Please login or register.

Login with username, password and session length
Advanced search  


Welcome to FFH, where all your dreams come true!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Xifanie

Pages: [1] 2 3 ... 186
Help! / Re: "Anything" command?
« on: April 09, 2014, 02:03:31 PM »
o.o What does the Anything command do exactly? I have never seen or experienced this before.

It does... ANYTHING.

Help! / Re: Add a Plus
« on: April 06, 2014, 10:31:06 PM »
If you're interested in seeing the PSP content ported to PSX, I suggest looking at FFT The Lion War ( ), which has not been released yet sadly.

Otherwise, no you cannot add anything to the game; only replace what's currently existing. To do so, you can use FFTPatcher and Shishi ( ) and various other editors.

Tutorials and Learning / Re: Random Battles
« on: April 05, 2014, 07:06:24 PM »
Here it is, sorry for the delay.

Help! / Re: FFTacText Editor Error
« on: April 05, 2014, 02:24:43 PM »
Have you tried with FFTactext .457? It's the recommended version for WotL AFAIK.

General / Re: Asian Realms
« on: April 04, 2014, 07:43:34 PM »
Once you've produced something interesting, people will want to help with it. If you ask for help before getting started, it's just begging to get people involved and disappointing them all (if anyone even bothers).
Show that you're capable of creating something good... because otherwise, good luck getting anywhere with just talk.

Not to mention your idea is very vague and undeveloped, but that's the least of your concerns. Only having ideas won't do you any good either.

New Project Ideas / Re: FFT - The Lion War
« on: March 22, 2014, 03:57:50 AM »
Sadly, I need to get my new laptop + rip data from old desktop before Elric can NG+

Sorry for the delay

Tutorials and Learning / Re: Random Battles
« on: March 13, 2014, 11:25:54 PM »
I actually have a spreadsheet with that kind of info Jumza... you'll have to wait a couple weeks though, it's on my dead desktop.

The ENTD slots and when they are activated, that is.

Final Fantasy Tactics Hacking / Re: Charge and Delay ASM hack proposal
« on: March 13, 2014, 03:43:37 PM »
So... you basically took the time to write a novel in Chinese that only you (and Mei? :v) can understand. Are you happy with your life? Then again I guess you are used to talking to yourself since it's pretty much all you do on chat...
I'd appreciate if you wouldn't bother with such blatant spam. I don't care that you wrote 3 hours for your post, when it's just to say it wouldn't work well in vanilla settings. Look at your own latest hack before you talk: Angel Ring spam every turn. Herp.

On a side note, my computer is dead and I'm waiting for my order, so I couldn't work on this even if I wanted to (honestly I wouldn't want to :p)

Final Fantasy Tactics Hacking / Re: Charge and Delay ASM hack proposal
« on: March 12, 2014, 03:50:08 PM »
對於一個效果和其相應的成本進行平衡,|影響 - F(X,Y)|<E,對於一些選定公差區間E.

在這兩種情況下,F(X,Y)滿足在X和Y換句話說遞加關係,如果K> 0給出,則存在正函數G(X)和h(y)的,使得K =克(倍)* H(Y)。

如果沒有遊戲機制有更深入的分析,沒有區分這些系統和理論上都是平等的。 MP成本和“冷卻”系統是不矛盾的。所有你需要的是與生俱來的MP回复速度。冷卻時間可減少為一個水平了(只要MP回复通過水平起坐是maxMP和maxMP增加一%)。也不是,如果你設置的初始MP足夠高MP成本“限制”。
I'm sorry, I can't read Chinese.

1) The basic unit of FFT is the CTR or clocktick.  It would make sense to express all the costs in units of CTR.
2) FFT already uses a simplified version of this proposal; all actions cost 40 CT.  Hence, if we were to assume a innate MP regeneration system based on % of caster maxMP, we would have these functions:
Vanilla (assuming 5% MP Regen): F(40 / CasSP, MP Cost * 2000 / (CasSP * CasMaxMP), CT)
Proposed System: F((40 + Dly) / CasSP, 0, CT)
40CT? No.
My table shows the original costs.
Move OR Act = 80CT
Move AND Act = 100CT
Wait = 60CT
It's necessary for it to be that way so people don't spam Wait for regeneration, and people don't spam only Move or Act.

唯一真正的限制香草改裝成方程是一類具有高SP和高maxMP可能過於有效地稀釋對法術MP成本的價值,但大多數器官功能障礙綜合徵通常具有較低的熔點忍者和低速法師。然而,相對於第二個方程,不僅香草改裝成方程1多變量一起工作,它具有三個自由度,而後者只有兩個。請注意,後者問題只解決了如果CasSP是(幾乎)在整個團隊不變。為了確保雙方的平衡和後期遊戲初期,CasSP應該沒有什麼差異了比賽。換句話說,這兩個+ SP擋位和速度的增長已去,使提案平等與香草的平衡選擇。我承認後者系統是比較容易計算(因此,更直觀),​​但平衡將是不完整的。
(打個比方:一個^2+ B^2=14沒有一個解決方案中的整數,但^2+ B^2+ C^2=14這是否是一個額外的變量的電源。)
More Chinese

To answer a potential objection, it is true that the original FFT does not freeze CT while charging or performing.  However, that does not mean the CT variable in the vanilla FFT's equation has no effect.
In FFT, midcharging was lethal to mages because of the damage bonus, the lack of evasion, and the fact that their charged spell can be redirected to allies (or themselves) if they locked onto the target or totally miss if they targeted the affected panels.  Thus, a crude estimate of the effect of CT on spells is given by Spell Effect * (1 - TarSP * CT / 100).
You have the following options:
- Not using charging whatsoever (like FFX)
- Disabling 50% extra damage received when charging (Hack already exists)
- Disabling loss of evasion when charging (Hack already exists)

I don't even know what you're complaining about. This hack wouldn't be meant for vanilla.

Without MP costs, there is nothing restricting a fast physical unit from wrecking the competition with status magic like petrify or death.  One way to solve this is to make status magic more MA dependent for their hit chance.  However, that creates an early game balance problem wherein no one can use status magic for beyond a 25% hit chance whereas late game, every mage is hitting for 100%.  I think the formula needs to be something like (MA * X + Y - TarLVL)% to ensure balance.

In all honesty, I don't think this proposal is unworkable, but it definitely works better in games where not every unit has access to every job, when mix-and-matching isn't allowed, or when generic units don't exist (and everyone has a specialization simply based on their stats).  It also works better in a game where additive damage mechanics predominate (i.e. defense, magic defense, and status defense scores).  That's why it worked in FFX and FFXIII.  I personally think these mechanics are too foreign to FFT and require too many changes just to be functional, only to end up with a system that is harder to balance.
That problem with statuses already existed. Did your MP pool really matter? You could just chakra back up used MP or something. As for Hit% of status spells, I'd suggest something like (X + Caster_Level + Caster_MA - Target_Level - Target_MA) or something. Speed was ALREADY an advantage for spellcasters... but by freezing Charging CT it would actually help create more of a balance so mages aren't so left behind compared to those "fast physical units".

You're pointing all of those like they are huge issues, but really, is any of that even hard to deal with? FFM already made a hack where MA would count as x2 for status spells.

Final Fantasy Tactics Hacking / Re: Charge and Delay ASM hack proposal
« on: March 12, 2014, 02:48:09 AM »
I don't think you understand the concept of "delay". The delay is meant to take place AFTER the skill has been used.

What prevents you from giving a spell 3 clocktics charge time with 30CT delay instead of 60CT delay by itself? If you can do either, how is it a balance problem?
Charging freezing CT is NOT a nerf to mages if you balance things accordingly. Charging is also useful because it is independant of the speed stat. I know it has its issues, but still... As for the delay (or recovery time) it is helped by the speed stat.

Physical units can have physical skills with charge/delay.
Mages can have magical skills with magic/delay.

More often than not, mages are more useful given a wider AoE, casting range and ability to inflict more than one thing or just more damage. Then again, I don't see how it makes it impossible to balance.

Final Fantasy Tactics Hacking / Re: Charge and Delay ASM hack proposal
« on: March 12, 2014, 01:46:50 AM »
Well, I guess so, but charging time + delay + MP cost? Sounds like a lot to me... especially since MP costs really don't add much to the equation at that point; the game can be MORE than balanced with just CT + Delay. Plus, it would make things more simple to use the MP cost value as Delay because then we'd only need to edit the MP cost display to handle 3 numbers (since currently with 2, any value over 99 it displays and infinite symbol).

Final Fantasy Tactics Hacking / Re: Equip Change ASM
« on: March 12, 2014, 01:26:14 AM »
FFTOrgASM uses a very strict format. If you provide the code, I should be able to tell what's wrong with it.

Final Fantasy Tactics Hacking / Charge and Delay ASM hack proposal
« on: March 12, 2014, 01:11:14 AM »
This would essentially rid the game of the MP system.
All abilities would have a charge time, from 0 to very long, and would delay the user by a certain amount of CT after the skill revolves.
The hacking itself would require changing the 1 byte CT value into a 2 bytes half-word.

Movement: 80CT
Act: 80CT + Ability Delay
Movement + Act: 100CT + Ability Delay
Wait: 60CT

Ability Delays would be 0-255 CT (using the MP cost field)

For example:
A Wizard gets its turn at 500CT
It uses a very strong spell without moving, Fire 4, which has a Delay of 120CT
500CT - 120CT (Fire 4) - 30CT (act) = 350CT
But, the "Charging" status freezes CT, so it only starts going up again after the spell goes off.
So the Wizard only gets a new turn 120CT after the spell was successfully (or unsuccessfully) cast.

Abilities could also have the power to lower the target's CT up to -100, or 400/500CT. If it is already at 400 or lower, it won't lower it further.

Help! / Re: even more questions! status effect edition!
« on: March 11, 2014, 03:57:03 AM »
Sadly, it looks like it's not that simple for control over the unit with some statuses.

And yes, move on lava and float should allow you to move and stop on lava.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 10, 2014, 10:05:12 PM »
I can't say I enjoy the game in terms of gameplay, but then again, I can't touch that.

10JP per action is a real nightmare indeed. Even if you consider shared JP, that's a potential of up to 18JP for everyone in one action, whoo-. (excluding guests)
Raven's logic behind this was that you'd have access to higher tier job at the end of ch4 if the only characters you use are the 5 and only focus on unlocking jobs... or something.

As it stands, monsters can NOT have MP costs. They are hardcoded that way. So we'd need an ASM to undo it. I can't say I'm against the idea, but my opinion hardly matters.

You have to understand that Raven is in charge of the gameplay, and because he hates how FFT: Arena turned out, he won't let anyone butt in. If he doesn't agree with you, well, tough shit.

I honestly couldn't go through the game without cheating... I don't have that kind of patience. I praise those who do. I'm a tester and I've never beaten ch1 legit.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 10, 2014, 01:16:49 PM »
Sorry to bring this up but if you guys - Mods and Development Team - aren't going to give us any information such as Changelogs, Walkthrough, etc. How do you suppose to attract people to join this section? We need something to talk about in this section, right?
I believe people lurking around here are eager for Changelogs, Walkthrough, Update, etc but since they found nothing, they just simply walk away.
Creating changelogs would heavily affect Raven, who already has the most work of us all, which would considerably slow down future updates. Not only that, but JotF is freaking hella custom, there's no point in listing all the changes... it would be easier to list what -didn't- change.
I don't remember a gaming company ever providing Walkthroughs and such, that's the players' job.

And you guys as the Administratives should take the first step to promote and invite/provoke people to join the board and make this section live. That can only be done if you provide something that could pique people interest.
I thought that was the mod's goal... You don't find JotF interesting enough?

BTW I'm working, too ya know. :P
...good for you?

As a final note:
Yes, it's easy to ask for all these things. But for most people, the amount of work involved is the first thing that would make them run away for their life. It's also not that easy managing a team of people who aren't paid. It's "If you don't work, I'll hope you'll do it later" VS "If you don't work, I'll fire you". The most considerate thing for you to do would be to move your ass and do these things you ask for. Otherwise, it's pretty inconsiderate to ask us those.

"Affected Stats" are hardcoded properties in formulas, just like steal/break equipment slots... the "easiest" way to change those is by ASM hacking the formula you wish to add it to.

Otherwise, you're better off working off an ability that already grants +PA for your needs.

Journey of the Five Ch.1 / Re: flowoftime feedback thread
« on: March 09, 2014, 02:08:47 PM »
Guests are not intended to be controllable and so will not be in future releases. You can, however, use them in random battles to help them catch up/power up if needed be.

Help! / Re: Where do I go to learn to change what shops sell?
« on: March 08, 2014, 02:30:39 PM »
I didn't have an issue...
Maybe older versions of FFTPatcher do not patch this properly, or maybe when you try to patch, FFTP doesn't automatically check "shop inventories" to patch?
I used .482 and it worked just fine.

Help! / Re: Where do I go to learn to change what shops sell?
« on: March 08, 2014, 12:30:22 PM »
"Shop Inventories" tab:
- Make the item available at the desired location

"Items" tab:
- Set the "Shop Availability" not too high, for some reason, unattainable availabilities were named "<Blank>". If set to that, you can never progress far enough in the story to unlock it in shops.

Pages: [1] 2 3 ... 186