009, 01:24:38 pm
Lookin' good Dome! I have some questions though:

1) How are we gonna manage our units? Every unit is lvl 99 right? Where do I get new units? Do I recruit them from the Academy and they're insta-lvl99? If so, they would have all those 99 levels leveled as squire and crappy stats?

2) Does Ramza start with lvl 99, leveled as Ubersquire?

3) You're going to use the world map? Or are we just getting battle after battle like when you enter a castle or Colliery or Murond?

Suggestion!! :)
We should start with Ramza and one unit of every class, leveled up to 99 in that class. I have no idea how are you gonna do with stats if not. Another good option would be being able to recruit lvl 99 units with a specific job at the Academy. For example: you recruit a lvl 99 Geomancer, so that unit stats are as if it leveled up to 99 in Geomancer class.. even if you change class after.

Or maybe you can give us just 1 unit of every class and make them unable to change class. It'd be like a challenge.. finding the right strategy, the right combination of units and win. I can see people rocking 5 knights / 5 summoners / 5 samurais and so on if not...
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Post by: Dome on September 21, 2009, 01:42:35 pm
1) Every enemy unit (After the save algus mission, so you can train in mandalia) is at level 99...you can recruit new units at the academy but they will be at level 1, so you can train them as you wish (Every job is unlocked since beginning, so no jp grinding)
2) Ramza starts at level 1, so you can level him as you wish
3) I'm going to use the worldm map, and Nah, randoms are usefull to train the units from level 1 to 99, so they stay where they are
Quote from: "Sephirot24"Or maybe you can give us just 1 unit of every class and make them unable to change class. It'd be like a challenge.. finding the right strategy, the right combination of units and win. I can see people rocking 5 knights / 5 summoners / 5 samurais and so on if not...
This may be a good idea, but IDK if other people may like it...
Anyway, thanks a lot for the info/feedback!
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Post by: beawulfx on September 21, 2009, 01:54:06 pm
I definitely like Sephirot's ideas; there is no way I would want to train up my units from 1-99 before getting into any serious fights. I think it's more fun to be given one of each class leveled to 99 in their base class as was said, and then work around that so you can't just bring in 5 of the same unit. It forces you to strategize and try new things which makes everything more fun than rocking one uber set up all around.
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Post by: Sephirot24 on September 21, 2009, 01:54:53 pm
If every enemy is lvl 99, how are lvl 1 units gonna survive their training? Even with all skills, abilities and items, you'll have crap stats at first. You'll have 5 PA/MA while they have 20, and they'll triple-turn you with 17 speed, haste and stuff... Are random battles enemies' gonna be lvl 99 too?

Also, you can totally add me to your sig for world spam domination :)
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Post by: SilvasRuin on September 21, 2009, 01:58:44 pm
QuoteWe should start with Ramza and one unit of every class, leveled up to 99 in that class. I have no idea how are you gonna do with stats if not. Another good option would be being able to recruit lvl 99 units with a specific job at the Academy. For example: you recruit a lvl 99 Geomancer, so that unit stats are as if it leveled up to 99 in Geomancer class.. even if you change class after.
I like this concept, though I'm not sure how much ASM hacking that would take.

In a patch like this, it is pointless to have anything but the very best.  That happens to nuke quite a lot of the equipment and a few of the jobs.  In my opinion, this is a rather large waste.  If you're going to make a patch for this purpose, you might as well fully customize the game to this purpose.  Do what Mercenaries is doing with equipment, only keep the effective levels equal.  Make one armor that is just a straight up HP boost and another one that gives more HP but also Slows, etc.  Make the player have to choose between equipment rather than just slap on the highest tier.The same kind of thing goes for the Jobs too.  Each Job and skillset should have a reason to be used or there is just no point in including them.  Squire needs a rehaul so it isn't just a waste of space.  Job growths could probably use adjusting across the board too...

My suggestion?  Make all job growths the same and hack it so that Squires you recruit from the soldier office are already level 99.  If all jobs have the same growths, it won't hurt them to already be level 99.  The jobs will be differentiated enough by their stat multipliers to not need varied growths.
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Post by: Dome on September 21, 2009, 02:07:19 pm
Quote from: "beawulfx"I definitely like Sephirot's ideas; there is no way I would want to train up my units from 1-99 before getting into any serious fights. I think it's more fun to be given one of each class leveled to 99 in their base class as was said, and then work around that so you can't just bring in 5 of the same unit. It forces you to strategize and try new things which makes everything more fun than rocking one uber set up all around.
I'd like to implement such thing, but Idk how to do it...i'm not skilled at all in hacking (Just know a bit how to work with FFTPatcher)
I can change all the growth to be the same and alter a lot the multipliers, so there is no difference in which way you make the people level up...and if it's possible, we can make the units at the academy level 99
Quote from: "Sephirot24"If every enemy is lvl 99, how are lvl 1 units gonna survive their training? Even with all skills, abilities and items, you'll have crap stats at first. You'll have 5 PA/MA while they have 20, and they'll triple-turn you with 17 speed, haste and stuff... Are random battles enemies' gonna be lvl 99 too?
I wanted to create some "special" random battle in mandalia made of shitty enemies at level 99 that you can use as "Sandbag" in order to level up quickly (Or implement an ASM hack that gives more exp to everyone)
Quote from: "Sephirot24"Also, you can totally add me to your sig for world spam domination :)
Already did ^^
Quote from: "SilvasRuin"In a patch like this, it is pointless to have anything but the very best.  That happens to nuke quite a lot of the equipment and a few of the jobs.  In my opinion, this is a rather large waste.  If you're going to make a patch for this purpose, you might as well fully customize the game to this purpose.  Do what Mercenaries is doing with equipment, only keep the effective levels equal.  Make one armor that is just a straight up HP boost and another one that gives more HP but also Slows, etc.  Make the player have to choose between equipment rather than just slap on the highest tier.The same kind of thing goes for the Jobs too.  Each Job and skillset should have a reason to be used or there is just no point in including them.  Squire needs a rehaul so it isn't just a waste of space.  Job growths could probably use adjusting across the board too...
This is a good point, but it requires a lot of work xD And lots of ideas...That I dont have atm
Quote from: "SilvasRuin"My suggestion?  Make all job growths the same and hack it so that Squires you recruit from the soldier office are already level 99.  If all jobs have the same growths, it won't hurt them to already be level 99.  The jobs will be differentiated enough by their stat multipliers to not need varied growths.
You had the same Idea I had
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Post by: SilvasRuin on September 21, 2009, 02:14:10 pm
QuoteThis is a good point, but it requires a lot of work xD And lots of ideas...That I dont have atm
I can provide ideas, I'm sure, and I know enough of the patcher to make just about anything (equipment) I come up with (with the exception of item appearance.  I haven't messed around with that.).  I would be happy to help with that, if you don't mind the assistance.
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Post by: Sephirot24 on September 21, 2009, 02:23:34 pm
I like Silvas' idea of special equipment a la Mercenaries, although I think that it'll take quite a while. For now you can throw your ideas here but it will probably be the best to wait a little until the patch has advanced to implement those, as there's many items that need a change.

Also, how many jobs are there? Is it possible to fit every one of them (1 of each) in the 16 character rooster? If we can't, you can leave out some of the less useful ones like Squire or Mediator. Maybe we can have 1 of each job and then number 16 is a unit able to change between jobs...
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Post by: Dominic NY18 on September 21, 2009, 04:05:10 pm
Dome, you've two other essentially dead, and now locked, threads in this forum. How am I to know whether you'll follow through with this one or leave it to fall into near oblivion like the other two?

I'm letting you slide because you show more than just a mere idea in these threads, but I'm not going to let you post a new topic every time you come up with an idea for some new variation of 1.3 or some idea you like that you stop working on after a week or two.
Title:
Post by: Dome on September 21, 2009, 06:31:42 pm
Quote from: "Dominic NY18"Dome, you've two other essentially dead, and now locked, threads in this forum. How am I to know whether you'll follow through with this one or leave it to fall into near oblivion like the other two?

I'm letting you slide because you show more than just a mere idea in these threads, but I'm not going to let you post a new topic every time you come up with an idea for some new variation of 1.3 or some idea you like that you stop working on after a week or two.
1) FFT: Another tale is not dead, I'm just learning how to edit the events of the game, and it's hard as hell, so I ask you to un-lock it...
2)FFT 1.3028 with vanilla fight is not dead, the project is completed...I wanted to make a FFT 1.3 with vanilla fights and enemies (Skillsets and stat) and I made it...The purpose of that project was to create a starting point for new patches (Like Battle rush! and :Another tale) and I'm developing them...I dont have THAT much time because of the university exam, but they are not dead.
Title:
Post by: Dominic NY18 on September 21, 2009, 09:54:25 pm
What do you expect when nothing is posted in your "Another Tale" for about a month? If you don't have the time to dedicate to doing these things, or the know-how to actually pull it off, then at least keep me abreast of what it is you're doing.

I'm not going to let you make new threads for more projects when you haven't shown any work on something you've already proposed and have a thread for.

I'll unlock them, but start finishing what you start.
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Post by: Dome on September 22, 2009, 03:09:54 am
Quote from: "Dominic NY18"What do you expect when nothing is posted in your "Another Tale" for about a month? If you don't have the time to dedicate to doing these things, or the know-how to actually pull it off, then at least keep me abreast of what it is you're doing.

I'm not going to let you make new threads for more projects when you haven't shown any work on something you've already proposed and have a thread for.

I'll unlock them, but start finishing what you start.
I Apologize if I didn't upgraded the thread, but the project isn't dead at all...I'm just messing with the event compiler-decompiler and it's very hard...I will post some upgrade asap.
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Post by: Asmo X on September 22, 2009, 05:45:03 am
I dont mind the idea of this but yeah, theres no point in having anything but top tier equips. There would need to be a massive item overhaul that makes everything (loosely) equal but different. Also, I liked the battle until lezales started swordskilling for 600 damage.

Make all growths between classes equal, even out equips, soldier office scrubs go straight to 99. I wonder if theres also a way to just remove all the little graphics that mention JP and exp and levels since none of that technically exists. You could also rename the shop to equipment supplies or something.
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Post by: Dome on September 22, 2009, 06:14:27 am
1) At high level battles, you dont see lot of equipment...only the very best, and in this patch it will be the same...I dont have the time and the will to change every equipment of the game.
2) I'm changing the growth of every class to be the same right now ^_^
3) I'd like to make the units in the soldier office level 99, but atm I dont know how
4) For the graphics thing, it would be nice, but I dont know how to do it...
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Post by: Asmo X on September 22, 2009, 06:25:52 am
No, you don't change ALL the equipment. You just make a good variety and dump the rest. You don't need a million different builds. We can throw around ideas in the thread
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Post by: MiKeMiTchi on September 22, 2009, 06:53:15 am
This seems to be a great patch for training and testing. GJ!
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Post by: Dome on September 22, 2009, 07:06:05 am
Little update:
Now every job that the player can have has the same growth (But different multipliers)
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Post by: philsov on September 22, 2009, 01:47:31 pm
Quoteand if it's possible, we can make the units at the academy level 99

It is.  And you can grant yourself a full squad of people there too, complete with one of each zodiac sign and all with good Br and a spectrum of faith values.  Soldier's office is another story, however.
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Post by: Dome on September 26, 2009, 04:45:02 am
What I have to change in order to make people at the accademy at level 99?
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Post by: philsov on September 26, 2009, 08:39:47 am
pretty sure it's event 102.
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Post by: Dome on September 27, 2009, 05:15:21 am
I edited the units to make every male 70/55 and every female 70/70 with good/best compat floating around...I made them "Join after event" but it doesn't work...why?
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Post by: Aquilae on September 27, 2009, 07:03:47 am
Just ASM hack the Soldier Office to give level 99 generics to solve the problem.
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Post by: Dome on September 27, 2009, 07:42:19 am
The "Level 99 generics hack" will be implemented anyway, but I want to make u start with good units too...
Title:
Post by: philsov on September 27, 2009, 08:35:32 am
ah, my bad.

Event 188.
Title:
Post by: Dome on September 27, 2009, 12:25:58 pm
Quote from: "philsov"ah, my bad.

Event 188.
Thanks a lot!
With this info FFT:battle rush first demo will be released soon ^_^
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Post by: Luminar on September 27, 2009, 12:38:03 pm
*gulp* something about high levels in FFT that always bothered me, is PA and MA gonna be nerfed, in a boss fight or in general i would rather do 200-300 dmg per hit instead of 600-900, it just seems less challenging to me when your able to do so much dmg with certain skills or classes...
Title:
Post by: Dome on September 27, 2009, 12:46:37 pm
Dont worry, it will be challenging...
Anyway yes, every human unit has stat growth of 42 so damage is nerfed (But only a bit)
Title:
Post by: Luminar on September 27, 2009, 01:19:14 pm
Quote from: "Dome"Dont worry, it will be challenging...
Anyway yes, every human unit has stat growth of 42 so damage is nerfed (But only a bit)


cool, i saw your video btw, preety sick, the battle seems really balanced as well, good job.
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Post by: Dome on October 07, 2009, 01:45:10 pm
Guys, I'm near to release the first demo patch that features the whole chapter 1
But 1 thing...I cannot make Ramza join at level 99 at the beginning of the game
Someone can help?
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Post by: RavenOfRazgriz on October 07, 2009, 02:24:31 pm
Can't help you there, but glad to see this patch is still being worked on.

I've had a question, though.  Do you intend to buff some of the earlier equipment to keep it useful, or no?  If you do, I've had some ideas I can toss your way if you like.
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Post by: Dome on October 07, 2009, 02:31:28 pm
I'd like to create some more usefull equip buffing the earlier one, yes
Toss every idea you have here
P.s: I will complete my two patch, even if it's going to take years. It's just a matter of time, dont worry
Title:
Post by: RavenOfRazgriz on October 07, 2009, 03:44:37 pm
Quote from: "Dome"I'd like to create some more usefull equip buffing the earlier one, yes
Toss every idea you have here
P.s: I will complete my two patch, even if it's going to take years. It's just a matter of time, dont worry

Alright, I'm on college connection and almost out of battery right now though.

When I get home in like, 5 hours (-_-), I'll post up a whole crapload of ideas for you.
Title:
Post by: RavenOfRazgriz on October 08, 2009, 11:18:17 pm
All HP values are heavily debatable.  For a lot of them, I just threw in random digits so I could work on the other aspects and move on honestly.  I tried to make them roughly accurate to what they should be balance-wise though.

Hats:

Leather Hat - Remove
Feather Hat - HP +10, MP +10, PA +1, MA +1, Sp +1, Move +1, Jump +1
Red Hood - HP +70, Half: Fire, Ice, Lightning
Headgear - HP +88, PA +1, Sp +1
Triangle Hat - HP +45, MA +2
Green Beret - HP +72, Sp +1, Cancel: Confusion, Charm, Sleep
Twist Headband - HP +56, PA +3 (or just keep it the same)
Holy Miter - HP +64, MP +20, MA +1, Strengthen: Holy, Absorb: Holy
Black Hood - HP +70, Strengthen: Fire, Ice, Lightning
Golden Hairpin - HP +80, MP +50, Cancel: Silence, Berserk, Confusion
Flash Hat - Same.
Thief Hat - Same.  Maybe a small HP buff.

That's what I can think of for now, Dome.  The Feather Hat is an lolreference to Kanbabrif since he equips it (and Nagrarock), the rest is more serious.

Kinda off the top of my head, so some of them probably need work, but it seems like a start.  I can do Clothes / Helmets / etc later on when I'm less distracted, if you want.
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Post by: Zenius on October 09, 2009, 08:53:39 am
Can't wait for the demo to come out!
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Post by: Dome on October 09, 2009, 09:03:40 am
Every single hint/suggestion/idea is well appreciated
Zenius, the demo will come out as soon as I can make Ramza join at level 99...It has to do with some hex hack and I'm not skilled at all in it...xD
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Post by: SolidSnakeDog on October 09, 2009, 10:11:29 am
hope u do soon, im looking forward for trying this  :)
Title:
Post by: philsov on October 27, 2009, 10:55:08 am
dome:

[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


changes both ramza and soldier office grunts in one fell swoop.  change 01 to 63.
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Post by: Dome on October 27, 2009, 12:44:17 pm
Mmm...I think I should thank you phil...too bad I dont know what to do with this, 'cause I'm not skilled at all in this kind of hacking...
Someone can help?
Title:
Post by: Zenius on October 30, 2009, 09:08:28 am
Hey Dome, are you still working on this?
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Post by: Dome on October 30, 2009, 09:31:34 am
I'm working on this right now ^_^
Since I dont know how to implement the hacks atm, I'm working on modifing battles on the entd
Half of chapter 2 battles are completed
P.s: Someone knows the number of the event that makes Rad, Alicia, Lavian join you? (And make Agrias and gaffy join as guests)?
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Post by: Zenius on October 30, 2009, 10:12:52 am
Alright man
I'm really looking forward to this, so if there's anyway I can help, let me know
Although I have no knowledge of hex hacking and whatever
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Post by: Dome on October 30, 2009, 10:29:22 am
If you want to help...you can test the patch
The whole chapter 2 is completed...the only thing that block me from release the beta is that I cannot edit Ramza level (He joins at level 1) and I cannot make people in soldier office join at level 99
Are you interested?
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Post by: Zenius on October 30, 2009, 10:44:57 am
You mean you're done making the battles up to CH2?
I'd be happy to test it ^^
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Post by: Dome on October 30, 2009, 10:52:07 am
Link
http://www.megaupload.com/?d=5FT6V5CC
Let me know if the patch works, bugs, if the battles are too easy-hard, etc...
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Post by: Zenius on October 30, 2009, 10:57:46 am
Shit, thats gonna take a while to DL O_O

You don't have it in ppf?
If not, I'll just DL it tomorrow when I have time
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Post by: Dome on October 30, 2009, 10:58:35 am
I've tried to make a pff, but it seems that I'm too stupid to make it right...
I apologize...
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Post by: Zenius on October 30, 2009, 11:02:59 am
Don't worry about it ^^
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Post by: philsov on October 30, 2009, 11:18:15 am
Dome:

If you can calculate out Ramza's rawstats at level 99, I should be able to input the level 99 hack for you.

http://www.ffhacktics.com/forum/viewtopic.php?t=1737 (http://www.ffhacktics.com/forum/viewtopic.php?t=1737)
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Post by: Dome on October 30, 2009, 11:39:32 am
Ramza at level 99, raised in his base class

PA=18
MA=13
Speed=12
Hp=390
Mp=150

You need to know something else?
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Post by: philsov on October 30, 2009, 11:40:47 am
RAW stats.  The big ass number :p
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Post by: Dome on October 30, 2009, 11:49:11 am
Ah, I see...sorry

PA = 268610
MA = 268610
HP = 5195163
MP = 2597581
Speed = 193658

I hope I wrote them right...
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Post by: SolidSnakeDog on October 30, 2009, 11:58:36 am
You sure the PA and MA is the exact same value?
Ramza MA grow slower that PA in his main class...
Unless you want to make him equal at AT and MA.
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Post by: philsov on October 30, 2009, 12:14:39 pm
QuoteI hope I wrote them right...

Looks about right relative to other 99 people.

But... small snag.  The highest a pre-raw stat can be is 255.  His HP pre-raw stat 317.  In short he's going to be missing some health.  You can boost the HPM of his squire classes to compensate for this easily, but Ramza as any other class is something we really can't fix.  

On the other hand, we can also set him with stellar stats that'll carry over to all classes.  Lemme know if you'd like that done, and if so by about how much (+8 PA, +4 MA, +2 PA, +1 Sp, etcetcetc).
Title:
Post by: Dome on October 30, 2009, 12:29:36 pm
Quote from: "SolidSnakeDog"You sure the PA and MA is the exact same value?
Ramza MA grow slower that PA in his main class...
Unless you want to make him equal at AT and MA.
I made every growth in game equal to 42, so yes, it has the same PA and MA growth (Bur different multipliers)

Quote from: "philsov"
QuoteI hope I wrote them right...

Looks about right relative to other 99 people.

But... small snag.  The highest a pre-raw stat can be is 255.  His HP pre-raw stat 317.  In short he's going to be missing some health.  You can boost the HPM of his squire classes to compensate for this easily, but Ramza as any other class is something we really can't fix.  

On the other hand, we can also set him with stellar stats that'll carry over to all classes.  Lemme know if you'd like that done, and if so by about how much (+8 PA, +4 MA, +2 PA, +1 Sp, etcetcetc).
Imho, Ramza should have higher stats than the others PC...
He should have the best stats (Max health and PA of male units, max mp  and MA of female units, max possible speed, and so on...)
Sorry but I'm not able to translate this in RAW values...But, yes, definitively give him stellar stats
He "should" have something similar to 20 PA, 17 MA, 13 speed, 450 hp and 150 mp at 99 in his base class without equip (Those numbers are just an example, IDK if it's possible to reach such stats with this kind of hex)
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Post by: philsov on October 30, 2009, 12:43:11 pm
QuoteHe "should" have something similar to 20 PA, 17 MA, 13 speed, 450 hp and 150 mp at 99 in his base class without equip (Those numbers are just an example, IDK if it's possible to reach such stats with this kind of hex)

Again, I can swing all that but health.  Health can be fixed via class multiplier though.  Stats can, too, if you want those bonuses exclusive to Ramza's squire class, or simply to Ramza period (and if I'm reading it right, you want them to Ramza period, not just Squire).  But the PA/MA/Sp/MP I can set up no problem.  I'll toggle with it over the weekend :)
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Post by: Dome on October 30, 2009, 12:49:04 pm
Quote from: "philsov"Again, I can swing all that but health.  Health can be fixed via class multiplier though.  Stats can, too, if you want those bonuses exclusive to Ramza's squire class, or simply to Ramza period (and if I'm reading it right, you want them to Ramza period, not just Squire).  But the PA/MA/Sp/MP I can set up no problem.  I'll toggle with it over the weekend :)
Perfect, give him high stats (Ramza period, not just to squire class)
And max his hp, give him as much as you can, then if the amount is too low we can fix it using multipliers of the Ramza base class as you suggested
Thanks a lot for the help Phil, I love you (In the non-gayest possible way) ^_^
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Post by: philsov on October 30, 2009, 12:52:15 pm
Oh, can you throw up what Ramza's multipliers are?  It'll make it easier to hit those target stats.

Edit:  Any other hacks you'd like done while I'm poking around in SCUS?  Like starting gil amount or katana break %?
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Post by: Dome on October 30, 2009, 01:04:58 pm
Ramza Multipliers
HP = 125
MP = 105
SPEED = 107
PA = 111
MA = 102
Ofc I can change them if it's needed to reach those particular stats
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Post by: philsov on October 30, 2009, 01:08:28 pm
cool.   Any other hacks you'd like done while I'm poking around in SCUS? Like starting gil amount or katana break %?
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Post by: Dome on October 30, 2009, 01:24:02 pm
Nice, thanks for the offer!
Well, let's see...
I'd like to implement this hacks in the patch


Units at the soldier office joins at level 99
100.000.000 starting gil
Broken/stolen items can be bought back at fur shop
Soldier office can rename anyone
Undead takes 25% damage from Phoenix Down
Equip Xbow = Equip Xbow or Longbow
Equip Sword = equip swords or Knight sword
Equip axe = equip axes or flails
Equip katana = Equip katana and ninja swords
Knight swords PAxWP
Masamune and chiri cannot be breaked by using them with draw out

Nothing else atm...it's possible to do such things?
And...I'd like to change some shitty ability (Like any ground, move on lava, swim, any weather, etc...) it's possible?
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Post by: philsov on October 30, 2009, 01:27:28 pm
well most of those can be auto-added with orgASM.  I don't think the katana/starting money (max $ is 65535, btw, but consider it done.  You can adjust item prices as necessary - each battle will be netting ~60000+ gil anyways) are available via that utility.

QuoteAnd...I'd like to change some shitty ability (Like any ground, move on lava, swim, any weather, etc...) it's possible?

In general?  yes.  
In reality, by either of us?  no.
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Post by: Zenius on October 31, 2009, 01:45:34 am
DLing now
I'll get back to you in a few hours ^^
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Post by: Zenius on October 31, 2009, 02:50:19 am
Uh, something wrong here
First battle had Lv 10 enemies
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Post by: philsov on November 01, 2009, 08:54:04 am
Dome...

next update please .Rar up the download.  FFT compresses from 500 to like 200 MB =\.

And don't img files come with little files like .ccd/.sub/.cue?  Anyways, to save myself some time I just used the ppf FFM posted in the previous topic.  Hopefully these are using the same SCUS file.  

But!  I have some good news, and some bad news.

The good news that Ramza is now a hoss.  His squire classes will need a 180 HPM in order to get him to the 450 goal.  All the other MP/PA/MA is there, or close to -- some rounding had to come into play.  Also the gil hack got inserted, which when coupled with the Gariland fight means the player should have ~120000 cash at Gariland.  If you want more, I suggest loading up your starting generics with lots of expensive crap.  

The bad news is that Soldier office generics suffer the same fate as Ramza.  That is, even though they're set to 99, they don't have any stat gains.  In order for me to give them stats, I'd have to pull what I did to Ramza.  Which... I don't recommend because then the real enemies effectively be level 198.  So looks like we're stuck with those pre-set generics, specials, and monsters.  Also input katana changes as requested.

All in all, it was nice to actually do some hex editing and seeing it turn out well :)

Attached is the final SCUS file.  Replace the old one with CD mage.
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Post by: Zenius on November 01, 2009, 10:01:20 am
So, what do I need to do with that attachment in order to play this? ^^;;;
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Post by: philsov on November 01, 2009, 10:10:55 am
heh, wait for Dome.  The file he originally posted won't work too hot in CDmage.  Needs the ccd file associated with it to start playing with.

But, for Dome:

(http://www.ffhacktics.com/forum/files/testevt_441.jpg)

SCUS_942 is located at the Track 1 directory.  Select it, then right click -> Import, and insert the SCUS I just posted up.
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Post by: woodenbandman on December 08, 2009, 01:10:30 pm
dewd so glad I found this omg omg I will download this shit now.
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Post by: Dome on December 08, 2009, 06:24:18 pm
I have to tell you that the 0.1 version may not work (I tryed to download it and it works fine, Zenius downloaded it and it didn't work)
Tell me if it work or not
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Post by: woodenbandman on December 08, 2009, 09:19:19 pm
Not at all.
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Post by: Dome on December 09, 2009, 01:49:44 am
I apologize, IDK why it doesn't work
It will be fixed when 0.2 is released (And the whole chapter 4 will be playable) but it will take time (The university is hunting me...)
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Post by: woodenbandman on December 09, 2009, 10:39:01 am
Dome can you release a ppf please?
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Post by: Blank on December 23, 2009, 02:59:10 pm
Instead of making everyone default to lvl 99, how about upping the amount of EXP gained by the Sages EXP skill?

If thats possible, it would let most people control their stat growth themselves. Maybe even be better then to just let everyone join your party at level 1.
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Post by: Dome on December 23, 2009, 03:55:01 pm
I want to make this patch focused ONLY on battles
No exp, no jp, just battles and rare equips to steal