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Messages - reyhan37

1
PSX FFT Hacking / Re: ASM Requests
August 25, 2015, 10:21:17 am
I've noticed that with a bow, even if a target is within range 3, but height +4, the target is out of range. That doesn't make sense to me.

I believe the following should be within bow range

  • distance 2, height +4 or less

  • distance 3, height +3 or less

  • distance 4, height +2 or less

  • distance 5, height +1 or less


Is there already a hack for this? If not, can someone make one?

Another request:

The damage formula for crossbows is WP * PA.

I don't think PA should play in any part in a crossbow's damage. Its power comes from the mechanical spring of the crossbow and the penetration of the bolt. I propose

[Damage] = WP * WP
ignores Zodiac compatibility
2
PSX FFT Hacking / Re: Stacking Reaction Abilities
August 13, 2015, 04:13:47 pm
Quote from: formerdeathcorps on February 03, 2011, 07:07:21 pm
I'm reviving a really old topic, but I figured this out.

1) Innates override set counters.

2) Any combination of innates work.  The problem some of you were having with weapon guard or abandon actually was because some of you were having innate weapon guard/abandon + any reaction ability that was set (from the equip change screen), but this would be true if your innate ability was blade grasp or counter as well.

3) Impossible unless the attack was physical (where Faith/MA UP would be nullified).


4)No.

5) ASM fix for the override problem.
RAM 0x5B580 (OPEN.LZW, I think?)
00000000


I know this is an old topic but I figured it was better to reply to this than just have someone refer me back to this thread.

For question 4, you gave a one-word answer "No." Is that "no" to the initial question? Or "no" to the example?

Here's my scenario:

Brave 94
Weapon Ev. 30%
Innate: Weapon Guard
Reaction (equipped in-game): Blade Grasp

My understanding is that if this character is attacked with a physical attack (no Concentrate),

  • There's a 30% chance of weapon guard

  • if weapon guard fails, a 94% chance of blade grasp


Is my understanding correct?

A thorough explanation would benefit all who are asking about Innate.
3
I found a solution though it was unconventional. After studying the other palettes for the male samurai, I looked closely at my discolored battle portrait. With that on screen, I went into Graphics Gale and used the palette from my menu portrait to correct all the parts that were off.

Now it looks the way I want it to.

I've learned that what you see in Shi Shi is what you will see in game, even though it may look correct in Graphics Gale.
4
Quote from: Elric on August 07, 2015, 10:40:10 pm
The tutorial works correctly, if it's not working right then you definitely missed a step or did it incorrectly. Most likely this one:



No, I've tried that several times checking and unchecking the box.
5
I've read Celdia's spriting tutorial I don't know how many times. I've tried to watch all the spriting videos I can find. Maybe I'm missing a step, but I can't figure this out. My menu portrait and sprite come out fine.

My battle portrait comes out messed up.

6
Quote from: Aiolon on August 05, 2015, 02:45:11 pm
ok last question and probably the fix did you edit the skillset function in Action menus tab?

if not im guessing you used the slot 4D in skills. go to the Action menus tab and change the <Default> to <Katana inventory>


Thanks! Problem solved - sorta.

Before you mentioned it I never noticed the Action Menus tab. I changed my skillset to katana inventory . Now he is no longer able to use Draw Out even with the respective katana in inventory.

I believe I read this somewhere else - someone correct me if I'm wrong - but inventory bound abilities

  • Item

  • Throw

  • Draw Out


    • Sword Spirit



only work properly within their default skillsets. If I add Draw Out abilities to an outside skillset, but want them require the respective katana in inventory, it won't work.
7
Quote from: Aiolon on August 05, 2015, 01:57:38 pm
mmm something here sounds wrong
first of all the changes you make to the skill wont give you any problems unless you change the formula so dont worry about that
but to help you i need you to answer the questions.

1 What do you mean with "unique skillset"? did you edit another existing skillset? if yes wich?

2 Did you mix skills in that skillset like Draw out + skills from another skillset?

3 Is the sword that appeared in the animation similar to the weapon your character had equiped in that moment?

4 did you modify any of the skill Animations in fftpatcher?

need to know this because well messing with draw out its not a good idea but your problem doesnt look like something without a solution.


1 "Unique skillset" as in skillset unique to that character's base job. Snipe is unique to Engineer (Mustadio & Balk). All Sword Skill is unique to Holy Swordsman (Orlandu). I used the empty slot just below Holy Magic.

2 Action abilities are only from 'Draw Out'. Reaction, support, and movement took from other sets.

3 My character was not equipped with any sword. He was equipped with a long bow. His only weapon choices are katanas and long bows.

4 I did not mess with any animations in FFTPATCHER.
8
Wondering if anyone else has encountered something similar. I'm working with the PSX version.

I created a special character with a unique skillset that includes all the 'Draw Out' actions. I modified all of the abilities but for Ashura specifically

  • changed the Y-value in the damage formula

  • Inflict status: Dead


Don't know if this had anything to do with it but I also changed the WP and shop availability of the Ashura katana.

When I tried my character in Gariland, he can use the Ashura ability even though I don't have an Ashura in my inventory. When he used the ability, another sword (mythril sword?) appeared, but not directly above the character as it normally does. Otherwise, Ashura animated correctly.
9
Help! / Selecting guests for random battles
August 03, 2015, 04:29:25 pm
I adjusted all enemies in the event battles to scale with the player's party level. Then I realized a player who grinds could end up with some really wimpy guest characters.

Is there a way to select your guests during random battles? I would have liked to use Delita more during Chapter 1 so he can hold his own at Fort Zeakden.
10
I got the idea for implementing equipment weight from a few posts on the forum. I found that FFTPATCHER does not allow (to the best of my knowledge) for negative values. To implement weight, I would have to give speed bonuses to lighter equipment, which throws a whole bunch of other stuff off (long bows come to mind).

I'm not sure if this is a feasible mod, or already in the works, but I thought I would put it out there.
11
Quote from: Kaijyuu on July 27, 2015, 08:49:29 pm
Generally when people add new overpowered units to their roster, game lore purity isn't high on their list of priorities.


LoL. Sad, but true. I would love to insert him naturally into the story, but I'm still very raw, very n00b to this mod'ing business.

The initial reason I wanted to mod FFT was because ever since I bought the PS1 game back in 1998 (still have my copy) I wanted to make my own character. Now that I've spent some time browsing these forums, I've got so many other ideas.... but that is best left for another thread.
12
Quote from: nyzer on July 27, 2015, 02:14:39 pm
Are you loading it up like a normal game or are you loading emulator savestates?

Are you definitely, 100% for sure booting up from the right path - you have no copies of the ISO whatsoever that you might be booting up instead?


Thanks! This solved the issue. I had to clear out my isos folder, patch a fresh ISO and start a new game.

Weird thing is, even though I trashed the old .bin when I go to open a ISO on epsx, I can still see my old ISO. It's like a ghost that won't go away. I had to rename the new one to distinguish from the ghost.
13
I apologize in advance if there is already an answer to this somewhere on the forum. I tried searching the forums and found nothing exactly like what I'm asking.

I've made a few edits, like Ramza's chapter 2 & 3 base job renamed to Vigilante, and following Jon's Character Creation Tutorial to the letter adding my own unique to the Gariland battle.

When I open my patched ISO in FFTactext, all my edits are there. When I open my patched ISO in FFTPATCHER all my edits are there. When I run the ISO, it still plays like the vanilla FFT. Ramza is still a "Squire" in that first battle outside Orbonne, the one archer is still named "Dish" instead of a random name, my unique character is no where in the Gariland battle. I tried playing through the whole battle to see if I would be prompted for him to join at the end. Nope. I checked the formation screen after. He's not there either.

Why isn't my patch working even though FFTACTEXT and FFTPATCHER both tell me my ISO has been patched?
14
Site Submission / Re: Tutorials
July 24, 2015, 11:49:17 am
Quote from: Jon on September 03, 2010, 07:38:06 am
Tutorial Name: Character Creation Tutorial
Systems: PSX (and maybe PSP, untested)
Author name: Jon

(Also a side note: I am extremely thorough, I played up to the part when you first encounter Velius and Simon DOES remain the same! His sprite remains unaltered, making the guide flawless.)


I believe I followed your guide to the letter, but my character is still not showing up in the Gariland battle. Any ideas why?
15
Has anyone got this error before when trying to import a PSX ISO into TacText?

QuoteError loading file: A generic error occurred in GDI+.


I'm using the PSX version. I've tried it over and over again using a clean ISO (just unzipped from my zip file). I've tried both version 0.482 and 0.457. I keep getting this error.  :x

*Update

FFTacText v0.482 and v0.457 could not open the ISO giving me the error
QuoteError loading file: A generic error occurred in GDI+.


I just downloaded FFTacText v0.478 and it opened the ISO just fine.  :mrgreen:
16
Tutorials and Learning / Re: Tutorial Requests
July 17, 2015, 01:58:19 am
Quote from: CONMAN on July 16, 2015, 02:06:11 pm
While this guide is a little date, I think this is what you want: http://ffhacktics.com/smf/index.php?topic=406.0


Thank you so much! Exactly what I was looking for.

I suggest moderator should link Jon's Character Creation Tutorial.
17
Tutorials and Learning / Re: Tutorial Requests
July 16, 2015, 01:23:06 pm
I'm as n00b as n00b gets. Never mod'd anything before. Just started browsing through this site a few days ago. I've searched and searched and not foutnd a clear cut tutorial on how to create my own special character.

By special character I mean like Agrias or Mustadio, job class unique to them in place of squire and the character keeps their sprite when changing jobs.

I'm still figuring out spriting (been reading all the various tutorials and messing with Graphic Gale & Shi Shi), I've edited abilities and the skill set for one of the Dukes (empty set), but I don't know what to do after that. How do I connect all the pieces?

I wanted this unique to be a guest at the first Gariland battle and join me after.

Thanks!