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Razele's ASM Hacks

Started by Razele, January 01, 2009, 02:08:08 pm

Razele

March 10, 2009, 09:27:31 pm #680 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Removed Blessed rework.

Quotethis won't help much, because you can bring in lvl 1 ramza Reaction / Evasion / Reraise Tank to take hits, + 4 lvl 50 generics strong enough to defeat a particular battle, then kick them out once you win
Well, if they're raising generics to level 50 to beat Doguola Pass and several battles with fixed levels then kick Generics afterwards, just let them do it.
It wastes a lot of time doing it, especially if you set 4/5 battles at chapter 4 with fixed levels.
Ramza also can't take any actions to prevent him from leveling up. That means 6-7 vs 4 battles.

Quoteso it still makes lvl 1 challenge possible

I'm talking having the game itself bump up Ramza's level at some points in the game, if his lvl is too low

impossible?
SCUS_942.21 is loaded everywhere, whenever you're in battle, world map, shop, etc.
Who knows if the game set Ramza's Sprite at certain location beside at the end of chapter ?
If that happens, it will crash the game.

That's from my experience playing with Blessed support ability.
The real routine is located in SCUS_942.21. I redirect the caller's function to BATTLE.BIN, and put my asm code there.
At first, it works fine, positive status duration is doubled, but I'm having trouble when I target empty panel.
It crashes the game everytime.



Another solution would be to force a dummy Guest (Alazlam / Daravon / etc) to join you at the end of chapter 1/2/3 with specific level (10/20/30).
At the end of chapter 1/2/3 you remove the previous dummy Guest (with lower level) and make the new dummy Guest join (with higher level).
Guest's level would bump party level to 10/20/30 at minimum.

philsov

March 11, 2009, 11:02:29 am #681 Last Edit: December 31, 1969, 07:00:00 pm by philsov
QuoteAnother solution would be to force a dummy Guest (Alazlam / Daravon / etc) to join you at the end of chapter 1/2/3 with specific level (10/20/30).
At the end of chapter 1/2/3 you remove the previous dummy Guest (with lower level) and make the new dummy Guest join (with higher level).
Guest's level would bump party level to 10/20/30 at minimum.

I like.
Just another rebel plotting rebellion.

Tea

March 11, 2009, 05:03:35 pm #682 Last Edit: December 31, 1969, 07:00:00 pm by Tea
No need for a normal name tho, make it something funny :3

Dokurider

March 11, 2009, 05:18:25 pm #683 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Make what funny?

LastingDawn

March 12, 2009, 07:54:07 am #684 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
QuoteRamza: Who are you?
Alazlam: Oh don't mind me! I'm just here to make sure you don't keep enemies at level 1!
Ramza: Professor Daravon?! Surely you're here to help me in my plight!
Daravon: Plight...? Right, right... actually I'm here to regulate your enemies, make sure they are at least at level 30.
Ramza:...that's not fair! I invested so much time keeping myself at level 1 and switching generics constantly!
Orinas: Live with it!

A bit odd... but an effective strategy...
"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!!!!

Archael

March 12, 2009, 10:10:09 am #685 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "LastingDawn"
QuoteRamza: Who are you?
Alazlam: Oh don't mind me! I'm just here to make sure you don't keep enemies at level 1!
Ramza: Professor Daravon?! Surely you're here to help me in my plight!
Daravon: Plight...? Right, right... actually I'm here to regulate your enemies, make sure they are at least at level 30.
Ramza:...that's not fair! I invested so much time keeping myself at level 1 and switching generics constantly!
Orinas: Live with it!

A bit odd... but an effective strategy...

haha

subliminal evil

Dokurider

March 12, 2009, 01:05:00 pm #686 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
I think we should look into making Male-Exclusive items/abilities for males. Like a weapon that has support ability Two Swords.

Archael

March 14, 2009, 03:11:24 pm #687 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "philsov"
QuoteAnother solution would be to force a dummy Guest (Alazlam / Daravon / etc) to join you at the end of chapter 1/2/3 with specific level (10/20/30).
At the end of chapter 1/2/3 you remove the previous dummy Guest (with lower level) and make the new dummy Guest join (with higher level).
Guest's level would bump party level to 10/20/30 at minimum.

I like.

possible?

Kokojo

March 14, 2009, 04:51:54 pm #688 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
highly.
I keep leaving, I keep coming back. Boomerang boy.

Dokurider

March 14, 2009, 05:49:42 pm #689 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Is it possible to make the CTR menu (when you press right on a action) be able to check the position of a unit without having to go to the AT menu?

Kokojo

March 16, 2009, 01:57:32 am #690 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
I was wondering if it could be possible to make every action give you 1 jp? That would makes things way simplier, i think. I really want to use that in COP, again, if possible.

Too much ? Thanks.
I keep leaving, I keep coming back. Boomerang boy.

Kaijyuu

March 16, 2009, 03:14:24 am #691 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Similar to Kokojo's request, I'd like JP gain to be constant regardless of level (don't mind if it counts job level). Preferably at the level 99 value (36 jp at job level 8, iirc).

EDIT: Small question. Does the "broken/stolen items can be bought back at fur shops" include items broken via Draw Out?
  • Modding version: PSX

Razele

March 17, 2009, 12:44:01 pm #692 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Fixed Blessed crash issue
* New equipment abilities :

- Leather Mantle : Reduces opponent's chance to use Reaction Ability by 15% (Brave -15)
- Elf Mantle : Reduces opponent's chance to use weapon's magic by 5%
- Defense Armlet : Increases chance to use Reaction Ability by 20% (Brave +20)
- Spike Shoes : Set Jump multiplier to 3/2 regardless of weapon
- Germinas Boots : Able to mount any monster
- Dictionaries : Monster Talk

About Execute, this is how it will work :

Execute
If you strike a unit directly with your weapon and that unit is Critical after the attack resolves,
your attack will deal 999 damage to the unit's HP and MP.
Note : Doesn't work to unit with ??? Stats.

Attacker : Ramza
PA : 10
WP : 9
Damage : 90

Situation 1
Defender : Delita
HP : 100/100
MP : 200/200
Since Ramza's attack will make Delita Critical, Execute works, and Ramza deals 999 Damage to Delita's HP and MP.
This means 90 damage from Ramza will be replaced with 999 damage.
Delita can evade this attack.

Situation 2
Defender : Delita
HP : 200/200
MP : 200/200
Since Ramza's attack won't make Delita critical, Execute doesn't work.
Delita can evade this attack.

Situation 3
Defender : Delita
HP : 10/100
MP : 200/200
Since Ramza's attack will make Delita dead, Execute doesn't work.
Delita can evade this attack.

Situation 4
Defender : Delita
Damage : 2
HP : 10/100
MP : 200/200
Since Ramza's attack will make Delita Critical, Execute works, and Ramza deals 999 Damage to Delita's HP and MP.
This means 2 damage from Ramza will be replaced with 999 damage.
Delita can evade this attack.

Weird, but this is how Train works.
You can't add:Invite to monster that will die with your next attack.


Quotepossible?
Quote from: "Zozma"{7A}(rXX00) XX = unit job id
Removes unit with matching ID from party weather its a normal unit or a guest. [used whenever guests leave the group]

QuoteIs it possible to make the CTR menu (when you press right on a action) be able to check the position of a unit without having to go to the AT menu?
No, it's not possible.

QuoteI was wondering if it could be possible to make every action give you 1 jp? That would makes things way simplier, i think. I really want to use that in COP, again, if possible.
Gained JP = 1
BATTLE.BIN
0x11794C change 21884300 to 01001134
Note : You can change 01 to any number.


QuoteSimilar to Kokojo's request, I'd like JP gain to be constant regardless of level (don't mind if it counts job level). Preferably at the level 99 value (36 jp at job level 8, iirc).

Set Level in JP formula to 99
JP Formula = (8 + (JobLevel * 2) + [Lv / 4]) * M
BATTLE.BIN
0x1178A8 change 22005192 to 63001134

QuoteSmall question. Does the "broken/stolen items can be bought back at fur shops" include items broken via Draw Out?
No, broken items via Draw Out will be lost forever.

Dokurider

March 17, 2009, 01:08:55 pm #693 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote- Spike Shoes : Set Jump multiplier to 3/2 regardless of weapon
Friggin' sweet.

Kaijyuu

March 18, 2009, 12:42:06 am #694 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Works perfectly. Thank you!
  • Modding version: PSX

BeoulveBlack

March 18, 2009, 01:09:36 pm #695 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
i have a few suggestions/questions.

1) is it possible to make it so that Silent Walk adds transparent if you haven't acted yet?

2) and with your hacks, is it possible to say, if i wanted your rework of move +3 to go on move + 2 instead, could i copy/paste the numbers for the rework of Move + 3 onto move +2 (adding zeros for any possible leftover code of move + 2)?

3) with your rework of throw item, do chemists still throw items or are they now restricted to only 1 panel items uses?

4) last and most important...is it possible for you to change the rework of teleport (move anywhere 100% but no act) to be a support (like defend or equip change) that's accessed in the act menu instead? the way it is currently makes it very, well, it makes it so that your character can only move OR act

Archael

March 18, 2009, 03:13:22 pm #696 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "BeoulveBlack"the way it is currently makes it very, well, it makes it so that your character can only move OR act

I believe that was the point of his hack

Dokurider

March 18, 2009, 04:42:35 pm #697 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote3) with your rework of throw item, do chemists still throw items or are they now restricted to only 1 panel items uses?

I asked him if classes will still have their innates, and Raz said he'll work on it.

BeoulveBlack

March 18, 2009, 04:46:57 pm #698 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
Quote from: "Voldemort"I believe that was the point of his hack

i kinda got that...

here's the thing though: if you're doing what i'm doing in my hack, which of course is a balancing and refining of the tactical aspects found in chapter 1 (which as we all know gets destroyed by later jobs and things like Move+2/3 and easy access to boots), then no skillset is so powerful wherein it requires that they only get the option to move OR act; teleport at that point causes a character movement stat to become irrelevant.

making the new teleport like a act menu accessed support (like equip change, but without razele's "move any number of spaces" condition) gives it the same purpose as razele's original hack, but allows the option of either moving/acting as normal, or using your act phase to teleport "z" spaces, with "z" being defined by the original teleport formula (maybe with the penalty per tile dropped to be something like 8%)

VincentCraven

March 18, 2009, 06:36:50 pm #699 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
If you made Teleport a selectable option like that, I would... actually nevermind.

I still think the Move OR Act aspect of Teleport is better hack.  Too much option IMO.
I changed jobs and that has made all the difference.