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Messages - RavenCurow

21
PSX FFT Hacking / Re: Soldier Office Upgrade
April 12, 2018, 08:27:14 pm
It says at the top its supposed to have it in program so I didn't do that. Even then it isn't working right. Like I can't hire monsters. That should work even if the localization isn't there.
22
PSX FFT Hacking / Re: Soldier Office Upgrade
April 12, 2018, 01:55:29 am
I recently found this hack and I have to say it is awesome. However, when I plug the xml into FFTorgASM it gives a warning that a branch command is in the branch delay slot. Is this something I should be concerned with or is it functioning as it should?

Edit: I went ahead and tried to use this patch and I can't seem to get it to functions at all. I copy the xml without any modifications to an xml and put that into FFTorgASM and patch a clean ISO. After booting up the game I go to the soldier office and all options are blank and monsters cannot be hired.
23
In in FFT the special knight jobs are all pretty cool, so I was thinking about a patch that would make all the classes different types of knights. Give the jobs a more regimented military feel. So the starting job could be like clouds soldier job. You could replace priest with paladin/holy knight, wizard with blackguard/dark knight, and oracle with templar/temple knight. Just thought it would be interesting. The real problem would be balancing and keeping them interesting and unique.
24
PSX FFT Hacking / Re: ASM Requests
April 10, 2018, 06:14:36 am
I would like to request a patch that would fix the problem of the multi hit formula's resetting the weapon strike animation after the first hit.
25
New Project Ideas / Re: Patch Ideas Proposal Thread
April 08, 2018, 06:19:58 am
I'm working on an idea at the moment for myself and a few friends that I thought might interest some people here so here goes; my idea is a Divinity Original Sin meets Final Fantasy type of mod with the job system overhauled to emulate the classes in Divinity Original Sin 2. I know there will be some limitations, but I thought since I loved both games I'd see how much I could try to put together something that merges them to create something fun.
26
What I've always done is import my text from the ISO, save a patch, open the patch, and then patch the ISO otherwise I get a DTE error. If it's as Elric says then I'll try to shorten my descriptions...not that they were long to begin with lol. Otherwise the only thing I haven't tried is starting over and patching a clean ISO. I'd hate to have to do that as I would have to reimport my sprites, but you got to do what you got to do I guess.

Edit: Finally found the culprit. Apparently I was two characters over the limit in ability names lol. Didn't even think of that. Figured it was the bigger ability descriptions, but after testing and deleting all of my added descriptions and it still not patching I decided to try ability names and wala. Damn stingy game. Not patching is the difference between calling something Air Blast vs Air Render.
27
So I'm modifying some more text in my mod and I've only changed a few lines from what it was before; specifically, the names and descriptions of Yell, Cheer Up, Wish, Scream, and Ultima. I'm not sure what happened to cause it to flip out and I've done just about everything I've tried before when I get DTE errors to get it to cooperate, but nothing I've tried seems to work (clearing extra japanese text, cleaning up lines so they aren't too long, etc.) so I thought I'd post here and see if anyone can give me some advice. I've attached my file if anyone wants to take a look at it.

Also, I have added some more stuff previously in the unused skills slots under Parasite as well as overwriting a couple empty job slots and descriptions. I don't think those are having any problems as it patched fine before. Only problem I could see is maybe amount of text. I'm not sure.
28
Formula 8 inflicts 100% status: I don't believe this gets rid of the formula but lets any status change you add to it always hit. So basically it goes from Dmg_F(MA *Y) ME to Dmg_F(MA*Y) add status 100%.

Formula 44 change is pretty much as you say. Likely someone used it for their own hack. Not all of these hacks will have practical use for you.

Regarding the blank slots it is much more time consuming and difficult to add a completely new formula to a slot than to slightly alter an existing one to fit what you need.

Faith XX% - This makes the faith calculation into a percentage instead of  [ your faith/100 x enemy's faith/100 ] so the magic formula for instance becomes DMG_XX%(MA*Y) instead of DMG_ [ your faith/100 x enemy's faith/100 ](MA*Y).

Death sentence ignores cancel dead- I'm not sure on this one.

RSM limitation hack and sprite hack - I don't know what these do either. Again a bunch of hacks were thrown together here that people originally made specifically fod their own work so no description was needed.

Strengthen vs Weak - Strengthen means that if an item or ability strengthens an element then that element will do more dmg when used regardless of the enemy being weak or not. It will always do more smg than normal.

An enemy that is weak to an element takes more dmg from that element. Now now if an enemy is weakbto an element and an opponent has strengthen for that element then those modifiers will stack doing extreme dmg.

Sword skill hacks - These are here because sword skills have the weapon strike flag ticked. That flag is inherently bugged and overrides the element on the ability. Holy sword skills are supposed to do holy dmg, but if you are using flametongue they will be fire instead. These fixes change it to take both elements into account. The reason there are so many is because a lot of people have made this hack.

Hope I cleared some things up for you.
29
I see. Oh well. I guess if that's the case I probably will get rid of breeding and stick to taming then. Hmm this will be difficult now that I think of it because I can't have multiple colors draw from the same sprite since for monsters each color is a different job. Unfortunate. The only way to do it is add new monsters as special jobs. Which I think works to a degree, but now that I think of it monster formation sprites are bigger. Now what to do with this white Chocobo sprite.
30
Help! / Making new monsters with breeding mechanics.
April 03, 2018, 07:24:45 am
If I use an empty job slot to make a new monster, say a white chocobo, how would I make that chocobo be available through eggs? Is that even possible? Will it work if I just make the monster job or will it take an ASM hack?
31
Help! / Re: Multi attack animations
April 01, 2018, 07:15:13 am
Ah, I see. Well poop on a stick lol. If there isn't one then I'm going to have to find another way to make these attacks. Poor Sephiroth.

Edit: After exploring in the ASM xmls included with the patcher is your %chance for proc asm for formula 2 or is it the overall chance for any formula?

I was thinking in theory if it was for formula 2 I could create multiple abilities with that formula to create a proper multi attack skill. A bit space consuming but acceptable.

Edit: Well I tested it and unfortunately it only sorta works. I made the weapon strike abilities and made the first proc the second, and the second proc the third. When using the attack only the attack animations for the first two abilities and only the effect animation of the last one play (which in this case was no effect FFFF. I also tested with earth slash to confirm)
32
Help! / Multi attack animations
April 01, 2018, 06:44:19 am
So I've used the Hydra's Triple fire/thunder/ice formula to create a melee attack that does 3 hits. Unfortunately I can't get the animation to play right after the first hit. For the first hit he swings his sword, but for the next 2 hits he does this weird punching animation with his left hand.
33
Help! / Re: Changing the overworld Ramza sprite.
April 01, 2018, 06:03:07 am
Oh, hadn't noticed that lol. Thanks for your help.
34
Help! / Changing the overworld Ramza sprite.
March 31, 2018, 10:12:29 pm
I've been learning to add sprites to the game and so far all of my sprites are working great. I've changed my Ramza sprite to the Mercenaries Ramza sprite cause I think it looks cooler, but the one thing I don't know how to change is the map sprite. He looks great in the formation screen and in battles, but it's a little weird to see the old sprite walking around on the map lol. Are there any tutorials for changing this? Has anyone done it that is still around? I noticed that the Jot5 Ramza sprite is changed on the map so does anyone know how they did it?
35
That would be nice. Ill dig around in the Jot5 forums and see if I can find anything.
36
Bookmarked. Thank you Nyzer, that thread is very helpful. Oh well I guess I'll have to find another animation or just leave it as a generic weapon strike. Idk. However, after looking at some of the videos I'd forgotten how crazy some of the animations are for abilities you wouldn't think would have them. Like Blind 2 and Toad 2 are just wow for what they do lol.
37
That's too bad, but I guess I'll have to work with it. Probably won't be the last time I run into something like that lol. Something else I've run into after changing the aoe ability to not use weapon range is that the effect animation I've chosen only shows up for one enemy as well as the damage.

The other enemies in range still take damage but the effect doesn't play for them. I'm wondering if it is because I used the repeating fist animation since that ability normally isn't aoe. Would suck if I can't use that cause it's one of the few effects that can make an attack look like multiple hits. Basically I'm trying to make an arrow rain type ability.
38
Basically I'm trying to make some new archer skills. I would like to tie them to weapon range so that they scale with height like a normal attack. Unfortunately when I went to test them I found that my AOE skills were single target only. I'm assuming this is because setting an ability to weapon range means that in order for the ability to have an AOE effect the weapon must be AOE as well. Is there any way around this or am I stuck choosing between having it tied to weapon range and being able to modify the radius?
39
Thanks a lot! I'll go ahead and give it a try. I'll also look into learning ASM. I looked a bit at the tutorial last night, but the hex stuff gave me a headache lol. Can't be any worse than learning to subnet through. That stuff was torture.
40
I would be satisfied with changing those formulas to check for any monster.