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Messages - ForestMagi

1
Oh, so I was being SUPER dumb. (My words, not yours.) I didn't even think to check how vanilla sorted them before thinking something had gone wrong; they're in the correct order based on that criteria. Sorry for wasting your time, I should have checked that first, but thank you for telling me. I'll be more diligent about testing in future. :)
2
Sorry to pester everyone with this, but I'm having an issue with my items being loaded in a weird order in shops; specifically, the items (Potion through Phoenix Down) are listed in the opposite order as they're listed in FFTPatcher (that is, they start with Phoenix Down at the top and end with Potion at the bottom). I don't think it's just a naming issue, as they have the proper sprites and names in the shop and the Item skill is using the correct item. All other items in the shop (Weapons, Armor, and Accessories) are all listed in FFTPatcher order, and they are showing in FFTPatcher's "Shop Inventories" tab in the correct order, so I'm not sure what I might have done to mess this up.

I tried to search for a fix for this, but came up with nothing, so apologies if there's a simple answer and I'm just being dumb and/or failing at using the search function.
3
New Project Ideas / Re: Forest's Patch Log
May 05, 2014, 09:44:26 pm
*UPDATE*

  • Changed monster attack formulas. Damage is now more in line with your characters early game, should progress smoothly to late game.

  • Skillset descriptions and monster attack descriptions finished. Elemental damage is no longer indicated in ability description, but most are either non-elemental or the element is obvious (Fire Breath is obviously fire elemental, for example). All Bomb-type enemies have only Fire-Elemental attacks, including Self-Destruct. Need to test whether S-D can actually hold an element, as I'm not sure if it can or not, though I'm not sure why I get the feeling it can't.  :?

  • Ability and job names now universal in all sections of FFTacText; preliminary playtesting suggests no mistakes, but more playtesting needed.

  • Shifted '-ja' spells (or the '4' spells) to Inquisition, and tossed in Protect/Shell/Haste/Slow 2 for good measure. Holy/Unholy also moved here. Applicable spells removed from Priest/Wizard/Time Mage.

  • Job requirements help text complete.

  • Job descriptions finished in many sections of FFTacText.

  • Item renaming is mostly done. All shields and weapons have been renamed, all accessories except perfumes have been renamed, and armor has been started.

  • Equipment has more or less universal attributes within categories; the strongest weapons in each group have special attributes; rods, poles, staffs, books, and daggers have static attributes but apply various statuses; poles and staffs currently use formula 7 (Heal_[Weapon]) with various WP, but most will drop to 1 when I successfully get the formula hacked to apply status.

  • Heavy armor now provides a massive HP boost; clothing gives moderate HP and MP boosts; robes give small HP boosts and massive MP boosts; helms give a small MP boost and a massive HP boost; hats give moderate HP and MP boosts.

  • All boots are available from the start of the game, with altered bonuses on most, all of which affect movement or speed; armguards are available in chapter 4, and boost PA/MA/SP; rings are available starting in chapter 2, and provide immunity to multiple statuses (the groupings are somewhat reasonable, I think); armlets are available in chapter 3, and provide elemental defense; mantles are released progressively throughout the game, but available only in trade cities, and provide only evasion bonuses; one perfume is released per chapter, the first three providing 2 permanent positive statuses, and the last granting reraise and transparent at the start of battle.

  • ASM hacking has been started, though I admit after working for 8 hours starting at 5AM my brain is more or less burnt out and very little is sticking or making sense when I read it through one bloodshot eye while I'm running on espresso and little else; will tackle it in more earnest this weekend.

I think that's more or less all of it. It's taking a while, but I feel like I accomplished quite a bit this week. Ability and item descriptions will probably be the biggest time-vampire until I start doing earnest playtesting and do my full run-through.
4
New Project Ideas / Forest's Patch Log
April 29, 2014, 10:11:06 pm
While I'm still in the process of finishing the initial patch (including all the text changes I have to make and ASM hacking I have to learn), I figured I'd start a thread to log my progress and keep myself motivated. I'm not looking for playtesters or any helpers at the very moment, but if you're interested expect updates on this project about once or twice a week. Feel free to ask questions about design choices or specifics, and I'll do my best to answer them without sounding like I have no idea what I'm trying to do. :P

What's Done

  • JP costs have been reduced to 0 for all skills.

  • Archer has been renamed Ranger; Charge has been replaced with Ranger Skill. Ranger skills deal damage and inflict various status with 100% accuracy for a small MP cost.

  • Calculator has been renamed Inquisitor; Magic (skillset 23) has been renamed to Inquisition and set as the job skill. It focuses on stat reduction, status effects, and self-sufficiency.

  • Mediator/Orator has been renamed to Trainer; Talk Skill has been replaced with Monster Skills. It functions very much like a Blue Mage, although making the abilities LoH isn't something I plan to do.

  • Skillsets have been normalised; all units of a particular job/class now use the same skillset. All Lucavi have access to all Fear abilities.

  • All jobs/classes have at least one innate, which will be listed in the job description. Of particular note: chemists, priests, wizards, time mages, oracles, summoners, trainers (mediators/orators), bards, and dancers cannot enter water.

  • Yell, Cheer Up, Wish, and Scream have been added to Basic Skill; all names and effects of all but Scream have been altered.

  • Overall CTR of abilities have been reduced, although a few actually went up. Healing spells are generally slightly faster than damaging spells.

  • Most abilities have been renamed. Most of the renaming is simply to the -ara/-aga/-aja convention, and fixing odd spelling.

  • All abilities that cancel status (except Dead) in vanilla (Heal, Remedy, Stigma Magic, Esuna, Dispel, Choco Esuna, Dischord/Odd Soundwave, Dispelna, Dispel 2/Dispelja, and Dragon's Gift) now have nearly guaranteed accuracy; all above skills remove ALL status effects (good and bad) except Dead from their targets.

  • Positive status effects are now pretty much guaranteed to hit, and most have low MP cost.

  • Negative status effects are now much more likely to hit, and most have low MP cost.

  • All statuses have an indefinite duration except for Death Sentence, Charging, Performing, Sleep, Don't Move, Don't Act, and Stop.

  • Berserk, Charm, Confusion, and Sleep now cancel each other. Reraise now cancels Undead.

  • Antidote, Eye Drops, Echo Herbs, and Soft have been renamed to Tonic, Medicine, Smelling Salts, and Gold Needle, respectively. Tonics heal Silence, Frog, and Poison; Medicine cures Darkness, Oil, Don't Move, and Don't Act; Smelling Salts cure Confusion, Charm, and Sleep; Maiden's Kiss now also heals Berserk; Gold Needles heal Petrify and Stop.

  • Stat growth has been normalized across all jobs and monsters up to the Uribo-Pig family in the FFTPatcher list. Monsters have better multipliers in general than human units, though most have either PA or MA at a 0 multiplier if they don't have a use for it in their skillset.

  • All Monsters now have 3 usable skills, plus their Beastmaster skill. Reaction/Support/Movement abilities have been changed for many monsters. Elemental weaknesses and resistances have been altered for almost all monsters. Beastmaster is innate to all Monsters.

  • Job level 8 is now reached at 500 JP, but all job requirements have been increased to compensate. You should still unlock Knight/Ranger/Priest/Wizard on at least a few of your units by the time you hit Igros the first time. After that... Depends on how much you switch around jobs. Mime now requires all other non-gendered jobs to be at level 8 to unlock.

  • Equip lists for most jobs have been changed, in some cases drastically. Your generic units for Gariland battle now have set weapons, and two have shields.

  • Most weapons have been renamed, and their graphics changed. Almost all weapon formulas have been changed.

  • All Harps have been made into Crossbows, all Bags have been made into Guns, and all Cloths have been made into Books.

  • Units in the Orbonne Monastery battle have better equipment; notably, Agrais, Gafgarion, and Lezales have gear you can't buy before chapter 2, and all other units have the best buyable gear from chapter 1. The battle is significantly easier and largely functions more as a tutorial on how battle flows than anything else.

  • The Gariland battle swings between being very easy and very hard, depending on how many units have Auto-Potion on the opposing team.

  • Mandalia Plains battle is moderately difficult if you get bad luck in the Gariland battle are are low on items; quite easy if you can keep Algus and Delita alive.
  • Starting inventory has been increased to 10 Potions, 5 Hi-Potions, 3 Ethers, and 5 Phoenix Downs, in addition to one of every other Item. (On an average play, I use 2-3 potions and 1 Phoenix Down to get through Gariland. I'm sure I could use less than that, but I tend to play it pretty safe. Wish helps a lot here.)



What I'm Currently Working On

  • Filling in descriptions for items, monsters and abilities.

  • Balancing multipliers in Monster skill damage formulas; most seem to do 50+ damage at level 2-3 with neutral compatability, which is more HP than non-Knights can have at that level. Specifically: changing Blaster to inflict Slow or Sleep instead of Stop or Petrify.

  • Getting Ramza's equipment in the Gariland battle to load properly; it's not showing up on the status screen, though he still uses the weapon and gains the evade from his shield.

  • Making sure mages can be outfitted before Dorter; shop changes don't appear to be consistently working.

  • Learning ASM hacking, so I can manipulate formula 7 (Heal_Weapon NS) to allow status effects. Alternatively, altering formula 4 (Magic guns) to allow any spell to be cast.



What I Still Have to Do

  • Change the job descriptions, primarily the 'Job Requirements' text.

  • Playtest changes beyond Chapter 1.

  • Fix the ENTD; notably, restrict monsters to specific area types (plains/woods/swamps/deserts/mountains/waterways).

  • Make sure storyline battle enemies are somewhere around the party level.


P.S.: While this technically isn't new, I thought this was the best place to put my log. If there's another spot you'd prefer I put it, let me know. :)
5
I suppose so. I don't remember having much trouble with vanilla except for the  battle with Velius, so I suppose I have the AI to thank.

I'm going to mark this thread as solved, since my questions have been (more than satisfactorily) solved. Thank you both for the help!
6
That seems like a very odd oversight.  :?

Hmm, now I'm wondering if it's possible to ASM hack status/spell proc recognition into the AI. Probably beyond anything I'd be able to accomplish, but I'll search around the forum and see if someone's giving it a shot.
7
Hmm, more things that might mess with my plans. I suppose it was to be expected. :P

I'll run a bunch of tests when I finish editing the weapons, and see what I can find out.
8
Ah, thank you so much, this helps me out a lot. <3

I'll figure something else out for barehanded. I found a nice graphing website, so I can punch in a bunch of different formulas that are possible using the workbook and see how smoothly (or not :P) they transition from early to late game. (I've already finished adjusting human stat growths and using LvlSim to calculate the stat growth curve from 1-99, so getting smooth damage curves shouldn't be a problem.)

Hmm... Would changing their formula to MA*0 (using the STAT1*CONST formula) work better, or would that still mess with the AI? I'm not even halfway familiar with it, sadly, though I am making sure to flag my ability changes as properly as I can so it (hopefully) knows what the ability is intended for.

I'm trying to do as much of this as I can on my own (at least until I feel it's ready for public playtesting), so if directly changing the weapon formula is a no-go, I'll see what I can do as far as hacking 04 myself before pestering someone else to do it. :)
9
I registered specifically to ask these questions after spending a week trying to find the answer myself searching the forums. My patch still needs a bit more work before it's ready for a fresh playtest, but I want to double-check a couple of things before I apply them and mess everything up by accident. (I have a fresh ISO as a backup, so I'm not super concerned if things go totally awry, but I'd like to avoid it if possible. :))

So, I'm using Raven's Workbooks and altering a few things (thank you, by the way, to everyone who contributed; they're wonderful), but I'm curious about a few things and worried I may be interpreting it all wrong. Specifically, as the title suggests, about weapon formulas, proc rates, and ASMs and patching.

On Weapon Formulas:
1) I'd really like to change barehanded attacks to be ((PA+SP)/2)*SP, but I don't know if the STAT1*STAT2/CONST*STAT3 formula present in "FDC's Weapon Formula ASM" can be manipulated quite that much and give the result I want. If it can't, is there another way to achieve this?
2) This is sort of an addendum to the previous question, but is more about clarification: do I put PA/MA/SP in place of STAT, or do I put 36/37/38? (For the record, and so you don't have to run off and check, 36/37/38 are the numbers in the cells next to those stats in the reference block.) The instructions imply it's the 36/37/38 option, but I'm not sure if I'm interpreting them correctly or not.

On Weapon Proc Rates:
1) Does the proc rate indicated in the column indicate the chance a status will be inflicted or a spell will be cast? The instructions in Raven's master post seem to suggest that's the case, but I want to be certain before I mess with them.
2) If the former is correct, then what is the Ability Proc Rate % for? I was originally under the impression that THIS was the spell cast modifier, but in FFTPatcher a weapon that casts a spell on-hit can't also inflict a status on-hit, so I don't even have a guess as to what this does.

If these last two seem like odd questions, what I'm going for is this:

All knife-type weapons inflict negative statuses on-hit 50% (75%?) of the time.
All staff- and pole-type weapons will use the MA*WP formula and have 0 WP (and so do no damage no matter how much MA you have), but cast beneficial spells on-hit 100% of the time.
All rod- and book-type weapons are the same, but cast damage or negative status spells on-hit 100% of the time.

On ASMs and Patching:
Should I use FFTorgASM to apply the ASM hacks I use before or after applying my patch with FFTPatcher? I'm fairly sure I'm correct in assuming I should do it after, but I just want to be sure, as I've never done it before.

Thanks in advance for any help you can give me. :)