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Messages - Conlius

1
Help! / Re: Innates replacing selected support/reaction
February 17, 2013, 06:39:02 pm
Wait, so if you use the "weapon guard innate all" ASM, you pretty much break the ability for anyone to use a different reaction ability?
2
Help! / Holy AOE
February 17, 2013, 11:44:31 am
Hey guys,

Changing the effect area of holy results in it casting once for each person hit.  However, dark holy doesn't do this and casts once for the effected area.  Now, this makes sense based on how they were originally designed.  Any way to change this? I wanted to turn holy into some sort of aoe sword skill but don't want to watch the animation 5-10 times in a row :)
3
Help! / Re: ASM for Chakra (Formula 34) edit?
November 19, 2012, 01:36:21 am
Thanks! I'll give it a try and see how it goes!
4
Help! / ASM for Chakra (Formula 34) edit?
November 18, 2012, 05:17:55 am
Just wondering if anyone has edited the chakra formula before?

I would like to adjust the formula from: Heal_(PA*Y) HealMP_(PA*Y/2) NS

to: Heal_(MA*Y) HealMP_(PA*Y/2) NS or possibly Heal_(MA*Y) HealMP_(MA*Y/X)

I am trying to give one of my casters the ability to restore health/mana in one cast instead of having monks do it.  If no one knows, i'll put an ASM request up on the hacking forums.

Thanks! :)
5
Help! / Absorb damage formula question
November 17, 2012, 01:31:42 am
Anyone had any success or know any ASMs to do something similar to a golem effect?

For an example: cast a spell on a target that absorbs up to MA*coefficient damage the next time they take damage...without it being party wide and not having the little golem pop up every time it blocks damage.

Would be interesting if certain classes could have a small self-absorb or a healer with a targeted absorb to block incoming damage.  Would be even cooler if you could make them specific to certain schools of magic.  The mechanics exist in the game, just not sure how to manipulate them.
6
Help! / Re: ASM for formula change
July 08, 2012, 11:54:02 pm
larger range of PA/WP/MP results in various damage numbers as well.  Yes, you can use fury as well, but this is one approach.  If I use addition for most of my skillets, it will no longer be a multiplicative system.  I don't want numbers as low as 6/9 PA in good gear at high levels.  There is a hit point cap and I do not like critical strikes hitting for 400+ damage. 

There is a reason to my madness, you are only seeing one part of the big picture of this personal patch (simply because I'm not sharing more).  I understand that you really want to stress how you would do it.  This is something that I am interested in doing.
7
Help! / Re: ASM for formula change
July 08, 2012, 10:59:12 pm
Sweet thanks! I'll give this a try and see how it works out.

Scaling: Two numbers multiplied together grow very fast when you get to higher numbers.  In the patch I am working on, PA/WP/MA have much higher multipliers to create a little extra diversity. 
8
Help! / Re: ASM for formula change
July 07, 2012, 01:38:32 am
negative.  My plan was to increase WP and PA ranges based on level.  Have items scale up higher (and more evenly) and also have PA multipliers higher.  That way, you would still hit for less while also creating a little bit more room for creativity.
9
Help! / ASM for formula change
July 05, 2012, 11:54:21 am
Haven't been able to find any ASMs for a straight formula hack to sword skills.

Anyways to change the PA * (WP + Y) & inflict status to...PA + WP + Y & inflict status?  Or to similar effects such as dark/night swords Drain_PA*WP or mighty swords PA*WP & break?  I don't think that multiplication scales well here.
10
PSX FFT Hacking / Re: Ability menu animations
July 03, 2012, 06:17:08 pm
Additional: It might be by design because you can still cast a spell that has a charge time while you don't have mana...it will just say "No MP" when it goes to cast later.  If an ally restores your mana before your spell reaches the top of the AT list, it will cast.
11
PSX FFT Hacking / Ability menu animations
July 03, 2012, 06:13:20 pm
OK, I have a strange one.

I changed both Cure4 and Lightning Stab to 99 mana (CT 10 and 0 respectively).  My character does not have enough mana to cast either spell, but Cure4 blinks red/black to let me know.  Lightning stab does not.

When i click on Lightning stab I get the following: Not enough MP. Can't use magic.
When I click on Cure 4 I get the following: Not enough MP.  To use magic, restore status before charge-up.

Now...When I change the CT of lightning stab to 1, it blinks red and I get the second message.  When I change the CT of Cure4 to 0, it doesn't blink anymore.

So, is there any way to force it to blink red no matter what the charge time is when you don't have enough mana?  It is somewhat strange when you have a character with a mix of instants and cast-time spells with no mana and look at the menu to see half your abilities blinking red (spell CT>0) and the other half not (spell CT=0).
12
PSX FFT Hacking / Re: possible to have static mana?
July 02, 2012, 11:47:13 am
Yep, and i'm OK with the first statement.  Primary/Secondary being at different levels is just my personal preference.

Status magics: There will be a lot more status magics applied across the board, with the ability to add/remove them with abilities.  There isn't going to be one "dispel magic" that removes everything benefitial or remedy that removes everything negative but rather have abilities that are consistent in adding/removing them.

For example, a gladiator will have an ability called expose.  The idea for expose is that it does moderate damage and removes shell/protect (gladiators role is to deal damage or increase damage taken by the target).  He can also berserk himself.  A guardian (protect allies and reduce incoming damage) will have an ability to remove haste/berserk and another to add shell/protect to himself and/or an ally.

If a mage picks up the guardian or gladiator's skillset as a secondary, that's fine with me.  He will still have the core functionality but he will hit for much less.  He will have to give up launching off a giant spell damage nuke that turn to attempt to add/remove a debuff.  Status affects that I believe are extremely powerful (haste, slow, don't act, silence, frog, etc) will become mainly single target spells with shorter CT.  Some will have cast times (to make use of cancel-charging) and many will be dispellable (at the cost of MP or a turn).

Personally, I see it as just a video game.  Things don't HAVE to be completely balanced.  RNG can be fun sometimes and a PITA at other times.  I just want to enforce some mechanics that make the player think about what ability they are going to use instead of just launching off lightning stab over and over and over again or recasting golem every turn.

Once I get further into it i might post more about changes made but for now, i am far from finishing addressing all the issues that it could create :)
13
PSX FFT Hacking / Re: possible to have static mana?
July 02, 2012, 10:27:46 am
I have never played Monsters Den but I am basically going for the same idea.

I want melee to also have static power, but basically fixed at 100.  I want to make certain stats available through gear that benefit one playstyle.  For example: Mages, Sorcs, etc will have small boosts to their MP through gear but massive MA boosts (and require them to make their spells hit hard).  Healers will have fewer MA boosts but larger MP boosts (and higher mana cost spells).  I was thinking I might separate staves and rods here, one for caster dps and one for healers to make this work.  It will sorta prevent a healer from being able to nuke extremely hard with a secondary caster dps skillset or mages from being able to be effective healers (longevity at least) with a healer secondary.  Basically just helps make your primary skillset power powerful and your secondary skillset actually secondary :)
14
PSX FFT Hacking / Re: possible to have static mana?
June 28, 2012, 11:31:09 pm
This worked perfect!  Thanks!
15
PSX FFT Hacking / possible to have static mana?
June 28, 2012, 04:34:35 pm
Hey all, haven't posted here in a while...

Just wondering, do you guys know if it is possible to have static mana for units?  i.e. a character has 100 mana for the entire game, regardless of their level.  The idea is to give all units move mp-up and a static set of mana.  This way, abilities can be balanced with cooldowns in mine...you can make [uber strike of death] cost 70 mana and it is impossible to run around spamming it.

Thoughts of other ways of implementing are more than welcome :)
16
I don't think a few weaker instant cast spells for each caster is a bad thing.  It would give casters an option of damage/healing without charging a spell in the face of melee and getting themselves insta-gibbed (attacked while charging = dead).

You would need to balance it though...Make mana cost proportional to and damage and inversely proportional to cast speed.  Faster casting spells are expensive as are higher damage ones.  Therefore, theoretically the fast cast coupled with high damage would cost ridiculous amounts of mana, so much so that it couldn't exist in the game.  Short cast spells should cost more mana, and do less damage than their slower/higher damage counterparts due to saving time and preventing extra incoming damage.

It isn't bad...just look at fire 1-4.  Make fire1 the instant mini nuke and fire 4 the slow big nuke (exceptionally stronger than fire1).  Even with a Y coefficient of 5 or 6 on fire1, you can still nuke for over 150 or so with high MA end game.  Evade and resistance only help balance it.

However, these should be limited to damage and healing, not buffs such as haste or reflect (this could be a little OP when used properly).
17
Site Submission / Re: Request Removal
January 19, 2010, 09:58:10 am
Could I request to remove the entire topic I made in site submission yesterday?  Name is Stat Finder.  I realize it doesn't follow general rules of this forum.  It is also a quick and ugly version of a better program I didn't know existed (which should also be posted somewhere).

Thanks,
18
Action type is true.  However, there are quirks to it.  For example, you can add draw out abilties to normal skillsets without any crashing.  But if you try to add a normal ability to draw out it will crash.
19
Help! / Re: New Skills
January 14, 2010, 11:02:17 am
SilvasRuin is correct.  After doing some reading I figured out that the animations tab is solely for the character animations.

As in...when the character casts the spell...he does a certain animation.  For example you could change magic ruin to start with a summon instead of just sucking in energy.

I am under the impression that it is something coded into the ability or the animation....or a combination of both.  Either way, it isn't changeable in the patcher from my experimenting.
20
Help! / Re: New Skills
January 13, 2010, 12:20:12 pm
I tried to do something very similar with these abilities.

I tried to turn stat breaks into the ruin abilities.  I wanted a magic break that would be like the magic ruin from FFT 1.3 but keep the original magic ruin for bosses (turning it into instant cast of course).  This way there would be a weaker ranged version with the same animation for players...and an uber overpowered one for bosses.  Long story short, I made the two look EXACTLY the same in the patcher ability list and had this very problem with the break one only.  

I looked at the animation tab and it shows that the ruins are 01 00 00 and the breaks are 07 00 00.

I am going to make them the same and test.  I'll reply with my findings.