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Messages - formerdeathcorps

1341
I'll have to retract 9.  Removing it from blind has no effect on accuracy or AI behavior (at least from what I can observe).
1342
Help! / Random Equips
February 26, 2010, 05:19:02 pm
If a unit in a random battle is level X, what determines the likelihood of equipping a given item?

In other words, if a unit can use both spike boots and battle boots, how does the game decide what the randomly generated foe should equip?  Is it the best fit function?  Or is it the same chance for each?  Or is it sorted by the cost of the items to be equipped?
1343
Bumping this with some guesses.

Status effects guesses derived by comparisons (I haven't tested these and I suspect 1, 5, and 6 can be switched until I know more):
Unknown 1: Unit will not return to squad?
Unknown 2: Ends on beginning of player's next AT
Unknown 3: Activates on end of player's AT
Unknown 4: Canceled by damage
Unknown 5: Cannot be reversed
Unknown 6: Panel can be stepped on?
Unknown 7:
Unknown 8:
Unknown 9: Affects (in the general sense) stats (accuracy, move, ability to act/cast, damage output)
Unknown 11:
1344
PSX FFT Hacking / Re: Rapha and Marack Skills
February 25, 2010, 10:18:24 pm
Did the PSP version hard code these spells?  I've never had problems in the PSX version.
1345
Let's consider the AI behavior box.

The 3rd unknown in the column is the one letting the AI know an attack is evadable.
The 2nd unknown in the column is the one letting the AI know the attack's damage or hit chance is modified by faith.
1346
Spam / Re: Holy crap! I won!
February 25, 2010, 08:36:08 pm
What contest was it?
1347
Try unchecking auto-target.  I think auto-target is assuming the spell is an instant.
1348
PSX FFT Hacking / Re: Rapha and Marack Skills
February 25, 2010, 06:01:31 pm
Hmm, if you check in FFT Patcher on a new patch, X=6 for all these attacks.  That hardly means Rafa and Malak can hit 18 times.  Maybe there's some lower limit for X?
1349
PSX FFT Hacking / Re: Rapha and Marack Skills
February 25, 2010, 05:26:58 pm
If you're going to use the PSP names, please post in the PSP section.  That aside, there is a X and Y value.  The X value determines maximum number of hits, the Y value determines damage boost.
1350
Unknown Flag B tends to correspond to defensive spells cannot be used on enemies.
Unknown Flag C tends to correspond to offensive spells cannot be used on allies.

Ranged Weapon/Normal Attack is also the trigger for Hamedo.
Normal Attack cannot be flagged for monsters or they will not use the attack.
Hit% does not override evadable.  Just consider Beowulf's status attacks.

Something ranged that only hits one target with "0 vertical" and neither vertical box checked can hit any one target within the specified range.

EDIT:
I'm not exactly sure, but I think the last unknown box is the one that determines whether counter tackle/counter is triggered against an attack.
EDIT 2:
Someone should check this out, but Byblos' Energy and Parasite aren't flagged as actions.  Does this mean the computer is unable to use the attack?  Or does it mean that if the attacks were used, they aren't considered actions (and thus don't trigger counter abilities--easy test would be to give energy an MP cost and use it on someone with Absorb Used MP)?
1351
Spam / Re: Hi im new!
February 25, 2010, 04:12:59 pm
viewtopic.php?f=7&t=2730

This thread should explain what he means.
1352
The Lounge / Re: Anyone here play D&D?
February 25, 2010, 04:00:42 pm
I do, but I'm not exactly free.  How often do you intend to meet to play?
1353
Old Project Ideas / Re: Job & Skill Proposals/Idea Thread
February 19, 2010, 08:24:32 pm
Hmm, maybe it's something wrong with Magic Sword (the skill set I used) or with the original geomancer formulas.
1354
Old Project Ideas / Re: Patch Proposals/Ideas Thread
February 19, 2010, 08:22:12 pm
Atma, there's an unused map that's perfectly flat with the symbols of the Zodiacs in the middle.  You can use that one and if you modify Attack.OUT and Test.EVT, you should be able to incorporate that battle as a 1v1.

Pseudo, as for your idea, you need to work out this idea much more.  Technical and character issues aside, if Goltana is "smart" enough to know about the stones, why wouldn't Larg and Barenten also learn of it (from spies, if not just from whatever source that allowed Goltana to learn of it)?  Also, if Ramza and Delita are working for the Nanten (and your first mission is to capture the princess and then fight off Hokuten troops at Zirekile Falls in Ch. 2), where would the characters go in Chapter 3?  It sounds highly improbable the two would be allowed to return to Orbonne or enter Lesalia (which is the heart of the Hokuten command).
1355
Spam / Re: R999 holy place
February 19, 2010, 07:54:56 pm
R999, I don't exactly see why your strategy is necessary.  If your mission is to KO the boss, the easiest way is to usually bring a super-offensive team and focus fire on the boss.  Your indirect method exposes you to more attacks, especially since a unit with 0 MP can still deal decent damage (unless he's a mage), while a unit with 0 HP can't.
1356
Old Project Ideas / Re: Job & Skill Proposals/Idea Thread
February 19, 2010, 07:27:42 pm
What I did for geomancer was to give them different formulas depending on the terrain and status effect inflicted, so that rarer terrain types and less incapacitating status effects gained better damage while more common terrain/more dangerous status effects dealt less damage.

Also, you can't give the geomancy skills MP costs (I tried this and failed).  What you can do, however, is give them charge times, or make new skills, one for all the natural elements and give those MP costs with the geomancer damage formulas (unfortunately, this won't be tied to terrain).

As for fencer, you need to flag all their attacks that use any weapon formula (00, 01, 02, 06, etc.) as sword only because otherwise, gunners could exploit any attack to deal 999 damage via the same exploit as wild blow from 1.3029.
What I'd like to see, though, is the use of the SP*WP formula on fencer for skill damage.  You also need MP dependence, reduced damage, or elemental damage on the ranged attack (Nighthawk?), Swarmstrike, and Piecethrough (or people will choose that over the regular attack button).
1357
PSX FFT Hacking / Re: Razele's ASM Hacks
February 18, 2010, 09:32:14 pm
Plus, 457 comes with a tool for you to make your own ASM hacks.  Not only that, some of the pre-made hacks in 457 can be readily customized, even if you don't know much ASM (all you need is a hex editor to compare to the original to figure out what certain numbers do).
1358
Help! / Re: Stop Katanas from Breaking
February 16, 2010, 12:02:15 am
The blank check box with no current description is just whether the weapon can be thrown or not.  We won't need to check that, though I think we might also need to check 0 range (the range on shurikens).

Assuming 0 range means nothing and full understanding of just one option at any range, we have at most 13 checkbox combinations and 8 range options (assuming they're all different), so we have at most 104 possibilities.  In reality, it's likely no more than 52 since most of the range differences probably stop after 3 (so we have 4 range "groups": 1, 2, 3, 4+).

I'll look into direct + other options and the totally blank option, since I'll be using both in my hack.
1359
Cheetah, if there is an FFT beta, what do you think would be in it?  Some of the unused sprites and maps actually appearing in deleted scenes, or even an extra battle or two?
1360
Help! / Re: Inflict Status (FFTPatcher)
February 15, 2010, 04:31:48 pm
If I understand you right, given that the default seems to be a 25% chance of inflicting a status after using a damage skill,
random means that out of X status effects, each has a 25/X% chance of occurring, but only one will happen
separate means that out of X status effects, each status has a 25% chance of occurring, so the chance the target escapes unscathed is (3/4)^{X}.

However, the interplay of these with the to-hit formulas is rather puzzling.  I remember changing eye gouge to grant 3 status effects with the formula (MA+40)% as the hit rate.  On separate, the display showed a 15% chance (or 45/3) to hit, causing the goblin to repeatedly miss his attacks.