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Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-Hi-Phoenix Down: A bigger Phoenix Down that recovers five times more HP than the standard Phoenix Down. In Example, the standard Phoenix Down recovers 11HP, the Hi-Phoenix Down would recover circa 55HP. It avoids the risen character to be KO'ed again by a mere Throw Stone, for example.I don't know if it ignores the item's Z value, but here's the formula:
Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-Salvage: A Thief skill, that consists in stealing items from dead enemies. Chances of success are 99% for weapons, 80% for hats and shields, 75% for armlets, rings and mantles, 55% for boots and gauntlets, 50% for women accessories (Perfume, Lip Rouge), and 40% for armors and vests. The item to be salvaged from the dead body is random - The CPU decides which item from the dead body will be salvaged.I remember thinking that I should make steal skills work on dead characters, but looking at the formula there it isn't obvious how to do it. It's buried in one of the subroutines (or their subroutines).
Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-Maintenance more useful: Beyond preventing items from to be broken by Knight's Battle Skill, it cancels also Thief's Steal and wreckage of the katanas when using Samurai's Draw Out (Correct me if it's already on the Vanilla).It already prevents theft of items. Preventing Draw Out katana breakage is a good idea. I'd expand it to prevent stat breaks too, were that possible.
Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-"Seal Evil" to be a Priest skill: IMHO, to seal evil spirits in stone is more compatible to a Priest than to an Engineer.Someone made a hack that changes Undead_Hit(SP + X)% to Status_Effect_Hit(SP + X)% recently.
Quote from: Seta194 on November 11, 2021, 12:05:14 amAnybody interested in making a patch that gives units EXP/JP even when they miss their targets? I always disliked that missing not only means a wasted turn, but also a missed opportunity to level up.What happens when you blind your entire party, give them mantles, face them off against each other, and have them whiff each other for an hour? Or fight an enemy with optimal evasion and healing but no offense, blind everyone, and set them to auto-battle while you take a nap?
Quote from: azavier on October 28, 2021, 06:28:25 pmThat does sound interesting.. i'll look into the wand weapon.I admit that I want a wand that shoots a blast or stars or something, where the blast palette can vary depending on the wand palette perhaps.
Quote from: azavier on October 28, 2021, 06:28:25 pmHow do i do a cap on the sp boost? is it a asm hack of sorts?Yep. It's very involved if you're only familiar with high level programming languages, even more so (almost impossible) if you're not.
0x0030 Original PA (will recalculate from this level after something like a level up, does not persist after battle)
0x0031 Original MA (^^)
0x0032 Original SP (^^)
0x0033 PA bonus from equipment
0x0034 MA bonus from equipment
0x0035 SP bonus from equipment
0x0036 Current PA (temporary, reverts upon something like a level up)
0x0037 Current MA (^^)
0x0038 Current SP (^^)
Quote from: azavier on October 28, 2021, 06:28:25 pmIf you were playing a green mage which skills would you want to see added? I probably can pick between petrify or frog since both basically shut down the person. I also was thinking of adding Allure from the assassins.Read this thread I made on gamefaqs, titled "How would you rate the seriousness of these debuffs?":
* Speed Mage. Uses mage head/body gear, (MA + SP) / 2 * WP weapons.
* maybe make drain and osmose MA powered: (MA * X)% or (x + MA)%?
* drain and osmose are dark elemental, seems very easy one liner hack.
* that only improves hit rate if strengthen is present
* need to modify and/or reverse damage.
* else change max hp in "calculate % of damage" to current HP.
* check if % damage skills have damage reduced by protect/shell/m/def up
* Alternate idea: Drain_HP(MA * X)%
* no room for oil.
* 16 spells: range 4, aoe 2, vertical 0 unless specified. maybe change aoe to 3 to give it a power boost if you keep vanilla hit rates; else boost hit rates.
* Utility determines MP cost. Maybe determine CT, AoE, MP cost via point-buy system.
* Speed mage needs fast spells, put most of the cost in MP rather than CT or AoE.
1 : Drain. CT , MP cost , power , vertical , AoE 1
2 : Osmose. CT , MP cost , power , vertical , AoE 1
3 : Blind.
4 : Undead.
5 : Silence.
6 : Berserk.
7 : Confuse.
8 : Disable.
9 : Death. //maybe not. oil instead? Dispel?
10 : Sleep.
11 : Petrify.
12 : Poison.
13 : Charm.
14 : Vampire.
15 : Frog.
16 : Doom. //death immunity should not prevent doom from working. undead/doom shouldn't stack.
Quote from: azavier on October 28, 2021, 06:28:25 pmDrain and osmose has been moved to black mage. which is where poison and frog came from since they barely ever used it. Maybe the green mages will use them as the ultimate status debuffer/buffer. Protect 2 and shell 2 comes from the journey from white mage and a nod because they have these moves in ffta2.Fair enough, but consider the roles of your classes. While there should be more than one way to skin a cat (er, heal, remove debuffs, buff, and raise your KO'd allies), I don't think that any two classes should have exact same ways of going about it.
Quote from: azavier on October 28, 2021, 06:28:25 pmMatra magic i put on their to give them some type attack move .. since the rest of the abilities are status effects.It's as good a place as any for that skill, and they could use more attack options.
Quote from: RetroTypes on October 27, 2021, 06:29:08 pmWhat is the difference between 0: Normal and 4: 1/1 Damage Increase here? Assuming there isn't one, you could shift 5-7 down and make an 8/4 Damage Increase value (double damage), which would be ideal to have anyway. Or are you saying 4 *IS* the double damage increase, and 5-7 are even further increased values?Bolded portion: Yes, that's what I'm going for.
Quote from: Orkney on October 25, 2021, 02:48:16 pmHi,The issue there is that stacking benefits helps a lot in one case, not at all in another, and gives reduced benefit in another. Plus you didn't mention what Healing + Normal would be - in vanilla it's your Healing + Half. I see elemental resistances as a range of values, whereas your perspective is more a set of attributes that don't continuously flow from one to another.
It's something i was thinking about too.
I went to something slightly different :
- Healing + absorb --> the Heal is boosted
- Healing + cancel --> No Heal (taking it as an immunity to that element)
- Healing + Weak --> Half the heal (like if the target is uncompatible to that element)
- Healing + Half --> Normal amount : it's a heal, there's nothing to resist at. it could be think as an affinity to the element too (with a slight boost).
Quote from: Glain on October 19, 2021, 09:41:06 pmEdit: As for not gaining EXP or JP, the action probably isn't flagged as doing anything (HP/MP damage, healing, or status infliction) and so the game doesn't see the action as anything that had an effect.Flagged as in the skill flags, or flagged as in the "save as pseudo status effect" stuff you see in Golem, Quick, and Marlboro Spore?
Quote from: Gravrain on October 15, 2021, 05:21:17 pmCould you elaborate a bit more on what you mean by this? I'm not quite sure I understand.Currently many mods are slowed down (or just screwed if they don't change them at all) by skill/item/job/etc description editing that reflects their changes. If you had some routine or set of routines that made the descriptions automatically formed from the actual data itself (by a few subroutines that read descriptions and form strings to print), or if the various menus were more informative, that would negate the need for most description editing.
Quote from: Gravrain on October 15, 2021, 05:21:17 pmThat's an interesting idea, I hadn't considered using icons for elements/statuses. I'd have to find space for the graphics; maybe in FRAME.BIN or something? To be honest, though, the item/ability/etc. descriptions aren't a huge issue in terms of space, so I'm not sure how much would be gained from doing that.I think Xifanie was working on it years ago, you'd have to check with her if I'm correct.
Quote from: Gravrain on October 15, 2021, 05:21:17 pmThis is one of the goals for my patch: to have as much information available in-game as possible. I've added equipment information for special character jobs and previously hidden innate abilities, both of which were relatively straightforward, but I was also thinking about adding job stats, damage formulas, poaching probabilities, etc. at some point, which would pose much more of a problem in terms of space.Already covered this earlier in this reply, but looking at the formation->character menu there's a bit of wasted screen space.
Quote from: DERIDEX120 on October 14, 2021, 11:35:30 pmThis was successful. I did some more digging in the forums and found a byte values list raven had written for someone years ago, also explaining which hex column meant what which was very enlightening. There were several duplicates for the crouching effect, so one of them was bound to work.Could you post a link to that list?
Byte 08 worked for me if its helpful to anyone reading in the future.