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Messages - Stone of Light

1
As the title asks. I've recently used FFTPatcher to give me control of Algus and Delita during Chapter 1 (cause I couldn't bear with their stupidity any longer (it doesn't take both of them to kill a single archer)). I plan on doing this to other guests in the future as I unlock them (I've never completely finished the game so, in order to avoid spoilers, I won't poke around in FFTPatcher too much until I know exactly which battles need editing). However, I've noticed that it's all too easy to let them sit KO'ed and not worry about reviving them like I would if it were a generic or Ramza. I wanted to remove Immortality from them but I don't know if that'll break the game (if for instance, Delita dies at Sand Rat's Sietch). Does anyone know how to set it up so that if any story important character's die, it triggers a Game Over?

Edit: Just realized this thread would be more appropriate in the "Help" section. I've reported it to the Moderators in order to get it moved.
Done.
2
I ended up both unchecking Learn with JP and removing it from every skill set that I saw it in. However, I'm not sure that covers all the classes, since (if I'm not mistaken) "The Lion War" adds a few new classes for WotL specific characters. I'm guessing the ability wouldn't be removed from those classes. I guess I can just ignore it if it shows up.
3
Thanks! Yeah, I had just saw that in one of the ASM tutorials a few hours ago. Obscure bits of info like that is why I decided to ask this question. I went ahead and applied the patches as described in my post and everything seems to work as intended. Looking forward to finally completing this game.
4
Quote from: Nyzer on October 08, 2019, 10:06:33 am
You ought to be able to make it work anyway; Priests have a 3-4 range on their spells, along with 1-2 extra panels if said spell has area of effect. If your melee unit is directly between the enemy and your priest, that should be able to block them off for a turn. Especially if you have multiple melee units, or make use of chokepoints in the terrain, or take advantage of the CT system that allows your priest to set a spell on the ground, then step back, or to set the spell on your knight before they step forward.


Yeah, no doubt I just suck at the game. The battle that really made me think of this was the one with Weigraf at the windmill in Chapter 1. You are sort of forced in a corner there and given l i t t l e room to move your more squishy units away from the action. However, perhaps it was the patch that I was playing with that was really the problem. I don't know that Weigraf had "Stasis Sword" in vanilla.

Quote from: Nyzer on October 08, 2019, 10:06:33 am
If you really want your Squires to be able to better hinder enemy progress, you'd do better to give them a melee range Slow or Immobilize.

Or, if you actually do have the skill to make up new mechanics, recycle the unused Dark status into something that reduces unit Move by 2 (a status effect that affects a stat seems WAY more viable than an entirely new reaction AFAIK) then give the squires an ability that inflicts that. Maybe turn Counter Tackle into Counter Hinder as well if you also want a reaction out of it; all you need to do is put this skill in Tackle's ability slot.


Thanks for the alternatives. I don't currently have the skills necessary to implement new mechanics yet, so I'm thinking applying Slow would be the best way to do it. (Immobilize seems a bit much).
5
So, I'm returning to FFT once again. I've never beat the game and had recently started back playing a re-balancing patch (LTF) but have decided that I'd rather start over and beat the game mostly vanilla using the new "The Lion War" patch. The only thing I want to modify is to make Gain JP UP innate for all classes. After doing some research, I'm gathering that is how I should go about it:


  • Install "The Lion War" patch onto a clean iso.

  • Searching through the ASM Request thread, I found a patch that says it should make Gain JP UP innate. However, I think it's not quite right. The patch is listed below:

    BATTLE.BIN
    Address: 1179a4
    Change to 00000000

    So, I went to look into the BATTLE.BIN documentation at the wiki and that address doesn't seem right. I'm guessing it should have been 17e9a4, which is the address of the instruction that branches if Unit doesn't have Gained  JP Up. I'm assuming the intent behind the patch was to "nop" the branch so that Gain JP Up would just always trigger. This seems to make sense to me but I wanted to check to make sure that I'm not missing something before applying the patch.

    But basically, I should be able to install that patch (or a corrected version) to the iso with "The Lion War" patched onto it by using FFTorgASM.

  • Finally, use FFTPatcher to create a patch that removes "Gain JP-UP" from all Skill Sets and apply that patch to my iso.



Am I missing anything here or are there any changes to "The Lion War" that I would need to take into account when making these changes?

Edit: Or for step 3, could I just get away with unchecking "Learn with JP (Player)" under the Gain JP-UP ability entry?
6
How broken would a "Zone of Control" type ability be that caused units to stop their movement if they enter a square adjacent to the unit with the ability? One of the things that has always bothered me about the game is that there is hardly any way to actually "hold the line", so to speak. I want to protect my squishy Priest but the enemy melee units just saunter on past my Knights as pretty as they please and strike her down. I figured I'd make it a innate ability for the Squire class (probably as a replacement for that cursed Gain JP Up).