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Messages - Kaedre

1
Maintenance is not necessary. Steal/Break skills display 00% chance of success, and don't work if you try anyway.
2
Pride:
Thanks for the input. You save me the testing work. (^_^)

Atma:
Quote from: Atma on October 10, 2013, 12:42:49 pm
Guess that would mean if a monster from your team (either from breeding or invited) would revert back to dropping the usual items.  So any changes done with this method only works during the fight you initially encounter them.
Edit:
On the plus side, it would prevent abusing monster breeding for getting rare drops. 

For sure you are right. Its simply perfect!

Now that we have this resolved, you can choose between FFXII drop style (75% chance for normal items and 25% for rares) or your original idea of "spirit energy"
There are 16 monster types in vanilla, and also 16 katana slots for items/skills. So convenient!
We can assign a diferent "soul gem" for each type of monster, and a different skill for each of that gems.

(It remembers to me the Eres stones from Tales of Legendia...)

P.S: In my case, i choose your idea. Is far more cool and, for the other side, never like me the concept around dragons, chocobos, etc. droping armors/knight swords and others human belongins. Have no sense to me.

(I guess that a dragon can eat an entire knight, and maybe can preserve his armor inside of its stomach, droping it after death. But it sounds a bit fetched, don't you think?)
3
Quote from: Atma on October 10, 2013, 01:37:42 am
Glad you found a solution.  I pretty much thought this wouldn't be doable without asm.  Random chat and brainstorming ftw.  Nice find!   :D


You give me the clue when mentioned what happens with naked humans drops:
Quote from: Atma on October 03, 2013, 12:53:30 pm
As for humans, I assume they drop a piece of their equipment unless they're unequiped or had it all broken/stolen.  Then, does the games choose from the same items that monsters would drop?


--------------------------------------------------------------------------------------------------------------------------

Quote from: Atma on October 10, 2013, 01:37:42 am
  I'm assuming with all the slots for equipping items you could put multiple items and have the drop be from those you chose.  So, if you wanted a normal and rare drop you could say use 3 slots to equip a Hat and 1 slot for some accessory.  It would theoretically give you 75% for normal and a 25% for rare.

You are fast, but i already thought in that. Have to investigate:
1- Equipped items with + Hp, Pa, Sp, etc. on monsters, raise their stats?
2- Putting a weapon in weapon slot, conflicts with the monster attack somehow?
3- Can have vanilla a harcoded chance for equippment drops? Something like high chance of droping helmet/armors and low chance for weapons/accessories.

Already tested: if you invite a monster with an equipped item, that item doesn't appears in your inventory after the battle. (Perfect for my purposes)
4
Help! / Re: Monsters treasure chests
October 09, 2013, 11:04:24 pm
THE BAD: Both ideas sounds well thought out. But...

I think the second one can mess the things like you said. If you flag an item like "none", it becomes non equippable. (There isn't a flag for equip "none" in the job tab)
Also, a shield (for example) set "none" type have the icon of chemist items in the item list.

About the first idea, i tested it, but the "item level" (changed to maximum possible) don't seems to affect these drops. Monsters still giving chemist crap.

THE GOOD: Anyways, all this don't matters, because i solved it!!!

Is well known that, the treasure chest obtained from a human unit, always contains one of its equipped items. But...
I tested that if a human is "naked", the treasure given is the same random crap than monsters drop.
So, if the item priority for treasure chests is "equipped item" above "random crap", maybe a monster with something equipped would drop that item instead of trash.

To resolve this, i resorted to an old trick of mine. I "force" an item (Katana) in the accessory slot of a goblin, using the ENTD section of FFTPatcher. For humans units it works like normal equips, but for monsters, the item doesn't displays in their inventories. The goblin seems like a naked unit.
The wonderful about this is: when i beat down that "apparently naked" goblin, it drops the katana!
I tested it enough to be sure, and always worked like a charm!

So, praise me! Customizable monsters drops for you all!

P.S: THANK YOU ATMA, with your continual contribution to this thread, we formed a kinda brainstorm, and we managed to get the answer at last!
I almost give up this, but you push me to the victory!
5
Help! / Re: Monsters treasure chests
October 07, 2013, 08:09:49 pm
I think that i was wrong all the time. (O_O)
Do you want an skillset with abilities that requires both consumable items and terrain dependences, don't you?
If this is possible, requires an ASM.

See the Action Menus tab in FFTPatcher:
When you select an skillset, this can be changed to "Katana inventory" or "Item inventory" or "Elements" (this last runs the check for terrain type) but not two of them at a time.

6
Help! / Re: Monsters treasure chests
October 07, 2013, 01:08:10 pm
Never tested it. But as far as i know, geomancer skills are full editable via FFTpatcher.
Except the terrain dependences, that can be changed with Raven's "Status, Terrain and Multiplier Workbook Compilation"

I have some ideas about this, but it's not the place for that. Like you said, we are off topic.
If you are interesed in open a new thread for geomancer skills concepts, i can contribute with pleasure.
7
Well, like i said before, with new sprite versions (that includes separated arms frames) the weapon display doesn't means any problem.

Also, with a human job ID, you can equip items, gain Jp and learn action/R/S/M skills. But...
- You no more could be targeted be "monster hit" formulas.
- No more breed.
-"Hit oposite gender" doesn't counts you like unisex (because now you are male or female)
- You can acces to all humans jobs (Need a job wheel modification to avoid this, and sacrifice the slots designed for regular classes)
- And a bunch of things that don't come to my mind right now.
8
Help! / Re: Monsters treasure chests
October 07, 2013, 10:49:13 am
I am not sure about understand all what you said.
This part seems to be clear:
QuoteI realized I'd either have to learn all the skills in the Geomancer skillset (which works fine, but seems kind of silly) or I'd have to be able to edit the terrain to make it all 1 type. 

Using FFTPatcher you can change geomancer skills to "Jp cost = 0" and "Chance to learn = 100 %". So they count like "innates" for the elemental skillset.

About the rest, i am not so sure, so i have to ask:
1- Do you want to create an skillset with an unique ability? If that is the case, there is no problem.
Using FFTPatcher:Choose a regular skillset, put that single skill in it (removing all the others) and then set the chosen skillset from "Default" to "Katana Inventory" in Action Menus tab.
When you use this configuration in battle, the skillset only displays one skill (of course), and when you select that skill, only displays one katana type (your "power source item")

2- If you want something diferent, please extend the explanation.
9
PSX FFT Hacking / Re: Remove chicken status...
October 07, 2013, 10:10:24 am
I understand what do you want. I was looking for something like that since before joining this forum. But for both chicken and frog.

If these status could change your units to a regular sprite, you could create a shapeshifter job, or a werewolf special unit, or a bunch of other cool stuffs.  \(*o*)/


I am not a hacker, but i believe the harcoding around this thing is specially hard.
There are a lot of talented dudes in this forum, but there are some tricky demons in the game code that keep eluding the smarter brains.
For same reasons, i think, most patches conserves the Mimes, Bard and Dancer jobs almost untouched.

10
Quote from: Choto on October 06, 2013, 08:05:08 pm
Reactions follow a priority... although I forget how the priority goes. Basically it checks the highest priority reaction. If it rolls positive, it executes the reaction, otherwise it continues to the next reaction, checks that one and follows the same course of action.


I see. That coincides exactly with my tests.
And yes, i remember that thread you mentioned. But i don't managed to find it again.

Anyways, Your answer is enough for me:
I was looking for a way to "melt" two reactions together, so they both can take effect in the same reaction turn.
Example: A unit with Split Damage and Absorb Used Mp activates both reactions when receives Bolt spell. Not Split Damage in some ocassion, and Absorb Used Mp in other.
Now i know that is not possible.
11
Help! / Are innate reactions impossible for generics?
October 06, 2013, 06:31:27 pm
I mean, if a dude have an innate reaction, and then you equip him with a learned reaction, this always results in disaster, right? Or there are some compatible reactions skills?

Celdia's "Quick Hands" seems to merge Catch and Evade Arrows without problems. But i don't know how can it works with other abilities.

Anyway, i need some orientation/advices about this topic. Please help me  ( ¡ _ ¡ )

EDITED: I forget it! There is a "Weapon Guard innate all" hack. So, i assume this reaction does not causes conflict with others.
12
PSX FFT Hacking / Re: Remove chicken status...
October 06, 2013, 04:07:30 pm
Don't can you set chicken (Banished) "count as K.O" in FFTPatcher status tab?
I mean, like Petrify or Blood Suck status.
13
The main problem for giving items to monsters are the weapons: Only type 1 and type 2 sprites allows the correct attack animation/weapon display in battle.

So, first of all (and inevitably), you need new sprites versions for all humanoids monsters: goblins, skeletons, squidlarkins, lamias, minotaurs, etc. (And i think the minotaur is too big for a type 1 or 2 spritesheet)

Other than that, Byblos is the only example that comes to my mind of an invitable monster with a human-like skillset.
So modders maybe can create and ASM based on him (or it?), like Xifanie's hack that uses the squire skillset for overwrite Charge, Throw, etc. but using Byblos job to overwrite goblin, squid, etc.

Of course, the latter is only theoretical, and much more easy to say than to do it.
14
Help! / Re: Monsters treasure chests
October 04, 2013, 07:37:01 pm
You are right!  d(^_^)

Something like a "soul stone" thing (in concept).
You can create an item using a katana slot and then use a skill ("release spirit" or something like that) with a formula that gives 100% chance to break the item. So you can cast one spell per soul captured.
Very cool indeed for a Necromancer or other "dark" classes.

The only problem is that each skill of the draw out skillset refers to a diferent harcoded katana slot. So, with an unique item like this, you can create only one skill. Not an entire skillset.

15
Help! / Re: Monsters treasure chests
October 04, 2013, 12:38:14 pm
Quote from: Atma on October 03, 2013, 12:53:30 pmAs for humans, I assume they drop a piece of their equipment unless they're unequiped or had it all broken/stolen.  Then, does the games choose from the same items that monsters would drop?


Very good question. I tested it with a crystal-immune squire without equipment.
The treasure chests seems to be the same random crap that monsters drops. (Antidote, Ether, Eye Drop, etc.).
So, i assume that it is the same routine for both humans and monsters. (Separate offsets for equal results don't have any sense, do they?)

My conclusion is: An ASM that allows to edit this drops to an unique value for all units doesn't seems to has use. Because, wich type of common item could drop both humans and monsters that have a right conceptual sense?
(Maybe i am short of imagination...)

So, the unique useful ASM for this (to my mind) is one that gives specifics item for specifics units, or differents drops for humans and monsters. But maybe you are right, this seems to be imposible.

Anyways, the war trophies option is not so bad afterall. I am conform with it.
16
PSX FFT Hacking / Re: Remove chicken status...
October 03, 2013, 06:55:35 pm
For Atma:
The wonderful hack posted here by Formerdeathcorps removes all the chicken mechanic linked to Brave parameters, But you can still create a skill (via FFTPatcher) for add chicken status to units.
The difference with vanilla is that now, the only effect of chicken is the sprite change.
The chickened unit conserves player's normal controls and remains like a chicken forever, unless you set a CT for the status or use a chicken-canceling skill.

So my plan is this:
-Apply FDC hack without the third part. (see FDC post)
-Use FFTPatcher to give chicken status some CT and ignore attacks.
-Create a new skill called "Banish" that adds chicken to target.
-Change the chicken sprite for something like "Dead Bomb". (see attachments)

RESULT: The unit targeted by "Banish" skill become a dark flame/spirit and evades the battle until CT of chicken ends.
As the unit can't be harmed because "ignore attacks" is flagged, the skills works like FF XII "X zone" status. Except that you can create chicken(or Banish)-canceling skills. (^_^)
17
Spriting / Re: Journey of the Five Ch1 Sprites
October 03, 2013, 04:33:13 pm
I think Azavier refers to this:
(Quote from Heiir in Help section)
QuoteWhen I try to incorporate certain spritesheets (in bmp format of course) into certain places (such as "Cloud v2" on "Cloud"), I get an error message that is very long that basically says the file size is larger than the original. I'm assuming that this is because the downloaded custom sprites are meant for PSX version, and are larger than the PSP. I was curious as to if anyone knows how to resize the bmp to fit just right (limits being: 43008, 45056, & 47104 kb); or if they can point me to a FFTPatcher version of ShiShi's that forces the image? I currently have FFTPatcher versions .271, .466, and .478 and none of them seem to work for what I'm going for. I'm also using GraphicsGale for the sprites.
18
Help! / Re: Monsters treasure chests
October 02, 2013, 06:10:37 pm
Ok. It is not the same, but i guess that is enough.
Thanks.
19
I know how to edit war trophies and poaching stuffs in FFTPatcher. But when you kill a monster in battle and it becomes a treasure chest, the drops seem to be random.

Is it possible to edit this so each type of monster can have its own loot?



20
PSX FFT Hacking / Re: Remove chicken status...
October 01, 2013, 11:48:09 am
formerdeathcorps:
First of all, thank you so much!!! This is exactly that i was looking for!
I think that also other people can be interesed in it. So maybe you do more than to help only me.

About your comments, it is true than chicken have a similar effect than frog. But there are some differences in mechanics.
Chicken:
- Can't be removed until your brave raises to Br>10.
- Don't allows you to control your character.
Frog:
- Can be removed with cancel-frog items/spells/abilities.
- Allows you to control your character. This is very important since you can use froged units to obstaculize the enemy path (this saved my life against Serpentarius Lucavi) or use their attacks to exploit party's reaction abilities like A save, Sp save, MA save, etc.

So i have other reasons to remove it.

RedWorld:
Since i am not a brave guy, i like to think that the lack of brave is not cowardice, but rather prudence.
I understand low brave units like cautious ones; and this concept is compatible with the "brave becomes Fury" hack.
So high-brave unit are valiant, but reckless (This justifies that deal and receive more damage) and low-brave ones are wary (This justifies that deal and receive less damage)
Of course, this is just my idea. And maybe your point of view is more popular.
Anyway, thank you for contribute.