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Messages - Emmy

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Help! / Re: Enemy Monsters equip items
« on: April 18, 2018, 08:34:09 AM »
The way to make enemy monsters have equipment is to assign them a gender (male or female), and NOT monster.  They also must not be recruitable, or they'll function as human.  As it was said, I have tried to make monsters equip things legitimately, but the problem is with stupid checks all over the place in the code.  "branch if unit is a monster" followed by "branch if unit has no item equipped in x slot" (why would the first check be necessary if the 2nd check is made). 

What are the exact hacks you used?

PSX FFT Hacking / Re: ASM Requests
« on: November 25, 2017, 06:28:57 PM »
I have no idea what you did, but just use Pride's White Wind formula unless you want a version that could also affect MP. 

As for a "damage and 100% proc" use this for physical attacks. This uses Punch Art's base formula unless you change what punch art does.  You must apply BOTH patches for the formula to work, because the first code depends on the 2nd code to work.  If you want to affect a formula other than 12, you must learn basic asm to change the offset affected.

PSX FFT Hacking / Re: ASM Requests
« on: November 24, 2017, 06:07:02 AM »
If those do not exist in the regular xml's, they most certainly exist here:

Help! / Re: Invite Everyone
« on: October 23, 2017, 04:33:37 PM »
What version of Patcher are you on?  ??? is labeled for me on the newest one.

Help! / Re: Make Knight's Breaks add Status Effects?
« on: September 18, 2017, 05:01:37 PM »
I'm pretty sure what you're thinking of hasn't been done.  However, MT's break skills are crazy good, even in a game where 98% of enemies don't have equipment.  I made break into something more similar to Meliadoul's vanilla abilities (only that they hit monsters too). 

ASM for this (along with required code):

However if you still *really* want it to apply status as well as breaking an item, you can learn asm.  This is a relatively simple hack to make for someone experienced with asm (is literally just 2 additional lines of code, one of which is a nop), since the inflict status byte isn't used by these formulas.  Though because you're adding to the code, you'll also have to either move the code of the formula that you're using for break, or copy over a longer unused formula.

Help! / Re: Passive Weapon Leveling
« on: September 10, 2017, 02:45:19 PM »
The best bet for this would probably be a unique formula for the sword itself, instead of the usual pa * wp formula; and if he has sword skills that use this sword, they also need to scale to whatever you use for punch art instead of to pa * (wp+y).  I'd need to know how you plan on scaling the rest of the game in order to have a good suggestion for this formula.

PSX FFT Hacking / Re: Altering Geomancy and Math Skill - Problems
« on: August 16, 2017, 07:41:30 PM »
Archer's set needs both the Skillset behaviors or Generic Skillset Fix to change it into a normal skillset (both are the same thing, Skillset Behaviors is in an easier to use spreadsheet) and this hack to remove the hardcoding that causes characters to cancel their own skills by moving if you want to change it into a regular set:

  <Patch name="Silly hardcoding removal, related to skillset 08">
    <Description>If you use skillset 08 (charge) for anything other than charge, you want to use this hack.  This eliminates the hardcoding that causes characters to cancel their own spells by moving.</Description>
    <Location file="BATTLE_BIN" offset="1191a0">

Help! / Re: Some Formula Questions
« on: August 15, 2017, 01:15:04 AM »
1. Yes.
1a. Depends on the formula.  Some, for example, have a hit rate like fa(ma+x)%, pa+x%, whatever else.  For abilities that proc status/ability, it's always 100% or 19%.

2. Pretty sure these formulas take most flags without having to edit the formula.

3.  Not sure if this is what you're looking for, but this will heal regardless of if the unit has the status or not if the move hits.  It reverses on undead, and 100% applies the status if it hits.  Which means you can use it to revive if you set the status inflicted to include "cancel dead."

3a. This is heal MP with 19% status proc.

4. I have a few formulas that can damage both HP and MP, this is the least gimmicky of them.

Attaching my formula pack in case you have other formula requests.

Help! / Re: Tanking? Expanded Party?
« on: August 14, 2017, 10:16:43 PM »
Expanded party = no, unless you figure out a fix to uprooting guest slots for player characters (hack that currently exists is buggy, but if you get good with asm, you might be able to fix it).  There is also a hard limit of 16 sprites, 9 spritesheets on the battlefield, which there's no way to change this.  So if you want to have for example, 5 player characters and 3 guests, that leaves you with a max of 8 enemies who all have to share the same spritesheet.

Creating new skills is definitely possible.  MT's skills are about 70% custom, and there are a lot of defensive skills.  Feel free to use/modify my asm, though keep in mind many of these are written for MT and require other custom code as a result of this.

It was just convenient space, can be placed anywhere in scus that you can make for it.  Only thing is, since it is scus space that is necessary, good luck finding another part of scus to put it unless you're willing to get rid of something or rewrite routines yourself to save the space for it. :(  I just put it there because I got rid of monster breeding in MT.

Help! / Re: 9999 JP on All Jobs
« on: August 14, 2017, 07:15:17 PM »

No it can't.  You'll have to use Glain's hack for that, and they're incompatible with each other (due to using the same unknown fields to do different things).

This is what I use:

Doesn't give negative stats, but it does allow you to use the unused bytes on every item to give one byte worth of unit data changes to any character temporarily with the item.  This can do stuff like granting fly, but also can allow for making a +1 pa item without having to use an attribute for that.

I actually like flaws as a way to encourage out of the box thinking.  It's one way that I allowed for more items that retain use throughout the length of the game instead of being immediately upgraded and thrown away by the next shop upgrade.  Just going by your example of an item with a significant bonus, but with Poison innate and immunity to Regen and Critical, that "significant" bonus would have to be very significant to be worth it to most people with vanilla abilities.  However, with a couple of the abilities that exist in MT, that drawback could be turned into an advantage.  Poison Heal and Marvel Scale can turn a unit into a tank, while Guts would turn it into an offensive beast (these abilities are very similar to what they do in Pokemon). 

Now, how I balance/introduce items like this into the game is by making the earlier items having more obvious utility (say, 25% damage reduction or immune: charm, don't move, don't act) while the later items might have better bonuses but also include drawbacks (say, 35% damage reduction, innate poison; or immune to petrify, frog, slow, haste, stop).  In these cases, while the earlier stuff is still useful, you can make later stuff outclass it with some out of the box thinking with the abilities I have provided the player.

Personally, I removed growth differences across the jobs and all level up/down abilities.  Main reason I did this is because growths in FFT are done in a way that's unintuitive and not explained to the player either.  MT is reasonably difficult, and I didn't want players to think that they bricked their saves because they spent all of ch 2 as a chemist or whatever else, especially if they want to attempt the Deep Dungeon/chapter 5/difficult extra battles.  Abilities that increase/decrease level quite frankly have no place in the game, even when the growth differences are removed.

You could take the approach of balancing that MT has, and use entirely custom formulas with a new consistency as to what takes faith and what does not.  The problem with vanilla here is that there's no consistency  - plenty of stuff does "magic-like" effects or takes MA in their formulas with no faith calculation.  Stuff also randomly uses linear or quadratic formulas.  Choose whether you want to use linear or quadratic formulas for everything and stay married to your choice.  This will prevent a lot of balance headaches later.  Also, keep in mind before you remove zodiac compatibility is that having another form of variance in battles is a mostly positive thing - it makes different fights of the same battles different.  You can reduce the amount of difference it makes, and also remove the place where vanilla will calculate compatibility twice in some formulas:

I don't think what you're thinking of can easily be done, however if you want to make Golem not completely horrid to the ai, you can try Dokurider's hack:

PSX FFT Hacking / Re: Emmy's ASM thread (better stuff for monsters!)
« on: July 27, 2017, 03:36:20 AM »
This hack will make Counter Flood cast any indexed ability with the Counter Flood flag as trigger.  If you're not using geomancy at all, this means you can change it to cast any other ability in the game.

Change the 7e00 to reference whatever ability you want (bytes reversed).  For example if you want it to cast ability # 0123, replace 7e00 with 2301. 

I'll have to take a better look at the code to figure out if what you want can be done.  Just got home from work now/not really in the right mindset to do asm.

I removed permanent br/fa modification, which goes a long way in preventing the 97/3 armies from taking over.  The reason I did this wasn't purely to nerf the player; but because having a majority of enemies being randomized is much more interesting than having them all start off as 97/3, and because I wanted enemies to be able to use skills that do -br/fa without it being an automatic reset.  This takes care of at least one of your gripes about Blade Grasp.

I wrote a simple hack to make Counter into the physical equivalent of Counter Magic.  For example, if you Earth Slash this unit, it'll Earth Slash you back. This type of change goes nicely with making physical skills that behave like spells.  It also means that Hamedo and Counter have completely different functions.  The other thing that helps this along is giving the ai worthwhile skills to use.  This ends up indirectly nerfing Hamedo without doing anything to its code.

2 swords/2 hands multipliers can be toned down.  Remember to do your math in hex if using this hack!

Weapon Guard I just made innate to everyone (by disabling the slot in a way that is always active) and writing something completely unrelated to that slot.  Most weapons have been given lower evade amounts than they had in vanilla to compensate.  MP Absorb was also rewritten to something completely unrelated on that slot, but keeps the MP cost trigger.  Even with more MP costs/MP management in general, that skill is still meh compared to every other option the player gets.

If you've ever seen Monster Tactics, you'd know my answer is to keep as much as possible.  Too many people have the mindset of "nerf everything" as opposed to buffing all the other options to be unique and usable.  One of the major reasons stuff like 2 swords seems OP is there's literally nothing else competing for that slot besides stuff that has the same end effect of doing more damage unconditionally (2 hands, attack up, martial arts, etc), or perhaps stuff like Short Charge for caster units (who would probably be using Math Skill or be switched to the physical tree later in the game).  What else are you going to put there? Equip Axe?  So part of balancing these other abilities is writing relevant abilities to the other slots.  You can look to mine, or learn asm and think of something new.

Keep in mind too if you keep a lot of the higher end abilities unnerfed (Blade Grasp, MP Switch, etc) and make more good abilities that the rest of the game needs to be balanced in a way to keep things from being mindless.  Another major reason that Blade Grasp was broken in vanilla is that the vast majority of enemies could do nothing about it.  A typical enemy is a job lv 1 Knight or Archer.  If the most threatening ability known by it is Charge +2 or potion, and they have nothing in terms of spells or status effects, the AI has no choice besides rushing forward and attacking or healing itself when it's almost dead.  However, Blade Grasp won't save you against Petrify or Frog, nor will it do anything against magic.

As for MP, I've balanced it solely on the existence of abilities such as Amplify (+1 aoe on abilities that cost mp/2x MP cost) and Siphon (ability costs no mp for the user, double MP cost's damage done to target), unique formulas such as Ignite (deals damage to both MP and HP equal to MP) and Invert (switches target's current MP and HP, dealing damage/healing accordingly), MP cost trigger reactions, MP Switch, and all the different ways that characters have to heal and damage MP.  Characters at higher levels commonly have hundreds of MP, yet MP management is still relevant. 

Spell CT is an often overlooked balancing factor for abilities.  I've directly correlated Y values with spell ct's (to where more powerful spells have higher CT), with exceptions given based on things like more powerful procs or larger aoe.  There's no reason why you can't make physical abilities that follow the usual rules of spells (MP cost, CT, reflect/silence flags, etc), yet use PA based formulas and the physical flags (takes p-ev, protect, countergrasp, etc). 

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