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May 19, 2024, 11:39:56 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - philsov

61
The Lounge / Re: Zodiac Stones after end-game?
May 11, 2011, 08:49:57 pm
Quote from: VampragonLord on May 11, 2011, 06:08:51 pm
ramza and co. died so the stones stayed underground with them


The explosion blew them to safety.
62
Help! / Re: Skillsets based on a unit's Zodiac sign?
April 20, 2011, 04:37:56 pm
The ARH (ability requirement hack) enables this rough function, iirc -- only things are tied to the ability, not the skillset.  Bard and Dancer are different and unique classes with individual skillsets, anyways.

http://ffhacktics.com/smf/index.php?topic=953.msg114339#msg114339

Just remember that the max ability per skillset is 16, so if you lock in 12 abilities for zodiac this leaves 4 abilities to be used freely, meaning each character gets a whopping 5 skills to play with in that skillset.  And I don't recommend doing this for all skillsets, as above there is a limit on the total number of abilities available that will this can strain unless you do some severe changes alongside it.

Changing signs midbattle is a function we have yet to crack, however.  
63
as far as I know the damage display is tied to the effect itself, rather than ability slot.

For example you'll see some Effects (cure or Flare2) display damage on all units, while some effects (Choco Attack, iirc... lotta monster ones) only display damage on a single target (despite in the video all units taking damage).  In a similar vein, effects that normally don't display damage (Summon Demon, Teleport3, etc) can't be forced to display damage when used as specific abilities.

Edit:  This of course contradicts what you just said.  If you are seeing damage numbers only in specific slots and you want them to not display (why....) then I have no clue =\
64
1) Do you mean animation (that separate tab in patcher) or Effect (part of the ability tab).  If Effect...

http://ffhacktics.com/smf/index.php?topic=4830.0

Which I'm pretty sure is 02B   Summon Demon

QuoteAnd also can someone explain to me why damage only appears when used on the snipe move slots when using animation skills? Actually, more of how can I fix it w/out using those slots is my question.


...... what?
65
Spam / Re: Dome89x is dead, long live Dome89x
April 14, 2011, 01:38:20 pm
http://www.mp3.com//free-music/all-free-music

these should work, but don't blame me if they don't :3
66
Spam / Re: Dome89x is dead, long live Dome89x
April 14, 2011, 01:20:05 pm
QuoteWhat's next, if I play another Justin Bieber song in one of my videos, is it still copyright infringement even when it's altered where in game sounds and commentary are mixed with it making it an original piece too?


Certainly. 

Doubly so, likely, because the game sounds are also most certainly not your own either.

Use music that lacks copyright if you're hurting for it and the copyrights are actually getting enforced. 
67
Help! / Re: Ability Requirement Hack help
April 13, 2011, 10:23:29 am
QuoteOhh,fff.


That.

If you want fixed range/arrow animation, you need to set the Effect/animation to FFFF to prevent the double display bug.  At stuff like range 4 it isn't too bad (they almost gel together as one big string) for at high cliff sniping the bug is just horrible.  Yes, there's no pretty graphic now but it's the lesser of two evils imo.
68
Archives / Re: Last post wins
April 08, 2011, 05:49:07 pm
69
the ASM application is a downgrade to those abilities, yes. 
70
1/2) Pretty sure, I don't know the current figure.  Yes, 99 will cause perma knockback.
3) Yes, it affects all attacks.  Enemies gain as well.
4) no.
5) Yes.  Lightning Stab would finally be Holy elemental.
6) None.
7) Not a default in 1.3.  It's currently glitched that 1 exp -> 0 exp = Infinite JP at no expense which is what 1.3 is not about.
8) What?  Br and Fa certainly matter.  Modding is removed (old school talk skills, etc), though some abilities still lower Br in normal while this isn't possible in easytype.
9) No changes in storyline, yes.  This also enables the old school talk skills to exist and not have permanent carry over. 
10) Those will change the Support Abilities "Equip Knife" into "Equip Katana + more"
11) Yes.
12) Yeah.  You go to the bar and send them away for a while.
13) Wall status.  Not to be confused with the Priest spell.  Currently it makes the character immune to everything, but also in vanilla there's way to gain it and no one has it so....
14) that is what the tin says, es.
15) none of them for 1.3.  Most of them for upcoming patches.
16) 4/3 for the boosters and 2/3 for the reducers.  Just like normal.
71
Spam / Re: Rules: They exist
April 07, 2011, 10:06:19 am
there should be this little "report post" feature, yes?

Click that, it'll let the mods know something is amiss, and then you're free to go about your business.
72
Help! / Re: Battle party limit increase
April 06, 2011, 04:03:24 pm
huh?
73
Help! / Re: Emulator freezes
April 05, 2011, 11:42:03 pm
or if you ripped the iso from your own CD, it may have blipped on itself on the way in.  it's worth locating another iso imo.
74
Help! / Re: Battle party limit increase
April 05, 2011, 10:07:12 pm
mmm... indeed.

However wouldn't this also apply to the bad people?
75
Help! / Re: Battle party limit increase
April 05, 2011, 08:37:16 pm
indeed.  whatcha cooking?
76
Help! / Re: Battle party limit increase
April 05, 2011, 03:43:55 pm
1) Certainly, you can sprite swap + have a funky palette to help them stand out.

2) If you want them to always be there, toggle always present. Duh.  Don't try and break it by toggling both flags >_<.  If you want a permaguest you'll likely need to dive into the event instructions (see: event decompiler and compiler) to mimic what causes other guests to join within the guest slots (formation ID of 17-20)
2a) I'm pretty sure party level random is overwritten when you load from formation.  That's just the default level setting for any character iirc. 

3) I'm pretty sure they'll lose it when they change jobs.  Maybe even after battle regardless of job change.  I haven't fiddled much with that aspect.

4) Don't think so... guests can be flagged for immortal but your own people will need some sort of protection.  A possibility is to create an accessory that blocks the crystal and treasure status and give it to your people, but the game might just crash when their counter reaches zero.  Past that, no clue.  Pack revival, travel happy imo.
77
Spam / Re: The reason I am who I am today
April 05, 2011, 02:30:00 pm
heeeey, looks sorta like claymation christmas carol.

I loved the fuck out of it when I was young.

78
Help! / Re: Battle party limit increase
April 05, 2011, 02:26:37 pm
1/2 - Always and randomly present will determine if the unit is always there or not.  Randomly is just that... iirc it provides a dummy blank slot.  So if a unit is randomly occupying a place, there's a 50/50 chance of it being there provided it's flagged random.  If you have two enemies in the same X/Y location, then it's 33/33/33 unit 1/unit 2/nothing etc etc.  If you look at some of the random map battles you'll see a massive list of enemies but most of them are randomly present and several of them occupy the same coordinates.

3 - Correct

4 - Load/save formation will drag that unit from your formation guest list as-is and then save any changes.  Like if you have Delita as a wizard or something, he won't appear as a Squire in battle.

5- not without removing others, no.

6 - afaik, pretty much any unused (I think 84 through FF) ID will suffice.  However, these IDs are used for event instructions so odds are you should be fine with FF

7 - X/Y are certainly the coordinates.  http://ffhacktics.com/maps.php provides a visual guide.  Palette meanwhile is their color scheme.  http://ffhacktics.com/spr.php provides a visual guide.

8 - there isn't a "regardless of other levels".  It'll unlock a single job and anything else up to it (ie, "ninja" will net you JP in sq/kn/ar/geo/mk/th/ln).  The number afterwards is their job level in that class.

9 - Max 9 sprites and 16 units.  Zirekile falls, for example, is your 4 people + Ovelia + Agrias + Delita + Gaffy + enemies (all of whom are 1 single class).  Therefore to include guests you either need to reduce your party size (attack.out editor) or make the guest(s) the same class as the enemies.

10 - Yup :D.  As I see it you have two ways to go about this.  One, you can include a permaguest similar to chapter 1 Delita and constantly load it in battle which allows you to customize the guest... or two, make it a randomly classed and moderately skilled/geared guest who just fights by your side the whole time but never really "travels" with you.

11 - No, that sets their level.  "Party level" = "level equal to the highest level in your formation".  ie, Ramza is level 10, allies are level 6... Party Level is 10.   Party level Random is iirc the function monster eggs have when they hatch.  It's randomized but capped at your highest level. 

12 - AI controls.  Most of the time they're left blank, but you'll see exact routines from time to time like Delita will target Algus at Fort Zeakden, hence the ID correlation, or Rafa running away at her first fight.  Don't know exactly what bytes these mean but there's a thread about it somewhere.  Hope your search-fu is strong.
79
Help! / Re: Emulator freezes
April 05, 2011, 09:16:33 am
are you burning the iso onto a CD and then using that CD to play the game?  

If so, just play the game straight and it'll remove that sort of loading lag.

ps - WELCOME TO FFH, WHERE ALL YOUR DREAMS COME TRUE.
80
Help! / Re: Battle party limit increase
April 04, 2011, 08:48:12 pm
QuoteAFAIK there are five party spots, two guest/enemy spots, nine enemy spots, sixteen spots total


The enemy slots are thankfully more variable.  16 spot total reigns, but past that you can sport all sorts of changes in the ENTD

ezmode screenshot from random testing on my patch for the solo floor of the DD: