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Topics - formerdeathcorps

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1
FFT Arena / Arena Team Battle
« on: November 19, 2014, 02:25:21 PM »
RULES:
1) Each team will have 4 players.
2) Each player can submit only 1 Arena valid unit.
3) After submissions are in, each participant is then randomly paired with 3 other participants to form a team.
4) The JP cap appies.  The 2-of-a-kind limit for equips and skills does not because there is no way to enforce that without affecting the randomness of the team selection process.  (The alternative of selecting teammates first and then making units is too susceptible for collusion as stronger players can make units for more inexperienced teammates.)
5) The tournament will be in round-robin style with 4-6 rounds.
6) WE need not include this rule, but I think it would be more fun if we did.  After each round, losing teams may choose one player on their team to modify their submitted unit.  Unit substitutions can only be done once or twice per team per tournament.  (I'm not sure yet which would be better).

2
War of the Lions Hacking / Code Documentation Thread
« on: March 10, 2014, 07:25:07 AM »
PLEASE STICKY.

The main code for WotL is located in BOOT.BIN.  This thread is dedicated to its documentation.

Rafa / Malak New Hardcoding (found in 0xCF8CC in BOOT.BIN)

088d3878: 3c0408a7 lui r4,0x08a7
088d387c: 248464c0 addiu r4,r4,0x64c0
088d3880: 00853021 addu r6,r4,r5           //r6 = Ability Offset
088d3884: 90c50003 lbu r5,0x0003(r6)     //r5 = Ability Flags 1
088d3888: 90d10009 lbu r17,0x0009(r6)    //r17 = Ability X
088d388c: 3c04092f lui r4,0x092f
088d3890: 90d20008 lbu r18,0x0008(r6)    //r18 = Ability Formula
088d3894: a085975c sb r5,-0x68a4(r4)     //Store r5 in ability RAM.
088d3898: 324500ff andi r5,r18,0x00ff
088d389c: 24a4ffe2 addiu r4,r5,-0x001e
088d38a0: 2c810002 sltiu r1,r4,0x0002
088d38a4: 50200027 beql r1,r0,0x088d3944    //If not Rafa / Malak formulas, check for Formula 5E (Triple Thunder / Flame)
088d38a8: 2404005e addiu r4,r0,0x005e
088d38ac: 3c04092e lui r4,0x092e
088d38b0: 8c845b9c lw r4,0x5b9c(r4)
088d38b4: 14800022 bne r4,r0,0x088d3940      //If not during combat phase, check for Formula 5E
088d38b8: 00000000 nop
088d38bc: 3c1008a8 lui r16,0x08a8
088d38c0: 00002021 addu r4,r0,r0
088d38c4: 0e288700 jal 0x08a21c00               //Stores 0 (r4) into 0x097a7514
088d38c8: 2610b1f0 addiu r16,r16,-0x4e10      //r16 = Chance of N Hits Table Offset (see below)
088d38cc: 3c0408a8 lui r4,0x08a8
088d38d0: 2484b1fc addiu r4,r4,-0x4e04
088d38d4: 0e2886c0 jal 0x08a21b00            //Input r4 = 0x08a7b1fc, r5 = 0x155e into routine, but these values (which seem to be an offset containing a special RNG seed / multiplier) are not used
088d38d8: 2405155e addiu r5,r0,0x155e
088d38dc: 00021880 sll r3,r2,0x02
088d38e0: 00622021 addu r4,r3,r2
088d38e4: 00041880 sll r3,r4,0x02
088d38e8: 00831821 addu r3,r4,r3
088d38ec: 00031880 sll r3,r3,0x02                     //r3 = RN{0...7FFF} * 100
088d38f0: 04610003 bgez r3,0x088d3900            //This is guaranteed, GOTO 0x88d3900 and r5 = RN{0...99}
088d38f4: 00032bc3 sra r5,r3,0x0f
088d38f8: 24637fff addiu r3,r3,0x7fff                 //Ensures positivity, but this isn't necessary.
088d38fc: 00032bc3 sra r5,r3,0x0f
088d3900: 3c0308a8 lui r3,0x08a8
088d3904: 9064b1f0 lbu r4,-0x4e10(r3)              //Starting at 0x08a7b1f0 (or BOOT.BIN 0x277244) is a table listing the probability of for getting N hits on Rafa / Malak formulas.  There are 10 entries; thus, the maximum # of hits is hard-coded as 10.
Hit 1    5%
Hit 2    5%
Hit 3    10%
HIt 4   10%
Hit 5    20%
HIt 6    20%
HIt 7    10%
Hit 8    10%
Hit 9     5%
Hit 10    5%
088d3908: 0085082a slt r1,r4,r5
088d390c: 10200009 beq r1,r0,0x088d3934          //GOTO 0x88d3934 if failed on the first attempt
088d3910: 24110001 addiu r17,r0,0x0001             //r17 = 1
088d3914: 00a42823 subu r5,r5,r4                     //ELSE (on success), reduce RN by the probability of the previous table entry
088d3918: 26100001 addiu r16,r16,0x0001           //Increment one slot on the failure table
088d391c: 26230001 addiu r3,r17,0x0001
088d3920: 92040000 lbu r4,0x0000(r16)
088d3924: 307100ff andi r17,r3,0x00ff               //r17++
088d3928: 0085182a slt r3,r4,r5
088d392c: 5460fffa bnel r3,r0,0x088d3918         //Keep going until number of hits is determined
088d3930: 00a42823 subu r5,r5,r4
088d3934: 3c03092e lui r3,0x092e
088d3938: 10000048 beq r0,r0,0x088d3a5c       //GOTO OTHER CHECKS, store r17 as the number of hits
088d393c: a0715c4e sb r17,0x5c4e(r3)

3
Spam / Things I Learned on FFH
« on: September 21, 2013, 05:08:20 PM »
1) You leave by thanking the community.
2) DERP is the largest known unit of e-penis.
3) All the trolls are Magitek clones.
4) You can believe in Zodiac, fake difficulty, and St. Ajora, or you can believe in tolerance, having fun, and atheism, but you can't believe in both.
5) Enlightenment is when all your dreams come true.  Most people are not enlightened because all their nightmares would also come true.
6) The worst attention whores pretend they are not to feed their ego off the deception.  Hence, cheating is a form of narcissism.  So too, is bad leadership.
7) IRC is FFH's heart, the Forum is FFH's brain, but Spam is FFH's soul.  He who can rule Spam successfully is the true king of FFH.

4
The Lounge / 8-15
« on: September 19, 2013, 07:08:29 PM »
It's that time of year again to go home, see your folks, observe the nice round full moon, and eat mooncakes!  Hopefully the clouds don't block your view (as they did where I'm at).

Happy Mid-Autumn Harvest Festival!

5
Spriting / Map Editing
« on: September 09, 2013, 02:32:12 PM »
I don't normally post here, but I'm not sure where this goes.

TIGER is now ACID TRIP HELL.

6
PSX FFT Hacking / FFT Slide Rule
« on: September 04, 2013, 06:46:25 PM »
The PSX is built on an integer processor.  For those of you not versed in Computer Science, this means every value stored in the game is an negative or positive whole number.  And yet, as secondadvent and I found out, the archer's arcing attacks requires the calculation of a parabola's trajectory to determine whether a target in range can actually be hit.  This requires FFT to solve the quadratic formula, leaving us both wondering how FFT calculates the square root.  After some digging by SA (http://ffhacktics.com/paste/7hJtayK4), we found that Square coded an entire functioning slide rule / logarithm table into FFT starting at SCUS location 0x1c0b8 (0x2b8b8 in RAM).  (For those of you who are math illiterate, PM me and I'll explain more.)  Furthermore, previous hex values before the given table suggests that Square also hard-coded similar tables for evaluating trig functions (necessary for map and unit movement graphics).
The usual Squarecode wastage aside, Square's table is inaccurate for large inputs.  Small numbers like sqrt(2) or sqrt(6) have errors of no more than 1 / 5000, but a 31-bit signed word I picked at random has an error of 22%, or a 1000x increase in error.

Seeing this mess, I decided to fix it.  My solution (http://ffhacktics.com/paste/QSTmeHZ3) will take a bit more runtime, but should be perfectly accurate (to the nearest integer) and cuts out the need for tables altogether.  Given 32-bit inputs, it need not iterate more than 5 times.

7
RP Forum / Forum Roleplay---Double Dilemma
« on: August 05, 2013, 11:41:58 AM »
OK, I've got a game I thought up and you all are going to be the guinea pigs.

It's based off the Prisoner's Dilemma, but with teamplay.  I call it Double Dilemma.

A) Each team will have the same number of people, somewhere between 6-10.  At start, all players will know who is on their team and who is on the other team.
B) Within both teams, there is a spy and an anti-spy.
C) The spy works for the other team.  The spy's job is to kill off the members of the team he is spying on (see below) and to provide accurate information (see below).  The anti-spy's job is to poison the information received by the other team with doubt and to eliminate the spy (see below).
D) Before the face-off phase (see below), the spy may reveal EITHER who he thinks the anti-spy is OR the number of players on the other team (both of which can affect team strategy).  He may not reveal anything else.  The anti-spy reveals the same type of information to the other team, but in a way intended to confuse.
E) Each team will choose two of their members to face off the other team's chosen members 1v1.
F) Before the duel, each person may declare himself a spy of the team the person is dueling.  Of course, this need not be believed.
G) On the basis of the information given in F), each person facing off can either say to kill or spare the other person.
  I) If one person in a face-off says kill and the other says spare, the killer's wish is granted.
  II) If both people in a face-off say kill, then the other pair is killed UNLESS...
  III) If both people in a face-off say spare, they are both spared AND they get to reflect a type II) attack back to sender.  In other words, if Face-Off 1 results in kill / kill and Face-Off 2 results in spare / spare, then Face-Off 1's players die.
  IV) Obviously, Face-Off 1 and Face-Off 2's players do not know each others' decisions.
H) The rest of the team will know of the results of G) as pertaining to their team only, but not the choices made.  Without a word from the survivors (if any), the team is to vote on the fate of the survivors of the face-off.  Votes are either kill or spare and in the case of a tie, the person is spared.  People killed this way have the right to say whatever they want as a last word.
I) A team loses if they have only one loyal member left.  If both teams lose, the result is a tie.

8
Introduce Yourself! / Farewell
« on: May 12, 2012, 10:29:53 AM »
I'll be gone for at least a month.  I'll probably be gone the entire summer, if not longer.

9
Bugs and Suggestions / Dead Links
« on: April 25, 2012, 11:39:52 AM »
There's a good number of links on the main page that are now obsolete or dead.  If anyone notices such a link, post it and if possible, post a correction.

10
Bugs and Suggestions / Wiki Letter Search
« on: March 27, 2012, 10:13:32 PM »
I want the ability to search for all FFH Wiki articles that start with a given letter.

1) This will better allow us to find and delete spam.
2) This will allow us to better categorize Wiki threads as there are many buried articles which contain good information without links to the front page.

11
Spam / Magitek for Spam Mod
« on: March 25, 2012, 05:50:40 PM »
Dome, let's face it.  Ever since you've taken over this place, this place has been in decline.  Spam is now populated with:
1) Serious posts.
2) Insufficient trolling.
3) Posts insulting your authority.

All this reduces the volume of posts in Spam.  This reflects on your lack of creativity and skill at trolling, which is an insult to the traditions of this subforum.  Thus, we need to transfer your authority to someone more skilled at trolling, hence the title.  Either that, or we satisfy Celdia and Eternal's wish of closing this place since it is now completely worthless.

12
Recruitment / FFT Patcher 0.479 ASM Hack Collection
« on: January 13, 2012, 09:49:17 PM »
I'm collecting and editing all of FFH's ASM hacks for the upcoming official release of FFT Patcher .479.  However, the task of tracking down all of my private hacks is already wearing me out; I really don't think I'll be in a fit state to track down everyone else's hacks.

Hence, I humbly request everyone who's ever written ASM hacks for FFH except myself, Razele, Xifanie, and nates1984 to please gather all your non-table ASM hacks posted in either on the forums (regardless of whether in a help topic or in a specialized personal hacks thread) or in a FTP.  Please post the gathered ASMs in .XML form in this thread.  It would be really nice if you could also check your hacks for errors (load delay, does not do as advertised, has unintentional effects on mechanics), if only to save me the work of scrutinizing every hack.

NOTE: You do not need to be proficient at ASM.  If you simply want to help search the Hacking and Help! section for hacks authored by someone that wasn't organized previously into a personal hacks thread, I'd certainly appreciate the help as well.

13
RP Forum / MOVED: Poll: Strictly support, no Offense
« on: January 13, 2012, 03:11:23 PM »
Topic moved to General.  Link

Reason: It's more about one's preferences in RP combat and less about roleplaying itself (either starting a RP or pointing to a well-done RP on another forum).  Hence, the discussion is essentially one that could involve anyone who's ever played ANY RPG, and thus, belongs in General.

14
Non-FFT Modding / LuCT Hacking (PSX)
« on: December 29, 2011, 04:48:32 AM »
I am simply starting this, but I'm going to post my work.


So far:

PRG.EXE is the ASM file that contains the battle and world routines.
PRG RAM = PRG ROM + 0xF900

SLUS_005.60 is the ASM file that contains the routines only loaded when the game is turned on (up until the New GAme/Continue/Tutorial menu).  As far as I can tell, it is not loaded during the actual game.
SLUS RAM = SLUS ROM + 0x157000

UBF.BIN is the file that contains almost no ASM (I haven't looked too carefully, the LEDecoder decompiled file is 125 MB and takes minutes to open).  I suspect it contains all the storyline events, names, sprites, maps, and possibly sounds as well.  This file is 16 MB, so I doubt all of it is loaded into the RAM; instead probably only the relevant sections are loaded.

UBF2.BIN is the file that contains ASM with variable RAM to ROM translation.  I suspect it contains all the event triggers that tells the game to load only a subset of the events for the different story routes.  The file is 1.4 MB, but I suspect only parts of it are loaded into RAM.

From what I've seen so far of the RAM, it seems like nothing changes much, and most of the RAM consists of tables.  The same RAM data exists between across between the World Map, Formation Screen, and Battle.  I suspect this is to track everything that happened in the storyline (which is more complicated than FFT).  By comparison, in FFT, almost all of the RAM is reloaded between the World Map and Battle Screens (meaning FFT has more data to load when it comes to battle mechanics).


What I Need:

Gameshark Codes (This should help me figure out RAM addresses to track)
Debuggers (You must be proficient in using a PSX debugger.  Hopefully, you have played LuCT before as well.
Hexers (You must be patient.  Scan the UBF.BIN file for patterns and correspondences to game data.  Let's make an event editor by the time we're done.)


Attached Files:
Decompiled by LEDecoder (Thanks, Glain!)

Key.txt (This Post)
UBF2.txt (Decompiled version of UBF2.BIN)
SLUS.txt (Decompiled version of SLUS_005.60)
PRG.txt (Decompiled version of PRG.EXE)
UBF.BIN (Too large to decompile, most of the contents are gibberish, but I suspect TO's meat lie in here; hence why I need hexers and time to unravel this)

15
Recruitment / Recruitment Forum Rules
« on: December 18, 2011, 01:00:32 AM »
RECRUITMENT SUBFORUM

This subforum is for people who make large projects they cannot test themselves.  This includes large ASM hacks / tools, as well as your traditional game patches.  FFH right now has way too many solo projects (many of which may be impossibly large), not enough teamwork, and virtually no testing (for bugs or balance).  Even when there is teamwork, it's never durable.  This impairs our ability to comprehensively hack the game.

To stop laziness, recruiters must meet the following requirements
1) They must have, by their own work, released a WORKING BETA with at least some of the desired features.
2) After the recruitment process, they will continue to do work on the patch.  MERE ADMINISTRATION OF THE RECRUITS IS NOT WORK ON THE PATCH ITSELF.
3) They must specify an estimate of how many people they need and what each person should be doing.  In particular, testers should be told to analyze whatever the recruiter thinks could be broken/bugged (whether this be in the plot, in the balance, or in the ASM code).

Similarly, to ensure work is done steadily, fairly, and without duplication, recruits must meet the following requirements.
1) They should voluntarily agree to work for the project and do what they are best at.
2) If more than one person is working on a section, there should exist constant communication between all members working on that section.  This way, the final result is self-consistent.
3) SELF-IMPOSED DEADLINES ARE TO BE EXPECTED FROM EVERY RECRUIT'S WORK.  Essentially, a recruit will say that he expects to finish some % of the total work by a given time when he starts the task.  If unforeseen difficulties arise, it is acceptable for the work to not be entirely completed, but on the deadline, WHAT WAS COMPLETED WILL BE SUBMITTED AS WELL AS AN EXPLANATION OF WHAT IT DOES DO AND DOES NOT YET DO.  Either not submitting work or submitting minimal changes between any two deadlines WILL RESULT IN TERMINATION FROM THE PROJECT.
4) THE RECRUITER HIMSELF IS NOT EXEMPT FROM THESE RULES.  A RECRUITER WHO REFUSES TO ABIDE BY THESE GUIDELINES HIMSELF LOSES ANY AUTHORITY TO COMPEL OTHERS TO WORK.

The categories (not mutually exclusive nor exhaustive) for recruits are:
1) ASMers
2) Event Editors
3) Mechanics (i.e. people who work on/balance battle mechanics)
4) Spriters/Graphic Editors (the latter includes battle animations)
5) Writers
6) Testers

16
Bugs and Suggestions / Subforum Proposal
« on: December 09, 2011, 01:49:45 AM »
1) LEARNING SUBFORUM

This subforum, under Help!, should be for people who want someone to tutor them in whatever they wish to learn.  FFH right now has way too large a knowledge divide between people who are new and people who have been here for years.  Furthermore, not everyone learns well from written or video tutorials.  Thus, I feel some people may need active help to learn how to event edit, write ASM hacks, sprite, or whatever else.  This should be entirely voluntary (and obviously without charge) for the tutors and learners.  This way, FFH can better make use of all of her potential.

Learners should submit two things
A) What they want to learn
B) Their learning style, if they know it...this makes it easier to find the right tutor or for the tutor to teach the most effectively

Tutors obviously should only teach in what they know as well as post how they intend to teach (over PM/Skype/iRC/in real life [if you live nearby]...)  Curious onlookers are obviously welcome; detractors will be asked to leave.


2) RECRUITMENT SUBFORUM

This subforum, under Help!, should be for people who make large projects they cannot test themselves.  This includes large ASM hacks / tools, as well as your traditional game patches.  FFH right now has way too many solo projects (many of which may be impossibly large), not enough teamwork, and virtually no testing (for bugs or balance).  Even when there is teamwork, it's never durable.  This impairs our ability to comprehensively hack the game.

To stop laziness, recruiters must meet the following requirements
1) They must have, by their own work, released a WORKING BETA with at least some of the desired features.
2) After the recruitment process, they will continue to do work on the patch.  MERE ADMINISTRATION OF THE RECRUITS IS NOT WORK ON THE PATCH ITSELF.
3) They must specify an estimate of how many people they need and what each person should be doing.  In particular, testers should be told to analyze whatever the recruiter thinks could be broken/bugged (whether this be in the plot, in the balance, or in the ASM code).

Similarly, to ensure work is done steadily, fairly, and without duplication, recruits must meet the following requirements.
1) They should voluntarily agree to work for the project and do what they are best at.
2) If more than one person is working on a section, there should exist constant communication between all members working on that section.  This way, the final result is self-consistent.
3) SELF-IMPOSED DEADLINES ARE TO BE EXPECTED FROM EVERY RECRUIT'S WORK.  Essentially, a recruit will say that he expects to finish some % of the total work by a given time when he starts the task.  If unforeseen difficulties arise, it is acceptable for the work to not be entirely completed, but on the deadline, WHAT WAS COMPLETED WILL BE SUBMITTED AS WELL AS AN EXPLANATION OF WHAT IT DOES DO AND DOES NOT YET DO.  Either not submitting work or submitting minimal changes between any two deadlines WILL RESULT IN TERMINATION FROM THE PROJECT.
4) THE RECRUITER HIMSELF IS NOT EXEMPT FROM THESE RULES.  A RECRUITER WHO REFUSES TO ABIDE BY THESE GUIDELINES HIMSELF LOSES ANY AUTHORITY TO COMPEL OTHERS TO WORK.

The categories (not mutually exclusive) I can think of for recruits are:
1) ASMers
2) Event Editors
3) Mechanics (i.e. people who work on/balance battle mechanics)
4) Spriters/Graphic Editors (the latter includes battle animations)
5) Writers
6) Testers

17
The Lounge / Music as Image
« on: December 07, 2011, 04:12:16 AM »
Zaen found this site and it looks pretty neat.  It effectively lets you generate your own rhythm as a picture.

Site:
http://www.sembeo.com/media/Matrix.swf

Sample picture with .MP3 file provided.

18
Introduce Yourself! / Gone for the Week
« on: November 19, 2011, 05:22:24 AM »
I won't be back until the night of Thanksgiving.  I'll be in Las Vegas with my friends and it's unknown if the hotel/casino will have free Internet.

However, on my return, I may do several things.

1) Post a picture of me.
2) Release v.2 of the Formula Hack
3) Post pending requests via PM.  The 3-4 of you know who you are and what you can expect.

Anything else you all would like me to see or do?

19
PSX FFT Hacking / Formula Hack v0.57
« on: November 14, 2011, 10:41:21 PM »
I will update the version numbers as features get added.

v0.1 means only the existing formulas that allow evasion will have the evasion toggle.
v0.2 means that all existing formulas will be evadable, if you so flag it.
v0.3 will render my blind/transparent hacks entirely obsolete by rewriting how the AI understands base hit chance.  Doing it this way makes it very easy to make skills that boost/lower accuracy by X%.
v0.37 allows you to set W and C-M-EV.  It also contains Xif's global C-EV hack and my monster C-EV = A-EV hack.
v0.5 allows you to set all the necessary features for virtually any character stat (PA/MA/WP/LVL) or HP/MP% based damage / healing routine into Formula 11.  Incorporates by default a version of the Weapon Strike Fix, the Oil Fix, the Mighty Sword Fix, the HP/MP% DMG cap.
Currently Working On: v0.7 and v0.77, which synchronizes my routines (coded nearly two years apart), adds more optional features (multi-hit) and odd restrictions (katana break, item usage, etc.) from the original Square code, and codes the +Stats and pure % to inflict effect formulas.

Ev Toggle = how to set an attack as taking P/M-EV
Equip EV Explanation = how to set weapons/jobs as having P/M-EV
Instructions = how to set up X / Y / D / O bytes to take their proper values
If you don't understand the latter two, download instructions.rar.  There is a spreadsheet inside (expanded on Choto's original) that will assist with calculation.


Part I (Evasion)



Optional Features



Part II (XA/YA values)
Part III (Multipliers)
Part IV (Special Effects)






Limitations:
1) Drain or Recoil with AoE AND evadable or self-damage or healing creates unintuitive behavior.  In particular, I didn't check the cases where a drain HP attack is cast on self + recoil.
2) 2H and martial arts will apply as long as damage is flagged as physical.  I can make a version where 2H is never applied to physical damage OR a version where 2H only applies to weapon strike / weapon ranged attacks but NOT one where it corresponds only to WP in the formula without serious rewriting of this code's IF / JUMP statements (which is a headache as is).
3) Elemental fixes (to make heal + weak or weak + absorb more intuitive) was not coded because I wanted to get the original Square behavior down first.  More complicated fixes are on the TODO list.
4) Currently conflicts with almost every other ASM hack in terms of Kanji space.  Sorry, will fix later.
5) Hand slot break (break everything in RH, then LH) was not coded, but it's on the TODO list.
6) Does not address the +Stat formulas (that is next) or pure % to cause status formulas.  Also, % to cause damage may display totally wrong accuracies.
7) Does not support formulas taking both physical and magical multipliers, though I probably don't want to do this.
8) Breaks the Steal and EQ Break routines.  Top priority on my TODO list.

Formula:
[(XA1 +/- C) * XA2 * (D + 1) / 128]
OR
Accuracy = (XA1 + C) * (Br or Fa)%
Effect = [XA2 * (D + 1) / 128]
Built-IN ASMs:
Oil Fix
If Weapon Strike, then Ability Element = Ability Element + Weapon Element
If DMG / Heal deals X% of tar/cas|cur/max|HP/MP, then pre-elemental DMG / Heal caps at min{999 * X%, tar/cas|cur/max|HP/MP * X%}
Mighty Sword Fix
Optional Selections:
* CasBr% * TarBr%
* CasFa% * TarFa%
* Physical Multipliers
* Magical Multipliers
Proc Spell (ID Range 0x80 - 0xFF)
Proc Status Proc (ID Range 0x00-0x7F)
Break Target Gear (Random, Head, Armor, Accessory, WPN, Shield)
Healing
Drain
Undead Reverse
P or M-EV (a different implementation than above)
Recoil

Instructions:
See attachment...it should all be self-explanatory except:
1) Flags with black dots means they now have actual effects on damage (and not just for the AI)
2) E means if flagged, element = ability element + weapon element.
3) If you see two of the same letter next to 2+ different flags, that means all related flags need to be flagged for the effect to work.
4) H+ means HP healing, H- means HP damage, M+ means MP Healing, M- means MP damage, HM- means HP / MP damage where MP damage is half of HP damage, HM+ means HP / MP healing where MP healing is half of HP healing.  P means PEV and M means MEV.
5) If you don't have a weapon, XA1 defaults to Naked PA and XA2 defaults to PA * Br%.
6) If you use the first formula, XA2 takes all multipliers (like ATKUP).  If you use the second formula, XA1 does, but the sum takes compat.
7) If you flag healing, reducing multipliers like Shell or DEFUP will be ignored.

20
Works in Progress / Enforced Generic Class Challenge
« on: October 25, 2011, 11:14:08 AM »
Patch Instructions: Unzip the .rar file and patch the enclosed .ppf file to a clean vanilla ISO.  I did not do any sprite edits, so your ISO does not need to be pre-expanded with ShiShi .457.  I also attached my orgASM .XML file so you all can see what I've been up to.

This is my attempt to make a hard patch, but one that still feels like vanilla.







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