Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by RavenOfRazgriz, June 02, 2011, 10:40:26 pm
Quote"Item Workbook Compilation":&- Weapon Battle Sprites and Palettes Editor (By me, information researched by Cheetah, Vanya, RandMuadDib.)&*- Player Starting Inventory Editor (By me, research by formerdeathcorps, rewrite of routine by Chotokukyan.)- Unrestricted Equip X and Gender Equips ASM (By Secondadvent.)&- Weapon XA Rewrite ASM (Originally by FDC, rewritten by Pride, updated by Choto.)- Weapon Proc Rate ASM (By Pride. Spreadsheet updated to a v1.5 version Pride made himself)- Critical Hit Rate ASM (By Secondadvent, also covers monster jobs.)"Job and Skillset Workbook Compilation":- Generic Skillset Fix (By Xifanie.)&- Pre-Raw Stat Editor (By me, information documented by Razele, newer info documented by secondadvent.)- Job Defense Boost ASM (By Pride, original spreadsheet by Pokeytax, bugfixes by me.)- UWEntries Editor (By Glain, included because I added it for a personal version and didn't feel like un-adding it.)"Game Progression Workbook Compilation":- ATTACK.OUT Battle Event Conditionals Editor (Original Spreadsheet 100% by Xifanie, all I did was trim some code and make it output an XML file.)*- WORLD MAP 1.00 Editor (Original Spreadsheet 100% by Xifanie, all I did was make it outport to XML.)*"Status, Terrain, and Multiplier Workbook Compilation":*- Status Coloration Rewrite (ASM work by Secondadvent, Spreadsheet by me, full explanation inside.)*- Terrain Data Editor (Research by Pokeytax and Choto, Spreadsheet by me, full explanation inside.)*- Multiplier Editor Rewrite (ASM work by FDC, Chotokukyan, and others, Spreadsheet by me, explanation inside.)
Quote"Item Workbook Compilation":- Weapon Battle Sprites and Palettes Editor: Use the graphics at the top of the spreadsheet to input which sprite you want in the Weapon Graphic Column. To find what the palettes of weapons and shwooshes look like, open WEP1.SPR and WEP2.SPR in ShiShi, respectively, and cycle through their 16 palettes.- Chotokukyan's Rewritten Player Starting Inventory Editor: Changes the start-of-game inventory of the player (IE, Potions / Phoenix Downs / etc.) It can add any Item to the player's Inventory at the start of the game, for up to a total of 24 "beginning" Inventory items and a unique Quantity value for each. - Unrestricted Equip X and Gender Equips ASM: Columns are Equip Functions and Male/Female. Rows are Gear Types. Use non-0 values to fill in the functions as you want them, same as the Store Inventory Editor.- Weapon Formula ASM: This allows you to, using drop down windows, change the formula of any weapon type to any existing Weapon Formula in FFT. It also fixes various "Gun Glitches" and other related things. This does not allow you to change the formula of a weapon type to one that does not already exist - you'll need to go in and edit the hack yourself for that. See here for details. However, it does include four new Formula - PA*(Brave/100)*Naked_PA, STAT1*STAT2, STAT1*CONST, and STAT1*STAT2/CONST*STAT3. It also modifies the rather bad original Vanilla Random Damage Formula to (PA/2...PA*3/2)*WP.- Weapon Proc Rate ASM: Enter the desired Proc Rate for each weapon (in Hex) going down the Row, and if desired, enter a Gear Type/Item ID for an Item that can double Proc Rate.- Critical Hit Rate ASM: Enter the desired Critical Rate for each weapon (in Hex) going down the Row, and if desired, enter a Gear Type/Item ID below the Output field for an Item that can double Proc Rate. Above the Row, enter the *divisor* for the Critical Hit Rate you want, in Hex. (It's defaulted at 100, so you really shouldn't need to touch it.)"Job and Character Workbook Compilation":- Generic Skillset Fix: This "Fix" causes Skillsets to copy the properties of other skillsets, for the purposes of things such as dodging the hardcoding of Throw/Jump/Etc. Just enter the Hex ID of the Skillset you want to mime in the Row, or FF if you want it to work normally. I mostly added this because I know some people have trouble using this hack without a guide for anything other than the defaults Xifanie set it to on her page, when it's really good for so much more.- Pre-Raw Stat Editor: This allows you to edit several things. The first is Ramza's starting Gear, Gender, Brave/Faith, Level (which will affect Soldier Office recruitment level) PA, MA, SP, HP, MP, and variance in each. The second thing it'll allow you to edit is the base stats (HP/MP/SP/PA/MA) and variance for each the Male, Female, and Monster Genders. By "base stats" I mean the Level 1 stats of any unit of that Gender regardless of Job when equipped with no gear. This allows you control of the gap between Males and Females, allows you to add randomness to human stats or remove it from monster stats, etc. with ease pending needs. Now has a preview of the converted Raw Stats on the bottom half of the sheet, which can then be used to calculate growths over time with a program such as LvlSim. Also includes miscellaneous functions like setting the modified HP/MP raw stat divisor for ???-flagged units. Because this is a divisor, making it smaller will increase the HP/MP gain, and making it larger will decrease it.- Job Defense Boost ASM: This allows you to give every Job without exception it's own innate Defense and Magic Defense damage reduction percent. The percent is set in the spreadsheet as XX/FF, and to make a skill become affected by either, you set the AI DEFUP and AI MDEFUP flags in FFTPatcher. The original spreadsheet work was by Pokeytax, hence why the layout is different from what my spreadsheets usually used. I fixed a number of bugs, added some instructions, and did some miscellaneous things to it though to make it work for OpenOffice users, and included it here for completion's sake with Pride's permission. - UWEntries Editor Sheet by Glain: Allows you to edit which Jobs are associated with which WLDFACE/etc entries. Pretty simple, really. It's included here mostly because I added it to my personal copy of my workbooks that I keep as a base for ease of use, but if he doesn't want it included in my workbook set, I'll remove it. :v"Game Progression Workbook Compilation":- ATTACK.OUT Battle Event Conditionals Editor: A rather amazing spreadsheet originally made by Xifanie, allowing you to edit in-battle triggers for events. All I did was edit out unnecessary code to make editing easier and allow it to create an XML file for use with FFT OrgASM. For a Tutorial on how to actually use this spreadsheet, I made a handy one here.- WORLD MAP 1.00 Editor: Another amazing spreadsheet originally made by Xifanie, allowing you to edit triggers, line draw commands, etc. for the World Map. All I've done to it is allow it to export to XML in the same manner used by all my other workbooks for use with FFT OrgASM.- ATTACK.OUT Map, Music, Squad, Etc. Editor: Sets the Map/Music/Squad Formations/etc. loaded by the game for each corresponding event. Drop-down boxes make this incredibly easy to handle, unlike its GUI counterpart. Currently incomplete and missing default settings."Status and Multiplier Workbook Compilation"- Status Coloration Rewrite: Allows you to edit which statuses apply which kinds of colorations to a target, such as Oil's gunking, Poison's green hue, etc. for up to 16 different status effects. It also allows you to make two status affects that modify the sprite size of thet afflicted unit, modifying its width and height independently in increments of 6.25%. Note that these are all visual effects, and you'll still need to use other ASMs/etc to actually modify how any status affects gameplay. Also includes an optional ASM to remove the "Stop" visual from Dark/Evil Looking.- Terrain Data Editor: Allows you to edit the Move cost of various terrains and which status each terrain inflicts when you stop movement on it. It also allows you to control which Ability ID is tied to each piece of Terrain as its Geomancy/Counter Flood command. More details inside, but it's quite robust for what it is.- Multiplier Editor: Allows you to edit most of the various ability multipliers in the game with a highly accurate X/128 system that applies to that skill's final damage, removing XA rounding. This includes all the UP skills, Two Hands, Martial Arts, Protect, Shell, Haste, Slow, and Zodiac Compatibility. Oil is still missing but will hopefully be included in a later update.
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