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 1 
 on: Today at 07:34:09 PM 
Started by Darkholme - Last post by Choto
You can do this for 1 or 2 skillsets, but if you have too many other parts of VRAM will show up instead of the skillset name. I think there's also a hard cap of like 5 based on the infrastructure of the code.

As to why throw and charge aren't working, are you trying these one at a time? If you duplicate the same hack it won't cause additional skillsets to show up.

 2 
 on: Today at 07:11:52 PM 
Started by breaktube - Last post by breaktube
@Eternal 

Ha ha, so I take it you also have ORAS ?

* Only got 3 badges at the moment *

@Elric 

Yeah, wanted to changing things up this time around.

* since you can not customize your outfit *

@Dome 

I feel ya, since all my friends have Smash...I went ahead a grabbed this game. 

* been stopping by nightly to play the Wii-u version *

I have edited the OP, and here is my Global Link info :

http://3ds.pokemon-gl.com/user/P-342-9144-D/secretbase

 3 
 on: Today at 07:08:25 PM 
Started by Darkholme - Last post by Darkholme
So, I was chipping away at this (see attached file) a while back trying to make the more boring skillsets into equippable support abilities, such that I might give them more interesting base skillsets.

I don't recall what I started with, but I know I didn't come up with it from scratch looking for offsets or anything like that.

Jump works great as a support ability by the way.

I have not had luck with doing the same for Item, Throw, and Charge, however.

Has anyone else toyed with this idea? Is it a quick fix to make the proper menus pop up and to have them show up in your actions menu in combat?

 4 
 on: Today at 06:47:22 PM 
Started by Xifanie - Last post by Darkholme
Request:

For enemy units: Party Level +(+1...+99) -> Party Level +(-15...+15) & Party Level (Random) +(-15...+15).(Doesn't matter what is done with the other 39 slots)

Basically, I would like to have the option to include "Easy" Enemies into an ENTD without hardcoding their levels.

 5 
 on: Today at 06:12:00 PM 
Started by Blue - Last post by Blue
Good job, i have a few questions though:

How can you do the following?
"- Remove all laws.

- Give enemies increased levels, more abilities to choose from, and better equipment.

- Make all hidden jobs available from the start of the game. "

Also, how can you change Job's names? Do you know how to change job descriptions? What about skillset names and descriptions?

As for Mediator... Well, i don't really remember many skills right now, but what about making them a 'dialogue' based status effect job? With things like Provoke, Advice and the like?

Well, I already know that the Mediator is a speech-oriented job. I'm just not sure of which statuses they should inflict, ability range, etc.

To answer your first two questions, look at Lennart's "Enemy Data" spreadsheet. You can find out where to mess with enemy data there, along with laws. Setting the Law byte to 00 removes laws for that specific battle, but if you want to remove laws completely, you'll have to do this for every battle in the game.

I don't know how to make hidden classes available yet - I'm not even sure if this can be changed on hex level. I'm still looking into it.

If you want to change game text, Lennart's spreadsheets include what bytes correspond to which characters. I did make a table file from all of it, which you can use in WindHex, or any other hex editor that can load table files. I find editing text this way to be much easier. If you're using WindHex: File > Open Table File > Table #1.

 6 
 on: Today at 05:28:15 PM 
Started by Blue - Last post by FrozenDragon150
Good job, i have a few questions though:

How can you do the following?
"- Remove all laws.

- Give enemies increased levels, more abilities to choose from, and better equipment.

- Make all hidden jobs available from the start of the game. "

Also, how can you change Job's names? Do you know how to change job descriptions? What about skillset names and descriptions?

As for Mediator... Well, i don't really remember many skills right now, but what about making them a 'dialogue' based status effect job? With things like Provoke, Advice and the like?

 7 
 on: Today at 04:27:34 PM 
Started by Blue - Last post by Blue
Anyone have any ideas of what abilities could be used in the Mediator's skillset? I'm not exactly sure what direction to go with that job.

 8 
 on: Today at 12:10:55 PM 
Started by xjcx666 - Last post by xjcx666
Whoops, sorry. Forgot to mention that it does affect experience. Setting it to 0 makes the starting experience 0. Thanks for the link too. I assume it's the same for other ENTDs.

Looked at the link, and the other 6 boxes affect AI behavior? So maybe that's why every unit in every ENTD has all zeroes in those six fields...

 9 
 on: Today at 10:07:13 AM 
Started by Elric - Last post by Elric
just passing by to say : thanks for the great work this is just like a masterpiece for me... the best of the 5 worlds *-* thanks again for this amazing hack. I, basically, have no words to express how excited I'm playing this whole new world ... and just a small question how the work is going?

Thank you very much, these comments always mean a lot to us. Things are going well currently, the spriters are spriting again and we have a clear outlining list of the rest of the sprites we will need for the rest of Jot5, which honestly isn't that many. So this delay should not happen again for Chapter 3. I'll make another update here soon

 10 
 on: Today at 07:13:27 AM 
Started by Kokojo - Last post by Kokojo
Still not posting about the names, but progress has been done. We're now back at 2 events and text is flowing.


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