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Messages - RavenOfRazgriz

Pages: [1] 2 3 ... 134
Help! / Re: EasyVent Editor not on the download page?
« on: November 04, 2014, 11:51:26 PM »
I haven't because I want to remake a lot of those tools but, you're correct, Xifanie, I haven't been able to find the motivation to do that.

You can always find the most recent versions of my tools in my signature though, JantheX.

Help! / Re: Changing weapon sprites in the shops
« on: August 18, 2014, 01:35:59 AM »
Tutorial Link Index -> Item Icon Editing by Celdia should be what you're looking for.

Always check the Index first when you need to know how to do something.  It's a bit more reliable than trying to jam words into the Search engine.  There are other Indexes for similar things on other boards such as the one used for tracking ASM knowledge on the Final Fantasy Tactics Hacking board.

Is it possible to beat the 6-turtle-encounter at Zirekile Falls?  At this early in the game, it's such an overwhelming fight that I end up hitting reset.  :oops:

It's beatable but it's a lot easier to beat once you come back to it with more skills.  The enemies die much easier and it makes you feel like a badass after they've beat you up so much early on.

Help! / Re: Opening PPF files on Mac OSX
« on: July 05, 2014, 02:58:20 PM »
A PPF simply contains the differences between two files.  You need a program which can apply a PPF to another file such as PPF-O-Matic, and the original file the PPF was made from - in this case a US .ISO, .IMG, or .BIN of Final Fantasy Tactics for PS1 - to apply the PPF to. 

Obviously we cannot provide you with a copy of Final Fantasy Tactics so you're on your own there, and I'm not sure if PPF-o-Matic has a Mac version or what its Mac equivalent is but that's where you would start looking.  However, once you've applied the PPF, you can just open your game in your emulator and you're good to go.


PSX FFT Hacking / Re: Dokurider's Custom AoEs
« on: June 13, 2014, 03:56:23 AM »

PSX FFT Hacking / Re: Dokurider's Custom AoEs
« on: May 30, 2014, 11:47:04 PM »
It doesn't even need the Kanji Space hack anyone technically, but best do that anyways to be safe.
Nothing ever "needs" the Kanji Space Nopper, all that hack does is make it easier for an ASMer to see how large their workspace is.  If you're not actively ASM hacking or working on a team where someone is you should never need to apply it unless the person making the ASM did something particularly brain-dead.

Journey of the Five Ch.1 / Re: Bug Reports
« on: May 30, 2014, 12:20:56 PM »
Generally, running into dummied out abilities with no effects or descriptions is a side effect of cheating and hacking things onto your characters, yes.

PSX FFT Hacking / Re: Dokurider's Custom AoEs
« on: May 28, 2014, 03:01:06 AM »
Hamedo doesn't make Counter useless.  Countergrasp is also its own flag, so you can make it possible to trigger "Counter" against any damaging attack that happens to be inside your weapon range, while Hamedo with Choto's fix can filll the role of old-Counter by triggering against those types of attacks with a pre-emptive strike.  Considering many people consider Counter to be a lackluster Support, this is a change that both makes Counter more relevant and gives Hamedo more overall utility.

What makes things useless is lacking the imagination to properly diversify things.

PSX FFT Hacking / Re: Dokurider's Custom AoEs
« on: May 28, 2014, 12:12:59 AM »
Normal Attack also controls whether the attack is intercepted by Hamedo.

I discovered what the flag did a long time ago when making Jot5 Chapter 1 but forgot to actually tell anyone about it.  But yes, it controls Golem, Hamedo, and maybe something else, it's hard to remember back to like 2012 when I noticed what it did.  (This is relevant if you use Choto's hack that "nerfs" Hamedo, since you can make it effective against more attacks to compensate if you wish.)

Journey of the Five Ch.1 / Re: Journey of the Five FAQ + Q/A.
« on: May 27, 2014, 09:04:35 AM »
Has something been changed with Monster Egg Laying?

Monster egg-laying was disabled to circumvent a few bugs caused by some of the ASM edits we use, among other reasons.  If you want a monster based party you'll need to tame each one individually. Battles like the one you found in Araguay Woods where monsters join automatically at the end were added to help offset this for people who enjoy using monsters, though.

Just so you know this still has a very small bug where it deletes some asterisks (*) that it shouldn't.

I'll fix it in a 3.0 later but it's not a problem when dealing with Vanilla PSX FFT because I'm 99% sure that character is never used.  But what Choto said, this doesn't actually make any space, it simply removes the Kanji you would normally write on top of so you can more easily see said space.

PSX FFT Hacking / Re: Fur Shop Before Chapter III? [SOLVED]
« on: April 30, 2014, 06:07:23 AM »
Someone correct me if I'm wrong, but you cannot change an equipment type to another because of how the game was coded.
You can, but you also need to change the battle graphic via my workbook, and if you want Secret Hunt, it needs to stay using one of the [WEAPON] formulas and not an ability formula.  I completely rearranged all the equipment in Journey of the Five to manipulate how the game determines random equipment and there's no bugs like this, you just need to be thorough about it.  It's a royal pain in the ass but we have all the tools to reorganize all the weapon / shields / heads / armors / accessories to any order we want without restriction as long as we keep them in their own broad groups.

It's not really an oversight.  Most games make the AI intentionally inferior to a human because the game would be unwinnable otherwise.  All things considered, FFT's AI is fairly fierce and robust for a strategy AI developed by a major gaming company.  See: the way most battles leave the AI with almost no relevant options to fight you with, and yet Vanilla is still difficult for newbies until they get win-buttons like Orlandu.

The AI doesn't have any understanding of the weapon proc and will only see "Hey my weapon does 0 damage, I'll go do something else." 

1. You can't make that kind of a formula with the current iteration of the workbook.
2. You put the value.  If you look at the formula constructor below the instructions you'll see that's how its built.  You only use the "name" of a stat when referencing WP.

1. That is what that number would be.  (It's in hex, obviously.)
2. Ability Proc Rate is the base proc rate of ALL abilities in the game that use the standard proc routine.  So if you wanted 100% status procs on all skills, you would set this to be 64.  It's a bit ambiguous because Pride just pigeonholed it there at the end and the rest of the workbook is strictly about items.

The AI doesn't like using 0-power weapons because it can't "see" the procs on your items, so I would recommend against that kind of design.  You would be better off asking someone to hack Formula 04 (the one used by Magic Guns) to suit your needs, since the AI properly understands that.

You should always apply your ASMs as the very last thing you do before testing out your ISO for bugs.

I should take the moment to point out while I'm posting here that the raw stat spread on units in Journey of the Five is different from Vanilla FFT.

This isn't too noticeable on humans but is drastically noticeable on monsters.

Journey of the Five Ch.1 / Re: Bug Reports
« on: April 05, 2014, 04:49:41 AM »
Considering Monster's Kin has literally no effect to apply on the current release of Journey of the Five, the fact you used a gameshark to add Monster's Kin to your Animist doesn't matter.

To learn an Animist skill, you have to be in the Animist Job, and both be hit by the skill you want to learn and not be hit with or currently be under the influence of any Status Effect that stops your Reaction command from applying, kills your character, or gives control of your character to the AI.  You have to also get lucky as the learn rate on those skills is not 100% on the current version.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 12, 2014, 10:19:49 PM »
Quote from: formerdeathcorps
I think you're overgeneralizing from your own personal experience.  For the record, my units were 5 levels lower than yours when I beat Chapter I, and I'm sure Raven can probably do it at Level 18.  It all depends on how much care you put into analyzing the enemy.

I didn't read this massive textwall of a thread I came back to yet but I saw this.

I beat Chapter 1 of Jot5 (in the 1.0 release state, which was noticeably harder than the current version) with a party level average of 9-10 after Ganon Part 2, without performing any nonessential battles for Gil or JP or drawing out any essential battles for farming purposes, without ever entering the Job Change screen (meaning I only ever had Base+Chemist), without using Move-Find Item, without using the Soldier Office, buying every skill in the order of cheapest to most expensive at the first possible opportunity, and with only 1 reset on Ganon 2.

Yes, I made the damn game (at least in this regard), but uh, yeah.  Most video playthroughs (and non-video playthroughs that I've been made aware of) come out at about Level 15 at the end of Chapter 1.  20 seems to be the upper-end if you've been grinding.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 11, 2014, 09:29:30 PM »
I will go on the record as saying I do prefer a Spell-Charge system to an MP system as a spell-balancing resource, but I use what's available.  Though, if I were to choose between getting rid of MP or getting rid of skill CT it would honestly be CT.

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