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Messages - Squaresoft

21
Help! / Re: AI behavior with a CHARGE+X variant
March 23, 2020, 03:06:07 pm
Quote from: Nyzer on March 16, 2020, 01:59:11 amNo, the Patcher isn't set up for this.

IIRC there's an ASM for something along those lines that prevents the unit from moving after charging, but that's only a faint memory of having read something somewhere and I can't be any more specific.

Oh too bad, I suppose that I must deal with it,
just like many hard-limitations. Well, the AI would feel more "human" making mistakes, hah,

Thanks for this Patcher clarification, so I won't waste more time trying clueless.
22
Help! / AI behavior with a CHARGE+X variant
March 13, 2020, 09:57:04 am
Hello there.
I created a "Charge+X" variant.
A simple skill that charges an attack (melee/bow) and that can be interrupted if a character is knocked back while charging, or if I move AFTER casting it, just like the normal Charge+X skill.

It works ALMOST perfectly, the problem is that the AI will treat it like a normal spell, I mean:
•The AI may move and then CHARGE. (That's perfect)
•But may also charge AND THEN move in the same turn, cancelling the ability, wasting his turn.

Is there a way to prevent this behavior?.

My skill currently has:
*Affect HP
*Target Enemies
*Physical Attack
*Weapon Range

....................................

By the way. Checking at the vanilla skills, Charge+X abilities doesn't have the "Check CT/Target" ticks like most casting spells, so I wonder...

What
(1) The Normal/Aim/* field under "Chance to learn",
and
(2) and the "Check CT/Target" checkbox under AI Behavior,
does and if it may affect said behavior.

Thank you.
23
Hello there.
How comes there is a version v0.492 and this "STICKY" only links to older versions?,
24
Thanks Xifanie ♥
It's really helpful to me, since I always wanted to know WHEN certain battles became available through the game,

Now I have to discover the variable's values across the game,

Now thanks again!,
25
Hey Raven!,
I'd like to finish understanding the "Variable Max" field for each Battle Set.
That value is the shop (and thus story) progression before enabling that Battle Set?.

So, if I raise/lower that value,
that stage variant will become available later/sooner respectively in the game?.

Thank you.
26
Oh, too bad there is no stable use for general-vanilla use,

Thanks for the anwser,
27
Hello, not happy about this necro, but can't see any other post related to this ASM.
Based on what Dome and pokeytax said, Beowful's problem is fixed,

is there any other bug (aside from breeding monsters) documented?.
Worker 8's event or any other across the entire vanilla game?, Thank you.
28
The Lion War / Re: FFT - The Lion War
April 19, 2018, 02:10:12 pm
Just doing my monthly stalking. I dream about this every night.
I have a question though:
Will the PSP Intro Movies be optional?. Since you are keeping the original translation, the original intro may help(some people?) to keep the Vanilla feeling.
Oh, the transition from the Intro Movie's dark colors once it ends--to the Tittle Screen's brown colors is "dramatic", except that it's going to be edited.
29
Thanks Xifanie!, I started fresh and the problem seems gone. Will keep on play-testing. Cheers!.

Edit: Something wrong with me? can't find the Mark as Solved button.
30
Hello there. I'm new here (as you can see).
I has been trying FFTPatcher a lot, trying to learn from it, the game and the forums, FFT is fantastic.

Since I don't mind robot-work I playtested it a thousand times whenever I had my doubts with no answer,
but this one really bugs me:

The ENTD limit is 9 sprites, I get it. A max of 4 different enemies, if not, they will me missing in battle.
I edited a map with an enemy formation like this: (I will write it because a screenshot can't show all this info)

Wizard Male (always present)
Wizard Male (always present)
Priest Female (always present)
Priest Female (always present)
Oracle MALE (random present)
Oracle FEMALE (always present) same spot as the MALE Oracle.
Time Mage MALE (random present)
Time Mage FEMALE (always present) same spot as the MALE Time Mage.


The map loads fine, always with 4 enemies, the Oracle and Time Mage's sex varies, that's what I really want.
The weird stuff comes when I play with my favorite emulator, pSX 1.3, when it's the Time Mage or Oracle turn, the game sometimes freeze with random errors, if I try again with ePSXe, the game works flawlessly.
Tried in another map, same spectrum, (a single knight's sex may vary, and when it's his/her turn, the game freeze with different errors)

Is what I'm doing supposed to somehow violate the game limitations and thus, pSX (so close to original console) can't handle it?, since there is 6 enemy sprite variants in the ENTD.
Wondering because if that's true, I won't be able to play my edit on console like I want in the future.