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Razele's ASM Hacks

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

FFMaster

March 26, 2009, 04:49:02 am #740 Last Edit: December 31, 1969, 07:00:00 pm by FFMaster
QuoteYeah I can make it for enemies only, although it won't be compatible with several hacks since they will use the same trigger.

I don't mind too much. Just tell me what I can't use and I will be happy. This is probably the only hack I will need anyway.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Skip Sandwich

March 26, 2009, 08:28:37 am #741 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
speaking of undead revivial, i think it would be cool if it could be made so that undead have a chance of reviving each time thier death counter ticks down, not just on the final tick. So if you kill an undead right before they are set to take a turn, there is a chance they might just spring back up and eat your brains. I really think a change like this would add a real "Scare Factor" to undead, and improve thier survivability by making direct damage mostly useless except to slow them down, and it may not even succeed in doing that if they revive on their first turn after being killed.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Kourama

March 26, 2009, 08:48:09 am #742 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Is there a way to make any character with undead status always revive after the countdown ticks to 0?

It would make undead status more powerful but I think that helps balance it out with the whole pheonix down issue.

Yuri Otani

March 26, 2009, 06:10:00 pm #743 Last Edit: December 31, 1969, 07:00:00 pm by Yuri Otani
Quote from: "Razele"
Quotewas any progress made on that all attacks can poach an enemy ASM hack, before it was dropped for another edit? that's something I was looking for on my own and I was happy to see it in here when someone directed me to ASM hacks.
Go to http://ffhacktics.com/forum/viewtopic.php?t=1785
Ctrl+F "Secret Hunt innate all"

thanks for the clarification, I mistook "innate all" to mean innate ability to all classes, not innate to all attacks. sorry to bother you and thanks for the hacks.

Archael

March 26, 2009, 06:47:16 pm #744 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Kourama"Is there a way to make any character with undead status always revive after the countdown ticks to 0?

2nded

IIRC it's a static 50 % chance

possible to change the value to 100?

Zozma

March 26, 2009, 07:47:04 pm #745 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
Quote from: "Razele"
Quote
Quotewould you be able to do that for actual command sets since defend is in the list of skillsets. like for example what if i want the materia blade to have "holy sword".
Last time I check, AI can't use items with "Item innate all" hack.


so would you be able to make say.. item 20 (materia blade) able to access one of the unused skillsets or something (dont care which one)? its at least a start if your own units can use it it could be used as a special bonus item.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

SilvasRuin

March 26, 2009, 09:03:47 pm #746 Last Edit: December 31, 1969, 07:00:00 pm by SilvasRuin
Has there been a hack that changes Transparent's bonuses into the same effect as Abandon?  I don't see anything of that sort, and I've been pondering its utilization as a variation of the old Blink status effect.

Kourama

March 29, 2009, 06:41:49 am #747 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Its always bugged me that Lancer has had a lackluster and pretty useless set of abilities since only two of the abilities are needed to maximize jump potential.

So I was wondering if there is a way to ASM hack some of the other abilities to buff Jump more and make the skillset less useless. I was thinking of leaving Level/Vertical Jump 2,4,8 getting rid of the other ones and instead adding Jump bonuses. So below I have a suggested modified skill set list for Jump if it is possible.


Level Jump2
Level Jump4
Level Jump8
Vertical Jump2
Vertical Jump4
Vertical Jump8
Jump has a 25% chance of cancelling Charging
Jump has a 25% chance of cancelling Defending
Jump has a 25% chance of cancelling Performing
Jump has a 25% chance of cancelling Reflect
Jump is damage is 3/2 with a Spear
Jump gains 100% accuracy

Also if the above is possible, would it also be possible to force players to learn Level/Vertical Jump2, before 4 and 8 respectively?

The other ASM hack I was wondering about has to do with the Throw skill set. Is there anyway to add throwable items to existing abilities. Like include staffs, rods, bags, cloths to Throw Dictionary?

Zozma

March 31, 2009, 04:27:53 pm #748 Last Edit: March 31, 2009, 07:48:13 pm by Zozma
heres something ive been having a problem with for a while. when i try to make an instant jump skill, and set it to animate using the jump animation it works perfectly except it doesnt display the damage that in causes. is there any way to figure out why it hides it and undo that? probably not but i figured id try...

also, im sure you can probably do this one at least, maintinance on specific weapons without having that skill equipped? or making a specific item unbreakable?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

March 31, 2009, 05:41:33 pm #749 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
That is something i would want, too.

I have a similar one that might warrant some investigation. When I make a non-magical skill that has CT and is short range, the player is still allowed to move after choosing a target. This is no big deal, except that the player still hits the targeted panel even though they moved out of the attack's normal range. I'd rather have it function like the Charge moves where the player can't move after the target is chosen.
  • Modding version: Other/Unknown
¯\(°_0)/¯

philsov

April 01, 2009, 03:05:15 pm #750 Last Edit: December 31, 1969, 07:00:00 pm by philsov
Can the speed modification from haste/slow change from 1/2 to 1/3?
Just another rebel plotting rebellion.

nates1984

April 01, 2009, 08:56:40 pm #751 Last Edit: December 31, 1969, 07:00:00 pm by nates1984
QuoteBroken / stolen items can be bought back at Fur Shop
BATTLE.BIN
0x126470 change 00000000 to 224E0508

Wow, they keep getting cooler. Raz has mad skillz.

Quote
QuoteQuote:
Defend Up innate all
BATTLE.BIN
0x11F2E6 change 0x40 to 0x20

Magic Defend Up innate all
BATTLE.BIN
0x11F336 change 0x40 to 0x20


Is there a way to make it enemies only?

Be creative, give it a JP cost/% in the patcher and then set it so that it has to be hit on you to learn it--the way the Zodiac summon works, but you'd need to put it into the skillsets for jobs you want it to be associated with. It might work, I haven't looked at the patcher in forever.

Kourama

April 01, 2009, 09:11:23 pm #752 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
I was wondering if any of the movement and support abilities on the first page have ASM hacks done yet. And where has Razele been?

Kaijyuu

April 01, 2009, 09:24:52 pm #753 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Quote from: "nates1984"Be creative, give it a JP cost/% in the patcher and then set it so that it has to be hit on you to learn it--the way the Zodiac summon works, but you'd need to put it into the skillsets for jobs you want it to be associated with. It might work, I haven't looked at the patcher in forever.
Problem is, even if they do select it, they won't necessarily have it equipped. And besides, if he wanted it to take up their support ability slot, he'd just give them all it in the ENTD.
  • Modding version: PSX

Yuri Otani

April 03, 2009, 12:03:00 pm #754 Last Edit: December 31, 1969, 07:00:00 pm by Yuri Otani
hm, I finally found the time and effort to look up the basics of hex editing  to try out that hack I was directed to for secret hunt innate all. but it wasn't what I was asking about. I don't want my squires and chemists and whatever to be able to poach with normal attacks without having the skill equipped. I want someone like agrais to be able to poach when using an attack like stasis sword or holy explosion. is this doable? or just not worth the effort?

BeoulveBlack

April 05, 2009, 02:32:30 pm #755 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
hey razele,

any way to make it so that undead units don't have that color change? or better yet, how do we make it so that a unit gets the same "no color chang" when undead thing like the skeleton/ghost monsters?

i will say this: the undeads don't change color NOT because something in the code says not to color change if " " class, but the resistance to color change is somewhere in their sprites.

Vanya

April 05, 2009, 03:44:34 pm #756 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Sprite files don't have any code attached as far AFAIK. The game might be checking sprite set rather than job. But that's just a theory.
  • Modding version: Other/Unknown
¯\(°_0)/¯

BeoulveBlack

April 05, 2009, 04:20:54 pm #757 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
Quote from: "Vanya"Sprite files don't have any code attached as far AFAIK. The game might be checking sprite set rather than job. But that's just a theory.

but how the heck is it doing that? switch in a sprite with roughly the same size, rename it YUREI.SPR, and it'll be all purple. there must be something about their sprite sheets that are different.

just like how the game knows R0 B0 G0 means transparent and not black, they probably have something that signals no color change from undead

Zozma

April 05, 2009, 04:30:48 pm #758 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
not the sprites themselves but perhaps something within battle.bin or something
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

BeoulveBlack

April 05, 2009, 06:44:06 pm #759 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
i dunno, maybe my understanding of how the game identifies .SPR files is too limited, but if it were something external, i would think that switching the sprite would make the new one immune to undead color change, but it doesn't; you'd also assume that putting the skeleton's sprite over something, then turning that thing undead would make that thing color change, but it doesn't...