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Topics - Zeio

1
Basically, I just want to know if I can make the 'Require Sword' flag also include Knives in its check.  In other words, it will allow the use of sword skills if a knife/dagger class weapon is equipped.  

This isn't for making sword skills more flexible, but rather I'd like to recreate the skillset for thieves, give them some 'backstab' like abilities that require a knife to use.  This would mean they could do it with swords as well, but it's not that big of a deal since I can just remove Equip Sword support and make it so the class can't even use swords.

Also, one more question.  In one of the general information topics, it talks about being able to create skills that can't be used until a state has been found on the target.  In other words, Pdown will only work if the target is 'dead' status, or seal evil will only work if target is 'undead' status.  Example of a new skill was detonate:  explodes a target with 'oil' status.

Is it possible to make this check on the caster instead of the target?  Can I make it so an ability is only available if a certain status is found on the caster?  

Example:  Ambush (requires 'Transparent', Knife) Strikes the target dealing (PA+10)*WP damage.

Sadly I doubt the latter is possible, but it would open up for some fun possibilities if it was :O
2
Help! / Editing the starting generics, Help! addition :)
September 29, 2009, 07:38:02 pm
Quote from: "me"Is this done in 102 Military Academy of ENTD? I want to fix their Brave and Faith values so I don't RNG terrible stats for them and have to reset or spend too much $$ getting my own from the soldier office.
Quote from: "philsov"It is possible.

gogogogo!
3
Is it possible to edit the zodiac compat percentage modifiers in ANY way (even if it's an ASM hack)?  Basically, i'm sick of them being so dramatic (.75/1.25 and 0.5/1.5 is too much IMO), and would like to tone them down to something like .9/1.1 and 0.8/1.2.

Hell, i'd even go as far as remove them altogether, but this can be worked around by simply making everything in the game have the same Bday.  That'd be a huge chunk of monotonous work, sadly.
4
Does this battle have an invisible sprite that i'm missing?  I'm getting the 'more than 9 unique sprites' glitch on one of my sprites despite there being exactly nine.

I reduced it down to eight but I don't understand why i'm getting the glitch, unless Alma/Izlude is still on the map somewhere, but invisible.
5
How does one go about creating a .ppf file by combining the tacttext file, FFTpatcher file and any options checked in FFTorgASM?  I can make several changes in each but I need to figure out how to get them all into one big patch.
6
Help! / FFTPatcher Questions
August 22, 2009, 11:53:31 pm
I've been playing around with the FFTpatcher for a while and I was hoping some vets could give me a little insight regarding some of the parameters within the program.  I'm just going to throw some questions out that I hope anyone can answer, and thanks ahead of time for any help.

*in the 'Inflict Statuses' Tab, what does the 'Separate' parameter do/stand for?  any examples?

*in the Abilities tab, if you right click on a random ability, you can 'clone' it.  After selecting this command, there's several paste options that open up.  What exactly is the purpose of this (what is it used for) and how do I work it correctly?  I tried playing around with it but nothing really happened.

*Is the only way to change the name of an ability or item through the text editor program?  Is it possible to add new abilities/items without altering old ones?

*A lot of patches that're coming out have the JP scroll glitch fixed.  How exactly is this being accomplished?

*In the Status Effects tab, there's a CT parameter than can be edited.  Is this a vague description of how long the status effect lasts?

*Where in the editor can I find the formula that makes axes, flails, etc. do random damage?  The default for these weapons in my editor is still just the dmg_[Weapon] formula.  In FFT1.3, I heard that sticks damage is based off of MA instead of PA.  How was this done?

*The default formula for Sword Skills claims the chance to add status is 100%, but testing in game can prove this isn't true.  Is this formula bugged?