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Messages - philsov

81
Help! / Re: Problem with a memory card.
April 04, 2011, 05:52:23 pm
you do have the analysis pak installed, yes?
82
Help! / Re: Battle party limit increase
April 04, 2011, 03:26:52 pm
nope.

Using the attack.out editor (which modifies party size and initial placement) to include 2 parties with 5 people each still only allows for five units total, and then the battle starts. 

don't know much about the possibility of hacking the code to override this -- it could very well be a RAM issue at which point even code hacking is useless.  If not, then it's just a matter of no one having found it yet.
83
Help! / Re: Battle party limit increase
April 04, 2011, 02:55:31 pm
The max you can load from formation is 5.  However, you can constantly have controllable guests in every single battle.  They don't even need to be in your formation screen.

Caveats:
1) There is a maximum of 9 sprites per battle.  Different palettes are welcome.  Strongly suggest using classes as guests that are also enemy classes to remedy this
2) The max number of units per map is 16, usually.  On some others it's 12 and no one's gone through map by map to determine which is which.

Input's a pain, but you can stick in additional units (blue team = good guys) at certain coordinates for every fight individually.  Grab FFTPatcher and hit up the ENTD tab.  The storyline fights are in the lower quarter of the list.
84
Spam / Re: Pokemon: Real Life
April 03, 2011, 09:47:53 pm
85
Help! / Re: Auto-learned skillset
April 03, 2011, 09:41:11 pm
Things get hazy around 34 Jump (ie, some are, some are not), but most certainly everything 4C onward is autolearn.
86
Archives / Re: Last post wins
March 31, 2011, 01:00:01 am
If I were mod of the universe we'd all be banhammered into eternity. 

:(
87
Archives / Re: Last post wins
March 31, 2011, 12:20:04 am
worse.
88
pretty sure it's the Effect Message option, but if you're getting them with that disabled then possibly Ability name?
89
Quote from: Barren on March 22, 2011, 07:03:58 pm
if thats the case, is there a way to disable spell quotes then?


Just disable them ingame.  Can be done mid-battle iirc, and lasts until you toggle them back on.

(Which is why there isn't an ASM for it)
90
Quote from: Pride on March 28, 2011, 03:43:29 am



The worst part of this post was that Pride lacks an avatar, so when I first saw it I wanted to punch Pride.
91
make the blue mage a dead end on the job tree, thereby preventing its unlocking as you set job level on the units?

QuoteSo..forcing custom skillsets as a primary works like this...


If you look at 1.3 in patcher, you'll see this sort of thing done with Ovelia and Weigraf, notably.  Their primaries aren't even forced, but they just have their primary naturally and their skillset is along the long band of "auto learn everything", with a bank of RSM to toy with and <random> for RSM in their ENTD settings.  Doing this on enemy generics obviously warrants forcing primaries and/or secondaries.  In terms of mixing and matching, this also allows you to set job level for secondary funsies -- ie, primary is auto learn with 100% abilities, but secondary is punch art and they're a job level 5 monk with its random bank of abilities from ~650 JP 
92
QuoteIs there a method to keep the computer from using primary skill sets with blue magic (or that is Blue Magic) if you let them have "Random" skill sets? Or do you need to limit everything?


Needs limits, sadly.  Learn via JP, iirc, doesn't apply to AI functions, but JP cost and AI% to learn abilities will, so you can wrangle their spellbook via that method.  Personally I just have custom, gated blue magic skillsets for the various chapters, like a chapter 2 blue mage won't know something from a tiamat but will know something from chocobo. 
93
QuoteWhat do you think?


Cuts into the secondary action skillset too much.

What I do recommend, however, is doing something similar:

A abilities of that class
cool R/S/M

set it as their primary.

This will cause them to auto-learn their action skillset, and with that randomly pick up set but random R/S/M, which can be possibly expanded to 3 rxn/3 support + 1 set movement.  There's enough skillset space for you to do this with 4 skillsets for each mage class and probably 2 for each non-mage class, and even within those varied RSM (ie, "late game battle skill" = 100% knight skills + hamedo/damage split, while "early game battle skill" = 50% of the knight skills + counter/autopotion) to allow for scaling by design.

Meanwhile, you can combine in with this other custom skillsets of similar name to net a similar bank of action abilities and even wider RSM selection.  It's easier than front-loading the primary with all 16 actions and having an effectively blank secondary to help with RSM.

The only catch to this is that since actions are auto-learn, it cuts into the randomness that is ability selection.  In general I think this is a good thing, but from a randomness standpoint it's still not optimum, albeit superior.
94
Spam / Re: Troll award poll #1
March 25, 2011, 04:43:44 pm
not even THESE AWARDS are worthy of my vote.
95
The Lounge / Re: Now Playing
March 25, 2011, 01:37:46 pm
Pokémon Black!  First game I've played since Red many many moons ago.

Picked Snivy up for my pokemon.  Already facing the 2nd gym leader, and so far things are a bit easier than I recall.  I can't wait until the game opens up a little bit more because my current choice for a team is like... 12... pokemon.  Lillipup is my 2nd in command.
96
http://www.youtube.com/watch?v=nWDsD6Zs_p0

:D

~

Though more seriously, the reason some big names produce and create this expansive audio/visual masterpieces is because it's profitable.  If every jackbutt with a screencapture program wanted to upload awesome footage that should ideally be sold for money in order for the developers and such to at least breakeven, then I highly doubt we'd have such high quality works in the first place.

The company and creator have total rights over their products, and the enforcement of their copyright is wholly up to them.  If they're fine with some scenes and tracks available, that's great.  If they want to squash everything in sight with intentions of trying to draw maximum profits (although doing so is sometimes counter-productive) that have that right both legally and socially. 
97
Help! / Re: FFTPatcher .457 trouble
March 23, 2011, 12:53:51 pm
Not a clue about patcher, but did you do anything withy attack.out?
98
Help! / Re: Problem with "23 Magic" skillset
March 23, 2011, 12:51:42 pm
Correct.  There's some combos of knowing abilites That make it look perfectly fine. 

If the issue is the generic skillset isn't modifiable... like throw or jump or something, then apply xif's asm for fixing generic skillsets
99
The Lounge / Re: Go play this.
March 22, 2011, 11:46:18 pm
QuoteRouge


/twitch

between all the 1st tiers on normal, plus easy clears with both rogue and berserker. 

Monk it pretty dicey with random boss selection -- the last two times I've wound up against high resistance bosses and I just can't win that sort of attrition. 

I love the sorcerer style but have yet to actually beat the level =\.

Medusa boss is my easiest, personally.  I can pummel her with fireballz and then manage to kill her before I get deathgazed.
100
Help! / Re: FFTPatcher psx to WotL?
March 21, 2011, 07:56:23 pm
file -> save as psp patch

just be mindful of ability overlap -- the blank slots after parasite on the PSX version are used in the psp version.