Difference between revisions of "Inherent Support Abilities Limitations"

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(Created page with "The following are RAM offsets. <br>0x00122d6c 4b Chemist? <br>0x00122d74 4e Monk? <br>0x00122d78 da Throw Item <br>0x00122d79 01 Throw Item <br>0x00122d80 4e Monk? <br>0x00122d...")
 
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In short, this is only part of the code for unequipable R/S/M's.
 
In short, this is only part of the code for unequipable R/S/M's.
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 +
Sept 25, 2016
 +
 +
http://ffhacktics.com/smf/index.php?topic=6505.0
 +
 +
This tread (Total Request ASM: All armor replaced by shoes) contains a hack to remove the hardcoded values for this feature, and to implement behavior which checks job-inherent abilities to determine if both the player and the AI can equip items.  Pages 1 to 4 have some information on this.  It is reproduced below:
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 +
WORLD_WORLD_BIN
 +
0x42D6C
 +
40100700
 +
2010E200
 +
00210200
 +
0680023C
 +
20204400
 +
B8108424
 +
01008290
 +
FF00C330
 +
06006210
 +
0F008330
 +
0E006328
 +
FAFF0314
 +
02008424
 +
02000010
 +
00000000
 +
0040C634
 +
01001026
 +
00000000
 +
00000000
 +
00000000
 +
00000000
 +
00000000
 +
00000000
 +
00000000
 +
00000000
 +
0x44B08
 +
0680013C
 +
0x44B28
 +
0680013C
 +
40280300
 +
20286500
 +
00290500
 +
20082500
 +
B8102124
 +
01002294
 +
62008594
 +
00000000
 +
0200A214
 +
02002124
 +
620080A4
 +
0F002530
 +
F8FF0514
 +
00000000
 +
F8FF2120
 +
01002294
 +
64008594
 +
00000000
 +
0200A214
 +
02002124
 +
640080A4
 +
0F002530
 +
F8FF0514
 +
00000000
 +
F8FF2120
 +
01002294
 +
66008594
 +
00000000
 +
0200A214
 +
02002124
 +
660080A4
 +
0F002530
 +
F8FF0514
 +
00000000
 +
F8FF2120
 +
62008194
 +
64008294
 +
00000000
 +
02004114
 +
00000000
 +
620080A4
 +
66008294
 +
00000000
 +
02004114
 +
00000000
 +
620080A4
 +
64008194
 +
00000000
 +
02004114
 +
80101400
 +
640080A4
 +
 +
Instead of preventing Chemist & Throw Item / Mediator & Monster Talk / Ninja & Two Swords / Monk & Martial Arts, this hack prevents all inherent abilities from being equipped. So in vanilla it alters nothing, but it will adjust to whatever you do in FFTPatcher. If you're feeling silly, you can do things like giving Knights innate Equip Armor / Equip Sword / Equip Shield to prevent the player from equipping junk. It does not stack with the previous hack; you can't ban specific combos.
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 +
It also prevents equipping multiple copies of a single R/S/M ability, which again has no effect in vanilla, but is probably desirable if you're using a "merge Support/Movement" hack.

Revision as of 21:31, 25 September 2016

The following are RAM offsets.


0x00122d6c 4b Chemist?
0x00122d74 4e Monk?
0x00122d78 da Throw Item
0x00122d79 01 Throw Item
0x00122d80 4e Monk?
0x00122d84 da Throw Item?
0x00122d85 41 Throw Item?
0x00122d8c 54 Mediator?
0x00122d90 d8 Martial Arts
0x00122d91 01 Martial Arts
0x00122d98 54 Mediator
0x00122d9c d8 Martial Arts?
0x00122d9d 41 Martial Arts?
0x00122da4 59 Ninja?
0x00122da8 d9 Monster Talk
0x00122da9 01 Monster Talk
0x00122db0 59 Ninja?
0x00122db4 d9 Monster Talk?
0x00122db5 41 Monster Talk?
0x00122dc0 dd Two Swords
0x00122dc1 01 Two Swords
0x00122dcc dd Two Swords?
0x00122dcd 41 Two Swords?

These correspond to the unequipable Support abilities hard-coded to Chemist, Monk, Mediator, and Ninja.

You can edit the offsets to make another Reaction, Support, or Movement (R/S/M) ability unequipable, but when you try to equip the ability which was originally unequipable, it doesn't show up as equipped.

In short, this is only part of the code for unequipable R/S/M's.

Sept 25, 2016

http://ffhacktics.com/smf/index.php?topic=6505.0

This tread (Total Request ASM: All armor replaced by shoes) contains a hack to remove the hardcoded values for this feature, and to implement behavior which checks job-inherent abilities to determine if both the player and the AI can equip items. Pages 1 to 4 have some information on this. It is reproduced below:

WORLD_WORLD_BIN 0x42D6C 40100700 2010E200 00210200 0680023C 20204400 B8108424 01008290 FF00C330 06006210 0F008330 0E006328 FAFF0314 02008424 02000010 00000000 0040C634 01001026 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0x44B08 0680013C 0x44B28 0680013C 40280300 20286500 00290500 20082500 B8102124 01002294 62008594 00000000 0200A214 02002124 620080A4 0F002530 F8FF0514 00000000 F8FF2120 01002294 64008594 00000000 0200A214 02002124 640080A4 0F002530 F8FF0514 00000000 F8FF2120 01002294 66008594 00000000 0200A214 02002124 660080A4 0F002530 F8FF0514 00000000 F8FF2120 62008194 64008294 00000000 02004114 00000000 620080A4 66008294 00000000 02004114 00000000 620080A4 64008194 00000000 02004114 80101400 640080A4

Instead of preventing Chemist & Throw Item / Mediator & Monster Talk / Ninja & Two Swords / Monk & Martial Arts, this hack prevents all inherent abilities from being equipped. So in vanilla it alters nothing, but it will adjust to whatever you do in FFTPatcher. If you're feeling silly, you can do things like giving Knights innate Equip Armor / Equip Sword / Equip Shield to prevent the player from equipping junk. It does not stack with the previous hack; you can't ban specific combos.

It also prevents equipping multiple copies of a single R/S/M ability, which again has no effect in vanilla, but is probably desirable if you're using a "merge Support/Movement" hack.