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Celdia's XML Storage

Started by Celdia, January 21, 2022, 07:04:49 pm

Celdia

January 21, 2022, 07:04:49 pm Last Edit: February 03, 2022, 09:47:59 am by Celdia
I'm not exactly getting into ASM writing or anything here but since I've got something to share that I don't think exists in any other capacity, I figured I could finally start a thread here.


Modify Female-Only Equipment Access
This lets you change what equipment female units get access to (Default/Vanilla is Ribbons, Bags, and Perfumes) regardless of their class. You can also use it to swap that access to Male units instead, or disable the extra equipment access entirely.


Gender Byte - Set this to 0x40 for Female or 0x80 for Male. There currently isn't support for anything else.

Equipment Entry - Set this to 0x00 to Disable any extra equipment for units regardless of the Gender Byte set. (Make sure to set it for both 1st and 2nd Equipment Entries to fully disable it.) Otherwise set your Table value here (0x4A, 0x4B, 0x4C, or 0x4D. These cannot be combined in the same Equipment Entry.)

You can find a list of the appropriate table values over here: Formula Hacking

You can add the values to make multiple pieces from the same Table accessible.

Ex: The default 1st Table Entry uses 0x4C (Table 3) and the 1st Equipment Entry is a combination of 0x40 (Bag) and 0x02 (Ribbon). Perfumes get set on the 2nd Table Entry and with the 2nd Equipment Entry.

For another example of adding the Equipment Entry values: you could set a Table Entry to 0x4B (Table 2) and the associated Equipment Entry to 0xA9 (0x80+0x20+0x08+0x01) to give access to Staff, Gun, Longbow, AND Spear to a specific unit gender.


<?xml version="1.0" encoding="utf-8" ?>
<Patches>
    <Patch name="Modify Female-Only Equipment Access">
<Description>This lets you change what equipment female units get access to (Default/Vanilla is Ribbons, Bags, and Perfumes) regardless of their class. You can also use it to swap that access to Male units instead, or disable the extra equipment access entirely.

Gender Byte - Set this to 0x40 for Female or 0x80 for Male. There currently isn't support for anything else.

Equipment Entry - Set this to 0x00 to Disable any extra equipment for units regardless of the Gender Byte set. (Make sure to set it for both 1st and 2nd Equipment Entries to fully disable it.) Otherwise set your Table value here (0x4A, 0x4B, 0x4C, or 0x4D. These cannot be combined in the same Equipment Entry.)
- Quick Reference List -
-- 0x4A for Table 1
---- 0x80 (nothing)
---- 0x40 Dagger
---- 0x20 Ninja Sword
---- 0x10 Sword
---- 0x08 Knight Sword
---- 0x04 Katana
---- 0x02 Axe
---- 0x01 Rod
-- 0x4B for Table 2
---- 0x80 Staff
---- 0x40 Flail
---- 0x20 Gun
---- 0x10 Crossbow
---- 0x08 Longbow
---- 0x04 Harp
---- 0x02 Book
---- 0x01 Spear
-- 0x4C for Table 3
---- 0x80 Stick
---- 0x40 Bag
---- 0x20 Carpet
---- 0x10 Shield
---- 0x08 Helmet
---- 0x04 Hat
---- 0x02 Ribbon
---- 0x01 Armor
-- 0x4D for Table 4
---- 0x80 Clothes
---- 0x40 Robe
---- 0x20 Shoes
---- 0x10 Armguard
---- 0x08 Ring
---- 0x04 Armlet
---- 0x02 Cloak
---- 0x01 Perfume

You can add the values to make multiple pieces from the same Table accessible.

Ex: The default 1st Table Entry uses 0x4C (Table 3) and the 1st Equipment Entry is a combination of 0x40 (Bag) and 0x02 (Ribbon). Perfumes get set on the 2nd Table Entry and with the 2nd Equipment Entry.

For another example of adding the Equipment Entry values: you could set a Table Entry to 0x4B (Table 2) and the associated Equipment Entry to 0xA9 (0x80+0x20+0x08+0x01) to give access to Staff, Gun, Longbow, AND Spear to a specific unit gender.
</Description>

    <Variable file="SCUS_942_21" offset="4CB6C" default="40" name="Gender Byte"/>
    <Variable file="SCUS_942_21" offset="4CB78" default="4C" name="1st Table Entry"/>
    <Variable file="SCUS_942_21" offset="4CB8C" default="4D" name="2nd Table Entry"/>
    <Variable file="SCUS_942_21" offset="4CB80" default="42" name="1st Equipment Entry"/>
    <Variable file="SCUS_942_21" offset="4CB84" default="01" name="2nd Equipment Entry"/>

    </Patch>
</Patches>



Hopefully this thread won't be empty of anything else but who knows.
  • Modding version: PSX
  • Discord username: Celdia#3799

Celdia

Added a new hack to the XML in the first post: Dragonmaster to Beastmaster Hack.
Applying this hack will make all of Reis' Dragon-Only skills affect any Monster units. It affects any skills using Formulas 0x5A, 0x5B, 0x5C, or 0x5D by changing the check for Dragon/Hydura family monsters to check for everything from Chocobo through to Steel Giant. If you do intend to use this on units like Apandas, Demons, and/or Steel Giants you will have to set their Monster Type in the Jobs tab in FFTPatcher (found above the Innate skill entries.)

Special thanks to gibbed for helping me get this one working right. :D
<Patch name="Change Dragon Check for Reis Skills to All Monsters">
<Location file="BATTLE_BIN" offset="1205D4">
FFFF4224
1500422C
</Location>
</Patch>
  • Modding version: PSX
  • Discord username: Celdia#3799

Celdia

Uploading a requested tiny mod of starting unit stats. These mods do nothing except make generic unit's starting stat values equal, removing the difference between Male and Female units. It was created using the Pre-Raw Stats Editor via the Job and Character Workbook.

The "Stats Down" version lowers generic unit MP/PA/MA Raw values to the lower value of vanilla units and balances the HP  Raw to a middle value between them.

The "Stats Up" version raises HP/MP/PA/MA Raw values to all match Ramza's vanilla stats.
  • Modding version: PSX
  • Discord username: Celdia#3799

Celdia

Items For All

A simple offshoot from the old ALMA spreadsheet, this bit works as a standalone. It gives all player-controlled units access to the Item skillset all the time regardless of Job or the secondary skillset equipped. Equipping Item or being a Chemist will make it show up twice on the Act list but that shouldn't affect functionality of it at all. You still have to learn the skills in the Item skillset normally to be able to use it at all. This shouldn't interfere with things like Equip Change or Defend.

While it should be possible for AI units to be able to access the Item skillset as well, the part of the ALMA sheet that made it so AI units could 'see' that they had an extra skillset available didn't play nice and has been omitted, so right now this should only make a difference for player units.

<?xml version="1.0" encoding="utf-8" ?>
<Patches>
<Patch name="All Player-Controlled Units: Skillset 06">
<Description>Gives all units controlled by the player access to Skillset 06 (Item) by default at all times. If you equip Item skillset as a secondary or are in the Chemist Job, it will show up twice on the Act list, but this shouldn't affect functionality at all. You still need to learn the skills normally through the Chemist Job for them to be accessible in the extra skillset.</Description>
<Location file="BATTLE_BIN" offset="11A494">
E16E0508
00000000
00FF1306
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
000013FF
92401302
92201303
00FF13FF
00FF13FF
00FF13FF
00FF13FF
</Location>
<Location file="BATTLE_BIN" offset="F4B84">
01000234
000002A2
18000234
02008214
020005A6
00000734
010007A2
00FF0234
040002A6
1880023C
9C144224
0000448C
FF001534
FF008530
20286500
0000A590
02220400
FF008730
02220400
F0009330
04006012
01001326
2438A700
0500E014
01000534
0300E510
00000000
14000010
00000000
0F008530
02220400
0300A728
0400E010
20380502
0000E4A0
0C000010
00000000
00006592
00000000
0400A014
00000000
000064A2
05000010
00000000
23387002
0400E72C
F6FFE014
01007326
FF004430
F0000534
D8FFA414
04004224
3E050608
00000000
</Location>
</Patch>
</Patches>

  • Modding version: PSX
  • Discord username: Celdia#3799

Celdia

CCP2 Blind Hack

For those of you that really wanted that hack from CCP2 that made Blind a useful status effect, here it is. Credit for the hack itself goes to formerdeathcorps and also a nod to Nyzer for doing the forum skimming to find the original code for it. Enjoy!

<Patch name="Darkness/Confusion ignore Concentrate/Transparent, accuracy halved">
<Description>
Applying this patch will cause any units afflicted by Darkness or Confusion to no longer gain accuracy benefits from also having Concentrate or Transparent status. Additionally, units with Darkness or Confusion will have their final hit% halved after all normal calculations.
ex: 100% ==> 50%
    48% ==> 24%
    10% ==> 05%
- and so on. So the effect is stronger on units with higher accuracy.
</Description>
<Location file="BATTLE_BIN" offset="11E328">
E8FFBD27
1000BFAF
2E15060C
00000000
59000291
</Location>

<Location file="BATTLE_BIN" offset="11E350">
DE386324
</Location>

<Location file="BATTLE_BIN" offset="11E360">
32004224
000062A0
</Location>

<Location file="BATTLE_BIN" offset="11E4B8">
1980083C
942D088D
E8FFBD27
1000BFAF
5A000291
</Location>
</Patch>

  • Modding version: PSX
  • Discord username: Celdia#3799