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Messages - secondadvent

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Help! / Re: Question about Martial Arts/Brawler
« on: September 25, 2013, 07:35:16 AM »
This all looks reasonable until we have a healing / drain spell on an undead who is both weak to and absorbs an element.  After UR flips the sign, what's next?  Do we always apply absorb first and then weak?  Vice-Versa?  Or do we manipulate the order to always damage the target?  Or should the target always be healed instead?

The problem is that Absorb and Weak are essentially complete opposites, so combining them is a bit of an oddball (which I forgot, because derpy me didn't think about the two being able to coexist). Some possible outcomes could be:

1). Cancel both and make the resistance Neutral.

Sort of a "can't stack" situation, similar to haste and slow. Would be a way for a person to cancel their weakness by adding absorption equipment (rather than stacking effects), or a way to cancel an enemy's absorb effect by inflicting elemental weakness.

2). Combine them to enhance the effect of Absorb (higher elemental effect due to weakness, but still absorbing).

Since there's already a way to cause reduced absorption (Absorb + Half), this would be a way to potentially boost the Absorb effect (Absorb * 150% or so). Could be overpowered though, but could also be useful on enemy units.

3). Skip checking Weak if the unit has Absorb, since Absorb takes priority (or vice versa).

Not the best solution really, but would allow either the Weak effect or the Absorb effect, but not both. Kind of a way to prevent potential OPness of 2 while still allowing some effect, but I'd rather see one of the other options used.

4). Have the same effect as Absorb + Half, but able to stack with Half (potential quarter absorption).

Another possibility, this time making weakness essentially causing your Absorb "skill" to be reduced due to having lower affinity with the element... or something. Since weakness normally causes additional damage, having it reduce the beneficial side of things (essentially giving or taking 50% depending on the situation) could be a decent solution.

Overall, I think I'd prefer either 1 or 4 as possible solutions, with 1 probably being the easy way out while still having potential tactical use if there's weakness-inducing abilities like Oil, or to neutralize a weakness from one piece of equipment/the character's job with another piece of equipment. There's obviously lots of stuff that could be done with elements, and all of them have their ups and downs, so which one's the "best" is kind of hard to decide. :P

Help! / Re: Question about Martial Arts/Brawler
« on: September 23, 2013, 10:43:49 PM »
2) Healing Spell: How should it apply if it is both elemental and undead reverse?  In other words, if it hits an undead target that absorbs the element, what should we do?

Here's my take on how elemental and undead reversal should work together (this is using example values to show how things would work):

Healing spell:
Resistance = Normal healing/UR damage
Absorb = 150%/-50%
Neutral = 100%
Half = 50%
Null = 0%
Weak = -50%/150%

Healing causes damage to undead by default, but absorbing the element of the healing spell they'd be able to heal a small amount of the spell - absorbing the element cancels the damaging part, leaving the elemental absorption effect. Being weak to the element would cause additional damage due to the base damage from reversed healing and damage from the element itself.

Absorption spell:
Resistance = Normal damage/UR healing
Absorb = -50%/150%
Neutral = 100%
Half = 50%
Null = 0%
Weak = 150%/-50%

If you absorb the element used normally, you'd be able to override the absorb effect of the caster and instead absorb some of their health, while being weak to the element causes them to absorb more from you. Undead would combine the absorb effect from elemental affinity and from being undead to absorb more from the caster, while being weak would cancel out their undead "bonus" and leave them with their weakness, allowing the caster to absorb from the undead.

NOTE: Caster and target of absorption abilities both being undead could have a different effect, possibly reverting to normal absorb effect. Could also allow undead weak to the absorption attack's element to just halve the effect, still causing the undead to absorb from the caster (same goes for normal absorption of the element).

Feel free to hate on this idea, it's just how I see the element and undead reversal working together. I've also been away from this section of Battle.bin for a while, so forgive me if I'm forgetting stuff/derping hard.

Blue Water, Blue Sky.

Well, I know how to change the displayed status names, but I haven't found the actual code/tables for the status bubbles (the ones with the symbols in them) that I remember. Just another thing I'll need to go through eventually.

Also, I hate graphical code.

Spam / Re: The room adventures - ressurection.
« on: June 08, 2012, 07:57:07 AM »
Absorb SUPER-HEATED SINGING OOZE to gain FIRE BREATHING, then breathe fire on the JUKEBOX. We are evil - we can't have GOOD MUSIC, only CRIES OF AGONY!!

Spam / Re: The room adventures - ressurection.
« on: May 25, 2012, 08:19:25 PM »
Break EMERGENCY GLASS and don the EMERGENCY TOP HAT to perform the EMERGENCY RAIN DANCE (rain may or may not be fiery  :twisted:).

Spam / Re: The room adventures - ressurection.
« on: May 23, 2012, 02:05:41 AM »
Jump left into the POSSIBLY BOTTOMLESS PIT (because the door is an obvious trap) and use the CAPE OF INVISIBILITY as a parachute... of invisibility!

FFT Arena / Re: FFT Arena Season One AI Tournament Slot Reservation
« on: March 24, 2012, 06:13:58 AM »
I am definitely in. Now I just need to get around to making a team...

Final Fantasy Tactics Hacking / Re: ASM Collective BATTLE.BIN Map
« on: February 08, 2011, 11:42:34 AM »
Throughout your code here, you have 1938F0 as XA2's location (which is actually Ability's Range) when XA2 is located at 1938D0; if you were to use 1938F0 as the ending pointer, your initial loop would override everything past the actual XA2 location until it stopped at 1938F0. 1938CE + 2 = 1938D0 = XA2's location.

Instead of:

andi r3, r3, 0x0003
sll r3, r3, 0x0002
addiu r3, r3, 0x0001

you could instead do:

srl r3, r3, 0x02

and just change the checks around a bit to achieve the same thing (instead of checking for < 4/8/12, you can check for < 1/2/3; in the following section you could change = 5/!= 13 -> = 1/!= 3). You would also need to flip the flags around in FFTP so that 0-3 = XA1, and 4-C = XA2 (instead of 0-3 = XA2, 4-C = XA1), otherwise it'd check XA1 for determining things in the support check code.

As for the:

sra r3, r3, 0x1F
mfhi r4
subu r4, r4, r3

section, do you really need to have the sra/subu? Maybe I'm missing something, but I never really saw the reason for this :/.

I don't really notice anything that is wrong, but you'll know for sure if anything is off by following it while the game is running :P. I can't really think of anything else to change; it looks pretty good.

Final Fantasy Tactics Hacking / Re: ASM Collective BATTLE.BIN Map
« on: January 06, 2011, 09:20:00 AM »

I should have had a bit more done with this, but i jump around WAY too much :P. Maybe once we get a group together to work on stuff, i will be more motivated to stick with it.

I will continue to work towards cleaning up my data locations file a bit, and updating the pointers to the many sections of the formula data, which i started on but didn't finish :/.

Archives / Re: VOTE (ending: December 9 6:30AM [Central East; GMT-5:00])
« on: December 02, 2010, 02:00:16 PM »

FFT v1.3 / Re: stat growth spreadsheet v1.4 (do not use original/1.1/1.2)
« on: November 18, 2010, 06:04:27 AM »
New version of my spreadsheet, attached below. If you notice any issues with it, please let me know in chat (I am rarely on the forums unless i am looking for something :P). This was only added so that if you were to change the modifier in the SCUS, the chart would still stay accurate

FFT Arena / Re: Arena battle topic
« on: September 08, 2010, 09:19:44 AM »
Came up with a new team that will hopefully last a bit longer than my old joke team :P.

EDIT: Modified my Samurai/Summoner a bit, and rearranged order.

FFT Arena / Re: FFT Arena: Item Discussion Thread
« on: September 08, 2010, 04:56:28 AM »
It seems to me that the Wizard Robe is fairly low on overall stats compared to the other robes (other robes 125-130 total HP/MP, some with bonuses, and Wizard Robe has a measly 72 total with MA + 2), which I think could do well with a slight increase to 55-60 HP/25-30 MP, which still isn't much, but is better than where it stands now.

Even if you leave the above where it is, it would still be nice to have a MA + 1 option for the robes, similar to what the clothes have (with around 60-65 HP/35-40 MP or so), just to have something else to use for MA instead of the Wizard Robe/Outfit.

FFT Arena / Re: Arena battle topic
« on: September 07, 2010, 07:17:47 AM »
Super Craptastic team GO!

Can only imagine how hard this team will fail  :P.

Spam / Re: The room.
« on: May 14, 2010, 08:01:52 PM »
EAT LINK'S HEART to satisfy HUNGER, thus becoming LINK yourself.

Help! / Re: Patching Error w/Onion Knight Sprite
« on: March 18, 2010, 07:23:59 AM »
Every other change carries over BUT the sprite change. Here is a pic showing the first battle after installing the most recent patch which should have had the onion knight sprite replace the squire sprite:

FFT v1.3 /
« on: October 12, 2009, 06:44:55 AM »
well i just had a gay stalemate at thieves' fort... my knight was on top of the building, and a knight and samurai were below, both sides without a way to get up to/down from the ledge... and they were sticking to the side of the building so my gastrafitis couldn't reach them... after watching them go back and forth with the different ruin attacks, i had to quit.

i guess it is no wonder that my knight just kinda sat up there doing nothing the whole battle, letting my team have some 3v4 action... he couldn't get down... i thought he was just retarded  :oops:.

i think i had some AI issues with a few locations... maybe the AI is just having bugs at certain locations that are otherwise unnoticed?

FFT v1.3 /
« on: October 12, 2009, 05:28:12 AM »
yeah, i noticed that as well while testing my own team out (against a random team from the last tourney... which happened to end up being ct5holy's, containing a haste spamming knight :x).

FFT v1.3 /
« on: October 10, 2009, 10:55:13 AM »
Well, i threw together a spreadsheet of my own, which does pretty much everything that you have planned for version 1.7 of yours (you said that 1.7 would likely never be completed, so i did it myself 8)) So far, my spreadsheet seems accurate (is it just me, or is the newest version's summoner HP really low?), but let me know if anything seems off. all of the included class data is directly from the master guide, so the class info should be up to date (if the stats there are the current version's stats).

the topmost part has a gender and a zodiac dropdown, the gender will automatically fill the base raw data in for all stats (so choosing male max will use the maximum value for all of the stats), and the zodiac option is to calculate the HP/MP as a zodiac would have. And along the side, the dropdowns there are for the class at X level (the level is listed beside the dropdown), so you can pretty much choose a different class every level if you wanted.

edit: okay, all classes are now added, directly from the master guide. i will have to download the most recent patch and look at the data from the game, to make sure everything is accurate.

edit2: all values are now in sych with the 1.3030 patch, directly from the iso itself. there were many inconsistencies with the master guide, but they are now all fixed (and written down if anybody wants to know the data that is outdated in that guide)

EDIT3: HURR DURR, i forgot to reupload once i fixed the mistakes a while back...

New Spreadsheet is in the post below.

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