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April 28, 2024, 03:12:51 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Topics - Oroborobo

1
PSX FFT Hacking / On the subject of Monster Skill
December 01, 2012, 06:39:44 pm
Recently I noticed a bug: Monster Skill doesn't normally work on the monster itself when added as an innate support ability, yet I was able to observe a Red Panther using Cat Kick assigned to the 4th slot in the current version of my patch, at Mandalia Plains story battle, where as we all know there is only ever one monster.

It took a moment of thought and a little testing to remember that monster skill only has a range of 1 and reflect on the circumstances of the event, thereby realizing the cause.

Which, despite my lack of ASM knowledge (I assigned monster skill to every monster in the hopes that I would care enough to alter the ability later), seems to be that the game flags tiles as monster skill tiles at the start of the AI monster's turn, based on the position of every allied unit with monster skill, and they remain as such till the end of it's turn meaning that a monster will fall under the effect of it's own monster skill so long as it moves exactly one space. I didn't see any other mention of this effect around so I decided to post. This is however, impossible to replicate with a player-controlled monster (unless charmed or confused perhaps?)

Which makes it really seem like vanilla monster skill is somewhat broken from the get-go, since the description of it is also wrong, and even though it doesn't normally have any application in game for effecting the unit that has it, it really, probably should.

On that note, has anyone already completed an ASM hack of monster skill to cause it to effect all tiles (255 range) or the tile of the unit that has it? If not I'd like to request that because it's truly the only thing I'm currently interested in changing in that fashion, and I'm not sure when I'll get around to it with basically the entirety of the games item and ability help text ahead of me to alter. Hopefully this information would be slightly useful in that endeavor.
2
I told you you would grow to accept it! Your time has come! The Delita love scene will be included in the final version regardless of the answer.

Your options are:
A) Ramza secretly has both Male and Female attributes
B) Ramza is secretly a woman, but everyone believes he's a man.
C) Ramza is secretly a man, but can't convince anyone he isn't a woman.
D) Ramza is a sterile androgynous intersex person, somewhere between a man and a woman but not truly either one of them. (this one features the purest love, moeeeeee~)
E) Ramza is a woman with a personality of heroic hyper-masculinity while Delita is an effeminate and skillful man.

OPTIONS FGHIJ are the same as ABCDE except Delita is actually a woman

OPTIONS KLMNO are the same as ABCDE, except Ramza and Delita switch places entirely.


In the event that either Delita or Ramza becomes entirely feminine, balance will be created by changing either Alma or Teta into a male as necessary, through the means of editing a beard onto either of their sprites and portraits.

I am totally going to follow through on this. Not joking at all. Even if it takes me forever and fucking ever to do everything myself (I'm not asking for this oh god someone help me make this better than I could)

Anyway, I trusted only this group of depraved individuals to be good enough to render a verdict on this decision. bordering on insane fanficton as much as patch, and I GUESS I put it here because of how much of a fucking joke this is, which is apparently all I can devote my time to anymore~
3
EDIT: Update with attachment rar file.
Contents of the archive:
  • Prologue and Chapter 1 script rewrites

  • Brainstorm for Equippable zodiac stone mechanics and effects

  • A sample system for Job Level based character growth

  • Background and Description of a new lucavi boss enemy to be added

  • Features some ideas for unique battle situations involving the climax of the first chapter


Old post:
Attached is the most functional version of this patch that I have. It's patch-able onto a clean FFT ISO with the most recent version of the FFTPatcher utility.

This is currently in the form of a vanilla mod that I'm attempting to rebalance the mechanics in as a solo effort.

However, my plans for the future incarnations of this will have a plan of progression beyond that, so that once I finish my run through of creating a playable body of freshier challenges that continue unto the end of the game, I can begin work on next cycles of modification that progress chapter by chapter and start when the previous cycle is somewhat satisfactory.

these cycles would be:

-Alteration of menu text so that all abilities/jobs/items describe what they are and not some completely unrelated nonsense leftover from their old function

-Actual make that -improved- menu text and descriptions to be fresher and more meaningful/interesting, even on the stuff that's still accurate from vanilla.

-Script edits. I will put funny things into the thing. I had something written here but man I hated it! what a shitty pitch

the next thing will be an example text scene to show what my intentions are.

-going along side script edits, party edits and sprite edits to go with different party additions
Lavian Alicia and Rad are probably gonna have to go, sorry to say (not really sorry)


I don't expect it to take anything less than months of my spare time, but well, it's what I feel like doing.

Got some more... something going on here.

Ideas for ASM:
Disclaimer: I'm not good at ASM, I'm more of an ideas guy, so this is gonna take a long time to see the light of day, unless someone else gets interested.

Brave and Faith to be replaced by a different concept (eventually).

This would be structured as follows:

First, create/borrow 2 new values that would increase Guts and Spirit each clock-tick, to a maximum of 100 like CT. This value would typically be lower than speed, and this regen rate is -fixed- according to job class. The reason for this, is because like most tactical games, in FFT speed is king. More actions means more turns and more freedom which means more opportunities to fix your mistakes or gain an advantage. However, under this system, a faster character reaches their turn while having recovered less power than a slower character.

The function of Guts and Spirit is actually similar to RISK in Vagrant Story (only basically inverted). Guts works for Martial attacks and Spirit works for Mental/Supernatural attacks (admittedly some physical attacks are "supernatural" and would probably have to be hybrids.) The higher your total Guts or Spirit, the better chances you have of resisting status effects, using reactions, or connecting with abilities. On the other hand, every time you use any ability, it depletes a certain amount of those two stats thereby reducing your effectiveness in battle, UNLESS that ability is designed to recover those values in which case it's usually a trade off for another stat or a condition needs to be filled (steal Guts/Spirit from allies/enemies, restore a certain amount when X (i.e. an  ability that recovers you if it kills a unit.))