• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 19, 2024, 06:01:40 pm

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Razele's ASM Hacks

Started by Razele, January 01, 2009, 02:08:08 pm

Dokurider

February 23, 2009, 10:29:02 am #540 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
QuoteToo overpowered.

Can't you just cap it at +3 move or is the very concept of moving farther downhill OP?

Razele

February 23, 2009, 01:07:09 pm #541 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteCan't you just cap it at +3 move or is the very concept of moving farther downhill OP?

The Roll concept itself isn't OP, but it's OP after the merging with Fly

Dokurider

February 23, 2009, 01:08:53 pm #542 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Then don't. I thought Ignore Height was a better fit for Roll anyways.

Razele

February 23, 2009, 01:20:00 pm #543 Last Edit: December 31, 1969, 07:00:00 pm by Razele
If we reserve Ignore Height, Fly must be changed.
It's such a shame that we must rework Fly, it has a good walking animation.

Dokurider

February 23, 2009, 01:24:49 pm #544 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Wasn't fly supposed to be a move boost based on height?

Razele

February 23, 2009, 10:53:03 pm #545 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteWasn't fly supposed to be a move boost based on height?

To make things clear, this is what I do in the past :
Fly : Old Fly (Allows you to fly over all height differences, enemies, and obstacles) + increase movement based on altitude.

If I make it to increase movement based on altitude only, the unique walking animation will be gone.

Asmo X

February 24, 2009, 02:09:53 am #546 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Then we could keep the old fly and make roll a separate skill. Maybe have Roll replace Ignore Height.

Xifanie

February 24, 2009, 07:22:13 am #547 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
I thought of something nice...

Normally you'd only use elementals to boost your primary elemental abilities...

but what if:
Water: +50% lightning damage and -50% fire damage
Sand: +33% fire damage and -33% water damage
Lava: +50% fire damage and -50% water damage
Snow: +50% ice damage and -50% fire damage
*for the targets

that would actually put much more variety in the elemental abilities you choose, and you may have to choose one instead of another because the elemental boost doesn't keep up.
  • 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

Razele

February 25, 2009, 02:12:32 am #548 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Removed Any Ground rework

QuoteThen we could keep the old fly and make roll a separate skill. Maybe have Roll replace Ignore Height
This can be an option. Anyway, either Fly or Ignore Height must lose the Ignore Height ability.
We already have too much "ignore height" ability : Jump+2, Ignore Height, Fly, Teleport.

QuoteI thought of something nice ...

Normally you'd only use elementals to boost your primary elemental abilities ...

but what if:
Water: +50% lightning damage and -50% fire damage
Sand: +33% fire damage and -33% water damage
Lava: +50% fire damage and -50% water damage
Snow: +50% ice damage and -50% fire damage
* for the targets

that would actually put much more variety in the elemental abilities you choose, and you may have to choose one instead of another because the elemental boost doesn't keep up.

Interesting. Unfortunately, after I checked the maps, most of the terrain was Grassland / Rocky Cliff.
Until the map editor is complete, or until I finished the ability to modify terrain at will (Ex : Shiva change Water to Ice, Ifrit change Grassland to Desert, Leviathan splash Water to battlefield), I'm hesitant to put any movement ability based on terrain.

This means Any Ground's movement bonus based on terrain will be replaced with something else.

Dokurider

February 25, 2009, 10:35:37 am #549 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
:(

LastingDawn

February 25, 2009, 11:01:16 am #550 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Razele, I'm sorry for moving off the main topic but I wonder, could you find for us how the game uses each Katana in a draw out, and perhaps show us a way to modify this to any item we wish? (You did find the actual percentages to break as it stands)
"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!!!!

Razele

February 25, 2009, 12:38:56 pm #551 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Quote from: "LastingDawn"Razele, I'm sorry for moving off the main topic but I wonder, could you find for us how the game uses each Katana in a draw out, and perhaps show us a way to modify this to any item we wish? (You did find the actual percentages to break as it stands)

Well, isn't it easier to change each Katana into different items ?
Like Koutetsu Knife -> Broad Sword ?

LastingDawn

February 25, 2009, 12:44:58 pm #552 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
As discussed on IRC...

Yes... yes it is.
"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!!!!

Razele

February 25, 2009, 09:31:29 pm #553 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Lasting Dawn asks in the chat if it's possible for Move-Find Item to give some hint to find the hidden items.

This is my suggestion for Move-Find Item :
Move-Find Item check the X and Y position of the character.

If X >=Y, display the X position of the first hidden items found.
Else display the Y position of the first hidden items found.

If the first item already found, check the second item, etc.
Those positions will be displayed as +CT bonus for the unit
Examples :

123456789
1.........
2....I....
3.........
4.R.......
5.........


R = Ramza
X = 2
Y = 4

I = Items
X = 5
Y = 2

Since Ramza's X >= Y, displayed CT bonus = 5 (X position of hidden items)

CT bonus
= (X,Y Position of Ramza + X,Y Position of Items) * 2
= (2 + 4 + 5 + 2) * 2
= 13 * 2
= 26

Cap of 30 CT bonus / movement.
If all items already taken, you still get +CT bonus but there's no visual display.

Archael

February 25, 2009, 10:31:24 pm #554 Last Edit: December 31, 1969, 07:00:00 pm by Archael

Razele

February 25, 2009, 11:21:21 pm #555 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteA bug with the transparent fix. The game for some reason will attack a transparent unit, but when its transparent thinks that its invisible. Acts odd, often choses not to act.

Does this means it will buggy if AI has 'Transparent' status, and it choose not to act etc ?
Or it will buggy if you have the 'Transparent' status ?
 
Weird. Well, basically in the previous hack I force r2 to be 0.
It will get zeroed in the next instruction anyway.
This is the 'softer' version of the hack :

AI attacks transparent unit v1.1
BATTLE.BIN
0x12FD66 change 0x40 to 0x00

Razele

February 26, 2009, 08:09:28 am #556 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Updated potential suggestions for movement ability



About 6-7 empty spaces left for new movement ability.
I think I'll move to support ability rework, while keeping movement ability suggestion open for good idea.
Feel free to post your idea regarding support ability.
Of course, to create a new room, we need to remove 'useless' support abilities first.
Post the name of support ability that you like / dislike.
There's 32 spaces total for support abilities, with three blank support abilities in PSX version.

Old support ability in table :



This is the original support ability description from BMG :

[Attack UP] - 400 JP, Geomancer
For physical attacks except JUMP and some others (see 3.3), the effective
value of your relevant stat XA = [XA * 4/3].  Usually, XA is PA, but it
can sometimes be MA (as in a stick ATTACK), Speed (as in a STEAL directive),
or a complex expression like [(PA + MA) / 2] (as in a dictionary ATTACK).
Check the list in section 3.3 to see whether an attack is physical.

[Concentrate] - 400 JP, Archer
Targets cannot evade your physical attacks via their evasion percentages
(P.CEV, P.SEV, P.AEV, W-EV).  Note that this does not guarantee 100% success
on attacks such as BATTLE SKILL, since these attacks can still MISS.  Targets
may also still evade using the 'Blade Grasp' and 'Arrow Guard' abilities.
Concentrate has no effect on magic evasion.

[Defend] - 50 JP, Squire
Adds the DEFEND command (add: Defending on the caster) to your action menu.

[Defense UP] - 400 JP, Oracle
For physical attacks except JUMP and some others (see 3.3), units attacking
you receive a penalty to their relevant stat XA such that XA = [XA * 2/3].
Usually, stat XA is PA, but it can sometimes be MA (as in a stick ATTACK),
Speed (as in THROW), WP (as in a gun ATTACK), or a complex expression like
[(PA + MA) / 2] (as in a dictionary ATTACK). Check the list in section 3.3
to see whether an attack is physical.

[Equip Armor] - 500 JP, Knight
You can equip armor and helmets regardless of your current job.

[Equip Axe] - 200 JP, Squire
You can equip axes regardless of your current job.

[Equip Change] - 0 JP, Chemist
Adds the EQUIP CHANGE command to your action menu.  This allows you to
change your equipment in battle.  Using EQUIP CHANGE counts as an
action.

[Equip Crossbow] - 350 JP, Archer
You can equip crossbows regardless of your current job.

[Equip Gun] - 750 JP, Mediator
You can equip guns (both regular and magical) regardless of your
current job.

[Equip Knife] - 400 JP, Samurai
You can equip katana regardless of your current job.

[Equip Shield] - 250 JP, Knight
You can equip shields regardless of your current job.

[Equip Spear] - 400 JP, Lancer
You can equip spears regardless of your current job.

[Equip Sword] - 400 JP, Knight
You can equip swords (but not knight swords) regardless of your
current job.

[Gained Exp-UP] - 350 JP, Calculator
When you receive experience for an action, you receive bonus experience
such that received Exp = earned Exp * 2.

[Gained JP-UP] - 200 JP, Squire
When you receive JP for an action, you receive bonus JP such that received
JP = [earned JP * 3/2].

[Half of MP] - 900 JP, Summoner
Any MP-using ability costs you half as many MP to use (round up).
(HalfMPCost = RU{MPCost / 2})

[Magic AttackUP] - 400 JP, Wizard
For magical attacks, the effective value of your MA = [MA * 4/3].
This does not include physical attacks (such as stick and staff ATTACK)
that use MA as their relevant stat. Check the list in section 3.3 to see
whether an attack is magical.

[Magic DefendUP] - 400 JP, Priest
For magical attacks targeting you, the effective value of the caster's
MA = [MA * 2/3].  This does not include physical attacks (such as stick and
staff ATTACK) which use MA as their relevant stat. Check the list in section
3.3 to see whether an attack is magical.

[Maintenance] - 250 JP, Chemist
Your equipment cannot be stolen or broken.  Any attack that steals or
breaks equipment will have a 0% success rate if targeted against you.

[Martial Arts] - 200 JP, Monk
Your effective XA for all physical attacks except JUMP and THROW is equal
to [XA * 3/2].  If you are not barehanded, those physical attacks that
are weapon-elemental (ATTACK, CHARGE, BATTLE SKILL, SNIPE, sword skills)
will not receive the bonus.

[Monster Skill] - 200 JP, Squire
Monsters standing on squares adjacent to you will have access to a new
skill (vertical tolerance 3).  This will have no effect if you are
Berserk, Confused, or Unable to Fight.

[Monster Talk] - 100 JP, Mediator
Enables you to target TALK SKILL on monsters, regardless of your job.

[Non-charge] - 3000 JP, GameShark only
All slow actions, except for JUMP, CHARGE, SING, and DANCE, become fast
actions.

[Secret Hunt] - 200 JP, Thief
If you kill a monster with damage from your weapon (i.e., through ATTACK,
CHARGE or Counter), you will poach it; that is, it will be transformed
into an item that you can buy at one of the Fur Shops located around Ivalice.
Items bought at the Fur Shop will be half their normal price! Also, you can
sell any item to the Fur Shop to raise some quick cash, and then later buy
it back for the same amount you sold it for!

[Short Charge] - 800 JP, Time Mage
For all slow actions except for JUMP, CHARGE, SING and DANCE,
ctr = RU{ctr/2}.

[Throw Item] - 350 JP, Chemist
Range of ITEM becomes 4/1 (line of sight), regardless of your current job.

[Train] - 450 JP, Mediator
If you strike a monster directly with your weapon (e,g., through ATTACK,
CHARGE, or Counter), and that monster is Critical after the attack
resolves, you will also add: Invite to that same monster.

[Two Hands] - 900 JP, Samurai
You are able to grip one-handed weapons with both hands, doubling
weapon power (does not apply to non-striking weapons like guns and
crossbows).  Weapon power is doubled for the ATTACK command only and
does not affect other physical attacks -- even those that employ weapons
such as JUMP, BATTLE SKILL, HOLY SWORD, DARK SWORD and MIGHTY SWORD.
(It does apply, however, to the ATTACK that results from targetting a
BATTLE SKILL on a piece of equipment that the target does not have.)

[Two Swords] - 900 JP, Ninja
You are able to equip two one-handed weapons at once.  This has some
interesting upshots -- for instance, all BATTLE SKILL, CHARGE, and
SNIPE directives are executed twice if you are carrying two weapons.
In addition, if you attack a target that has Blade Grasp set,
Blade Grasp can only block one of the two hits that you incur.  If
the first hit of a Two Sworded attack fails to connect for any
reason (evade, Blade Grasp, or inherent inaccuracy of the attack),
then the target will turn to face the attacker prior to the second
hit, and the second hit will be treated as if it were executed
from the front (i.e., all possible evade parameters will be
considered).

I'll start with my suggestion :

In FFT, player rarely use Undead status on their own units.
Because it's 'useless', Undead status will make your units unable to receive any healing / resurrection.

Support Abilty : Undead
If character is put into 'Dead' status, he will be revived with Full HP and MP as Undead on what would be his first AT after dying.
After unholy revival, you get these bonuses :
- HP, MP, PA and MA doubled.
- Always : Undead, Float, Transparent, Haste, Protect, Shell

This is the idea :
You give up the ability to be healed / resurrected in exchange for unholy power.
Sure, 2x HP, MP, PA, MA and those status protection seems a bit too much, but it's necessary to protect your unit.
What if enemy use ability with 100% hit rate, like Draw Out, Jump or Summon and cut your new Undead HP to 100. What do you do ?
Use X-Potion ? or use Cure 4 to heal that unit ? No. That will hurt your Undead.
Once your Undead die, you can't do anything, Phoenix Down / Raise / Raise 2 doesn't work on Undead.
If that unit crystalize, that means instant reset. That's the risk you take.
All you can do is rush the battle, and kill enemies as fast as possible,
while enemies throw Phoenix Down to revive their friends, and cast Cure 4 / Draw Out / throw X-Potion to heal their friends.

This ability is useful for enemies, and some 'mini-boss' battle.

Note :
- Use Reraise trigger.
- Can only be used once, the second time you're dead with 'Undead' status, this support ability won't work.
- Always:Undead means you can't revive your units with Phoenix Down / Raise / Raise 2 after they're dead.
  You also can't remove that Undead status since it's Always:Undead
- They still become Undead and receive all status above even after they equip Ribbon / Barette when they're dead.

Asmo X

February 26, 2009, 08:22:34 am #557 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Movement skill: Enrage: +move and +speed based on how many dead allies there are on the map.

VincentCraven

February 26, 2009, 08:37:06 am #558 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Two Swords should be 0.7x damage per slash
Two Hands 1.5x damage per slash?

And Undead can still be healed by skills like Chakra, right?  Which would mean that it is just harder to heal undead, not impossible.

Edit: nevermind about Undead healing thing, you'd just remove all instances of that for the build.
I changed jobs and that has made all the difference.

Archael

February 26, 2009, 09:35:11 am #559 Last Edit: December 31, 1969, 07:00:00 pm by Archael
QuoteDoes this means it will buggy if AI has 'Transparent' status, and it choose not to act etc ?
Or it will buggy if you have the 'Transparent' status ?

It means AI with "Transparent" status active choose not to act

they think they are "invisible" , when they are not

I think goldblade's post was pretty clear