Here we go again. This is a registration thread for people willing to enter another Arena tournament. It has been a while since we had one, and I think it will be a good idea to see what is broken.
There WILL be a limit of 16 teams and will be double elimination. And I expect that all teams play to win. There is no way to enforce that rule though, so all I can do is ask not to submit any joke teams.
After that, PM me with a team before the 14/01/11. EDIT:14th of January for you Americans.
Extra Note: There is still a limit of 2 for each item/ability
Changelog GENERAL - Fixed Yin Yang Magic bug in the memcard generator and a bunch of other text - Fixed Genji Shield - Fixed Carpets
JOBS - Paladin gains 1 Jump - Paladin MP Multiplier now 25 - Thief gains innate Awareness
SKILLS - Throw Stone now deals PA*8 damage, M-EV - Grand Cross will now stay Weapon element, 12 MP, loses Add: Darkness - Charge renamed to Snipe - Greased Bolt now Add: Oil, Poison - Hawk's Eye and equipment breaks added Archer skillset - Thief loses all steals except for Steal Heart Steal Accessory - Thief gains 4 new abilities - Steal Accessory down to 300 JP - All Elementals now cost 50 JP (if you buy all of them, its 600JP, removes 1 rule) - Elemental Y increased back to 4 - Nightslayer renamed to Haku Korosu - Shadowstrike renamed to Kagesougi - Shinobi's Seal renamed to Doku no Kyoukai - Cheer Song up to 25% hit - Slow Dance up to 25% hit
ITEMS - All Katanas deal PA*WP damage - Bizen Boat changed(100% Silence) - Muramasa changed(100% Faith) - All Sticks up 2 WP - Carpets now have 12 WP
For the past day or two, a few people have debated about certain base mechanics that we adopted from the 1.3 AI tourneys. I just want to see what you guys want, since you guys will be the ones entering teams after all. Please add comments in.
Question 1 Should we change the minimum Fury/Faith?  - Yes (if yes, what to?)  - No
Question 2 What should be done to absorb/weak?  - Go back to base mechanics from vanilla  - Make it always neutral absorb(absorb, weak, and half element all in one)  - Keep as is(Absorb and Half)
Question 3 Should the JP limit be removed altogether?  - Yes  - No
Question 4 Should the limits on skills be removed(the max 2 limit)?  - Yes  - No
Question 5 Should the limits on items be removed(the max 2 limit)?  - Yes  - No
Question 6 Should items be completely remade?  - Yes  - No
However, please keep in mind that EVERY participant in the Loser's Bracket is ALREADY OUT OF S4 and will not be facing the finalist.
Also, if you're doing Loser's Bracket videos, PLEASE wait until S4 is over before uploading. S4 (Kokojo's videos alone) will easily be over 150 videos long, if we start uploading Netherworld in between Kokojo's videos, it will flood the channel and confuse a lot of people.
♈ ♉ ♊ ♋S 4 ♌ ♍ ♎ ♏T O U R N A M E N T[/color]♐ ♑ ♒ ♓ ___________________________________________________________________________ "Know the AI, be the AI, kill everyone else!" - philsov Hosted by Kokojo, FFMaster, philsov, Otabo, Wiz, StarScythe and ffta707
A player needs to win two rounds to proceed to the next match. The first round will take place on a medium sized map. The second round will take place on a large sized map. If there is a draw, the third round will take place on a small sized map.
Maps will randomly happen during nighttime and/or a thunderstorm/snowstorm.
VERY IMPORTANT: Based on map placement: • Unit #1 will be on highest panel and Unit #4 will stand on lowest panel IF the panels heights are about the same: • Unit #1 will be the nearest unit to access a high leveled area. IF there is no high leveled area: • Unit #1 will be in front of the others. Note that I used constantly "Unit #1". But in fact if we'd have 4 units on different heights, for example #1 would be placed on height 7, #2 on height 5, #3 on height 4, and #4 on height 2.
If you wish to change your team order before the tournament, just PM FFmaster your new order, like: 3 1 2 4 or whatever. It's very simple and quick to change the team order so don't hesitate.
1) Teams. Team will consist of 4 generic humans or monsters, level 35, leveled in their assigned class. UNITS WILL BE CONTROLLED BY THE GAME'S FULL AI. There is no longer distinction between ally and enemy sides, and you cannot specify a specific AI routine for your units. 1a) As for monsters :: max 2 per family, max 1 per species. Pigs and Hyrdras are banned. For example : Goblin + Black Goblin is ok Goblin + Black Goblin + Chocobo is ok. Black Goblin + Black Goblin is not ok 2 Black Goblins plus Goblin is not ok.
2) Brave and Faith. Brave ranging from 40 to 70, MAXIMUM brave on the team must be 240. Faith ranging from 40 to 70, MINIMUM faith on the team must be 220.
3) JP. Each generic human unit has 3400 JP to spend in various abilities. As in FFT, each unit cannot spend points toward an ability before filling Job level requirements for the prerequisite jobs. For example, a character could not buy Head Break without allocating 350 JP to Squire (to make knight accessible). The 350 JP spent to unlock Knight can be used to purchase Squire abilities. Units are not required to spend the entire 3400. 3a) Elemental can be wholly purchased for 600 JP. 3b) Mime is banned due to JP limitations.
4) Skills. Only two units on a team can buy any individual ability. So four units could have the Punch Art ability set but only two could have purchased Earth Slash. Innates do not count for that, so you can have two chemists and a Knight with Throw Item. 4a) Only 1 Ninja per team. 4b) Only 1 Samurai per team. 4c) Only 1 use of Offensive Draw Out as an offensive skill set per team. 4d) Some abilities are banned due to JP limitations or balance reasons. See charts below.
To submit your team, you need to PM him your team with the right format just like described in the guidelines. If he refuses your team, he will tell you what to fix and if you fail to correct it before the tournament starts, you will be disqualified. This may be, and not limited to: too high total brave, too low total faith, more than twice the same item/skills, breaking the 3400JP cap, etc.
FFT v1.3 (13030) Team submitting guidelines
First you have to specify your primary and alternate palettes. You can choose between 0 and 7. (Thanks, spriters!) #0 Black #1 Blue #2 Red #3 Green #4 White #5 Purple #6 Yellow #7 Brown
Then you must respect the following format:
Quote from: "format"
Unit Name Sex Zodiac Brave Faith Job Secondary Reaction Support Movement Right Hand Left Hand Head Body Accessory
Cirno Female Sagittarius 60 70 Wizard Item Counter Magic Magic Attack Up Float Wizard Rod
Flash Hat Black Robe Sprint Shoes
Ice, Ice 2, Ice 3, Frog X-Potion, Ether, Remedy
A few notes Name: A maximum of 16 characters. ONLY write the name. I don't care about game references or whatever, just don't write them. Sex: Male, Female or Monster Zodiac Sign: No serpentarius; sorry Job: Don't forget to specify the "Monster" sex if it is a monster Skills/Items: Never write "---", "empty" or anything else of the sort. Just leave the field blank.
By the way, everything is case insensitive. Don't feel forced to type capital letters except maybe for the unit's name.
***VERY IMPORTANT: You have to use 1.3's spelling. Respect the spelling the best you can. I have provided the 13030 tourney text lists below but here are the most common mistakes: • Common mistake > Right spelling • Move HP UP > Move-HP UP • Move +2 > Move+2 • Kikuichimoji > Kikuichimonji • Crystal Helm > Crystal Helmet • Carbini Mail > Carabini Mail • H-Bag > H Bag
I also changed those 3 on purpose: • Magic AttackUP > Magic Attack UP • AttackUP > Attack UP • Move underwter > Move underwater
Cure Cure 2 Cure 3
Raise Raise 2 Reraise Regen Protect Protect 2 Shell Shell 2 Wall Esuna Holy Fire Fire 2 Fire 3
Angel Song Life Song Cheer Song Battle Song Magic Song Nameless Song
Witch Hunt Wiznaibus Slow Dance Polka Polka Disillusion Nameless Dance Last Dance Spin Fist Repeating Fist Wave Fist Earth Slash Secret Fist Stigma Magic Chakra Revive Gil Taking Steal Heart Steal Helmet Steal Armor Steal Shield Steal Weapon Steal Accessry Steal Exp Invitation Persuade Warn Threaten Preach Refute Death Sentence Negotiate Insult Mimic Daravon Pitfall Water Ball Hell Ivy Carve Model Local Quake Kamaitachi Demon Fire Quicksand Sand Storm Blizzard Gusty Wind Lava Ball Head Break Armor Break Shield Break Weapon Break Magic Break Devastate Power Break Mind Break
Dash Throw Stone Heal Yell Cheer Up Wish Scream Ultima Stasis Sword Split Punch Crush Punch Lightning Stab Holy Explosion Shellbust Stab Blastar Punch Hellcry Punch Icewolf Bite Dark Sword Night Sword Dark Holy Deathspell 2 Galaxy Stop Heaven Thunder Asura Diamond Sword Hydragon Pit Space Storage Sky Demon Heaven Bolt Back Asura Back Dia Sword Back Hydragon Pit Back Space Strg Back Sky Demon Back Seal Shadow Stitch Stop Bracelet
Shock Difference Seal Awakening Hold Tight Terror Lose Voice Loss Spell Nightmare Death Cold Magic Ruin Speed Ruin Power Ruin Mind Ruin Blood Suck Allure Wild Blow Bull's Eye Bio Bio 2 Bio 2 Bio 2 Bio 2 Bio 3 Bio 3 Bio 3 Mbarrier Leg Aim Arm Aim Seal Evil Melt Tornado Quake
Zombie 2 Small Bomb Small Bomb Confuse 2 Sleep 2 Ultima All-ultima Mute Despair 2 Return 2 Dimension Sword Holocaust Drain Faith Innocent Zombie Silence Berserk Chicken Confuse Despair Don't Act Sleep Break Ice Breath Fire Breath Thunder Breath Dragon Tame Dragon Care Dragon PowerUp Dragon LevelUp Holy Breath Shock! Braver Cross-slash Blade Beam Climhazzard Meteorain Finish Touch Omnislash Cherry Blossom Choco Attack Choco Ball Choco Meteor Choco Esuna Choco Cure Tackle Goblin Punch Turn Punch Eye Gouge Mutilate Bite Small Bomb Self Destruct Flame Attack Spark Scratch Cat Kick Blaster Poison Nail Blood Suck Tentacle Black Ink Odd Soundwave Mind Blast Level Blast Knife Hand Thunder Soul Aqua Soul Ice Soul Wind Soul Throw Spirit Zombie Touch Sleep Touch Drain Touch Grease Touch Wing Attack Look of Devil Look of Fright Circle Death Sentence Scratch Up Beak Shine Lover Feather Bomb Beaking Straight Dash Nose Breath Oink Pooh- Please Eat Leaf Dance Protect Spirit Calm Spirit Spirit of Life Magic Spirit Shake Off Wave Around Mimic Titan Gather Power Blow Fire Tentacle Lick Goo Bad Breath Moldball Virus Stab Up Sudden Cry Hurricane Ulmaguest Giga Flare Dash Tail Swing Ice Breath Fire Breath Thunder Breath Triple Attack Triple Breath Triple Thunder Triple Flame Dark Whisper Banish Poison Frog Midgar Swarm Lifebreak Nanoflare Grand Cross Destroy Compress Dispose Crush Energy Parasite
Attack Potion Hi-Potion X-Potion Ether Hi-Ether
Antidote Eye Drop Echo Grass Maiden's Kiss Soft Holy Water Remedy Phoenix Down Shuriken Knife Sword Hammer
Speed Save Sunken State Caution Dragon Spirit Regenerator Brave Up Face Up HP Restore MP Restore Critical Quick Meatbone Slash Counter Magic Counter Tackle Counter Flood Absorb Used MP Gilgame Heart Reflect Auto Potion Counter
Antidote Eye Drop Echo Grass Maiden's Kiss Soft Holy Water Remedy Phoenix Down
Attack Defend Equip Change
Basic Skill Item Battle Skill Charge Punch Art White Magic Black Magic Time Magic Summon Magic Steal Talk Skill Yin Yang Magic Elemental Jump Draw Out Throw Planar Magic Sing Dance Mimic Guts Guts Guts Guts Holy Sword Mighty Sword Basic Skill Dark Sword Holy Sword Holy Sword Magic Holy Magic Snipe Snipe Dark Sword Holy Sword Limit White-aid Dragon Breath Truth Un-truth Starry Heaven Holy Sword Holy Magic Truth Battle Skill Jump Punch Skill Use Hand Use Hand Throw Throw Holy Sword Sword Spirit Mighty Sword All Magic Sword Spirit Blood Suck Mighty Sword All Magic Mighty Sword Mighty Sword Snipe Magic Sword Sword Skill All Magic All Magic Phantom All Swordskill Destroy Sword Holy Magic
Fear Warlock Summon
Fear Ja Magic
Fear Dimension Magc
Fear All Magic
Ultimate Magic Chaos Complete Magic Saturation
Sword Skill Charge Black Magic Time Magic Yin Yang Magic Summon Magic Item White Magic Black Magic Yin Yang Magic
Byblos Work Bio Dark Cloud Dark Magic Night Magic
Aries Taurus Gemini Cancer Leo Virgo Libra Scorpio Sagittarius Capricorn Aquarius Pisces
Concerning listing action abilities: - Spelling is not important - The skills order (as they appear in the skillset) is not important either - Avoid writing JP costs. They just take space. - DO NOT, I repeat, DO NOT write Reaction/Support/Movement abilities here. - I don't care about your Total JP used either; my spreadsheet calculates better than you ever will. - You can just write "All Geomancy" or "Cure 1/2/3" if you want; that will actually be easier to read.
I am copy/pasting this into my spreadsheet so here is an example of an entrt that I will not accept:
Name: Mr. D’arrrcy Zodiac: Male Capricorn Brave: 70 Faith: 55 Job: Archer Primary Abilities Learned: none Secondary: Jump Secondary Abilities Learned: Level 5, Vert 8 Reaction: Speed Save Support: Equip Spear Movement: Move +2 Total jp used: 3250
I have the right to refuse teams that have too much typos, do not respect the format or have too much brave/too low faith or breaking the JP cap. If I do I will send you a PM to give you a chance of fixing it.
This is a perfectly respected format:
Palette: 4 Alternate: 0
Paul Male Sagittarius 70 55 ninja item speed save equip armor move+2 Air Knife Air Knife Crystal Helmet Carabini Mail 108 Gems
Shuriken, Sword X-Potion, Phoenix down
Ike Male Leo 60 55 Samurai Item HP Restore Equip Sword Move+2 Rune Blade
Circlet Carabini Mail Magic Ring
Kotetsu, Murasame Phoenix Down
Nelson Male Sagittarius 70 55 Monk Basic Skill Counter Attack UP Move+1
The plan is to have all items with Absorb: Element to also have Half: Element. What this does basically is halves all absorb. To get 100% healing from that element, you would need to be Weak: Element, from other items or Band of Elements or whatever. This removes Weak + Absorb completely.
If there is any reason why you don't like this, please post reasons why.
Changelog GENERAL - Darkness now reduces accuracy by 50% - Move +1 is on Thief for 600JP
SKILLS - Move-MP Up now 500 JP - Yell gains a 5 MP cost. - Cure Y buffed to 16(from 14) - Cure 2 Y buffed to 22(from 20) - Level 1 Black Magic Y buffed to 16(from 14) - Level 2 Black Magic Y buffed to 20(from 18) - Level 4 Black Magic JP cost decreased to 400(from 550) - Level 4 Black Magic MP cost decreased to 45(from 48) - Flare JP cost decreased to 450(from 650) - Flare MP cost decreased to 45(from 60) - Haste/Slow MP cost increased to 12(from 8) - Haste 2/Slow 2 MP cost decreased to 22(from 30) - Reflect reworked to cancel charging and deal damage - Time Mage gains Meteor - Summoner gains Cyclops (damage + petrify) - Carbunkle now adds Transparent - Threaten Y nerfed to 35(from 40) - Mimic Daravon Y nerfed to 30(from 35) - Paralyze MP cost increased to 20(from 10) - Paralyze X nerfed to 160(from 175) - Sleep X nerfed to 145(from 160) - Lore reverted back to old form (halved damage, halved MP cost, Persevere) - Mad Science now adds Float, Reraise, Regen(All or nothing) - Bio Y buffed to 16(from 13) - Bio 2 Y buffed to 20(from 16) - Bio 3 Y buffed to 24(from 21) - Tornado/Quake Y nerfed to 20(from 23)
ITEMS - Murasame loses Water element(didn't work) - Excaliber and Chaos Blade added - Ribbons added and can be equipped by any unit - Mantles reworked - All Robes gained 20 HP
If anything should be added/changed/removed, tell me here.
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Here is a list of Questions. Copy the questions, put an [X] next to the choice you like and post the reply here.
Question 1 Should we have 3 move monsters(Chocobos, Goblins, etc in vanilla) or seperate moveset monsters(Ultima Demons, Apandas, Worker 8 )? Seperate moveset monsters will mean the removal of Monster Skill and Monster Talk.  - 3 move monsters  - seperate moveset
Question 2 Should monsters be able to equip Weapons/Armor/Accessories?  - Yes, to all equipment  - Yes, Armor and Accessories only  - Yes, Weapons and Armor only  - Yes, Weapons and Accessories only  - Yes, Weapons only  - Yes, Armor only  - Yes, Accessories only  - No
Question 3 Should monsters be able to equip a different secondary?  - Yes, using the human generic abilities  - Yes, using a special list of secondaries for monsters  - No
Question 4 Should monsters be able to equip different reactions?  - Yes  - No, reactions are set like 1.3  - No, only reaction they get is Counter
Question 5 Should monsters be able to equip different supports?  - Yes  - Yes, but only Attack Up/Defense Up/Magic Attack Up/Magic Defense Up  - No
Question 6 Should monsters be able to equip different movements?  - Yes  - No
Question 7 Should monsters be limited to 2 monster classes per team?  - Yes  - No
Thank you Zodiac for a great tutorial! This is just to show how good your tutorial is! And it only took less than 2 hours to learn and tinker to edit my own formula! Use these things at your own risk! I am still a noob at this. All these hacks are for BATTLE.BIN except for the sound test hack and the Brave/Faith hacks! They have been labelled for you!
XX and YY are constants and can be changed. 18 is bolded because it can be changed. It load's the stat you want. For example, if you wanted it to be WP*Speed*3, then you change 18 to 38, change XX to 03 and YY to 01. Tinker as you wish. http://www.ffhacktics.com/wiki/Formula_Hacking
0x126358 change 42 to 82
0x11F3DC change 08 to XX 40 - Crystal 20 - Dead 10 - Undead 08 - Charging 04 - Jump 02 - Defending 01 - Performing
This is an extension to Razele's performing damage bonus hack. For example, if you made XX 18, units with Undead or Charging would both gain 50% damage bonus. However, A unit with both Undead and Charging would still only receive 50% bonus damage. IT DOES NOT STACK.
0x11E444 change 09 to XX 40 - Crystal 20 - Dead 10 - Undead 08 - Charging 04 - Jump 02 - Defending 01 - Performing
This is an extension to Razele's performing evasion hack. For example, if you made XX 03, units with either defending or performing would lose all evasion.
XX = percentage decrease. For example, making XX = 32 will mean a 50% decrease in accuracy while the unit is blinded.
0x126144 XX000324 0x126398 XX000524 Example: Setting XX to 10 will mean 16% chance for reactions to activate.
The empty space just below Non-Charge increases damage/healing done by the unit by XX%. The one after that decreases all damage/healing done to the unit by ZZ%.
0x11F580 ba600508 00000000
0xF12E8 64000324 1980043c 942d848c 92008490 02008430 02000410 00000000 XX006324 1980043c 982d848c 92008490 01008430 02000410 00000000 YYff6324 12200000 18006400 12180000 64000424 1a006400 1980033c 902d638c 62190608 00000000 XX = % damage/healing increase. Setting XX = 14 will mean a 20% damage/healing increase. YY = (0x100 - 0xZZ[hex subtraction!]) : This is the damage/healing decrease %. Setting it to EC will mean a 20% damage/healing decrease. Please be careful with the subtraction.
If you use the weapon guard innate hack, this means the unit can use weapon guard from the back and sides! 0x11E6F4 d9600508 00000000
# 0x40 = HP Restore # 0x20 = MP Restore # 0x10 = Critical Quick # 0x08 = Meatbone Slash XX can be changed. This one is a bit trickier. You want to add the ones you only want activated while critical. For example, if you only want MP Restore and Critical Quick to activate without being in critical status, then XX = 48, since HP Restore and Meatbone Slash are the ones you don't want activating. If you have problems, ask on IRC.
I better explain this one. Say for example, in FFTPatcher, you have a spell with CT = 3. Normally, Short Charge will halve it, and round up, meaning that the spell is now CT = 2. With this small hex edit, Short Charge will now round down, so the spell is now CT = 1(cast as soon as everyone who has 100 speed has had a turn). As a special case, a spell with original CT = 1 + Short Charge + this hack will be effectively a spell with Non-Charge, since the CT is now 0. So if you really want to use this, remember this special case.
0x11CCDC change 14 to XX
0x11CCE8 change 14 to YY
XX = bonus CT for not moving YY = bonus CT for not acting
This sets all Katana to XX% break when a Draw Out is used. 00 for 0% break chance, 64 for 100% break chance. A lot of people have been waiting for this one =p NOTE: If you set a formula other than the Draw Out ones, the Katana will still break at 100% chance!
This hack reduces ALL ability CT by XX/YY, rounded down. If the CT of an ability is lower than XX/YY, it will be forced to be 1CT. Abilities with 0CT will not be affected. For example, I have a spell with 5 CT, XX = 38, YY = 09. If I have 18 speed and the divider is 9, the final CT of the spell is then 3. THIS HAPPENS BEFORE SHORT CHARGE. Does not affect Charge(Archer skillset), does affect skills with Persevere flagged(Sing/Dance).
XX = Elements not affected by Oil YY = Elements affected by Oil
TABLE 0x80 = Fire 0x40 = Lightning 0x20 = Ice 0x10 = Wind 0x08 = Earth 0x04 = Water 0x02 = Holy 0x01 = Dark
For example, if you want Oil to grant weakness to Fire/Holy/Dark, then XX = 73 and YY = 83
For those who want to mess with the effects more: First XX = Elements to ignore Absorb on target Second XX = Elements to ignore Null/Half on target First YY = Elements to grant Weak on target Second YY = Elements that will remove Oil
The combination of Null/Half: Elements was due to laziness.
The bolded numbers can be changed to fit any RSM. Check the wiki for which numbers correspond to which RSM. You can also set it to work with other things. Example: changing 92 to 06 and 80 to 20 will make Reis formula work with monsters only.
Honestly, I have no idea what I am doing. I wish the logs of LD's lessons helped me, but all they really did was give me links to programs. Is there any way I can find the offsets for Charging status, and be able to edit the bonus damage to whatever I wanted? Either that, or a link to other ASM tutorial guides would be helpful.
Zodiac gave an interesting idea. Instead of limiting everything to 2, limit everything to 1.
In other words, no 2 units can have the same ability or item. This is possible due to the job unlock system we are using, and the fact that a lot more items are viable. Personally, I am on the fence about this. On one hand, it forces the player to make unique units instead of copy/pasting (like my teams for example) but on the other hand, it feels too restrictive.
This is just a thread to discuss this change. Nothing will happen (yet) whether you agree or not.