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Started by The Damned, October 29, 2014, 09:16:45 pm
<Patch name="Formula 58 = Psycho Shift"> <Description>Hit F(Ma+x)%. On a successful hit, user will transfer all active status effects to target, and cancel them on self. Affects all statuses (positive or negative). Will not cancel innate status, or inflict statuses to invalid targets (such as inflicting poison to a unit immune to it). </Description> <Location file="BATTLE_BIN" offset="123824">E8FFBD271000BFAF8922060C0000000025004014000000001980013C942D228C902D238C8C2D2A8C2120000058004590590046905A0047905B0048905C0049901B0065A01C0066A01D0067A01E0068A01F0069A0200045A1210046A1220047A1230048A1240049A1C912060C000000001980013C8C2D258C902D238C0900401000000000010004340000A4A0000064A0080004342500A4A0250064A00200001000000000000062A01000BF8F1800BD270800E00300000000 </Location> </Patch>
Quote from: Gregory on May 24, 2021, 09:07:45 pmRequesting a Meliadoul buff for TLW.All Mighty Sword skills to have vertical range of 3, area of effect of 2, inflict damage like WotL, as well as the following:Shellbust Stab: chance to inflict slow.Blastar Punch: chance to inflict confuse.Hellcry Punch: chance to inflict disable.Icewolf Bite: chance to inflict immobilize.Anyone willing to help a dude out? ^__^
Quote from: nitwit on June 30, 2021, 09:37:13 pmHack Idea: Disable crytalization and treasure chest effects, and when a non-essential character's KO countdown expires they instead become unusable for a number of days equal to their character level. Essential characters still produce a game over when they are made unusable.I think I remember seeing a piece of text for the "unusable" effect - or maybe "unavailable" - similar to the text for characters that are on errands.
Quote from: JadeKnightblazer on July 09, 2021, 11:19:57 amRequest: Formulas 0F and 10 (AbsMP/AbsHP) allow Status infliction.
[0f]00189084: 27bdffe8 addiu r29,r29,0xffe8 //start of formula 0F00189088: afbf0010 sw r31,0x0010(r29)0018908c: 0c06216e jal 0x 001885b8 Magic Evade00189090: 00000000 nop00189094: 1440000d bne r2,r0,0x 001890cc00189098: 00000000 nop0018909c: 0c062273 jal 0x 001889cc Calculate_Accuracy_for_Magical_Spells - Calculate (MA + X)*Faith% This is essentially the same routine as 0x188a24 except without elemental boosting.001890a0: 00000000 nop001890a4: 14400009 bne r2,r0,0x 001890cc001890a8: 00000000 nop001890ac: 0c0619a3 jal 0x 0018668c MP Damage001890b0: 00000000 nop001890b4: 3c038019 lui r3,0x8019001890b8: 8c632d90 lw r3,0x2d90(r3)001890bc: 00000000 nop001890c0: 94620008 lhu r2,0x0008(r3) r2 = MP Dmg001890c4: 0c061d1b jal 0x 0018746c MP_Recovery_Routine001890c8: a4620004 sh r2,0x0004(r3) Store r2 as HP Dmg (used in MP recovery routine - HP Dmg set to 0x00 in MP recovery routine) 001890cc: 8fbf0010 lw r31,0x0010(r29)001890d0: 27bd 0018 addiu r29,r29,0x 0018001890d4: 03e00008 jr r31001890d8: 00000000 nop //end of formula 0F001890dc: 27bdffe8 addiu r29,r29,0xffe8 //start of formula 10... and just after the end of the previous formula.001890e0: afbf0010 sw r31,0x0010(r29)001890e4: 0c06216e jal 0x001885b8 Magical_Evade_Calculation001890e8: 00000000 nop001890ec: 14400009 bne r2,r0,0x 00189114001890f0: 00000000 nop001890f4: 0c062273 jal 0x 001889cc Calculate Accuracy for Magical Spells001890f8: 00000000 nop001890fc: 14400005 bne r2,r0,0x 0018911400189100: 00000000 nop00189104: 0c061989 jal 0x 00186624 Calculate HP% damage 00189108: 00000000 nop0018910c: 0c061c92 jal 0x 00187248 HP Absorption00189110: 00000000 nop00189114: 8fbf0010 lw r31,0x0010(r29)00189118: 27bd 0018 addiu r29,r29,0x 00180018911c: 03e00008 jr r3100189120: 00000000 nop //end of formula 10
00188dcc: 0c0621c7 jal 0x 0018871c ; Elemental Absorb and status roll00188dd0: 00000000 nop 00188dd4: 14400003 bne r2,r0,0x 00188de4 ; Branch if status effect roll fails00188dd8: 00000000 nop 00188ddc: 0c061fad jal 0x 00187eb4 ; Apply status (to action) - (Preserve hit status, evade type, hit %)
Quote from: Ansehelm on July 21, 2021, 11:57:27 pmAre there any ASMs that improve the utility of being mounted? Mounting is such a cool mechanic in theory, but the increase in move and status immunity are rarely enough to make it worth turning 2 units into 1. Something like +4 Speed and PA and +20% Evade while mounted would be a dream come true
<Patch name="Formula 5E = (PA + Y) / 2 * PA Hit_(1+X)"> <Description>Replaces Formula 5E.</Description> <Location file="BATTLE_BIN" offset="000f6e20">E8FFBD271000BFAF4421060C00000000FBFF4014000000004017060C00000000FF17060C000000005318060C00000000B722060C000000003E15060C000000005A19060C00000000B41B060C00000000FE1B060C000000001980023C902D428C000000000000429000000000E4FF4010000000003F1C060C000000003021060C00000000AD1F060C000000001000BF8F1800BD270800E00300000000 </Location> <Location file="BATTLE_BIN" offset="00123AB0">8877050C </Location> </Patch>
Quote from: stuminator on September 23, 2021, 04:34:51 pmThis one has probably been asked for before, but I haven't seen a good solution for it: Alter formula 40 (Seal Evil) to require any status on the target of your choosingI have a good idea for what the hack should be, but don't know how to actually code this myself. Utilize the Y and element fields in FFTpatcher. At the point in the routine when it pulls up status group 0x58, instead pull up the value in Y, and when it checks for status 0x10 (Undead), instead check the value in the element field.This would allow quite a bit of customization without having to overwrite any other existing formulas.Also, it would be very appreciated if anyone could show me how to code this myself. My knowledge of ASM is pretty basic.
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