• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 18, 2024, 08:02:32 am

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ansehelm

81
ai'ight.  Maybe I'm applying it wrong, but it doesn't have any effect yet

Edit: it could be the problem on my end; FFTorgASM is being dumb and may not be applying or recognizing new patches properly, and I don't know how ASM stuff translates to pure hex
82
Dope.  I'll have to try it out.  Although I wonder if it's at the right offset - I normally apply patches via hex, and Battle.Bin ends before offset 188C34.  Is that the offset as referenced from the whole ISO file?
Thanks
83
Yeah, like I said, increasing the damage output of the formula is the end goal, I don't really care how it's done.  I suppose there's a way to multiply the current damage by 1.5 or add in a damage modifier with X or Y as with some swordskills. Currently the only way I know to make the magic guns do more damage is to raise the WP (but then jump becomes OP with that weapon), or raise the spell damage (but then the spell becomes OP), so modding the formula is the way to go.  ASMing is not and probably never will be my specialty, so if you or some other pro could help me that would be sweet.

And yeah, I haven't found anything to indicate that item types have been successfully changed, so I guess I'll do some reshuffling there.
84
Heyo homies,

So formula 4 in FFTP is the one that allows for guns that can fire variable spells (Fire1, 2, or 3). Problem is, the guns that use it are pretty underwhelming.  I'd like to be able to increase their damage output by 50-75%, but don't want to raise the Weapon Power, since this can be abused with Jump and similar abilities.  By the same token, the spells are already pretty powerful by themselves (I wonder if this formula halves the damage versus the spell was cast normally).  Anyway, is there a well-worn path to either crank up the damage output of this formula across the board, or allow for variable increases, such as formula 2D (PA*(WP +Y))?

Also, while we're at it, I've changed several item types in my mod (e.g. helmet to robe), and it sort of works, except that the robe has a little helmet image next to it and is only equipped on the head - Apparently modifying "Item Type" in patcher doesn't do much.  How does one *actually* change the type of item?  Not strictly necessary, but it would save me from a lot of item reshuffling.

Danke

Edit: Also, I guess I should've posted this in the help forum. My bad. Feel free to move
85
Hehehe...this topic makes me strangely amused.

My two cents: so I can somewhat sympathize with the OP, as I was raised in a somewhat conservative religious family, and still practice most of the values that come with it. Although frankly, I've come to not mind mind most swear words, especially words like "damn" and "bastard" that have a sort of rustic Old-English type charm to them, and I think are most at home in FFT-like scenarios that are based on gritty medieval wars.  On the other hand, I respect people wanting to exercise a little judgment in how they use their language, and understand the need to be seen as not personally promoting something (such as swearing), even if that thing is prevalent in society.  So I would classify this sort of thing as small change - nice to do if it's easy, but not a huge deal if you don't do it. 

Regarding the graphical and storyline violence in this thread, my perspective is that FFT is a much darker game on paper than the actual game makes apparent due to the how much the cartoonish medium undermines the shock of that violence. Frankly, and oddly, the descriptions people are writing about FFT violence in this thread give me a much more graphic mental picture than the actual game graphics.   Maybe it's the fact that all the characters look like cute chibi-teenagers, or the protagonist's own childlike nature, but I just can't perceive the events as very traumatic.  So despite the "heavier" themes, I don't really see FFT as being "not for children" (within reason). There are a lot of classic fairy tales that have very dark themes, but are portrayed in such a way as to not be "too disturbing for children."
So really, the portrayal is huge - Game of Thrones, for example, while having many of the "dark themes" similar to FFT, portrays them in a much more graphic, believable, and grounded way than FFT, such that I would say GoT may not be for children.  But I digress, and you are free to feel otherwise.

Anyway, to the original point, I actually don't know if there are any swears in Tactext (which is stupid easy to use, BTW, don't look for anything to get easier than that).  Most of them would be in events, as has been mentioned.  The good news is that you don't really have to learn the intricacies of "how to event" - basically, all you have to do is familiarize yourself with the tools, then find the encounters/text in question and change them.  Once you know what you're doing, and if you remember where most of them are, I'm guessing you could knock this project out in half an hour.
86
 :oops:  Well, once again, you are the hero that Gotham needs.  That solved it. :)   :v/:

A final question - I'm trying to maximize the number of unique spritesheets, so I've consolidated the dragon sprites (normal, blue and red) on the same spritesheet as Reis's Holy Dragon (#48).  The dragons appear normal in battle, but if you invite one of any color, they revert to the base purple color while in your party.  It seems that only the default monster spritesheets (86-99) are coded to read the Monster Palette # in FFTP.  I'm sure that this is possible given what has already been accomplished, but I don't know of any existing hacks that change that.  Any leads?
87
It's just with repurposed special units since I think generics are already coded with that.  The units I see it with are approximately in the 40-60ish range in patcher and Shishi, but also include some of the earlier slots (Olan, Funeral, etc)
88
Heyo, follow up question on this.  I know this thread hasn't been posted in for a while, but this is relevant & I think it's better to have the info all in one place.  So I tried Xif's hack and it works as mentioned, the one hangup is that the portrait palettes do not seem to be affected by the hack, i.e. the portrait colors for units still use the first palette regardless of which palette the rest of the unit uses.  Example here: https://ibb.co/grqPGCb

Anyway, wondering if there is any further development into this in terms of allowing the portraits to benefit from this hack as well.

Danke
89
Spriting / Re: Portrait palette color transfer issues?
December 01, 2018, 12:00:30 am
Wow, dunno how I missed that...takes a village I guess.  But hey - it workssss!  You're a wizard Harry everyone involved.  Hecka easy  too.  Thanks guys  :cool:  :v/:
90
Spriting / Re: Portrait palette color transfer issues?
November 30, 2018, 09:45:03 pm
This looks brilliant.  If only I  wasn't handicapped from the beginning...So I find no way to access the "Load Palette" Option - I'd thought it might be an outdated version of GG, but I got the latest version and I couldn't find it there either...So, how does one find this mysterious "load palette" button?
91
Spriting / Portrait palette color transfer issues?
November 24, 2018, 12:54:19 pm
Hey homies,
So for several sprites I'm working on, I've had this problem where the portraits look funny in Shishi, even if they look fine on the spritesheet (I am aware that the portrait palette is the 9th row down in Graphicsgale).  The problem is that there is apparently not a 1 to 1 relationship between the sprite colors (first row) and portrait colors (9th row) - some sprite colors are not represented at in the portrait (meaning some portrait colors cover 2 sprite colors).  Anyway, the whole reverse engineering portrait palettes seems, tricky - Is there a simple way to insert a portrait (from a separate .bmp and insert its palette without it getting all wonky or losing colors?

Thanks
92
Heyo homies, I have some basic familiarity with changing unit formation and portrait sprites, and am pleased to see the ease with which this is doable in the newest version of Shishi.  Given what I know about FFT modding, I don't believe it's feasible to add to the number of existing formation portraits and sprites, but that what is existing must be worked with.  I'm aware that there are a few that are not used, namely Simon, Balmalfula, Teta, etc, for the player, but I'm wondering if there is a known way to reassign some of the sprites.  For example, Uribos are not available to join the player's party in my mod, but I want to reassign their formation graphics and portraits to a unit of a different spritesheet.  Hope this make sense, any leads?

Danke
93
Heyo homies, just wondering how to go about two things:

1. Add plot battles to existing locations: Locations such as Bervenia Volcano appear after a certain point, but there is never an orange dot/plot battle there, and I want to make one.  Also, I've noticed that Monster Tactics adds a battle after most cutscenes.  How might I get a start on this?

2. Adding Random Battles to other locations.  Say I wanted to add optional random battles to the Thieves' Fort, Fort Zeakden, Nelveska Temple and Golgorand Execution site, where do I begin?  I imagine these are both event related.

Danke
94
Help! / Disabling Eggs for only one monster type?
July 05, 2018, 09:28:38 am
Heyo homies, as stated above, I want to remove breeding for only one monster class.  I know there are workarounds via swapping job slots with something that is not technically a monster, but is there a way to disable eggs for one specific class of monsters without shuffling jobs around?
Thanks
95
Event Editing / Re: Editing Existing Event Text?
July 05, 2018, 09:25:46 am
k, that helps.  I think the error I had may have involved using different versions of CDmage or other scrambling of the ISO - it seems to be solved if I save the Event Edits for last.
96
Event Editing / Re: Editing Existing Event Text?
June 30, 2018, 04:34:38 pm
Perfect, I found it a little daunting at first, but changing the texts is easy enough. Thanks for making the Tutorial. One other question though - While I only modified existing text, I made it a good deal longer and it ended up bugging out the patcher text in one of the battles (i.e. of unit job classes, ability descriptions, etc.)  I imagine that there is a character limit, so can I fix this by removing text from another event like the tutorials?
97
Event Editing / Editing Existing Event Text?
June 25, 2018, 11:52:21 pm
Heyo homies, it's been a while.  Back to work on a mod of mine - for now, all I need to do is edit some existing event text.  I know this can't be done with Tactext, but I heard it was fairly simple.  Just looking for some leads on how to begin

Thx
98
Help! / Multi-Attack Weapons?
September 28, 2017, 09:09:05 pm
Hey homies,

I want to make a Zhuge Crossbow/Chu Ko Nu weapon that fires several weak bolts per attack, and I'm wondering if there's a convenient way to get the weapon to do this.  Worst case scenario, I can just make the weapon 100% proc a multi hit attack, but I think that would only animate the character firing once, and I don"t think it would stack with other abilities (e.g a weapon-range poison attack).  So what I'm looking for is for a weapon formula that fires a certain number of times while maintaining all attributes of a normal weapon attack.  Any leads?
99
Pride, this is...how do you say...Final Fantasy Tastic.  Does everything I asked for, with the added benefit of additional mix and matching that comes with the first slot.  In fact, there are even more possible spaces than I thought, because things like +2 Ma can just be created just by referencing a +1 MA slot twice, etc.  Messing around with it, I even found a way to make units begin battles as crystals or treasure chests.  Full marks.  This almost completes my list of ASM stuff I need for my hack.  Love it  :cool:
100
The Lounge / Re: FFH Community Picture Gallery
August 23, 2017, 01:46:10 am
Phil Sovrowski? One of the Seven Legendary Warriors who fought during the great LP famine of years ago, and prevailed with the Playthrough of Destiny?  Is it really you?  Truly, fate has brought you here, for your powers are once again needed in our benighted land.