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Messages - ibostyle11

1
I removed Materia Blade requirement in exchange for sword requirement in both versions. But I beefed it up to give auto haste and regen. I also gave it a higher weapon guard % for FFT vanilla (where I used the innate weapon guard ASM). I gave him innate two-hands for the same reason you did. In FF7 he was a jack of all trades, so I also gave him a decent MA stat. But I slightly changed his skill set depending on the version.

In FFT Vanilla, I just used formula 42 to keep the theme of Limits being dependent upon damage done to the user.
I then made each skill unique, but tried to keep a resemblance to FF7.
-Braver being a decent damage attack on one enemy within 3 spaces
-Cross Slash had less range, but hit a cross shape
-Blade beam hit in a line up to 6 tiles
-Climhazzard was point blank, but high damage
-Finishing Touch I kept as is, since you can't add status effects to formula 42
-Meteor Rain had the same area of affect as original, just with formula 42
-Omnislash hit around Cloud, similarly to a draw out skill
-I repurposed cherry blossom to be full map hitting spell that one of the lucavi used.

In WotL I took a completely different approach, and used the 2D formula, but gave the skills MP cost to prevent abuse.
I did this to all the sword skill (while also reducing sword WPs) to prevent ROFLStomping enemies.
Cloud had Move-MP UP to help him still be able to get enough MP to still use his skills. You just had to be smarter about which skills you used where.
-Blade Beam was changed into a ranged skill, but used Dark Knights formula for Abyssal Blade. This made it work more like it did in FF7, where it hit the first enemy hard, and then hit nearby for reduced damage.
2
PSX FFT Hacking / Re: ASM Requests
April 23, 2020, 08:30:13 pm
I had a question about the 2 swords penalty ASM.
I've seen a few versions of it on the board.

1. Let's you put in the XX and YY to have reduced damage on each hit.
But it seems to cause crashes.

2. Has it attached to ATK UP, but is talking about dividing 2 different things by 128 (which I don't get)

3. Has a working hack that said it was 75% damage, but is actually 67%. Would anyone happen to know what part of the code (pasted below) is changeable to affect the damage formula?

<Patch name="2 Swords Penalty">
    <Description>2/3 damage per hit by units with 2 swords.  Affects all abilities with Formulas 01-07, no effect on other physical formulas.</Description>
    <Location file="BATTLE_BIN" offset="11EF80">
      30420508
      00000000
    </Location>
    <Location file="BATTLE_BIN" offset="E98C0">
1980023C
942D428C
00000000
91004290
00000000
01004230
0B004010
00000000
1980023C
CE384284
00000000
40180200
21186200
C2170300
21186200
83180300
1980013C
CE3823A4
1980023C
E2170608
CE384224
    </Location>
  </Patch>
3
The Lion War / Re: The Lion War - FAQs
December 15, 2019, 12:04:49 am
Quote from: Nyzer on December 14, 2019, 02:09:25 pm
I'm pretty sure the new Dark Knight skills just point at the regular Weapon Damage formula, but don't quote me on that. AFAIK there shouldn't be a problem with changing their formula, as their weapon requirements ought to be dependent on their ability slots rather than their formula.


Yeah, it looks like it is just using the 00 formula. I was a little bit skeptical because that was the case for Crushing Blow, which used the 2D formula in WOTL; so it seemed odd that it had 00 on TLW.

Quote from: Elric on December 14, 2019, 08:45:29 pm
ARH controls all of ashley riots skills and ALSO sets the requirements for the sword skills from vanilla. They are unchecked in fftp because thats how ARH has always worked, it may be a mini version of ARH, but that is still the same.  So yes, changed will conflict, make your changes in ARH instead.


Ah gotcha. I wasn't sure since ARH seemed to affect all the sword skills except for the ruin skills and new dark knight skills, that still has  requires sword checked off in FTP. Made me question if ARH was independent of everything else, or if/how there was overlap.

I get the vibe that ARH is like an expansion of the requires materia blade to requires weapon ASM that now gives options for multiple weapons. If so, can I add to it to include more weapons besides the axe, mace, lance, dagger, & crossbow? Or has it already reached the limit of how many weapons you can make required?
4
The Lion War / Re: The Lion War - FAQs
December 14, 2019, 03:43:58 am
First I'd like to thank you all for this once again. It's an insane amount of work to do as much as you all do. Definitely doesn't fall upon blind eyes with me!

I read through all 17 pages of the initial discussion, the changelog, the base patch resource folder structure breakdown, and the download thread; so forgive me if I've still managed to miss the answer to the questions I'm about to ask...

1. I saw that Elric said he had no idea about the formulas used for 19 and 46, but is it possible for Choto to chime in on what the formulas are?

2. Meliadhoul's skillset - Is it still as in vanilla, or is it set as it was with the PSP version?

Maybe I should ask these next questions in the resource thread, but I'm already asking questions here so...

3. I see that the newly added Dark Knight skills say formula 00 while having sword required. But they're absent from the ARH. Are these hardcoded, or can I switch the formula used in the patcher and still have it work accordingly?

4. Considering the fact that sword required and Materia Blade required look to be changed in the base version, would using an ASM hack that changes the materia blade require to something else being required conflict with the changes you put in place?

5. Considering the built in changes to formulas that this copy has, would ASMs that alter formulas 11 and 13 conflict with anything that you didn't mention within the changes made?

Thanks in advance for the heads up on these things.
5
I'm an asshat...

I would find Xilfanie's tutorial after asking that question, even though I DID look at tutorials on resizing the original.
Managed to get it to run in PPFstudio. Hopefully this came out right. *Crosses fingers*

edit - Is the ppf created file supposed to be even bigger the modified file? The file I ended up creating is over 400MB, so it's not possible to attach it to the original post...
6
The Lion War / Re: FFT - The Lion War
July 16, 2019, 03:12:42 pm
Awesome news from awesome people.
Can't wait to binge play this and check the ins and out of EVERYTHING.
Insomnia has it's uses lol
7
Yeah, I'm working on figuring it out as it stands. Much prefer to work it out myself than inconveniencing others with doing it.

I've been doing this from my work laptop (because I loaned out my personal laptop to a college friend). Didn't want to install anything onto the work laptop. Found a hex editor that I can run direct though.

Only question left is which size to mirror as I'm padding the original with 00s. Bringing up the properties of the original file show a "Size" and a "Size on disk" which aren't the same number of bytes. Does it matter to ppf-o-matic if it's exactly the same, or does it just need to be the same number of Mb/Kb?
8
Quote from: Elric on July 07, 2019, 10:06:33 pm
Edit your first post (not quick edit) and under the white box for your text you will see `Attachments and other options`


Yeah, I got that. I just can't seem to get the original copy size to match the mod version's size in order to make the ppf...
9
Quote from: Nyzer on July 06, 2019, 03:37:31 pm
Have you looked at any other patches? The .ppfs are just attached to the post.


I looked at a bunch actually, but didn't see anything specific about ppfs. Maybe I just don't know what I'm looking at?
I've done some searching and seen that I'll need to use ppf studios. Got that but ran into a problem of it saying that the original file and my mod are different sizes. Read something about using a hex editor, but getting that on my laptop isn't an option.

Does anyone have any ideas on how to work around this? Thanks again!
10
Quote from: Elric on July 05, 2019, 07:12:51 pm
This is being moved to New Project Ideas until a actual patch is uploaded. As per the rules of Works In Progress.


Hi Elric, what's the preferred site for upload?
11
I used the bard's magical refrain ability.

I kept the damage formula as 1C, since it's hard coded, but changed the parameters to match accumulate. 👍
12
I totally forgot to give my completed War of the Lions remaster to the FFHacktics community. Not that anyone actually cares...

But here goes anyways!

First thanks again to all those that created the means and tutorials for modifying one of my favorite games. I truly appreciate it. Had a great deal of entertainment just doing the balancing and whatnot, let alone playing the changes. Interesting enough, I've found that a lot of my ideas were already utilized by others, like in the Ivalice Reborn mod. But I DO believe I've managed to introduce some new concepts and attacks.

All the monsters have been changed up to have a very specific theme. For example, behemoths are extra tanky with defense/arcane defense up. Bombs have lifefont. Goblins have mana shield and manafont, making them very annoying to deal with. ETC ETC

I also rebalanced the items so that none are ridiculously strong/weak anymore. Each type of weapon will still have a use for various reasons. I also altered all the battles so that each chapter will have growing synergy from enemies and their abilities. The lucavi battles should be especially fulfilling, as they now have global attacks and variety an how they can beat you.

Here's a list of what I've put together job-wise for those who want to see, rather than learning through in game exploration...



Jobs

Squire - Initial Class

  • Focus - MA+1 after charge time

  • Swift Foot - SP+1 after charge time

  • Accumulate - PA+1 after charge time

  • Rush - uses damage formula 31

  • Stone - uses damage formula 31

  • Salve

  • Counter Tackle

  • Parry

  • JP Boost

  • Move +1



Chemist - Initial class

  • Potion - restores 40 HP

  • Hi Potion - restores 100 HP

  • X Potion - restores 250 HP

  • Ether - restores 40 MP

  • Hi Ether - restores 80 MP

  • Elixir - restores all HP/MP

  • Echoe Herbs - cure Poison, Silence and Blind

  • Maiden Kiss - cures Toad, Berserk, Confuse, Charm, and Sleep

  • Holy Water - cures Stone, Death Sentence, Vampire, and Undead

  • Remedy - cures all but charm, undead, blood suck, death sentence, don't act, don't move, innocent, slow, and stop

  • Phoenix Down - cures KO

  • Auto-Potion

  • Safeguard

  • Throw Item

  • Move-Find



Knight - requires level 2 squire

  • Rend Helmet

  • Rend Armor

  • Rend Weapon

  • Rend Shield

  • Rend MP

  • Rend Speed

  • Rend Power

  • Rend Magick

  • Counter

  • Equip Shield

  • Equip Armor

  • Equip Sword



Archer - requires level 2 squire

  • Venom Strike - add poison

  • Leg Aim - add don't move

  • Arm Aim - add don't act

  • Sleeping Powder - add sleep (for close range defense)

  • Focused Strike - unavoidable, charged attack using 2D formula

  • Archer's Bane

  • Equip Crossbow

  • Equip Gun

  • Concentrate



Monk - requires level 3 Knight

  • Cyclone

  • Pummel

  • Aurablast - now requires MP

  • Shockwave - now requires MP

  • Doom Fist

  • Purification - now requires MP

  • Chakra - now has charge time

  • Life Force - now requires MP

  • First Strike

  • Jump +3



Thief - requires level 3 archer

  • Steal Gil

  • Steal Heart

  • Steal Helmet

  • Steal Armor

  • Steal Weapon

  • Steal Shield

  • Steal Accessory

  • Steal Focus - resets CT to 0

  • Abadon

  • Secret Hunt

  • Move +2



Dragoon - requires level 4 monk

  • Level Jump 2

  • Level Jump 3

  • Level Jump 4

  • Level Jump 8

  • Vertical Jump 2

  • Vertical Jump 3

  • Vertical Jump 4

  • Vertical Jump 8

  • Fury

  • Dragon Heart

  • Equip Polearm

  • Ignore Height



Ninja - requires level 4 thief

  • Shuriken

  • Bomb

  • Knife

  • Sword

  • Spear

  • Axe

  • Adrenaline

  • Vanish

  • Dual Wield

  • Move +3



White Mage - requires level 2 chemist

  • Cure

  • Cura

  • Curaga - only hits allies

  • Arise

  • Reraise

  • Regen

  • Protect

  • Shell

  • Esuna

  • Exorcise - Seals undead

  • Holy

  • Regenerator



Black Mage - requires level 2 chemist

  • Fire

  • Fira

  • Firaga

  • Blizzard

  • Blizzara

  • Blizzaga

  • Thunder

  • Thundara

  • Thundaga

  • Bio

  • Toad

  • Flare - now uses 4E damage formula

  • Counter Magic



Mystic - requires level 3 white mage

  • Haste

  • Slow

  • Demi

  • Silf

  • Carbunkle

  • Fairy

  • Cyclops

  • Golem

  • Nanoflar

  • Critical Quick

  • Swiftness

  • Float



Warlock - requires level 3 black mage

  • Sinkhole - now cost MP

  • Torrent - now cost MP

  • Tanglevine - now cost MP

  • Contortion - now cost MP

  • Tremor - now cost MP

  • Wind Slash now cost MP

  • Will-o'-the-wisp - now cost MP

  • Quicksand - now cost MP

  • Sandstorm - now cost MP

  • Snowstorm - now cost MP

  • Wind Blast - now cost MP

  • Magma Surge - now cost MP

  • Nature's Wrath

  • Half MP

  • Lava Walking



Summoner - requires level 4 mystic and warlock

  • Moogle

  • Shive

  • Infrit

  • Ramuh

  • Titan

  • Odin - now does wind damage with chance to kill

  • Leviathan

  • Lich

  • Zodiark - now holy damage

  • Bahamut - now uses 4E damage formula

  • Boost

  • Teleport



Berserker - requires level 3 knight and archer

  • Split Strike - 3 way attack using abyssal blade formula

  • Scream

  • Equip Axe

  • HP Boost

  • Any Ground



Blue Mage - requires level 3 white mage and black mage

  • Chocobuckle

  • Goblin Punch

  • Death Claw

  • Self Destruct

  • MP Drainkiss

  • Roar

  • Aqua Breath

  • Drain Touch

  • Death Sentence

  • Auto-Life

  • White Wind

  • Mighty Guard

  • Bad Breath

  • Earth Shake

  • Twister

  • Dark Whisper

  • Absorb MP

  • Beastmaster

  • Tame



Centurion - requires berserker and blue mage unlocked

  • Witch Hunt

  • Wiznaibus

  • Slow Dance

  • Attrition Step

  • Disillusion

  • Nameless dance

  • Last Waltz

  • HP Restore



Samurai - requires level 3 dragoon, ninja and summoner

  • Ashura

  • Kotetsu

  • Osafune

  • Murasame

  • Ama-no-Murakumo

  • Kiyomuri

  • Muramasa

  • Kiku-ichimonji

  • Chirijiiraden

  • Masamune - now adds reraise

  • Shirahadori

  • Equip Katana



Dark Knight - requires 20 kills, mastered white/black mage and knight, and ninja/dragoon/summoner unlocked

  • Skillset remains untouched

  • Soulbind

  • Vehemance



Ramza - Made for utility, with growing efficiency for each progression.

  • Chant now has range of 1/3/5 respectively

  • Yell is now "Encourage," which works like a phoenix down

  • Steel is now "Command," which works like Quick (Gained with the second iteration)

  • Salve become "Treatment" (like a remedy) at second iteration, and Full Treatment (cures all but KO) at third iteration

  • Ultima is now the 2nd version



Mustadio - changed aim to Nanotech

  • Stun Tech - adds stop with 100% accuracy after charge time

  • Blast Tech - adds KO with 100% accuracy after charge time

  • Seal Tech - adds Stone to undead with 100% accuracy after charge time



Agrias - Sword skills now require MP and can be silenced

  • Judgement Blade

  • Cleansing Strike

  • Northswain's Strike

  • Hallowed Bolt

  • Divine Ruination

  • Life's Anthem - global heal at cost of 1/5 max HP and 50 MP



Luso - changed mettle skills to sword skill type class

  • Beckon - cancels KO

  • Recharge - restores HP/MP

  • Despair

  • Magic Ruin

  • Power Ruin

  • Speed Ruin

  • Mind Ruin

  • Holy Eruption - up to three holy burst, single targeting

  • Almaguest



Rapha - changed to light class with possible dual cast, single targeting

  • Heaven's Wrath

  • Ashura

  • Adamantine Blade

  • Maelstorm

  • Celestial Void

  • Divinity

  • Preach



Marach - changed to heavy class with possible quad cast, single targeting

  • Hell's Wrath

  • Nether Ashura

  • Nether Blade

  • Nether Maelstorm

  • Corporeal Void

  • Impiety

  • Praise




Beowulf - unchanged

Balthier - loses leg aim, arm aim, and seal evil

Orlando - Sword skills now cost MP and can be silenced

Meliadhoul - Sword skills now cost MP and can be silenced

  • Crush Armor

  • Crush Helm

  • Crush Weapon

  • Crush Accessory

  • Ultima Sword



Reis - added Salamander to skill set with damage formula 24

Cloud - changed skills to damage formula 42 (made since since they original came from being damaged)

  • Braver - now has range of 3

  • Cross Slash

  • Blade Beam - now hit 7 straight tiles

  • Climhazzard - attacks adjacent tile with heavy damage

  • Meteor Rain

  • Finishing Touch

  • Omnislash - attacks surrounding enemies






But where should I upload it for those that'd like to try it?
13
Good to know. Does that mean I can use those new formulas elsewhere? Guess i'll do some testing and find out! Thanks again!
14
Ah, so that's what was meant when I read that it's "hardcoded."

Thank you.

Is this also true of the area of effect on the abyssal blade attack? I have no intentions of changing the dark knight abilities, so I just want to make sure that they'll remain as designed despite what the patcher loads for effect area.
15
Hi all,

First I'd like to say thanks to those that helped with my questions on modding the PSX version a while back. I've thoroughly enjoyed playing through the version I created. I'm now looking to do a simple rebalance on WotL.

My question is this...

In the battle where Balthier joins he has a mirage vest and a ras algethi. While looking at the ENTD tab I noticed that the patcher didn't show those items on Balthier. If I use this patcher, will it replace them with the items that the patcher shows him having? And if so, is there a way to disable that portion of the patcher?
16
Event Editing / Re: ATTACKOUT questions
January 25, 2017, 11:32:41 pm
Quote from: Xifanie on January 25, 2017, 06:25:07 pm
BOTH links in my previous post answer that question. >_>
As far as permanent undead is concerned, you would need my other hack to accomplish that, as InflictStatus() only inflicts status as they would be in-battle, and cannot properly set a permanent status or a status immunity on its own.


HAH! My bad. I was gonna click those links after work. Who would have thought they'd answer my next question!  XD

Emmy, I  actually want them to come back undead. Goes with the theme I'm  pushing, where more undead threats appear as you get closer to the end of the game.

I've modified a spell to be a global raise, which can be situated to be used on first attack.
Could also adjust character stats/equipment to make them fast enough to act first.


17
Event Editing / Re: ATTACKOUT questions
January 25, 2017, 04:37:40 pm
Copy that.

Is it possible to have certain status effects activate as part of an event? A unit reviving with 1HP wouldn't be a big deal if we could make them undead or have the reraise status upon revival, or something like that. Even better if we can find a way to have a reaction ability like restore hp trigger.

So if I'm reading that right, even if you put the job as having features like ignore height/fly in the ENTD, in the event they still won't be usable?
18
Event Editing / Re: ATTACKOUT questions
January 25, 2017, 03:22:37 pm
Thanks for this info.

I actually caught a lot of those restrictions/limitations while reading the threads, and seeing the event codes along side the ENTD.

1. I figured it to be the case while watching the Sephiroth battle in Journey of the 5. Made me realize why Ramza walks back to original location in the Velius fight.

2. Noticed this in the Elmdor fight, when demons replace assassins. Using this, it should be possible to make the knights resurrect in the Adramelk fight, right?

3. Read that somewhere. What about teleporting in? Although, I'm mostly trying to capitalize on troops that were already there.

4. Likewise. Would float/fly override this limitation?

Sometimes having a new person with a new perspective can help those with the a wealth of knowledge to come up with something they previously missed.
I don't expect to become a trend setter, but I definitely like approaching things from all angles, so I'm just hoping to spark new ideas.
19
Event Editing / Re: ATTACKOUT questions
January 24, 2017, 12:57:08 pm
I figured I'd start with just the battle conditions initially.

Once I have a better grasp of things I'm going to add to the battles as well.
Basically adding as many units as possible, while remaining within the limitations.
But making them appear with the other troops, in sync with the events, rather than just being there.

I'm also looking to have units appear mid battle once I have more confidence in my understanding of all of this.

Edit:

To elaborate, I meant things like having the knights in the Dycedarg battle being revived instead of disappearing, and the demons in ultima fight remaining, etc.
20
Event Editing / Re: ATTACKOUT questions
January 17, 2017, 11:44:19 pm
First, I would just like to say thanks for the help so far.

I think I'm going to have to read into the asm lessons and whatnot to fully grasp all of this.

I'm got with game balancing,  but I'm quickly learning how little I know about everything else...