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 1 
 on: Today at 10:12:13 AM 
Started by gatebuster202 - Last post by Barren
Since he's the original tourney host, I'll let him decide if a rematch is possible or not. Hopefully by this weekend he'll reply. I am not going to have time for a while due to being overloaded with homework. Still thanks for the heads up, Jeremy should be able to give you a rematch sometime soon

 2 
 on: Today at 07:54:42 AM 
Started by Xifanie - Last post by Neophyte Ronin
I'm nervous to ask.  I'm talking, really, really nervous.  Having researched the BMG, I believe the proposed work-around isn't going to run into anything hard-coded.  It might, though.  Feel free to counter-argue.

Request #1: An ASM which multiplies Experience gains by 0, including rounding down to zero in case a formula delivers a minimum of 1.  Either way, ZERO EXP GAIN!  (The remaining EXP, randomly generated at run-time, can remain.  It may be useful somewhere else).  Maybe a second ASM if the Killing Blow EXP causes screw-ups.

Request #2: Another ASM which removes LV from Growth calculations (original formula: bonus = [current_RX/(C+LV)]).

Ergo, Current Raw Stat only--Character Level does not influence adjustable Stats, making Growth numbers irrelevant.  Level and Exp affect Job Point accrual and Calculator Math Skills.  Ramza at LV01, assuming no adjustments in Class data or starting growth rates as expressed in the BMG, gets between 37..39 HP.  For life.  End of story.  Everyone is dealt likewise.

Vanilla Tactics' Level System has issues like a Level-Up-and-Down trick.  With these two theoretical ASMs, parameters associated with LV & EXP (Steal EXP, Level Blast, Degenerator, Gained EXP Up, Move EXP Up, Please Eat) are freed for editing, like that Weapon Guard hack that lets Classes gain Weapon Evasion without needing the ability--what happens to the ability is up to the patch's author.

The implications reach further.

Level and Experience are not just the Calculator's domain, though being rendered immutable means they are more reliable than CT and Height.  See, for JP ([(8+(JobLV*2)+[LV / 4])*M] (M = 3/2, i.e. Gained JP Up), a non-level system may call LV "INT" instead, like D&D3.X--affecting Skill accrual and Calculator susceptibility.  High Levels learn quicker (nice if high-INT Humans appear near end-game to play catch-up if Invited), while Ramza and like company with LV 01 EXP 00 eternally duck two Calculator Abilities.

The second implication might warrant another request, because getting the AI to equip things based on a "progression" besides Story Progress or Shop Availability is another step in my envisioned patch.

Request #3: ASM which has game consider all available equipment options when outfitting AI humans.

The engine chooses equipment based on one of two things: pre-set (like Agrias and Gafgarion always getting their respective fare) or a linear numerical progression which never looks back; once Gold Armor is on the menu, it ditches Mithril and Plate Mail.  This is standard practice for a leveled system, not a non-leveled one seeking to make everything incomparable in some fashion.  Consequently, Leather Armor never gets used because it technically sucks, although most of the medieval fare that fuels a war economy is rejected after ten character levels and not even halfway through the Chapters themselves.  See the problem, right?

Adjustable stats being made static allows for greater equipment options and flavor without worrying about climbing a ladder as a hermit-crab.  The extremes of 1 & 99 still an issue?  Xifanie's min/max hack stabilizes adjustable stats further, so Speed Break doesn't need to add Slow.  Converting the economy from hermit-crab to snowflake-tonguing while maintaining balance is a chore.  Characters might get weird equipment combinations like Leather Armor and Cross Helmet, but each item has perks (Leather is cheap, flexible, and non-conductive, so no issues with Lightning, unlike metal armor), so each is stress-tested for long-term use.

Maybe the deciding factor is Character EXP instead of LV, so someone with Low EXP get stuff like Chain Mail and the upper echelons get Carabineer Plate, turning EXP into a "Prestige/Lineage" Stat that tells us they're loaded or connected.  Hell, I might even ask if this gets remade into the source of end-battle money and see if a Gil-Taking "Attack" can add EXP to the Target and thus make them cough up more cash after the battle is over!

But I'm getting ahead of myself (wouldn't adding EXP make the Enemy Level Up?  Maybe if the Money Bonus was based on 100 - EXP then Gil Taking would be remade into Steal EXP with coins flying around; Negotiate/Beg too....)

Plenty of Patches might benefit from these hacks.  Take Celdia's.  Her equipment does all kinds of things, but they must be replaced over time like every Final Fantasy Game ever, simply due to Leveling up.  Getting Equipment to upgrade with players might solve some of the problem, but not all of it.  Applying this theoretical hack and reworking every item means Celdia can turn them into snowflakes that don't melt in players' hands.  Celdia's patch is already centered on exploration, which is best when optional and never mandatory.

"TOO LONG I DIDN'T READ": two ASM hacks to nix Level and Level-Ups from stat-adjustment equations, rendering first level stats the definitive static levels for all classes and creatures and freeing several Level-associated Abilities.  It would allow a non-Leveling (i.e. "incomparable") campaign, which would necessitate revisions in the game economy and a possible third to let the AI perform extreme mix-and-match with equipment from the beginning to the end-game.

I only assume these ASMs can, in fact, happen.  I'm ready for rebuttals and public outcry.

 3 
 on: Today at 03:27:04 AM 
Started by gatebuster202 - Last post by fattyzila
Yeah. I talked to him and in my first match I had the H Bag equipped.

 4 
 on: Today at 02:15:20 AM 
Started by gatebuster202 - Last post by Barren
Hey, for my round 2 match my monk Cena was supposed to have an H Bag. I'm not sure if it'll make a difference because idk if you'll redo the match or not, but thought I'd mention it.

Did you talk to gatebuster about it when he was posting the teams?

 5 
 on: Today at 01:50:27 AM 
Started by gatebuster202 - Last post by fattyzila
Hey, for my round 2 match my monk Cena was supposed to have an H Bag. I'm not sure if it'll make a difference because idk if you'll redo the match or not, but thought I'd mention it.

 6 
 on: Today at 12:56:36 AM 
Started by gatebuster202 - Last post by dw6561

 7 
 on: February 24, 2017, 11:33:41 PM 
Started by gatebuster202 - Last post by Barren



 8 
 on: February 24, 2017, 07:38:19 PM 
Started by ThirstyWench - Last post by ThirstyWench
Oh awesome! So I and a buddy would be able to just whip up a max level team and fight each other on the fly with the right hacks?

 9 
 on: February 24, 2017, 12:04:00 PM 
Started by CenobiumSoftware - Last post by CenobiumSoftware
 I don't see an option to edit posts - mind instructing me how?
EDIT - the option got pushed to the far right by the images. It's fixed now, Thanks.

The AI is for training mode and story mode only and uses quite a few neural network implementations. It can learn and get harder
naturally based on the user. It's very advanced so any specifics, will probably have to be run by the AI programmer.

Right now the AI can:
Dodge, Swarm, Sub-Team Creation,Pushing, Healing, Fleeing, In-Fighting, Pushing, Set Traps, Combo, Lure/Kiting, Stealth/Invisibility flags,etc.
I can ask him for a list.

The online versus mode is currently operational with 18 playable units. 2 More will be released by the end of the week.
BomberMan - a unit that detonates for massive damage when his 'fuse' goes out or his hp drops below 1.
Golem - can spawn mini hands that auto attacks nearby enemies. It can also spawn blocks and punch through them.(think sand man from Megaman Battle Network) .
That's essentially what Battle is Key is: Final Fantasy Tactics meets Megaman Battle Network. A real-Time SRPG.

The entire engine is done so all that's left is graphical updates and polish.
I can even make the engine do Turn-Based SRPG's and JRPG's too. It's all complete with a custom editor I've made in Unity3d.

 10 
 on: February 24, 2017, 10:16:24 AM 
Started by ThirstyWench - Last post by nyzer
http://finalfantasy.wikia.com/wiki/Melee_(Tactics)

Throw some cheats at it and it's exactly what you're after.

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