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April 28, 2024, 04:19:03 am

News:

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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Topics - Kiresaur

1
Heyo.

(If someone could point me to an article that already explains all ASM hacks available at the fftorgasm or something like that, maybe that's easier, and sorry for bothering)

I'm finally starting to get into modding, starting a project of my own, and I haven't toyed around much yet, so there are a few things I don't understand the use of yet.

To keep things short, I'd appreciate anyone who could explain to me why these ASM exist and precisely what they do:

-"Formula 8 inflicts 100% Status": From what I see, Formula 08 is the basic formula for spells. If I do understand this, it is removing the most basic formula for spell damage in the game and replacing it with a formula that does nothing but a 100% rate of success on inflicting statues, even tho, if I'm not mistaken, the regular formula that applies effects (0A Hit_F(MA+X)%) Can easily be manipulated to already have a 100% hit rate. Why is this formula overwrite, apparently, commonly used?

-"Formula 44: Use HP instead of MP": This changes the formula of the Difference/Manaburn ability from Byblos (dmg_(TarCurMP)). Would this make this attack simply deal damage equal to the taget HP, thus making it virtually a OneHitKO?

-Actually, in regards to these formula altering ASMs: Aren't there a LOT of blank formulas? Why overwrite existing ones instead of placing the new one at one of these blank formulas? I intend to get into ASMhacking eventually, so I'd like to know if there is a reason not to use these blank formulas.

-"Target's Faith in Spell Damage Calculations become XX%": Does this, essentially, for purposes of calculations, force every unit to have XX faith?

-"Death Sentence - Ignore Cancel:Dead": Doesn't it already?

-"Inherent RSM Limitation Hack": Lacks any real description, but sounds promising.

-"Sprite Hack" and the two below: What. I have no idea what this does, but it sounds useful.

-"X% Chance of Procs": Which procs?

-There are a few hacks that deal with "Strengthen". What is the difference between "Strengthen" and "Weak"? I always figured that if someone received extra damage from an element, they were "Weak" to that, and it still feels like it (Since at the Elemental Fix ASM, weak receives 190+% damage.) But strengthen does actually increase the damage you suffer from something, but just slightly, is that it?? I had never noticed that units were "slightly weaker" and "a lot weaker" to elements.

-And finally, what is up with all these different hacks regarding Element? "Swordskill Element strengthen and dark sword elemental", the Damage/Healing formulas apply decimal requiring <snip> To my understanding, "applying elemental" would make it so that units with weaknesses/resistances receive different damage from elemental attacks, but... that is already built in the game, is it not? Isn't every attack ALREADY elemental? What does this precisely do?


I think these are the ones that confuse me. I'm sorry if this is too troublesome. I have learned through experience that these are the kinds of question that the sooner I get an answer to, the better for my own pace of learning.
Thanks for any help <3
2
To me at least, all it does, at least on reviving people, it brings them back to life but with 0HP, so they faint again at what seems to be a random time. Is this how it's supposed to work and am I supposed to do something to save them under those circumstances?
This is CCP 2nd, btw.
3
Hi there!

I'm new to this whole modding thing, so I don't know what is actually possible, so that's why I'm asking you guys.

I feel like the beastmaster skill is kind of useless because you end up having to give up on a friendly just so you can unlock the true potential of your monsters, and you are almost always going to allow enemies to use their secret attack on you. So if you could make the skill global, as in, as long as someone has it, it affects every monster on the stage, friend or foe, it's still harmful to you but it makes using monsters a lot more interesting. But is that even possible?

And cast times. I feel like it is almost impossible to use the -Ja spells, or the highest power summoner spells, and this has always bugged me. I end up, as a black mage, rushing to get a -Ga spell, arcane strength and that's it, even flare is rarely useful, because it takes so long to cast that my mage OR MY TARGET get killed in the meantime. Well, actually, you just end up learning spells to use them as an arithmetician. Which is a boring class to me. Yes, you can get swiftness, but that is just another limitator instead of being arithmetician. I've always wandered why your own personal speed isn't added to the cast speed of a spell. That could allow things like ninjas with support spells, because they have such high innate speed that they can cast most spells in a semi-barrage fashion, even if they are weaker. Or giving speed items to your mages, instead of MATK ones. It just feels that high-level spells aren't supposed to be used at all out of arithmetician or swiftness-combo. But that sounds a lot more trouble than the Beastmaster one. Is that even possible to mod?

I never found anything about these changes, so I guess they are impossible to do. But if someone tells me they are possible, I can try to learn how to mod them into the game. And just to be clear, I'm talking about the War Of The Lions version, but if it is possible only for the PSX version, that still interests me.

Thanks for the attention!