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Total Request ASM: All armor replaced by shoes

Started by pokeytax, January 02, 2011, 10:16:01 am

The Damned

Wow, I can't believe I was forgot to ask this question yet. Perhaps because I too busy asking an inane question that I could have looked up myself.

Anyway, when it comes to your "Inherent Support Abilities Limitation" hack, I was wondering something: Can you use that same hack to inherently limit a support ability on a class? Or does it "only" gets rid of the limitations that are normally in place like with Ninja and Two Swords, Chemist and Throw Item, Monk and Martial Arts and so on?

Quote from: Zozma on March 29, 2011, 04:08:12 am
i have one..
there are blank AI flags in patcher right?
well... is there a way to make one of those blanks override priority so that ai sees it equally as important to use as say inflicting "death" status?

i ask because this could make ai want to use things more often such as zalbags destroy sword skills if its checked for them...


You mean like a "KO" flag? Not sure you mean by "death" status and I thought that computer already recognized KO flags, though maybe that's more after they exist rather than application. As with many things, I forget at this point in time.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

pokeytax

You can change the job/ability combos to whatever you want. It's part of ALMA 3 if you want to fiddle with it.
  • Modding version: PSX

Zozma

by "death" flag i meant that AI looks at a skill that inflicts "death" as high priority as an example.

wanting to make a skill like "speed ruin" be seen as that kind of priority with an ai flag that tells it to override.
currently the AI sees the whole "destroy sword" set as very low priority, the ai would even rather take no action if the ruins are the only other available action.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

formerdeathcorps

April 11, 2011, 10:07:14 pm #163 Last Edit: April 11, 2011, 10:19:29 pm by formerdeathcorps
Quote from: Zozma on March 31, 2011, 04:09:13 pm
by "death" flag i meant that AI looks at a skill that inflicts "death" as high priority as an example.

wanting to make a skill like "speed ruin" be seen as that kind of priority with an ai flag that tells it to override.
currently the AI sees the whole "destroy sword" set as very low priority, the ai would even rather take no action if the ruins are the only other available action.


This implies the problem should be fixed by fixing the AI (to make it understand that -stats is a good idea when you can't easily KO someone or status them with petrify) and not by adding more flags; in any case, you'd need to debug AI code, so you might as well do a large job that's done right.

That and I'm using all the blank AI flags in my formula hacks.
The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.

Zaen

Hey, pokeytax, you made a typo in the recategorising RSM hack. You have FFFF and GGGG in the last part instead of GGGG and HHHH.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

Zozma

I see, well thats stuck then. too bad. there really should be a way to make AI use whatever you want it to lol
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Zaen

Also, unless it has been mentioned before, the setting growths to 0 hack doesn't work at all. I was getting 15 to 18 speed level 3 archers and wizards in Dorter... which explains the quadruple turning.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

pokeytax

April 12, 2011, 07:35:56 pm #167 Last Edit: April 12, 2011, 07:36:34 pm by pokeytax
Quote from: Zaen on April 12, 2011, 07:23:17 pm
Also, unless it has been mentioned before, the setting growths to 0 hack doesn't work at all. I was getting 15 to 18 speed level 3 archers and wizards in Dorter... which explains the quadruple turning.


Uuuugh, really? Well, back to the drawing board to fix the spreadsheet leveling and not just the in-battle leveling - thanks for the catch.
  • Modding version: PSX


pokeytax

Quote from: Pickle Girl Fanboy on April 18, 2011, 11:15:42 am
What if you want to give nearly every class an inherent?




That would require freespace and ASM coding, as opposed to changing the existing limitations, which is just a little hex editing. I can envision a hack that reads inherent abilities directly from job data and blocks those, rather than checking four hardcoded values and jobs. Actually, thinking through it is making me more interested! For now though you might just want to turn them all off, I have a huge pile of stuff that I want to do first.

  • Modding version: PSX

Pickle Girl Fanboy

Quote from: pokeytax on April 18, 2011, 05:56:15 pm
I can envision a hack that reads inherent abilities directly from job data and blocks those, rather than checking four hardcoded values and jobs. Actually, thinking through it is making me more interested!

If it's in battle.bin, then won't it be part of that project?

pokeytax

It's in WORLD.BIN. If you check the XML output from ALMA 3.xls, the location of the pertinent code is there (both the missing piece I found and the previously known stuff from the wiki).

As far as I know FDC is not Batman so I don't think literally everything in BATTLE.BIN is getting covered (although he did crack the AI a bit, so maybe he is Batman, or at least Superman?).
  • Modding version: PSX

Pickle Girl Fanboy

He's Christian Bale Batman, for sure, but if he covers ALL of battle.bin then he's earned his silver age batwings, as far as I'm concerned.

RavenOfRazgriz

Well, having worked with formerdeathcorps a lot on his BATTLE.BIN mapping, I can say the way he gets through it involves a lot more "Biff!", "Bam!", and "Kapow!" than stealthy drop-shots from behind, for what it's worth...

pokeytax

Quote from: Zaen on April 12, 2011, 07:23:17 pm
Also, unless it has been mentioned before, the setting growths to 0 hack doesn't work at all.


I fixed it in the OP, so this should work now. If not, well, I'll fix it again!
  • Modding version: PSX

pokeytax

April 29, 2011, 09:33:46 pm #175 Last Edit: April 30, 2011, 09:32:33 pm by pokeytax

WORLD_WORLD_BIN
0x42D6C
40100700
2010E200
00210200
0680023C
20204400
B8108424
01008290
FF00C330
06006210
0F008330
0E006328
FAFF0314
02008424
02000010
00000000
0040C634
01001026
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
0x44B08
0680013C
0x44B28
0680013C
40280300
20286500
00290500
20082500
B8102124
01002294
62008594
00000000
0200A214
02002124
620080A4
0F002530
F8FF0514
00000000
F8FF2120
01002294
64008594
00000000
0200A214
02002124
640080A4
0F002530
F8FF0514
00000000
F8FF2120
01002294
66008594
00000000
0200A214
02002124
660080A4
0F002530
F8FF0514
00000000
F8FF2120
62008194
64008294
00000000
02004114
00000000
620080A4
66008294
00000000
02004114
00000000
620080A4
64008194
00000000
02004114
80101400
640080A4


Instead of preventing Chemist & Throw Item / Mediator & Monster Talk / Ninja & Two Swords / Monk & Martial Arts, this hack prevents all inherent abilities from being equipped. So in vanilla it alters nothing, but it will adjust to whatever you do in FFTPatcher. If you're feeling silly, you can do things like giving Knights innate Equip Armor / Equip Sword / Equip Shield to prevent the player from equipping junk. It does not stack with the previous hack; you can't ban specific combos.

It also prevents equipping multiple copies of a single R/S/M ability, which again has no effect in vanilla, but is probably desirable if you're using a "merge Support/Movement" hack.

I also updated the .xml, finally, for those who want to try hacks out without painstaking effort.
  • Modding version: PSX

pokeytax

I've been working on a pretty specialized hack to modify which units are allowed into combat. Unfortunately you can backdoor it at present by swapping units instead of placing them on new squares but I'm working on that.

The hack records six types of classes. Each job can be a "master" or "pet" for one of these. One version of the hack bans the pet class unless accompanied by one master for each; the other version allows a "free" pet if a master is present. (And no, I can hear the question already: you're still bound by the five unit limit. Or rather you aren't and the game glitches.)

So if Mediators were Type 1 Masters and Knights were Type 2 Masters, and Chocobos were Type 1 Pets and Squires were Type 2 Pets, you could either have:

1) Chocobos ONLY allowed into combat with an accompanying Mediator, Squires ONLY allowed into combat with an accompanying Knight
2) One free Chocobo allowed in combat for each Mediator, one free Squire for each Knight.

I'm still working out the kinks but I figured I'd ask for comments and suggestions. I plan to use it for a patch with two perma-guests and one main character, which should permit true "pet classes" (the hack will read guest data).
  • Modding version: PSX

RavenOfRazgriz

Tl;dr: You can only use Class B if Class A is present?

Could be nifty for more elaborate hacks.  Could you explain 2) better, please?  What do you mean by "free"?  Do they just like, magically spawn on the map?  Can you place them without it affecting the unit limit?  Etc?

Pride

  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

pokeytax

Quote from: RavenOfRazgriz on May 04, 2011, 07:58:02 pmWhat do you mean by "free"?


They can be placed after the unit limit is reached, up to X units. So if you had a unit limit of 2 and placed 2 Mediators, you could place 2 Chocobos for a total of 4 units. If you had one Mediator and one Calculator, you could place only one Chocobo for a total of 3 units. If you had one Mediator and one Knight, you could place an extra Squire and Chocobo.

This essentially mandates a global unit limit of 4 or less, so I can't see many people using it. (I can hardcap party size at 5 to avoid glitchiness, but then there's no point to the hack.)

The other version is as you said, each class A can bring one class B, otherwise banned. Still pretty niche but usable in a normal hack.

Quote from: Pride on May 04, 2011, 08:00:32 pm
go go pokemon patch


BOCO is evolving into FROCOBO
  • Modding version: PSX