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May 16, 2024, 04:18:55 pm

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1
The Lion War / Re: The Lion War 2.031 - Bug R...
Last post by Jaylo - Today at 06:42:06 am
Thank you for the fix Nyzer, the Conflict Checker shows no issues.

I'm actually running TLW + QoL + my own changes on a PS2 using Breaker Pro to launch the burnt disc.
My own changes include palette swaps and edits, all 3 tiers of regular monsters have 4 skills from their respective groups, all 1-4 map random encounters have a fixed 10 enemies per battle and some of the map 5 battles have increased enemy's as they seemed a bit lacking for rare battles.

As i don't like the Stone Gun and will never use it i didn't want the weapon spot to go to waste so inspired by one of my favourite PC rpg's, Wizardry 8, i renamed it the Omnigun and gave it the ability to cause one of several different random status effects 100%. I made a new entry for this under the Inflict Statuses tab in empty entry 4D.
As the normal gun formula doesn't allow status effects i used "46 Dmg_(PA*(WP+Y)/2) 100% status".
I don't really understand formulas much but even with a weapon power of 20 the Omnigun damage is kept to reasonable and is blockable with this formula but with the 100% status it's quite a balanced and exciting weapon to use with Balthier's Barrage ability.

One change i'm not entirely happy about was with Boco.
I wanted him to have a unique palette but found out that monster palettes are set in their job and not in ENTD which mean't he would need a unique monster job.
As i don't really know how to create a full unique job from scratch or if there are even any free slots, with time constraints i replaced all yellow chocobos in the ENTD with red and black ones and used the standard chocobo job as a unique one for Boco.
I gave this job the best stats taken from each of the three chocobo jobs with innate regen and protect as well because of my fixed 10 enemy encounters.
For his palette i made it white at first but while this was a nice change from the regular it was a bit plain so i changed it to a light sky blue.
I actually had the idea to call his job Mystic Chocobo and make his palette multi rainbow coloured but that's far beyond my basic palette skills lol, if anyone wants to have a go at that though ;)
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Completed Mods / Re: FFT The Lion War ReMixed [...
Last post by Aelyat - Today at 06:14:12 am
Hey!
Is there a possibility for a The Lion War of the Lions Remix, per chance?
Would love to see TLWL mod version with those QoL changes done here.
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The Lion War / Re: The Lion War 2.031 - DOWNL...
Last post by SilvioNightwind - Yesterday at 01:37:04 am
Finally getting around to being able to play this and I had a question: since Dark Knight is in this now, are the Fell Swords also in here or are they part of some of the WotL stuff that isn't being added in?

Regardless I'm gonna play the shit out of this, it's FFT and I love FFT. I just like making my Ramza a Dark Knight cause it's my favorite class, and I just wanted to know if the Fell Swords were here too.
4
The Lion War / Re: The Lion War 2.031 - Bug R...
Last post by Nyzer - May 14, 2024, 11:29:47 pm
Quote from: Jaylo on May 14, 2024, 07:19:45 amThanks for the quick reply.
So the first poach message is an illegal poach done with full damage which needs another strike to give you the legal poach message.
If the illegal poach happens on the 4th strike there is no 5th to correct it so the game just stops.
This is a shame as the Barrage skill is the best for poaching with it's four strikes.

Okay, this should do it.

So the way the Barrage formula works normally is by calling the routine for switching from a Break attack to a normal weapon attack and then calculating the damage reduction from there. Unfortunately, the routine for switching to a normal weapon attack runs the Poach/Train routine before returning to the Barrage formula.

I just added some more lines to the Barrage code before it runs the switch to weapon attack routine, flipping a switch in some empty data, then made the Poach/Train routine check if that switch was flipped. If so, it skips running the Poach/Train checks. After running the switch to weapon attack routine and returning to Barrage to calculate the true final damage result, I flip that switch off, then jump directly to the Poach/Train routine using the new (and correct) damage numbers.

I was hoping it would be that simple in the end, but I didn't have time to test last night. I'm glad I was right, though!

For bonus points, this is even the version of Barrage I've already upgraded so that it will show the spell effect when using a Magic Gun.

Make sure to double-check the Conflict Checker in TLW/otL's OrgASM against the existing hacks that there are no conflicts, though. As the code was expanded, if there was something else immediately after it, it will now bleed into other hacks' code and cause issues.
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Completed Mods / Re: War of the Lions Tweak v2....
Last post by ic1025 - May 14, 2024, 08:56:02 pm
I would advise against reducing the amount of units that the player can bring into battle. General rule of fun increase of difficulty is to not take away things from the player (unless it just happens to be something absolutely broken, like TG Cid in the original release)
6
Completed Mods / Re: FFT The Lion War ReMixed [...
Last post by Jaylo - May 14, 2024, 10:57:28 am
My apologies Nyzer, i see it was you now lmao.
I had another screen open at work and was sneaking in the posts.
7
Completed Mods / Re: FFT The Lion War ReMixed [...
Last post by Nyzer - May 14, 2024, 10:16:05 am
Quote from: Jaylo on May 14, 2024, 08:50:29 am@Nyzer
Nice submod.
It was mentioned in an earlier post about Argus's messed up sprite in cutscenes, after reading around i found out it's because characters in cutscenes may have some special animations that use their own sprites so if you change a cutscene characters sprite you need to create new special animations for the EVTCHR.bin using the new sprite.
If you don't then when the special animations occur the sprite will change to the old one but use the new sprite's colour palette which results in messed up sprites.
As you changed Algus's sprite will you be making new special animations for him for cutscenes?

Also i came across a consistent game freeze with this mod when putting a samurai Ramza into autobattle in the Goug City Rooftop story battle.

Not related to this submod i just came across a game breaking issue in the original Lion War mod when using Secret Hunt\Train with Balthier's four strike barrage ability.
3lric investigated and found that the Poach\Train check happens before Barrage reduces the damage so the first Poach message is an illegal poach that requires another strike to give a legal Poach and another message, if the illegal Poach happens on the 4th strike then the game simply stops, waiting to correct the poach.
If you know formulas perhaps you could have a go at fixing this?

If you have a save file for that fight with the freezes, that might be helpful.

As for the sprite, I've mentioned a few times in here that it's part of the April fools patch. I don't seriously intend to replace his sprite with that silly low quality option, and the only reason it hasn't been reverted in a new patch yet is because I started writing up code for Doublecast, which quickly snowballed into something bigger, taking what I thought would have been a mid April update and pushing it to later this month.

As for the poaching? I don't think you actually read the username of the person who replied to you.
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Completed Mods / Re: FFT The Lion War ReMixed [...
Last post by Jaylo - May 14, 2024, 08:50:29 am
@Nyzer
Nice submod.
It was mentioned in an earlier post about Argus's messed up sprite in cutscenes, after reading around i found out it's because characters in cutscenes may have some special animations that use their own sprites so if you change a cutscene characters sprite you need to create new special animations for the EVTCHR.bin using the new sprite.
If you don't then when the special animations occur the sprite will change to the old one but use the new sprite's colour palette which results in messed up sprites.
As you changed Algus's sprite will you be making new special animations for him for cutscenes?

Also i came across a consistent game freeze with this mod when putting a samurai Ramza into autobattle in the Goug City Rooftop story battle.

Not related to this submod i just came across a game breaking issue in the original Lion War mod when using Secret Hunt\Train with Balthier's four strike barrage ability.
3lric investigated and found that the Poach\Train check happens before Barrage reduces the damage so the first Poach message is an illegal poach that requires another strike to give a legal Poach and another message, if the illegal Poach happens on the 4th strike then the game simply stops, waiting to correct the poach.
If you know formulas perhaps you could have a go at fixing this?
9
The Lion War / Re: The Lion War 2.031 - Bug R...
Last post by Jaylo - May 14, 2024, 07:19:45 am
Quote from: Nyzer on May 14, 2024, 01:19:04 amGreat discovery, thank you.

So, after some investigation, it turns out that behind the scenes, the Poach/Train checks run before the Barrage formula reduces the damage of the ability, due to the way the formula is set up. This means it can think it's reaching the target damage range only to turn out that the damage was reduced OUT of that range, but it's already been set to trigger Poach/Train.

There are probably ways to fix that up for the formula specifically, but the code for the poach/train routine was very unoptimized and it was a lot faster to just add in a check to block the Barrage ability ID before even taking the time to figure out what the problem actually was.

If you have the OrgASM program from the TLW resources (or just the FFTPatcher Suite), you can add this to your FFTPatcher > XmlPatches > PSX folder and apply it to the game.
Thanks for the quick reply.
So the first poach message is an illegal poach done with full damage which needs another strike to give you the legal poach message.
If the illegal poach happens on the 4th strike there is no 5th to correct it so the game just stops.
This is a shame as the Barrage skill is the best for poaching with it's four strikes.
10
The Lion War / Re: The Lion War 2.031 - Bug R...
Last post by Nyzer - May 14, 2024, 01:19:04 am
Quote from: Jaylo on May 13, 2024, 09:59:52 amIs there a problem with Balthier's Barrage ability when used with Secret Hunt?
I am getting two poached messages when a poach occurs with strikes 1-3 and the game seems to "stop" if a poach occurs on strike 4.
I say "stop" and not "freeze" because the music still plays and the unit animations are still working but there is no ui and the game doesn't continue.

Great discovery, thank you.

So, after some investigation, it turns out that behind the scenes, the Poach/Train checks run before the Barrage formula reduces the damage of the ability, due to the way the formula is set up. This means it can think it's reaching the target damage range only to turn out that the damage was reduced OUT of that range, but it's already been set to trigger Poach/Train.

There are probably ways to fix that up for the formula specifically, but the code for the poach/train routine was very unoptimized and it was a lot faster to just add in a check to block the Barrage ability ID before even taking the time to figure out what the problem actually was.

If you have the OrgASM program from the TLW resources (or just the FFTPatcher Suite), you can add this to your FFTPatcher > XmlPatches > PSX folder and apply it to the game.
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