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Messages - pontifficator

1
Help! / Celedias Honored patch jump question
June 28, 2025, 10:32:07 pm
In celedias Honored patch, Agrias gets a special 'jump skill, I think facilitated by that portion of ALMA4,

Anyway, I've tried to replicate this a few times but I keep failing. The jump action Agrias uses doesn't have the usual submenu, but instead just has a static very large range/height.

I've gotten this extra jump menu to become passively equipped to certain other classes and in some other mods, but the range/height limits are always incorrect, usually just one tile in four directions. I've tried cross-referencing the skillset and applying the same loadouts to the jump skill equipped by Agrias, but that didn't resolve issue.

And Honored actually has no CP Dragoon class, so her jump ability can't be updated that way.

Anyway, does anyone know how that was accomplished? Thanks.
2
Quote from: Nyzer on June 28, 2025, 09:04:57 pmThat's low priority for me compared to all the other stuff I can be (and have been) adding to the mod. If/when I get around to it, it'll be a setup that allows the user to pick their dialogue option while using the WotL script for everything that isn't so easily switched.

Until then, if that script is a high priority for you, I'd recommend the PSP mod Tweak instead. There's a lot of overlap in the way Tzepish and I designed our mods.

Looking forward to it, being able to use this mod as a base could be great fun.

Is Calculator mostly just a stepping stone-stone for unlocking two-spells?
3
Quote from: Nyzer on June 22, 2025, 07:35:08 pmAfraid not -  the support slots are all taken up now.

As I see.

If eventually the resources get released, do you think the new Cone AoE v2 ASM in remix would preclude the possibility of implementing a range+2 effect independently? They do conflict in Org, and attempting to use it on a Remix ISO (move=2 or Jump+1/2 = plus range) causes all manner of crazy range related shit to happen.

Thanks.
4
Any possibility of having a Remix version of a +1 or +2 ability range R/S/M? Kind of fell in love with that idea after playing a lot of Tactics Ogre on PSP and then in a few different FFT hacks. The existing versions aren't compatible with the 'arching AoE Range' asm.

Thanks..
5
PSX FFT Hacking / Re: ASM Requests
June 03, 2025, 05:05:13 pm
In Remixed, there are the 'Innate Parry' settings. Is there any ASM hack which just adds the 'learned 50%/equipped  100%' for Weapon Guard in isolation?

Thanks.
6
Finally got around to playing this some more and pretty amazed at what was done with some of the abilities and making them actually useful, and the various 'passive' stacking of some of them.

Is it a bit of a handicap that Calculator has innate two-spells? In the sense they can't have access to the passive abilities of that skill (equip, short charge, half of mp).
7
Just started, seems cool so far.

For some reason, speed and jump bonuses from abilities seem randomly inconsistent. Move+1 provides move/speed bonus instead of move/jump, while move+2 correctly applies the move/jump bonus.

'Move-Regen' seems to only accumulate HP, once after moving and then once after ending the turn. Presumably one of those was supposed to be MP.

There seems to be some weirdness in how guests work. For example, one of my generics seems to have randomly turned into a guest. Since guests can't be controlled, it seems this unit is permanently uncontrollable?

Thanks, enjoying the mod.
8
PSX FFT Hacking / Re: Equip X Skills Reworked
April 15, 2025, 05:14:13 pm
Really like the idea of certain uniques being able to have 'innates' tied to 'themselves' as opposed to just their special class (not that their skillset is 'themselves' but close enough).

Is it possible to configure this at all (or something similar? Haven't worked out rather or not this is possible with the other equip x ASM in the Remixed Resources) so the secondary skillset can provide other R/S/M abilities aisde from the equipment ones?

I suppose a potential work around (maybe, assuming it doesn't break it all) could be something like the 'Move abandon to support' ASM, which combines Abandon and Equip Katana. I put that one through the MassHexASM tool and changing it from equip Katana to something else seemed to require only changing two values.

I was hoping maybe the ASM 'shard' from Alma 4 which can grant extra skillsets and seems to function independently of Alma 4 itself could be used, but I don't really think so after looking through it. Although it  does seem like it's possible to grant extra skillsets based on equipment and/or having a job mastered, along with a bunch of other possibilities which is cool, but the skillsets cannot, AFAICT, be replaced with R/S/Ms, and I haven't really tested it yet, I just know it's what 'Honored' seems to have leveraged.

Thanks.
9
PSX FFT Hacking / Re: Pride's ASM Thread
April 11, 2025, 06:35:51 pm
On the latest version, the item/ability previews for +speed and +jump seem to be switched?

Maybe not surprising given the size and scope of the mods involved, but after some testing and looking at conflict checker, v2 of Attribute Rewrite seems to be incompatible with TLW (at least the newer version). Shows conflicts with TLW event related ASM stuff/Extra job hack. Also the conflict checker doesn't show anything, but trying to use v2 of Attribute Rewrite and the newer 'preserve performance' ASM causes games to crash when attempting to imitate any action menu so far.

Thanks.
10
Quote from: Nyzer on March 31, 2025, 11:28:08 pmThere's a conflict with Special Snowflakes, but a fix exists for that. There's also a conflict with my Stoneshooter Hack which... is not what I would have expected to see. I also see that the hack does some rewriting of Requires Sword and Requires Materia Blade, but those flags don't do anything for that function in ReMixed so I have no idea how that would go.

Thanks, apparently the latest version of 2 (2.043) includes a fix for special snowflakes as well now. Interested in finding out how compatible it might be with base TLW since it has a conflict with ReMixed, though a single conflict doesn't seem insurmountable.

The biggest obstacle from the start is the fact one would have to transcribe all of the baseline existing attributes into the spreadsheet which seems like a lot of work.
11
I know hacks like this can't be combined and Remixed in particular is a massively complex hack, but do you think the Item Attribute Rewrite (probably v1 as opposed to v2) could be incorporated into Remixed or would there be conflicts? I thought v1 essentially just uses two unused bytes so I wasn't sure if it'd still be futile or not.

Thanks.
12
Attempting to equip the first shield available at the merchant (gauntlet) seems to crash/freeze game, using Duckstation.

Apologies if I wasn't supposed to post in this thread by the way, wasn't sure where else to put it.

Edit: Properly saving/reloading the game resolved this issue for some reason. Not sure why or how but I guess I'm glad. So, apologies for this unnecessary post. Very cool mod, though.

Edit again: Playing some more what I've noticed is, this bug tends to pop up intermittently. For example, attempting to equip 'headgear' when it became available reproduced the same freezing-bug. So I've begun saving often before equipping new stuff in case the game needs to be reloaded.


Mastudio's version of Bad Medicine seems to not work? Enemy alchemists have success but I've never had more than a 0% chance or any successful hits with Mastudio.

Game seems to soft-lock on Altimas second form, immediately after they teleport for the first time.
13
Non-FFT Modding / Re: Tactics Ogre PSP Remake Data
December 28, 2024, 04:31:30 pm
Quote from: itoikenza on September 17, 2013, 02:06:29 pmLombardia 1: 0x0006BC88
in order to use these value's, input "02B4" backwards, like this : b4 02 63 ("63" for item use amount) that'll allow "Procera" to be cast up to 99 times when choosing it from items.
Lombardia 2: 0x00074CE8

Super old thread, I guess I'm not expecting a reply really, but in the off-chance, does anyone know why the values have to be backwards?
14
PSX FFT Hacking / Re: Archmage HACK
November 03, 2024, 09:14:38 pm
Do you suppose there is any way to re purpose this or do something very similar as a support ability?
15
PSX FFT Hacking / Re: ASM Requests
November 01, 2024, 02:22:38 pm
Quote from: Nyzer on October 29, 2024, 08:16:02 pmDepending on what you want to replace it with, it wouldn't be too hard to do. You could copy the effects of certain other reactions and just tweak them slightly. For example, a copy of counter tackle could be turned into counter holy explosion. Or a copy of regenerator could give you haste instead. And someone out there may have done something specifically with this ability slot, but there's no telling just what that would be. Nothing to do but look through the XML files to find out.

Thanks.

If I understand correctly, the 'Weapon Guard Innate all' ASM's just remove the check for weapon guard. If I change what effect 'Weapon Guard' has in Patcher, I imagine this would 'disable' the normal Weapon Guard mechanic? So I suppose if I wanted to 'replace' Weapon Guard, I would have to remove the original WG ability from skillsets.

Ideally, I would like to make an 'enhanced' variant of WG, which functions like WG but has a higher multiplier or something, or offers magic evasion instead of physical. I suppose this would be more complicated and require ASM hacking the formula WG uses, I haven't looked into how WG functions enough to know yet if it uses a formula or something else.

Lately I've been messing with the 'Move+2=Range+2' Emmy ASM. It's a bit overpowered though since it has no 'downsides' other than having to equip Move+2 instead of something else. I've been trying to edit the ASM code of this hack so that it applies to a support ability instead, by replacing the Move+2 values (the two-digit group/ability values found on the Wiki) with the values of a support ability instead... I'm not yet sure if that will work.

Using the 'Archmage' hack could be an option, but I'd also like to be able to just 'transfer' the +range effect to a support ability, as the range increase covers everything but item/weapon ranges instead of just a smaller pool of magic abilities.

It looks like there is actually an ASM for 'WG innate all', which also buffs the WG mechanic if you equip the ability, at least I think.


16
Can't this be done with the 'Item Attribute Rewrite' ASM? I know there are two versions (1.1, older version, compatible with Patcher, included in FFTP  suite) and a newer spreadsheet only version.

I plan on using 1.1 for now, as the newer spreadsheet version looks amazing but also a lot more work.

According to the description you can use it to assign multiple item attributes to an item, or assign abilities to an item.

I think the ASM is by 'Pride'. If you go to that authors ASM thread on the forum, It has a few additional instructions/screenshots explaining how to use it.
17
PSX FFT Hacking / Re: ASM Requests
October 29, 2024, 07:09:02 pm
Does anyone know if there are any existing ASM hacks which replace Weapon Guard with something better or similar (or anything, I suppose), to be used in conjunction with the existing 'weapon guard innate all' hacks? Or would it need to be tailor-made for the project?

I thought I remember seeing a spreadsheet or something which lets you easily 'overwrite' one skill with another skill but I don't know if I'm just imagining things or just haven't been able to find it again.

Thanks.
18
Any chance of a resources file like with the previous version? Just curious. I'm mostly interested in looking at the stuff related to double casting, not that I have enough knowledge to do much with it at this point.

Thanks..
19
Completed Mods / Extra Ability Effects hack?
October 13, 2024, 06:41:52 pm
I see it mentioned on the TLW page ('works in conjunction with Altima teleport hack') and a few other places but I was wondering what it is exactly?

Thanks..
20
I've seen the 'Extra Abilities Effects Hack' mentioned a few places but I can't find it, is it still available?

Thanks.