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Messages - RavenOfRazgriz

Pages: [1] 2 3 ... 135
1
Help! / Re: Counter Learne by hit
« on: Today at 07:37:48 AM »
Learn on Hit abilities are only learned Chance to Learn % of the time.  So if your move has a Chance to Learn % of under 100%, you (obviously) won't learn it 100% of the time.  So, if your Reaction's Chance to Learn isn't 100%, that's step one.  You must also be in the specified Job whose skillset contains that Reaction command.  ie, if this is Vanilla and you're trying to learn Counter Tackle on hit, you must be in the Squire job.  That's step two.  If you're following those two main steps, you "should" be able to learn your desired skill on-hit.

However, I'm not entirely sure you can learn Reaction commands via Learn on Hit.  A number of Reaction commands (Counter, Counter Tackle, Hamedo, Meatbone Slash, Counter Flood, Auto-Potion) are actually countering you by casting the specified skill (and Counter Magic mirrors back whatever skill was used), so it wouldn't surprise me if even for the purposes of Learn on Hit you're treated as having cast the skill being used and not the Reaction itself.  The only Reaction I can think of that "attacks" another unit and isn't actually casting a separate ability on them is Damage Split.

That's the best advice I can give you though, as to my knowledge no one has bothered trying to make Reactions be Learn on Hit before now.

2
New Project Ideas / Re: FFT - The Lion War
« on: May 17, 2017, 06:30:42 AM »
If are not both patches about adding the PSP game content to the PSX game, what are the differences?

From the FFT: Complete board description:

Quote
The PSP translation in the PSX version of the game, with many glitch fixes. This is meant to be the definitive version of FFT and a new starting point for new projects.

From the FFT: The Lion War opening post:

Quote
Final Fantasy Tactics - The Lion War is a mod that attempts to add content from War of the Lions to the PSX version of Final Fantasy Tactics while keeping the original translation intact. This will also feature a few of the newer console friendly ASMs to increase fun factor and add more re-playability to the game we all know and love.

One adds the PSP translation to the PSX.  It does not add new content.  This patch adds PSP Content (such as insert scenes, new characters, basically anything that's not the new items or multiplayer functionality), but utilizes the PSX script / has the insert scenes re-written to be compatible with the PSX writing style.

He's saying he doesn't think you read both thread descriptions because they state rather straightforwardly what their objectives are.  One is for people who want the PSP script on the PSX, while the other is for people who want the PSX script but with the added PSP content.

3
The Lounge / Re: Back?
« on: May 12, 2017, 10:08:18 PM »
Hey, friend.

Most of the day-to-day activity for the website these days happens on either IRC (in the top bar) or on the FFT Arena Discord server, which a lot of people use simply because FFH doesn't have a main Discord server itself.

Recommend joining one/both if you're looking to see who's still around and what's being worked on beyond the finished stuff that gets pushed onto the website.

4
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 12, 2017, 05:34:56 AM »
Excellent.... Excellent.
You won't be saying that when you're on the receiving ends of various things in store for you, let me tell you.

5
PSX FFT Hacking / Re: Pride's ASM Thread
« on: May 09, 2017, 05:22:33 PM »
something

6
PSX FFT Hacking / Re: Pride's ASM Thread
« on: May 05, 2017, 06:23:03 PM »
Question: What does "Normal Attack (Hamedo)" do?
This is the incorrectly documented "Normal Attack?" flag in FFTPatcher.  What this flag is actually for is (among other things) flagging the ability as being counterable by Hamedo.

7
Spriting / Re: Luiakyn's(Omnir's) Sprites
« on: May 03, 2017, 12:30:23 PM »
Thank you!

Understandable you stopped, MON/Lucavi sheets are awful to work with.  Zebbub was one of the ones I was most interested in though so I'm glad it's the one you had progress on, heh.

8
PSX FFT Hacking / Re: Pride's ASM Thread
« on: May 03, 2017, 07:37:15 AM »
..., and fuck RavenOfRazgriz.
You wish.

9
Spriting / Re: We need MOAR Monsters
« on: May 01, 2017, 02:35:59 AM »
I've considered this dilemma Raven.  While I have never played it, I believe there is a lovecraft table top game which gives the player "Sanity" Hit points.  This sort of made me consider the idea of having like a handful of rounds before the party goes mad and a game over, or warp back to world map occurs.  Something like having an incremental variable go up on Cthulhu's turns as a count down.  If I recall correctly, Cthulhu probably exists outside of this dimension to some degree (maybe I'm mixed up, I've been on a lovefcraft audio book tear while spriting) and can't really be killed.  If damaged enough Cthulhu would return home for slumber.

This is all very easily doable, yes.  You can easily have an event that increments, say, every one of Cthulhu's turns that points out how many turns are left before the player characters simply go insane, then Game Over them if they take too long.

On a side note, I recall a sahagin sprite floating around forever ago that would be great to pair with cthulhu.  I don't think it was finished, but fish people are the appropriate henchmen (or to be used as Dagon).
I'll try to acquire this for you, hold.

10
Spriting / Re: We need MOAR Monsters
« on: April 30, 2017, 09:19:19 PM »
On the one hand, that Cthulhu Sprite looks pretty cool and not too far off from being finished.

On the other hand, actually using that sprite means giving Cthulhu an HP bar.  And everyone knows, you never give Cthulhu an HP bar.

11
Spriting / Re: Luiakyn's(Omnir's) Sprites
« on: April 29, 2017, 09:14:23 PM »
Would you happen to have any updates to any of the new Lucavi sprites?  The Duma sprite looks really nice, and there's a side-project Elric and I work on off the books that we'd love to use all the new Lucavi sprites in if you don't mind and happen to finish them!

12
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: April 28, 2017, 09:42:29 PM »
Is is possible to make some of the towns on the map active for random battles? The idea of heading to a town for some items and armor to get jumped by bounty hunters would add some extra excitement and integrate some creative grinding. I know a few of the maps are already available from vanilla, but could they be programmed for random encounters?
This would require completely rewriting the code that handles Random Battles, unless it were done in a very ad-hoc way.  To see how Random Battles work normally in FFT, see the Random Battle Editor in my signature.
You guys kept the status' active when dying on the field, but I'm wondering about stealing. Is it possible to set it so that you can steal from a dead body? I mean, it makes more sense when you think about it... the success ratio can stay the same so it doesn't break Steal though.
It's possible if someone were to hack the abilities to work that way.  By default, all abilities that don't Cancel: Dead will always fail on a Dead unit, it's just how the game works.  This isn't a yes/no on whether it's a change that'll occur, however.
And when a felled monster turns into a chest, can the item be one of the two poachable items that the monster had to offer?
The Poaching system isn't going to be utilized in the new release.  It's been replaced with an Item Synthesis System that operates on very different rules to FFT's Poaching System.

13
War of the Lions Hacking / Re: Changing palette on Miluda event
« on: April 27, 2017, 03:22:33 PM »
The events shown through the Records option in the Brave Story often use different ENTDs if they're a scene that normally involves a battle or a joining unit.

You can find which ENTD is used by the event in question by finding its entry in ATTACK.OUT Editor Special Awesome and checking the "Brave Story ENTD" field.

14
Updated to 4/26/2017 revision, issue should be fixed by just removing the comments and adjusting the error-checking code in EasyVent Editor Super Perfect 2.0 accordingly.

15
That's interesting.  Might not have a chance to look at it until tomorrow.  For now, open your CONFIG.INI and delete the comment that''s after the Offset='BLAHBLAH' entries and it should compile.  I'll sort it out when I can.  That's what I get for rushing out the update in the ~1hr of time I had to work on it this morning.

16
MAIN DOWNLOAD and UPDATER DOWNLOAD both updated with the following fixes:
  • Errors with the CONFIG.INI settings for compiling to Save State fixed, included a new CONFIG.INI in both downloads.  EasyVent Editor Super Perfect 2.0 will now also auto-detect whether to use a user-set Offset='00######' or use the now-correct Offset='0004A96C' when dealing with a Save State, and will do its best to correct mistakes in the CONFIG.INI automatically.  NOTE: Do NOT import your own CONFIG.INI where Offset='0004A96C' is already set!  Allow EasyVent Editor Super Perfect to handle this for you or you will experience errors!  If using a modified CONFIG.INI for some reason, change the Offset path to something like Offset='00002000' first!
  • Errors in SpriteMove and SpriteMoveBeta Help Files should be fixed, now congruent with wiki.
  • Errors with SpriteMove Generator should be fixed, now outputs commands congruent with wiki documentation.
Please download or update to the newest version!

17
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: April 25, 2017, 05:21:53 PM »
I took a look at this - to be clear, this is for the dropdown in the Other Images section where you select a specific image inside a category?
Actually, never mind this one.  I was talking about the main Sprite page, but I apparently still had a .482 FFTPatcher loaded when posting this.  I just checked and it's fixed in both .491 and .492.

18
Oh, was the config file in the download supposed to be pre-set for savestate editing?

It's aimed at 00004A9C (or something; I already saved over it and forgot exactly what it was) instead of 0004A96C.

Posting to remind myself to look into this tomorrow, will put out an output tomorrow morning when I have a bit of time to code if it's needed.

19
Event Editing / Re: Dialogue Lingering
« on: April 24, 2017, 03:07:39 PM »
I actually see exactly what the problem is but refuse to say until you update until the proper tools.  (EasyVent Editor Super Perfect 2.0, that thing you said you'd update to last time.)

Why?

If you had the proper tools, you could use the Instruction Viewer to have figured this problem out for yourself in about thirty seconds and have no reason to have made this thread.  You're currently being that one guy who still uses Internet Explorer 4 and forces people to make two versions of every website because you won't update to a modern web browser.  I'm no longer enabling it.

20
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: April 24, 2017, 03:02:23 PM »
"How is Chapter 2 coming?"

Easy answer: Look at the tools released by all the people who contribute to it.  Those tools aren't just made in a vacuum for no one in particular.  The only reason more tools aren't released is it became too frustrating to put out cool things and have no one give feedback on them or use them besides the one group that already has access to them.

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