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Messages - C1REX

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PSX FFT Hacking / Charge skill on another character.
« on: March 22, 2018, 04:21:34 PM »

I would like to swap archer's charge skill with knight. I simply swapped skill sets in the patcher. Knight can learn all charge skills but can't use them in the battle. What else I need to do to make it work?

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: March 18, 2018, 10:54:45 AM »
This patch is for myself only at this point. I don't want to copy Jof5 - it's an amazing patch that I can play already. Probably the best balanced mod I've experienced. Now I want a different experience and if it's fail to be fun for me then it's fine.

I already increased global evade and made shields way more efficient to be a strong alternative to two sword skill. I'm OK with this rng and avoidable skills. I'm not OK with 20% hit rate for skills that win the battle.
I hate 1 HKO but that is already available in most mods. Ninja with martial arts and no swords is often a 1HKO killing machine in most mods.

The problem with Invite, Frog, charm and death is that it can too easily win the fight if you lucky. If not then you can reset the game and keep trying until you start the fight with such powerful hit.

1.3 has reduced hit rate for those skills but I still managed to cheaply win some difficult battles by keep trying to use most powerful skills early on. And resetting the battle is just a longer version of using save states. So I either cheat the game by keep trying to get invite early or the game cheat on me and I get miss 30x in a row and get the fight 1h long for no reason.

In my personal mod invite cast is 3 turns long - This makes it almost useless at the begging of the fight as it would put you at a huge disadvantage. I made similar change to Charm so my cheap tactic to start with 3 charms at the beginning isn't cheap any more.

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: March 17, 2018, 10:31:45 PM »
Dear all,

I'm looking for ideas and maybe somebody can help me.
I keep working on my personal patch and one of the thing I hate in games in general is rng (at least in most cases).
I want to reduce hit rate/luck to minimum or even eliminate it if possible.

My question is how would you balance the most powerful skills in the game if there would be 100% hit rate?
Is it even possible to balance Frog, Death or Invite with 100% hit rate?
If you had to how would you do it for these 3 specific skills?

My idea for invite is to make CT=50 or so (with "follow target") and 1 range.

PSX FFT Hacking / Re: ASM Requests
« on: March 17, 2018, 10:20:52 PM »
At this point a just reduced SP growth from 100 to 200 globally. At least I reduced the problem a bit.

Is there as hack that gives generics and monsters specific value for Brave and Faith?
I would like all generics to start with 70 Brave unless specified otherwise in ENDT. Ramzas pre raw stat can be edited here but I can't find anything for others unless I manually adjust all enemies in ENDT to make sure they won't start with too low Brave.

PSX FFT Hacking / Re: Razele's ASM Hacks
« on: March 17, 2018, 10:03:31 PM »
I like the hack that gives Defend damage reduction.
Apologies for a noob question but how such xml would look like if I wanted 50% or 75% damage reduction?

It takes a support slot and action during a fight so it should make a big difference imho.

PSX FFT Hacking / Re: ASM Requests
« on: March 16, 2018, 03:37:52 PM »
Is there a hack that can eliminate speed growth from the game? Speed growth cause so much problems for scaling it feels almost like a bug to me.

Necrobump but relevant. There is a small error in the spreadsheet where PA lvl10 for males is wrong and doesn't change for some jobs like archers or monk when you edit growth and multipliers. Monk lvl10 PA is always 04 for example.

PSX FFT Hacking / Re: Possible to change raw stats?
« on: March 10, 2018, 03:58:49 PM »
Apologies for triple post but otherwise nobody would know about update.
There is either an error in Xifanie file or I do something terribly wrong but I've managed to have the same PA/MA for males and females by creating an XML file from xml generator.

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>

  <Patch name="Same stats for all">
    <Description>Males and Females have the same PA and MA</Description>
    <Location file="SCUS_942_21" offset="4F110">
    <Location file="SCUS_942_21" offset="4F11B">


This xml works just fine for me. I'm a noob and barely managed to create it so can't tell why this one works and Xifanie file doesn't but it does look different to me.  I'm sharing this as more people may want to use it.

PSX FFT Hacking / Re: Possible to change raw stats?
« on: March 10, 2018, 11:13:50 AM »
I've attached my xml file. Can somebody check if it's correct, please? I tried new game with only this one hack to make sure there is no conflict but I still get Females and Males with different stats when I try to get both of them the same.

PSX FFT Hacking / Re: Possible to change raw stats?
« on: March 10, 2018, 06:48:23 AM »
I keep trying new game and I hope my males and females will have the same stats.
Other hacks  like "defend initiate all" or "equip change initiate all" seem to work fine.

PSX FFT Hacking / Re: Possible to change raw stats?
« on: March 10, 2018, 01:08:02 AM »
I still have problem to make it work.
I edited the file and pulled the xml file. It works just fine for math skill changing to normal skillset but my female characters still have less PA than males.

The xml file seems to be changed as it should. I tick the box for pre-raw stats change in FFT OrgASM. All is working fine but raw stats won't change. My females and males don't have the same stats as they should.

What do I do wrong?


Help! / Re: What is the best way to reduce damage for the whole game?
« on: March 06, 2018, 07:41:27 AM »
I understand that jot5 is a very advanced patch. What I meant is that it feels simple to play and a lot of unnecessary stuff were cut off the game.

I wonder how the damage balancing were done.  Most enemies take much more hits to kill than in vanilla. The battle mechanics and overall balance is just fantastic.

Help! / What is the best way to reduce damage for the whole game?
« on: March 05, 2018, 09:59:47 PM »

I'm working on a personal vanilla mod and one of the main features I want in there is reduced damage to keep fights much longer.

What I've done so far is I adjusted grows and multipliers so max PA is 10 for monk and 11 for Knight. Max MA is 22 for Black Mage - this is done to keep scaling better. It's similar how vanilla monsters PA and MA scaling was done.

There is no skills or items to alter PA, MA or SP in my mod. SP is also slightly reduced to keep scaling more under control.

Monk standard attack with Brave 97 and 10PA is about 150 depending on zodiac. Can be double that with dual sword.
Ninja can do maybe a little bit more but it's very unlikely to 1HKO anybody as max HP was improved for all melee jobs.

My questions is what challenges and problems I may get and what are potentially better solutions?
How Jot5 is balanced? The damage at the beginning is about the same as on my patch and it seems to stay low.
How boosting DEF for all jobs would work out?
I really like the genius level of simplicity in Jot5 and would like some of that in my personal vanilla  mod.

Many thanks.

PSX FFT Hacking / Skill to heal MP similar to regen.
« on: March 04, 2018, 08:11:53 PM »

How people implemented regen version for mp recovery. How to add such skill?

Thank you :)

PSX FFT Hacking / Re: Initiate skills. Few questions.
« on: March 02, 2018, 07:34:02 AM »
The first question is about asm patcher where you can for example tick an option for "move find item initiate for all". Does it use 1 of 4 slots from the standard patcher?

Standard patcher has an option to add 4 initiate skills for all jobs and I wonder how it works with asm patcher that have few options to apply initiate skills globally.

I also know that some skills can stack and I can have move find item and move get xp at the same time but what about reaction abilities?

Also there is a global initiate skill "weapon parry" in asm patcher. Does it work with other reaction abilities. Are there more reactions that can work with others? Catch item for example can be such one?

I will be testing all this out but moding already takes many hours a day from my life and I want to save some if somebody already know the answer.

Thanks :)

PSX FFT Hacking / Initiate skills. Few questions.
« on: March 02, 2018, 12:50:23 AM »

I want to test jobs with different sets of initiate skills and I have few questions.

- If I enable "move find item", "defend", "weapon guard", "equip change" in ASM patcher does it use the 4 slots for initiate skills or is it hidden behind and I can add more?

- Can I add reaction abilities as initiate skill? Can I add more than 1? Does the order I put them on the list matter?

Many thanks :)

PSX FFT Hacking / Re: Possible to change raw stats?
« on: February 28, 2018, 12:22:55 PM »
Is it this one I need to edit? The one saying "Do not touch"?

PSX FFT Hacking / Re: Possible to change raw stats?
« on: February 28, 2018, 06:33:56 AM »
You edit the Raw stats with the tool in my Workbooks compilation.  The Utilities workbook is just a comprehensive stat previewer.

Is the file called: "Job and Charackter workbook compilation"?
I can see: "Pre-Raw  Stats Editor" tab and it says there: "Raw Stats for LvlSim - Do Not Touch". Should I touch it?

Many thanks.

Small necro bump but maybe somebody will use this idea.

I was working on MA scaling and the only solution that worked for me was to apply MA bonus to items. I added MA bonus to weapons only to make it easier. This let me decide at what point of the game more or less I can make mages stronger.
This can be done to any stats however and to control scaling 100%.

So you can start with low stats (the lower the more similar females and males become so you can have male wizards and female monks).
You can go as low as PA1 and MA1 and keep at 1 the whole time.

Then you can apply as much extra PA. MA HP as you wish at certain points on each chapter to whatever items you want.
Each chapter is divided into four sections when new items are available in shops but you can give specific items with specific stat boosts as a battle rewards.

It's a lot of item editing + battle rewards + poaching to make it work but you can make almost grind free game.

The only thing to grind would be jp points but you can play with jp costs and job tree to adjust to your liking. You can even open up the whole job tree from the beginning and control at what point make each class usable by introducing let say katana or books for that job.

So if you make items more powerful relatively to stats then it lowers the need for grinding.

I like how I start with low PA/Ma and my attacks do less damage. I don't know how otherwise to avoid 1HKO and cap endgame damage at about 300.
I only done rough few tests on chapter 1 and 2 and I love it.

I additionally removed all PA+ bonus from all items and left only one Speed +1 bonus on thief hat. To make low level spells scaling work I added MA+ bonuses to weapons for MA oriented jobs.

All growths are flat for all jobs. PA/MA growth is at 50. HP is also improved on some jobs.

I end up with about max PA 10 for males and MA 10 for females.
PA 10 gives about 100-150 damage for Monk depending on brave and zodiac. Knight regular attack with good sword does about the same.
Bolt or fire 1 with late weapon and extra MA does about the same 150 damage what I like. My scaling idea works as intended.

Accumulation is something I haven't work on yet. It's twice as strong as before so I may either: remove it or balance it with heavy MP cost or big enough CT to lose a round.

What I don't like about accumulation is that it makes weapons useless. Knight with PA 4 after accumulation would do more damage bare hands than if holding a broad sword - that is just wrong. Vanilla Ninja with Martial arts and no weapons do more damage than with rare ninja swords. PA boosting is a big balancing problem.

I nearly finished all jobs and need to think how to deal with monsters. Easy approach is to just cut multipliers in half but I don't like how stat growth works on monsters - monster have bigger power boost per level than humans and the difference between lvl1 and lvl99 monster is huge.
I may end up reducing PA growth instead - not sure yet.

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