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Total Request ASM: All armor replaced by shoes

Started by pokeytax, January 02, 2011, 10:16:01 am

RavenOfRazgriz

I could see the first one being useful for a Pokemon style hack, or possibly combining them, so you can have say 4 "Trainer" Units, but can only place 2 per battle, but then can place up to 3 "Pokemon" Units related to which Trainers were deployed.

(Obviously I use Trainer and Pokemon because Pride's a Pokenerd, but you get the basic idea.  Being able to combo them as above would be very nice and in turn would justify you writing that hardcap code.)

pokeytax

The hack is included in the OP. I'm not going to put a ton of effort into general explanation or spreadsheeting, because it's a niche hack and a patch relying on it would probably need a custom build anyway. Feel free to ask for help though!

The hack has a large table that looks like this:


00070000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00001000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000


This is a job table, with the first hex being job 00. So this table is zero except for Ramza (07) and Squire (10).

The first digit determines the unit's impact when placed in pre-battle formation.
The second digit is active for all party members (including guests who are in your Formation screen).

Values 1-6 mean that the unit is a pet of type 1-6.
Values 7-C mean that the unit is a master of type 1-6, where type = value - 6.

So the default job table says that if Chapter 1 Ramza is in your squad, even if unplaced, you can bring a free squire.

You don't get your freebie if you already have a squire, and there's no hard cap of five units. I'll worry about these if someone actually wants to use this hack for a patch.
  • Modding version: PSX

pokeytax

June 18, 2011, 09:51:39 pm #182 Last Edit: June 18, 2011, 09:56:37 pm by pokeytax

WORLD_WORLD_BIN

AAAA - BBBB: Action Abilities (fiddling not recommended)
CCCC - DDDD: Reaction Slot
EEEE - FFFF: Support Slot
GGGG - HHHH: Movement Slot

Note that these are all half-words, with the lowest byte first. So CCCC defaults to A601 for 01A6 (A Save).

0x429b0
21804000
60260508

0x69980
02140800
00000000
15000210
00000000
04001214
01000234
AAAA0334
808A0408
BBBB0234
03005214
CCCC0334
808A0408
DDDD0234
02000234
03005214
EEEE0334
808A0408
FFFF0234
03000234
02005214
01000334
GGGG0334
808A0408
HHHH0234
03001214
00000000
6E8A0408
00000000
718A0408
00000000


This hack lets you set a different recategorization for the Set abilities menu only. If you use this hack and the other recategorizing R/S/M hack, you can have different categories for the Set and Learn abilities menus. I'm not sure how widely useful this is (I intend to use it to have a separate category for ALMA passives) but you can at least stop the merged movement/support category from showing up twice.
  • Modding version: PSX


pokeytax

June 20, 2011, 07:38:13 pm #184 Last Edit: June 20, 2011, 07:39:03 pm by pokeytax
Quote from: RavenOfRazgriz on June 19, 2011, 11:41:04 pm
Am I stupid for not being able to figure out exactly what the hell that does from your description?


No, I had to retype it because the first time even I couldn't figure out what I was saying.

Set Abilities
Slot 1:Primary
Slot 2:Secondary
Slot 3:Reaction
Slot 4:Support
Slot 5:Movement

Learn Abilities
Pane 1: Action
Pane 2: Reaction
Pane 3: Support
Pane 4: Movement

In vanilla FFT, you can equip Supports to slot 4 and Movements to slot 5, and learn Supports in pane 3 and Movements in pane 4.

With the first recategorization hack (e.g. merge Support and Movement hack), you can set Supports and Movements to slots 4&5, and Supports&Movements to panes 3&4. So Lancers would see Equip Spear and Ignore Height in both pane 3 and pane 4. That's ugly.

With this hack on top of that hack, you can set Supports and Movements to slots 4&5, and Supports to pane 3, and Movements to pane 4. Or Supports & Movements to pane 3 and White/Black/Time/Yin-Yang/Summon Magic to pane 4. Basically organize things however you like while still keeping dual supports.
  • Modding version: PSX


RandMuadDib

hey pokeytax, are you still taking requests, or are you too swamped with ARH and ALMA?
I will show you the power of SARDIIIIINES!!!!

RavenOfRazgriz

He may be, worst you can do is leave your request and wait for him to tell you to fuck off.

I'm personally waiting for the Ability-Linked Multiplier Attributes hack to be finished and graduate to being called the Ability-Joined Omnipotent Restructuring of Attributes hack.

pokeytax

June 22, 2011, 05:29:55 pm #188 Last Edit: June 22, 2011, 05:30:44 pm by pokeytax
I'm always taking requests (in fact I was thinking of updating this thread to make that clear). If you are lucky, your request may be contained inside code I've previously examined so I immediately know where to go. Even if it's tricky, I need smaller projects to break up the monotony of large hacks. Only caveat is I don't do formula hacks right now, because Pride is taking requests and fdc is revamping them and I don't even know how in the first place.

(And no, I haven't forgotten about Monkeygrip! It's harder than anticipated though due to lack of a readily accessible unit data pointer.)
  • Modding version: PSX

RandMuadDib

okay, well in that case, i was hoping to make the lucavi closer to their ffxii counterparts, and some of them erect 'palings' where they were immune to either physical or magical damage (or both). I was wondering if you could make wall negate physical damage (instead of all damage) and reflect negate magical damage (instead of, well, reflecting it). Yes, i could use innocent, but not all magic attacks use faith.

Of course, i haven't thought this through and don't know what i would use to designate 'physical' from 'magic', though i plan on using FDC's hack, which i believe -does- make that designation.

Maybe this should really be held off until he finishes that hack...
I will show you the power of SARDIIIIINES!!!!

Pride

Quote from: RandMuadDib on June 22, 2011, 05:58:17 pm
okay, well in that case, i was hoping to make the lucavi closer to their ffxii counterparts, and some of them erect 'palings' where they were immune to either physical or magical damage (or both). I was wondering if you could make wall negate physical damage (instead of all damage) and reflect negate magical damage (instead of, well, reflecting it). Yes, i could use innocent, but not all magic attacks use faith.

Of course, i haven't thought this through and don't know what i would use to designate 'physical' from 'magic', though i plan on using FDC's hack, which i believe -does- make that designation.

Maybe this should really be held off until he finishes that hack...


You can just disable Reflect through the patcher. Not too difficult of a hack either... And a good idea imo

  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

pokeytax

Yeah, the issue is that even if I hacked that now, I would have to hack it again to be compatible with FDC's hack. I don't mean to put any pressure on FDC, obviously he can take as long as he needs. I just still have a long long list of non-battle-mechanics stuff I want to do (ALMA 4, RAD 4, a Learn menu hack that permits toggles/refunds/mutual exclusion/etc.) so I might as well do all that first.

As Pride says though, it's not that hard a hack (just apply it when Protect/Shell apply).
  • Modding version: PSX

RavenOfRazgriz

Quote from: pokeytax on June 22, 2011, 05:29:55 pm(And no, I haven't forgotten about Monkeygrip! It's harder than anticipated though due to lack of a readily accessible unit data pointer.)


I wasn't even meaning to bring up Monkeygrip, hah.  Good to know it's not forgotten at least.

RandMuadDib

Quote from: pokeytax on June 22, 2011, 06:16:09 pm
As Pride says though, it's not that hard a hack (just apply it when Protect/Shell apply).


Wow i didn't even think about that.

Monkeygrip is for using a forced two-hand weapon in one hand, right?
I will show you the power of SARDIIIIINES!!!!


Shade

Pokeytax

How do I know what abilites to change with Recategorizing R/S/M or can I change whatever abilites I want begin with or is it just that it makes support and movement skills to merge together.

And if it's whatever abilities I want by ASM (not by FFTorgASM(I tested it and I know that it doesn't let you do anything else except merge support and movement abilities)), so could you have perhaps a list of the abilities in hex so I can find them and edit them.
(Also I just want this for reactions that don't work, and movement abilities that are almost useless, so I can use Alma 3 to remake them to good supports.)
Upupupu...

Zetsubou

pokeytax

You can only set boundaries right now, so you can't make A Save a support without making every other reaction a support too.

The wiki has pretty good hex lists: http://www.ffhacktics.com/wiki/Abilities_List.
  • Modding version: PSX

Shade

Quote from: pokeytax on June 25, 2011, 06:51:12 pm
You can only set boundaries right now, so you can't make A Save a support without making every other reaction a support too.

The wiki has pretty good hex lists: http://www.ffhacktics.com/wiki/Abilities_List.


So I shall request that you make ASM that allows to do that without making every reaction a support.
Upupupu...

Zetsubou

pokeytax

June 26, 2011, 03:51:23 pm #198 Last Edit: June 26, 2011, 03:53:24 pm by pokeytax
Open question: does the Ability Type byte you can edit in FFTPatcher actually do anything for R/S/M, ever? (Or for active abilities too, for that matter. The one that goes [Blank/Normal/Item/Throwing/Jumping/Aim/Math Skill/Reaction/Support/Movement/Unknown1/...]) Because if it doesn't, maybe I'll do what I should have in the first place and read this byte to sort things, so you can just change R/S/M in FFTPatcher and have it work instead of being a cruel lie.
  • Modding version: PSX