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Formulas with potential on weapons

Started by Xifanie, March 19, 2008, 06:52:15 pm

Vanya

August 22, 2008, 06:52:44 pm #40 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
cciadr had already modified meliadoul's formula to do damage as well. So I'm sure there's lots of stuff we could do.
  • Modding version: Other/Unknown
¯\(°_0)/¯

SentinalBlade

August 22, 2008, 06:56:41 pm #41 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
is cciadr activly helping with this? it seems he knows waht he is doing. would sending him pms be a quick effective way of doing so, or is he almost never on?

Vanya

August 22, 2008, 07:02:03 pm #42 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I haven't seen him post anything in a while. Haven't tried pm'ing either.
  • Modding version: Other/Unknown
¯\(°_0)/¯

SentinalBlade

August 22, 2008, 07:08:13 pm #43 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Alright, let me see here

Attack [01]

I went down to damage calc, not eva calc.

I followed its offset and i got

00186604    phy dmg calu    addiu sp, sp, $ffe8


If im right, $ffe8 is...the mathematics involved? or the value that is being returned once hte math is done. addiu is hte command name, i believe... im still kinda new to ASM, this is to help me better understand it, if you dont mind my posting about it.

I then followed weapon damage, rather than furthering physical damage. as i needed to know what sp,sp was, rather than make a random guess when changing it.

i got
00183a68        wpn dmg calu           lui v0, $8019

With another jump to offset. What im guessing, judging fomr teh things below it, several things are checked before calculating damage. this is probably THE MOST complex formula, as it uses and checks everything on weapons. the other formulas most likely make a function call to the attack formula and then add in what else is to come.

Vanya, would you care to calrify?

Vanya

August 22, 2008, 07:16:43 pm #44 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Not really sure what to say to that. You probably know more about the PSX specifics than I do. My ASM is all SNES related. That's why I've had trouble with this.

Now there's something I think I should bring up that will help in this. We should probably consult the FFT Battle Mechanics Guide. Here:
http://www.gamefaqs.com/console/psx/file/197339/3876

This should help at least a little.
  • Modding version: Other/Unknown
¯\(°_0)/¯

HatterMadigan

December 12, 2008, 12:12:20 am #45 Last Edit: December 31, 1969, 07:00:00 pm by HatterMadigan
Umm, i dont get it. Is this the code that you get when you open it with cdmage?

Vanya

December 12, 2008, 12:30:10 pm #46 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
What do you mean? ASM?
  • Modding version: Other/Unknown
¯\(°_0)/¯

SentinalBlade

August 31, 2009, 09:43:31 am #47 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Quote from: "SentinalBlade"Alright, let me see here

Attack [01]

I went down to damage calc, not eva calc.

I followed its offset and i got

00186604    phy dmg calu    addiu sp, sp, $ffe8


If im right, $ffe8 is...the mathematics involved? or the value that is being returned once hte math is done. addiu is hte command name, i believe... im still kinda new to ASM, this is to help me better understand it, if you dont mind my posting about it.

I then followed weapon damage, rather than furthering physical damage. as i needed to know what sp,sp was, rather than make a random guess when changing it.

i got
00183a68        wpn dmg calu           lui v0, $8019

With another jump to offset. What im guessing, judging fomr teh things below it, several things are checked before calculating damage. this is probably THE MOST complex formula, as it uses and checks everything on weapons. the other formulas most likely make a function call to the attack formula and then add in what else is to come.

Vanya, would you care to calrify?

Posting in a memory thread ^^ look how far ive come in only a year!

seriously though, some of these are still good ideas

Vanya

August 31, 2009, 01:11:06 pm #48 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Indeed! ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Wasabi

September 17, 2009, 07:21:32 pm #49 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
Noob question, I apologize.

For the "25% extra attack" effect, how should I go about this? I was thinking of modifying the "unknown" ability between Reflect and Quick, but noticed the effect was 02B Demon Summon and was unsure if it was necessary in any part of the game.

And if the effect "Demon Summon" is the animation of summoning Archaeodamons / Ultima Daemons, is it possible for me to modify this into an attack spell? I was thinking of giving the Perseus Bow (or the Sagittarius Bow in WotL) a 25% effect of unleashing this attack as non-elemental magic damage.

LastingDawn

September 17, 2009, 07:42:37 pm #50 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
It's odd... but no, that skill itself is never called, to my knowledge. I've replaced it just fine.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Zozma

September 17, 2009, 07:44:17 pm #51 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
LD you know all those blank slots that have effects assigned to them, like "demon summon" "angel summon" etc

the effects like when altima teleports etc... i notice the psp version doesnt have them. does that mean i have some free spell slots that i was unaware of?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

LastingDawn

September 17, 2009, 07:52:23 pm #52 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
You're not using them currently? The game itself never actually uses them to my knowledge, if I recall right...
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Zozma

September 17, 2009, 07:59:50 pm #53 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
really? thats good news for me... so you're saying that when  the game uses special event instructions like when Zalbag gets sent to "hell" by uhh whats his name.. or when altima teleports

or when zombie zalbag is summoned back ....

if thats the case, that frees up like 4 skill slots...
Looks like its time to create some new ultimate skills for Altima mwahaha
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Wasabi

September 17, 2009, 10:29:05 pm #54 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
So, say if I modify the "unknown" ability and/or the 2 extra Bomblet / Small Bomb slots to enact physical attack damage, all I have to do is apply weapon damage for the formula and use a monster attack for the effect? Is there an animation for the extra attack that looks suitable to use (I'm trying to emulate 25% extra attack for crossbows, with the Dragon's "Charge" as the effect)?

And Zozma, what blank slots do you mean? The only one that I see which is considered unused for the PSP version is the one slot between Reflect and Quick that has 02B Demon Summon assigned to it.

Zozma

September 17, 2009, 10:36:36 pm #55 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
between reflect and quick - assigned effect: summon demon
between stop breath and shock - assigned effect: summon angel
and 2 after quake but before toad2 - assigned effects: teleport 3 send, and arrive
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Wasabi

September 17, 2009, 11:33:51 pm #56 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
In the PSP patch format, under the abilities tab, the last three you listed are regarded as Infernal Strike, Abyssal Blade and Unholy Sacrifice, which are currently in use by the Dark Knight class in the game, right? However under the PSX patch those rosters are currently unused.

If what I'm thinking is correct, for the PSP if the values B8, DB, and DC were used as an ability effect for weapons they would correlate in initiating Infernal Strike, Abyssal Blade and Unholy Sacrifice (in their respective slots). However, their assigned effects under the Abilities tab are just as you said: summon angel, teleport 3 send, teleport 3 arrive. Weird, or is there something that's misleading me...?

Wasabi

September 17, 2009, 11:40:29 pm #57 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
My mistake: I meant to say Infernal Strike, Crushing Blow and Abyssal Blade.