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Windows application based on Zodiac's Excel workbook

Started by melonhead, December 31, 2007, 02:21:18 am

melonhead

March 23, 2008, 09:34:31 am #140 Last Edit: December 31, 1969, 07:00:00 pm by melonhead
Quote from: "Sen"I just patched WORLD.bin
WORLD.BIN is kind of unstable right now. The parts that are duplicated from HELPMENU.OUT, SAMPLE.LZW, and WLDHELP.LZW should be alright to change though.

Quote from: "Zodiac"That's because melonhead forgot to add BATTLE.BIN's text.  :lol:

I pheered things like that would pop up
The text in BATTLE.BIN is identical to SAMPLE.LZW. Go to the SAMPLE.LZW page, make changes, then click "BATTLE.BIN" and "Save to selected file".

trickstardude7

March 23, 2008, 10:17:35 am #141 Last Edit: December 31, 1969, 07:00:00 pm by trickstardude7
melonhead you're awesome now I can do a lot in my game  :twisted: so far I have edited like all the abillities and job names wihout exceeding the "LIMIT"

Austin

March 23, 2008, 11:20:57 am #142 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Thanks, I've been waiting for this. :P
  • Modding version: PSX

NeXaR

March 23, 2008, 06:45:08 pm #143 Last Edit: December 31, 1969, 07:00:00 pm by NeXaR
Awesome work on the text part.

However, can you tell me if you THINK the maximum lenght of some parts (like the job names) would be changed in the future, or it's stuck like it is?

BlackMageShin

March 24, 2008, 02:36:44 am #144 Last Edit: December 31, 1969, 07:00:00 pm by BlackMageShin
OH SNAP

OH SNAP

NO MORE BRACELETS IN MY FFT

as homage to Melonhead I'm gonna create a class called Melon Knight or something

Sen

March 24, 2008, 06:42:28 am #145 Last Edit: December 31, 1969, 07:00:00 pm by Sen
Where could I edit the skill quotes?

Xifanie

March 24, 2008, 09:03:25 am #146 Last Edit: May 06, 2008, 08:04:16 pm by Xifanie
Here:


[Weapon] = ((PA*Brave/100)*PA) with Abilities
48 & 49 will always restore of 30 points when used as abilities. Basically the item's X and the abilities' X is not the same.
Weapons can use any formula but have a set X=0 & Y=0 which cannot be altered.

so
12   Set_Quick  Hit_F(MA+X)%  NS
becomes
12   Set_Quick  Hit_F(MA)%  NS
With 8MA, that's 8% chance to hit with neutral compatibility with evasion ignored.

NS = No status infliction possible
%chance to add status is 25% unless specified else.
F = Caster's Faith * Target's Faith /100^2
Rdm = Random
// = comment

The rest should be obvious.

00   Dmg_[Weapon]
01   Dmg_[Weapon]
02   Dmg_[Weapon]  25% Cast Spell Indexed As Status  NS
03   Dmg_(WP^2) NS
04   Casts Ice, Fire, Bolt 1/2/3 depending on elemental
05   Dmg_[Weapon]
06   AbsHP_[Weapon] NS
07   Heal_[Weapon] NS
08   Dmg_F(MA*Y)
09   Dmg_(Y/100)%  Hit_F(MA+X)%
0A   Hit_F(MA+X)%
0B   Hit_F(MA+X)%
0C   Heal_F(MA*Y)
0D   Heal_(Y)%  Hit_F(MA+X)%
0E   Dmg_(Y)%  Hit_F(MA+X)%  100% Status  Hide Status
0F   AbsMP_(Y)%  Hit_F(MA+X)%  NS
10   AbsHP_(Y)%  Hit_F(MA+X)%  NS
11   NS
12   Set_Quick  Hit_F(MA+X)%  NS
13   NS
14   Set_Golem  Hit_CasF/100*(MA+X)%  GlmHP(TarMaxHP)  NS
15   Set_CT00  Hit_F(MA+X)%  NS
16   DmgMP_(TarCurMP)  Hit_F(MA+X)%  NS
17   Dmg_(TarCurHP-1)  Hit_F(MA+X)%  NS
18   NS
19   NS
1A   Hit_F(MA+Y)%  //-PA/MA/SP_(X)  NS
1B   DmgMP_(MA+Y)%  Hit_F(X)%  NS
1C   Hit_(X)%  NS
1D   Hit_(X)%  NS
1E   Dmg_((MA+Y)*MA/2)  #Hit(Rdm{1,X})
1F   Dmg_((100-CasF)*(100-TarF)*(MA+Y)*MA/2)  #Hit(Rdm{1,X})
20   Dmg_(MA*Y)  //MayDisplay"Broken"
21   DmgMP_(MA*Y)  //MayDisplay"Broken"
22   //MayDisplay"Broken"
23   Heal_(MA*Y)  //MayDisplay"Broken"  NS
24   Dmg_((PA+Y)/2*MA)
25   Equipped:Break  Hit_(PA+WP+X)%  NS  ELSE  WeaponStrike  //1TargetOnly  NS
26   Equipped:Steal  Hit_(SP+X)%  ELSE  miss
27   StealGil_(CasLVL*SP)  Hit_(SP+X)%  NS
28   StealExp_(Lowest of TarCurExp & SP+Y)  Hit_(SP+X)%
29   OppositeSex: Hit_(MA+X)%  ELSE miss
2A   Hit_(MA+X)%  //AffectBraveOrFaith(Y)
2B   Hit_(PA+Y)%  //-PA/MA/SP_(X)  NS
2C   DmgMP_(X)%  Hit_(PA+Y)%  NS
2D   Dmg_(PA*(WP+Y))  100% Status
2E   Equipped:Break  Dmg_(PA*WP)  NS  ELSE  miss
2F   AbsMP_(PA*WP)  NS
30   AbsHP_(PA*WP)  NS
31   Dmg_((PA+Y)/2*MA)
32   Dmg_(Rdm(1..X)*(PA*3+Y))  NS
33   Hit_(PA+X)%
34   Heal_(PA*Y)  HealMP_(PA*Y/2)  NS
35   Heal_(Y)%  Hit_(PA+X)%
36   +PA_(Y)  NS
37   Dmg_(Rdm(1..Y)*PA)
38   
39   +SP_(Y)  NS
3A   +Brave_(Y)  NS
3B   +Brave_(X)  +PA/MA/SP_(Y)  NS
3C   Heal_(CasMaxHP*2/5)  DmgCas_(CasMaxHP/5)  NS
3D   Hit_(MA+X)%
3E   Dmg_(TarMaxHP-1)  NS
3F   Hit_(SP+X)%
40   Undead: Hit_(SP+X)%  ELSE  miss
41   Hit_(MA+X)%
42   Dmg_(PA*Y)  DmgCas_(PA*Y/X)  NS
43   Dmg_(CasMaxHP-CasCurHP)  NS
44   Dmg_(TarCurMP)  NS
45   Dmg_(TarMaxHP-TarCurHP)  NS
46   NS
47   AbsHP_(Y)%  100% Status
48   Heal_(Z*10)
49   HealMP_(Z*10)
4A   Heal_(100)%  HealMP_(100)%
4B   Heal_(Rdm(1..9))  100% Status
4C   Heal_(MA*Y)  NS
4D   AbsHP_(Y)%  Hit_(MA+X)%  NS
4E   Dmg_(MA*Y)  Hit_(MA+X)%
4F   Dmg_(CasMaxHP-CasCurHP)  Hit_(MA+X)%  NS
50   Hit_(MA+X)%
51   Hit_(MA+X)%
52   Dmg_(CasMaxHP-CasCurHP)  100% Add Status  CasterInAoE: DmgSelf_(CasCurHP)  NS
53   Dmg_(X)%  Hit_(MA+X)%  
54   HealMP_(MA*Y)  NS
55   -PA_(Y)  Hit_(MA+X)%  NS
56   -MA_(Y)  Hit_(MA+X)%  NS
57   +Lvl(1)  NS  100% Add Status on Caster
58   Generic: Set_Malboro: Hit(MA+X)%  //1TargetOnly  ELSE  nothing
59   -Lvl(1)  Hit_(MA+X)%  NS
5A   Dragon:  Hit(100)%
5B   Dragon:  Heal_(Y)%  100% Add Status
5C   Dragon:  +Brave_(X)  +PA/MA/SP(Y)  NS
5D   Dragon:  Set_Quick  NS
5E   Dmg_((MA+Y)/2*MA)  #Hit_(X+1)  6.25% Status
5F   Dmg_((MA+Y)/2*MA)  
60   Dmg_((MA+Y)/2*MA)  6.25% Status
61   -Brave_(Y)  Hit_F(MA+X)%  NS
62   -Brave_(Y)  Hit_(MA+X)%  NS
63   Dmg_(SP*WP)
64   Dmg_((PA*Brave/100)*PA)  NS
65   Dmg_((PA*Brave/100)*PA)
66   "
..
FF   "
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Sen

March 24, 2008, 10:27:22 am #147 Last Edit: December 31, 1969, 07:00:00 pm by Sen
from the tactext I mean how can I put new quotes to skills or remaking the skill quotes.

Xifanie

March 24, 2008, 12:29:24 pm #148 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Should be in SPELL.MES; if it's not in the list, melon probably just forgot about it.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Xifanie

March 24, 2008, 08:55:39 pm #149 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
The current bit over the enemy bit is linked to it.

There are 4 parties

00 Blue Party (Guests)
01 Red Party (Enemy)
10 Light Blue Party (Enemy)
11 Green Party (Enemy)

None of them are allied with anyone. Everyone else is considered as an enemy and therefore must be eliminated. :O

This has never been used anywhere as far as I know.

To know who is in which party you have to check the unit's flashing color when targeting with an ability or with an attack, because the crystal next to the unit's name is always red for enemies.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

BlackMageShin

March 24, 2008, 11:50:25 pm #150 Last Edit: December 31, 1969, 07:00:00 pm by BlackMageShin
Okay here's what I did

I made the text changes and clicked save to selected file (I extracted the to-be-patched files with CD mage)

But the text editor asks to OPEN the file instead of save

In short, how do you patch the text again?

EDIT: Nevermind, I got it. I guess I freaked out too early when I loaded the game and didn't see any changes. But when I went into battle, it was all there. You just have to make the same changes in several different places.

BlackMageShin

March 25, 2008, 10:41:31 am #151 Last Edit: December 31, 1969, 07:00:00 pm by BlackMageShin
lol, I guess I tried to make too many changes because the ability list of all classes is a complete mess now. It's all misplaced.

I didn't exceed any limit though. But strangely when I tried to import SMALL.OUT cd mage said the file was bigger and it would truncate, so I didn't.

karsten

March 25, 2008, 11:10:37 am #152 Last Edit: December 31, 1969, 07:00:00 pm by karsten
Quote from: "Zodiac"The current bit over the enemy bit is linked to it.

There are 4 parties

00 Blue Party (Guests)
01 Red Party (Enemy)
10 Light Blue Party (Enemy)
11 Green Party (Enemy)

None of them are allied with anyone. Everyone else is considered as an enemy and therefore must be eliminated. :O

This has never been used anywhere as far as I know.

To know who is in which party you have to check the unit's flashing color when targeting with an ability or with an attack, because the crystal next to the unit's name is always red for enemies.

you mean royal rumble?  :shock: this can be really something interesting!

Sen

March 25, 2008, 12:45:40 pm #153 Last Edit: March 25, 2008, 12:50:35 pm by Sen
Dont exceed the maximum bytes so you'll have no problems and also don't patch WORLD.bin yet coz it's not yet fixed - melonhead said

just BATTLE.bin for the meantime.

LastingDawn

March 25, 2008, 12:47:37 pm #154 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
No other files? Just battle.bin currently?
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

kenj_083

March 28, 2008, 05:00:43 am #155 Last Edit: December 31, 1969, 07:00:00 pm by kenj_083
In the Text Editor there are duplicates in the job names,
must I edit all of them to make changes in my game?

Zozma

March 28, 2008, 03:46:11 pm #156 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
there are 10 job names for each job, and 5 ability names for each skill all found in different files..... youve gotta edit them all if you miss one youll see the old job name in one place and the new one everywhere else.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Austin

March 29, 2008, 11:57:12 pm #157 Last Edit: December 31, 1969, 07:00:00 pm by Austin
On the psx patcher you forgot to label spot 193 in the ENTD editor, which is the first fight of chapter 2 at Dorter. It's not a big deal or anything, but I thought I'd point it out anyways.  :wink:
  • Modding version: PSX

Austin

March 31, 2008, 05:08:24 pm #158 Last Edit: December 31, 1969, 07:00:00 pm by Austin
I think I may have figured out what some unknowns do. In the abilities section under 'learn on hit' there are 3 unknowns grouped together. I think that when the second one is checked the ability can affect the caster and when the third one is checked it can't. I noticed when I was looking at the differences between masamune and chirijiraden, and it's the same if you look at a summon ability like golem and another one like shiva. I'm not 100% sure though.
  • Modding version: PSX

melonhead

May 17, 2008, 01:01:14 am #159 Last Edit: December 31, 1969, 07:00:00 pm by melonhead
New version:
FFTPatcher - v0.269
Changes since v0.236
  • Removed limits on value spinners. You can now enter values up to 255/0xFF, even if the value is invalid
  • Added direct patching of Playstation ISOs. You'll need the external CD-Tool program from http://www.nobis-crew.org/cd-tool/. Place CD-Tool.exe in the same folder as FFTPatcher.
  • Updated Ability and Item formulas with a more correct list provided by Zodiac
  • Added "Second Table ID" value to the Item editors
  • Added some text to the Ability editor giving information about formula variables
  • Added Team Color, War Trophies, Bonus Money, and "Main target" fields to the ENTD editor
  • Renamed the "Zodiac monster" checkbox to "??? Stats"
  • Added "digest" output. An HTML file is output whenever you save your .fftpatch file that contains a list of the changes you've made.
  • Added option to sprite manager to "Always use corresponding palette for portrait"
  • Added option to the sprite manager to show the frames of animation for the current sprite
Thanks to Voldemort7 and Zodiac for beta testing v0.266.