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Total Request ASM: All armor replaced by shoes

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

Shade

Request:
Make a ASM that makes having two diffrent types of weapon at the same time impossible(so no gun and ninja sword combo).

Also changing the ability type byte doesn't do anything.
Upupupu...

Zetsubou

formerdeathcorps

Shade, what currently happens if you try that?  If I recall, in Tactics Ogre LuCT (PSX), if you equip both a crossbow and a sword, you will only attack with one weapon at range (the crossbow) and one weapon at melee (the sword), and the same is true on counterattacks.  Does FFT also do this?
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.

pokeytax

The second hit currently gets the range of the first hit or something else wonky.
  • Modding version: PSX

formerdeathcorps

Quote from: pokeytax on June 27, 2011, 09:23:33 pm
The second hit currently gets the range of the first hit or something else wonky.


Then I'd rather see an ASM that makes it so it behaves more like it does in LuCT.
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.

RandMuadDib

Yeah it only offers range based on which weapon is in the main hand. I do not recall if both weapons trigger or just the one, however
I will show you the power of SARDIIIIINES!!!!

Pride

No shame in asking since I can't figure it out.

Requesting to be able to use Headgear slots in armor slots and vise versa. Right now there are some flags in the patch that have what type the item is but they don't do anything other then change the icon. I know there are a few others that have been wanting to be able to do this as there are quite a bit more armor slots then hat slots.
  • Modding version: PSX
Check out my ASM thread. Who doesn't like hax?

pokeytax

That's a good idea. Headgear and armor use the same secondary item data so that shouldn't be too hard, although I'm sure it's hardcoded stupidly all over the place. Once I have a break between fixing creaking monstrosities I'll look into it.
  • Modding version: PSX

Dome

I'd like to request an hack I need for FFT: Plus
humans always crystallize and monsters always turn into treasure boxes
I tried making humans immune to "treasure" and monsters immune to "Crystal" and it worked...but when the death counter of an unit reaches 0, instead of definitively dying they just (Sometimes) "Skip" the ultimate death and lay there for some additional turns

P.s: There is no hurry, do it only if you want and when you can

"Be wise today so you don't cry tomorrow"

RavenOfRazgriz

I'll make an addendum to Dome's request to make it more generally useful, as I could use a variation on it as well.

If a unit is immune to Crystal or Treasure (innately or through gear, etc.), that part of the final death roll is skipped.  Ergo, any unit immune to Crystal always turns into a Treasure Box upon death, any unit immune to Treasure always turns into a Crystal, any unit immune to both simply lays dead.  If the unit is Undead and immune to both Crystal and Treasure Box, it should revive at a 100% rate, and if it is only immune to one, that 25% rate should be added to the other's rate.  (Eg, an Undead immune to Crystal either 50% revives or 50% Treasure Boxes.)

pokeytax

August 19, 2011, 11:31:49 pm #209 Last Edit: August 19, 2011, 11:47:42 pm by pokeytax
I tested this a little but got bored of whacking Squires over the head after two minutes so feel free to try it out yourself (it's in the OP .xml). It adheres to Raven's generalization.


BATTLE.BIN
0x11C0B4
53000492


0x11C104
54001F92


0x11C110
40008430


0x11C11C
0100FF33


0x11C124
82210400


0x11C12C
24F89F00


0x11C140
2530DF00


0x11C1c0
54001F92
02008010
0100FF33
0FFFC630
00F91F00
2530E603
1000C230
  • Modding version: PSX

pokeytax

August 20, 2011, 12:18:20 am #210 Last Edit: August 20, 2011, 12:19:21 am by pokeytax

SCUS_942_21
0x4E288
2088D102

  • Modding version: PSX

Dome

Thanks a lot Pokeytax!
You are my hero (Again)! xD

P.s: What's the purpose of the "Leveling down uses XAC instead of..." ?

"Be wise today so you don't cry tomorrow"

pokeytax

August 20, 2011, 09:48:53 am #212 Last Edit: August 20, 2011, 09:50:26 am by pokeytax
Quote from: Dome on August 20, 2011, 04:05:25 am
What's the purpose of the "Leveling down uses XAC instead of..." ?


In vanilla FFT, leveling down decrements your stats slightly more than leveling up does. The effect is similar to subtracting one from the class's growth stats on the level down. Most of the time this effect is quite small, but I was looking at that code anyway and I'm too fussy to let it go.
  • Modding version: PSX

Shade

Can I request that you undead status immune water(or better make force it to do damage even if the unit has ability to absorb it.).
Upupupu...

Zetsubou

RavenOfRazgriz

Quote from: pokeytax on August 20, 2011, 09:48:53 am
In vanilla FFT, leveling down decrements your stats slightly more than leveling up does. The effect is similar to subtracting one from the class's growth stats on the level down. Most of the time this effect is quite small, but I was looking at that code anyway and I'm too fussy to let it go.


Tl;dr - if I want to use flat growths and level downs and have level up/down work properly (ie, stats can't be farmed/don't get horribly maimed), do I want to use this or not?

Quote from: Shade on August 20, 2011, 12:37:21 pm
Can I request that you undead status immune water(or better make force it to do damage even if the unit has ability to absorb it.).


I can't imagine "Undead ignores Absorb:" is very hard.  That's one I can make use of too, haha.

Quote from: pokeytax on August 11, 2011, 05:58:46 pm
That's a good idea. Headgear and armor use the same secondary item data so that shouldn't be too hard, although I'm sure it's hardcoded stupidly all over the place. Once I have a break between fixing creaking monstrosities I'll look into it.


I imagine this is as simple as finding some tables and telling people how to shift them, similar to your R/S/M shifting mod.  Issue in this case probably is that it's just multiple tables, to get all the various displays and stuff to function correctly too... only bit that probably has horrific hardcoding or odd placement is probably the Shurikens and Balls because they have Weapon data but go onto the Item tables basically everywhere.

pokeytax

August 20, 2011, 04:57:34 pm #215 Last Edit: August 20, 2011, 06:01:23 pm by pokeytax
Quote from: RavenOfRazgriz on August 20, 2011, 04:38:34 pm
Tl;dr - if I want to use flat growths and level downs and have level up/down work properly (ie, stats can't be farmed/don't get horribly maimed), do I want to use this or not?


Yes, this is the "level down okay with flat growths, go ahead and be a jerk to players" hack. I'm working on the general "level down okay" hack, but that will not preserve initial stat variance the way this does.

The undead/elements thing goes on the "later" pile because it's pretty core BATTLE.BIN. Obviously "status X checks/unchecks bit Y in unit data while active" would be nice to have but I'll wait until fdc is done.

QuoteI imagine this is as simple as


Oh I'm sure the eventual hack will look simple but it's been a painfest so far. Haven't forgotten though.

EDIT: Here is a comprehensive level down fix, which fixes both the level down stat slippage and the level up/level down exploit. It's in the OP .xml if you want to try it out, but I haven't yet tested it.


SCUS_942_21
0x4E28C
23105502
03000334
E4700508
1A004300

BATTLE_BIN
0xF5390
12100000
00006392
06006492
0400632C
08006014
02000334
80008330
05006014
25180000
40008330
02006014
01000334
03000334
0580013C
20082200
0C000434
18008300
12200000
20202400
0CF18490
05000234
18004300
12100000
20102200
3CF14290
80230400
40130200
20104400
23100202
1B005700
12100000
AB760108
23800202
  • Modding version: PSX

RavenOfRazgriz

Yeah, hacking Undead's properties will be easy when FDC's Formula Hack is released because he ignores all the hardcoding and ties Undead's properties to Elements instead, making both of Shade's requests easy as dirt.  (With his hack, Element Weak + Undead = Undead Reverse, Undead auto-sets Weak: Holy, Fire and Absorb: Dark, though those things are easily malleable since FDC posts all his source code and stuff.  Extending that to Ignore Absorb and Cancel: Water can't be that hard, I'd imagine.)

Does your new level down fix have any strings attached to it that you know of before testing?  Not that I need it with my flat growths, but you mentioned stat variance not being able to fit with it earlier but don't mention it with the actual posting so I don't know if you got around that issue or not.


formerdeathcorps

No, Raven, thinking about it again, the best way to preserve all the existing vanilla usages is this

Weak NO Absorb= healing of this element is ALWAYS damage at 1x
Absorb = Drain ALWAYS hurts the caster
Weak WITH Absorb = healing of this element is ALWAYS damage at 1x; damage of this element is ALWAYS healing at 2x

Innates would then be:
Oil = Weak: Fire
Undead =  Absorb: Darkness; Weak: Holy
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.


pokeytax

August 20, 2011, 08:40:52 pm #219 Last Edit: August 20, 2011, 09:13:17 pm by pokeytax
Quote from: RavenOfRazgriz on August 20, 2011, 06:17:15 pm
Does your new level down fix have any strings attached to it that you know of before testing?


Every time you level down, a bit of your natural stat variance will be muted.

Let's say you have a Level 40 Squire with above-average HP. If she gets hit by "Dischord" and has her level halved to 20, her HP will be reduced toward the average base female HP, not her own base HP. So she will become a little more ordinary when she levels back up. If she then gets hit with "Belittle" and loses 99 levels, she will become level 1 and have absolutely average female HP forever. The same goes for subpar units, which will progress toward the mean instead.

The previous hack, on the other hand, simply makes leveling up stat-equivalent to leveling down. It will preserve natural variation in HP/MP (and PA/MA for monsters).
  • Modding version: PSX