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Messages - Xifanie

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1
Event Editing / Re: Dialogue Lingering
« on: April 24, 2017, 07:13:51 PM »
But I do appreciate the comments. I will take another stab at re-writing the event from dialogue 5 and beyond - that might solve the issue. If not I will move on and come back to it in my second draft with the newest editor.
(╯°□°)╯︵ ┻━┻


Are you a troll? Because I feel like I'm we are ALL being trolled.


Did I ever mention that FFH isn't a community dedicated to Software-Induced Post-Traumatic Stress Disorder support? No? Because I never felt the need to. I feel I need to, now.
You're insulting the precious time I spent updating my configuration file, along with hours and hours of testing to document event instructions better, on top of the many hours that Raven spent to upgrade his tools.

I think Guru hit it on the head - I am really intimidated at this point to switch to the newest version.
Ah yes, nevermind that we've been telling you to upgrade since the beginning.

2
Hacking/Patching Tools / Re: FFT Hack Template Spreadsheet
« on: April 23, 2017, 07:05:44 AM »
New version.

For an unknown reason, the Auto Replace function was not working properly at the moment of saving. I fixed it, but I have no idea why it didn't work yet does now. I just tried to move the procedure that fetched the Auto Replace table's data further down in the code, and it magically started working again.

I have no idea.

VBA sucks.

To update manually, you only have to reimport the SharedXifiSheets module.

4
Help! / Re: Random Unit JP
« on: April 22, 2017, 02:24:00 AM »
...No. I always release my hacks hoping that they are bug free. There's usually a little something that I miss that a end-user finds out. I also test my hacks thoroughly. Unfortunately, that's not always enough and I've had to face this fact several times.

If I already knew the bugs I'd fix them instead of asking for bugtesting. This hack was completed about 18 months ago just waiting for JotF ch1 re-release bugtesting to make sure it worked properly.

5
Help! / Re: Random Unit JP
« on: April 21, 2017, 10:57:30 PM »
i never said i was ditching the hack >_>
Well, you said you had plenty of time to test, and you hadn't replied in 3 days, and did mention you found a solution that didn't require my hack... not much was pointing to you still planning to test the hack, so I kinda had to ask. :p

There is no conflict, my hack simply uses FFTPatcher's Learn % as part of its formula to generate a new one based on that and the minimum level & job level for each ability. With its default settings, 50% = 50%, 10% = 10%, 100% = 100% and so on.

6
PSX FFT Hacking / "Quadratic" Ability Formulas
« on: April 20, 2017, 10:25:58 PM »
I understand that most people here didn't take higher levels of math in high school, but it is really embarrassing to have seen this mistake become such a huge phenomenon.
I don't know who is the first person to have ever said that fist/truth/untruth/tiamat formulas were "quadratic" on GameFaqs, but because of this idiot, now just too many people use the word erroneously.

It doesn't take long to see how wrong it is to use the term quadratic in this case: https://en.wikipedia.org/wiki/Quadratic_formula
Just look at the charts; quadratic formulas increase, decrease and increase again or decrease, increase and decrease again. I've done this shit in high school.

FFT formulas are one way: they're exponential.

Just figure I'd toss that out there as someone who paid attention to "advanced" math classes in high school and graduated. :)

7
Help! / Re: Random Unit JP
« on: April 20, 2017, 05:41:52 AM »
So... does that mean you won't be testing my hack then?

8
And don't update your CONFIG.INI.
Actually, just be sure you don't get EVSP 2.0! It's great for eventing. You don't want that.

(trying reverse psychology since everything else failed)

9
Help! / Re: Random Unit JP
« on: April 17, 2017, 09:22:15 PM »
So, there you go.

Since there is no tutorial yet, if you have any questions you'll have to ask me directly.

I highly recommend that you alter the learn % of all your skills (0 to 255%) and edit the learn % formula inside the spreadsheet to get better results. I also recommend that you set the Parse # Times value to 2 to 5, to try to ensure that units use up all their JP.

This is obviously using my new template spreadsheet (which was a big part of the time I just spent to update the sheet), so I suggest you look into that if you never used any of my spreadsheets using it: http://ffhacktics.com/smf/index.php?topic=11594

10
Help! / Re: Random Unit JP
« on: April 17, 2017, 03:06:14 PM »
It's not so much a matter of "giving it a try" as it is about making it worthwhile for me to spend 3-4 hours to make the sheet nice & clean and user-friendlier. And the bug reports would just be about regular usage.

11
Help! / Re: Random Unit JP
« on: April 17, 2017, 06:25:13 AM »
Y'know, if you want the spreadsheet, I can give it to you if you promise to report any bug...
I think I can trust you on that because of that bug report for the Synth Shop (which is a lot more than most people do).
I'd rather see my tools used than not. I have a bunch of other spreadsheets lying in wait. They will have to go through JotF ch1 re-release bugtesting before I'm willing to release them.

12
Help! / Re: Random Unit JP
« on: April 17, 2017, 05:01:01 AM »
Yeah, that sounds nice and all, but it's pointless to release it when people don't report bugs even months after the initial release, only to find out on my own it wasn't working all along and everyone who downloaded it couldn't actually use it.

Edit: To be fair you did report issues with the Synth Shop and I wasn't even able to help you. :/

13
Help! / Re: Random Unit JP
« on: April 17, 2017, 03:05:33 AM »
Available JP = job level requirement + random(0, 99)
So a Time mage with lvl 8 job would have 2100 to 2199 JP available.

Abilities are bought from first ability down to the last ability.
There is a learn % for each ability, if the unit randomly generates a number equal or greater to the Learn % it will attempt to learn the ability (given enough JP remaining).

EDIT: So the ideal solution would be to place the abilities you want a higher chance to learn at the top of the skillset.

Of course this can all be overridden and customized more nicely with the spreadsheet that I never released (because no one wants to report bugs). It allows to set a minimum level and/or job level for the AI to even attempt learning an ability and you can customize the learn order, even have it go through several "passes" to spend as much JP as possible (so if it failed to learn an ability on the first pass, it may still randomly learn it on the 2nd pass).

14
Help! / Re: Agrias guest sprite to unique character.
« on: April 14, 2017, 06:35:35 PM »
Oh crap, that's right. Load Formation will override whatever Unit ID you set... oops. >>;

15
Help! / Re: Agrias guest sprite to unique character.
« on: April 14, 2017, 05:40:38 AM »
After characters join your party, they lose their custom assigned Unit ID. THEREFORE, events that are post recruitment such as golgorand execution site will NOT trigger talk events mid-battle between Agrias and Gafgarion because  the game will think Agrias is not there! You would have to edit the event conditionals to fix this... and well, you already gave up on eventing, so...

Someone feel free to correct me if I'm wrong, but I think fusing Guests into their Join counterparts is the best course of action; just keep the Unit ID for the Guest Unit ID when the character is supposed to be a Guest, so that way, events will still trigger just fine.

16
The Lounge / Re: Alvora Tactics - FFT-like TRPG on Greenlight
« on: April 10, 2017, 09:34:45 PM »
Last game, the main reason I was uninterested in your project was the lack of controller support, especially by forcing to use a mouse. Even if it was playable with only a keyboard, I could always use JoyToKey, even if that's a tad annoying.

How is controller support in this game?

17
PSX FFT Hacking / Re: Dokurider's Custom AoEs
« on: April 10, 2017, 08:43:32 PM »
Someone is actually using my spreadsheet.
I... so happy...

18
As the maker of the original ATTACK.OUT editor, please use this program from now on. There is literally no reason to not switch; this program offer more features without the bugs present in mine. Too bad I couldn't just update mine because I lost the source many years ago, but thanks Raven for making a proper replacement!

19
Nope.

You should really look into a modchipped PSX or PSX emulators if you want to play the game modded... GS Codes can't permanently alter your saves for anything in the modding department.

20
Event Editing / Re: First attempt at event editing.
« on: April 07, 2017, 11:06:10 PM »
replace this:
Code: [Select]
{63}(rC9)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)

with this:
Code: [Select]
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Reveal(060)
Listen to meeeeeeeeeeee.

also, x defines a hexadecimal number. And stuff like "//Message x15" is just a comment, it's just to help you. The compiler ignores comments... thus you can't jump from message ID x0009 to 0x0010, because you're missing x000A, x000B, x000C, x000D, x000E, x000F in between.

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