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ARH: Ability Requirements Hack  (Read 3594 times)
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pokeytax [Posts: 515] Logged
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  • [June 21, 2011, 10:46:03 PM]
ARH: Ability Requirements Hack
« on: June 21, 2011, 10:46:03 PM »


Reposting this hack because IMO it needs its own thread (mods feel free to merge this if you disagree). Xifanie's ARH is below as ARH v1.1.

If you are a newbie, this hack lets you set abilities to only be usable when ______, where the blank can be just about anything. It works like Cloud's Materia Blade requirement and ALL SWORDSKILL needing a sword equipped, but on steroids.

Because I need to upgrade this slightly to play well with ALMA, I am posting my own tweaked version here too, although it's a bit sloppy. Notably it has .xml output because opening a hex editor gives me hives.

Changelog



« Last Edit: April 16, 2013, 01:05:22 AM by pokeytax »
French Maid
Xifanie (Webmistress) [Posts: 3550] Logged
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  • [June 22, 2011, 01:04:01 AM]
Re: ARH: Ability Requirements Hack
« Reply #1 on: June 22, 2011, 01:04:01 AM »
Oh wow that is soooo cute poketax! :)

<R999> My target market is not FFT mod players
LastingDawn [Posts: 3415] Logged
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  • [June 22, 2011, 05:54:43 PM]
Re: ARH: Ability Requirements Hack
« Reply #2 on: June 22, 2011, 05:54:43 PM »
Whoa... you just turned Ramza back into a guy for Mercenaries Pokeytax! Though there is one thing missing and I'm not entirely how useful it would be for anyone else but... is it possible to make a *Forbid Character*, while I can make the majority of skills unique to Rad and Ramza, that would leave nothing for the NPC's, though if I forbid Rad and Ramza from being able to use their partner's skills that would allow me to solve two problems with one stone. Women wouldn't be using only Ramza skills and Men wouldn't be using only Rad skills.

All in all keep up the good work! I'll post my thoughts on it when I actually test it out.

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
LastingDawn [Posts: 3415] Logged
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  • [June 22, 2011, 06:25:17 PM]
Re: ARH: Ability Requirements Hack
« Reply #3 on: June 22, 2011, 06:25:17 PM »
Hmm, I can't seem to get the ARH hack to appear in OrgASM, I looked at it and from what I could see from my limited knowledge there didn't appear to be anything wrong with the .XML itself... does it work for you?

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
pokeytax [Posts: 515] Logged
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  • [June 22, 2011, 09:19:05 PM]
Re: ARH: Ability Requirements Hack
« Reply #4 on: June 22, 2011, 09:19:05 PM »
Hmm, I can't seem to get the ARH hack to appear in OrgASM, I looked at it and from what I could see from my limited knowledge there didn't appear to be anything wrong with the .XML itself... does it work for you?

Well, in a typical show of brilliance I neglected to update some of the code (now fixed in the OP), but that should not affect its showing up in FFTorgASM. If you post your .xml, that would help... the tables are wider than I've used before so that might be it.

Forbid Character would indeed be less useful to most, but it's literally a difference of one bit in the code, so I magnanimously typed that one keystroke for you.
LastingDawn [Posts: 3415] Logged
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  • [June 22, 2011, 09:37:34 PM]
Re: ARH: Ability Requirements Hack
« Reply #5 on: June 22, 2011, 09:37:34 PM »
Ah, thank you very much Pokeytax! I'll definitely try out this version and hopefully give you some meaningful feedback.

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
LastingDawn [Posts: 3415] Logged
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  • [June 22, 2011, 11:01:12 PM]
Re: ARH: Ability Requirements Hack
« Reply #6 on: June 22, 2011, 11:01:12 PM »
Bah, no luck... but I do have something interesting to say at least, it appears to work when I've made no changes to it, but when I make my changes FForgASM no longer seems to read it, here it is if you think the problem might be fixable.

http://ld.ffhacktics.com/ARH%20v1-2%20Forbid.xml

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
pokeytax [Posts: 515] Logged
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  • [June 22, 2011, 11:18:43 PM]
Re: ARH: Ability Requirements Hack
« Reply #7 on: June 22, 2011, 11:18:43 PM »
This looks like an unaltered file, I can load it fine... do you have a bad one generated by your spreadsheet? I haven't tested this in anything but Excel so that may be the issue.
LastingDawn [Posts: 3415] Logged
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  • [June 22, 2011, 11:28:13 PM]
Re: ARH: Ability Requirements Hack
« Reply #8 on: June 22, 2011, 11:28:13 PM »
Oh, ahem... that's my fault. I didn't realize I had up an unaltered spreadsheet for that. Should be the same link as last time, just updated the file.

http://ld.ffhacktics.com/ARH%20v1-2%20Forbid.xml

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
pokeytax [Posts: 515] Logged
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  • [June 22, 2011, 11:40:41 PM]
Re: ARH: Ability Requirements Hack
« Reply #9 on: June 22, 2011, 11:40:41 PM »
Not reading the attributes correctly. Gonna have to move up the chain one link to the spreadsheet, can you send me the .xls you used? I know it's tedious but this is how it gets solved.

LastingDawn [Posts: 3415] Logged
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  • [June 22, 2011, 11:44:20 PM]
Re: ARH: Ability Requirements Hack
« Reply #10 on: June 22, 2011, 11:44:20 PM »
No trouble, I'm just glad to be of any help.

http://ld.ffhacktics.com/ARH%20v1-2%20Forbid%20(1).xls

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
pokeytax [Posts: 515] Logged
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  • [June 23, 2011, 12:00:30 AM]
Re: ARH: Ability Requirements Hack
« Reply #11 on: June 23, 2011, 12:00:30 AM »
Yeah, plenty of weird stuff going on. I didn't plan well for people pasting their text in, I'll fix that next time. Here is a functional .xml to tide you over.
LastingDawn [Posts: 3415] Logged
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  • [June 23, 2011, 12:07:17 AM]
Re: ARH: Ability Requirements Hack
« Reply #12 on: June 23, 2011, 12:07:17 AM »
Ah? Oh sorry about that. It just seemed an easier way of moving all of the data from the other ARH into the new one without having to do it piecemeal.

Thank you for all the effort you've put into this Pokeytax.

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
LastingDawn [Posts: 3415] Logged
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  • [June 23, 2011, 12:47:30 AM]
Re: ARH: Ability Requirements Hack
« Reply #13 on: June 23, 2011, 12:47:30 AM »
That did the trick! Thank you Pokeytax, the .xml file you made works perfectly! Also this fixed the crashing when you want to check the Help messages, go figure.

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!
Queen of Palemoon
Celdia [Posts: 1550] Logged
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  • [July 09, 2011, 05:43:34 AM]
Re: ARH: Ability Requirements Hack
« Reply #14 on: July 09, 2011, 05:43:34 AM »
Hey pokeytax, I don't suppose you could tell me what's wrong here could you?

http://img810.imageshack.us/img810/5227/arh12.jpg

As you can see there, I'm running OpenOffice. The output in the XML tab is pretty much useless because of what you see there. It goes like that all the way down to A111 before producing Hex output again.

I've attached the spreadsheet in question.
ALL THE THINGS Official Caretaker.
RavenOfRazgriz (Global Moderator) [Posts: 2956] Logged
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  • [July 09, 2011, 06:54:53 AM]
Re: ARH: Ability Requirements Hack
« Reply #15 on: July 09, 2011, 06:54:53 AM »
Hey Pokeytaxed I think I fixed your shit.

You're using "=VLOOKUP(EO8;$text.$F$2:$O$156;10;FALSE())" instead of "=IF(ISBLANK(EO8);"00";VLOOKUP(EO8;$text.$F$2:$O$156;10;FALSE()))" in columns GL and GM.

Here's a fix of the sheet Celdia posted so she can test and make sure this now works correct in-game. 
Queen of Palemoon
Celdia [Posts: 1550] Logged
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  • [July 09, 2011, 12:23:37 PM]
Re: ARH: Ability Requirements Hack
« Reply #16 on: July 09, 2011, 12:23:37 PM »
Well this is certainly working better. But it looks like the statuses aren't quite labeled right now. I triple-checked everything for the skill in the Ramuh slot to be accessible when I have Don't Move and Undead status together but the skill doesn't show up. If I remove Undead from the requirements, it shows up fine.

Amusingly, a skill I have set for access with DM, Transparent and Float shows up when I have DM, Transparent, Undead and Haste. I didn't try testing it without one or the other of those last two so I'm not sure which is triggering it. Don't Move and Transparent seem to work fine though since I took every skill down to JUST those two prerequisites and they all show up and function fine. Looks like I'm in line for a little bit of testing before I get Tactician straightened out.
Queen of Palemoon
Celdia [Posts: 1550] Logged
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  • [July 09, 2011, 01:28:45 PM]
Re: ARH: Ability Requirements Hack
« Reply #17 on: July 09, 2011, 01:28:45 PM »
So I did some testing. It looks like the first 'block' of status effects in the "Require All Afflicted Statuses" section isn't responding to the flags in the Data table. Granted, I only tested Undead and (Always:)Defending but I have a feeling that if it try it for Performing it also won't work. Everything else seems to be okay from what I saw. I'll grant that a lot of those status effects aren't terribly effective for limiting skill access (since you can't use any skills during most of them) I did have a small handful planned for using Undead with. Hoping this is just a quick fix.
Guess who is back?
Shade [Posts: 1078] Logged
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  • [July 09, 2011, 01:58:20 PM]
Re: ARH: Ability Requirements Hack
« Reply #18 on: July 09, 2011, 01:58:20 PM »
Seems like you can't set requirements for RSM?

Upupupu...

Zetsubou
pokeytax [Posts: 515] Logged
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  • [July 09, 2011, 05:37:37 PM]
Re: ARH: Ability Requirements Hack
« Reply #19 on: July 09, 2011, 05:37:37 PM »
It's trying to read that byte as both a required item and required status. Attached is a fixed version.

Thanks for helping work out the kinks! I expected Libre/Open Calc to be 10% of users instead of 75%, I'll try to optimize better in the future.

Seems like you can't set requirements for RSM?

Yes, everything from Potion onward is not really functional. They are there for my own ALMA purposes: currently if you add Vertical Jump4 to, say, Battle Skill, it shows up buggily. I want the ability to make sure these abilities never appear at all if so desired, so they can be used as passives.

You should still be able to set required RSM for skills as in the old ARH though, that's unaffected.
« Last Edit: July 12, 2011, 10:24:02 PM by pokeytax »
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