Final Fantasy Hacktics

Modding => Hacking/Patching Tools => Topic started by: Zenko on March 19, 2008, 06:52:15 pm

Title: Formulas with potential on weapons
Post by: Zenko on March 19, 2008, 06:52:15 pm
Title says it all. If success chance isn't mentioned, then it's the usual weapon's accuracy that is taken into account.

An example: take the first staff, give it formula 11, and a new status with cancel Undead and Blood suck. You now have a super purifying staff! :O

Or you could make a dictionary with like 5WP that drains MP...

Hell, keep the Nagrarock with the same power but with an additional 50% chance of knockback (still have to test that out).

01   Dmg       [Weapon]
02   Dmg       [Weapon] 25% cast given spell
03   Dmg       [WP * WP] 100%?
04   {If Elemental Fire: Fire Spells/Elemental Ice: Ice spells, Elemental Thunder: Thunder spells}
05   Dmg       [Weapon]
06   AbsrbHP   [Weapon]
07   Heal      [Weapon] 100%
11   Success   [100%]
1E   Dmg       [MA * MA / 2] 100%
1F   Dmg       [CFM * TFM * [MA * MA / 2] 100%
24   Dmg       [PA / 2 * MA] 100%
2D   Dmg       [PA * WP]
2F   AbsrbMP   [PA * WP]
30   AbsrbHP   [PA * WP]
31   Dmg       [PA * PA / 2]
32   Dmg       [PA + PA / 2]
37   Dmg       [PA]    Knockback 50%?
3E   Dmg       [Target_CurrentHP - 1] 100%
43   Dmg       (Caster_MaxHP - Caster_CurrentHP) 100%
44   Dmg       (Target_CurrentMP) 100%
45   Dmg       (Target_MaxHP - Target_CurrentHP) 100%
4A   HealHP    [100%]   HealMP [100%] 100%
4B   Heal      [1..9] 100% if unit is dead; 0% instead *not sure if you'll be able to target the dead.
57   Success   [100%]   +1 level
58   Success   [MA]   Turns target into Moldball
59   Success   [MA]   -1 level
5D   Success   [100%]   0% If not dragon   Add: Quick?? *Dragon LevelUp*
5E   Dmg       [MA * MA / 2]
5F   Dmg       [MA * MA / 2]
60   Dmg       [MA * MA / 2]
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Post by: NeedsMoreNoise on March 19, 2008, 07:28:51 pm
That dictionary idea's pretty righteous, actually. :O
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Post by: VincentCraven on March 19, 2008, 07:55:01 pm
So liek, rods that absorb MP? Is that a good idea?
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Post by: xanien on March 19, 2008, 08:04:20 pm
Bringing diversity to the weapons of FFT would be a great idea in my opinion...games such as Diablo or similar strains have major item impact, thus creating a situation in which the game remains playable to obtain items.  Tack on the impressive guided storyline of Tactics, and you've got a mega-hit, something that is quite possibly a patch release that would lead to an explosion in popularity for FFT and FFH (with enough WoM)

Likewise, a "unique" weapon available for each class (useable only by that class) would be fantastic:  when I say unique, I mean something along the lines of only _1_ of that item in the game.  Random battles or battles with minor story influence (once cutscene/txt edit are in the picture) could add a whole new depth of experience to the gameplay.

By the way, I spend so much time on this website I had a dream that the people here were remaking FFT (not Square, but FFH) for an advanced console...it was awesome.
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Post by: Zozma on March 19, 2008, 08:25:30 pm
so i dont get it... why if the axe is really using formula 1 like every other weapon.. why is that the cause of its randomness in damage? i guess FD is really the best formula to be similar? i dont want an overpowered weapon its damage is consistant with 2D instead of 01 since 2D is PA*WP
but doesnt that make its power alot higher but on the flipside id really like its description of the WP to match in damage. its like using split punch or lightning stab on the enemy afterall isnt it? 2E would be perfect but its designed to miss if there isnt equipment... someone really needs to fix that one.

wwoooo and if i had access to formula 04 would i be able to create a skill that does the same thing as the element guns without assigning a gfx for it?

 also just to inform, i tried to use  the 25% cast with a spell thats hex value is higher than 7F and i couldnt go past that.... i was trying to make a sword that randomly cast split punch and i cant select that high
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Post by: Zenko on March 19, 2008, 08:48:53 pm
Just a few ideas that come to my mind...

Spears:
Dragon Whisker - Spear which can have devastating power against dragons. 25% to cast skill which casts a death spell that cannot miss unless not dragon.

Harps:
Harps shouldn't deal damage, they should only cause bad OR good statuses. I think everyone will agree with me on this one.

Miraculous Harp - 100% Regen (replacing Bloody Strings)
Fairy Harp - 100% Charm against opposite sex
Lamia Harp - 100% Confusion

Katanas:
Masamune - Legendary blade which can strike faster than the eye can read. 25% chance of additional attack.

Dictionaries:
Madlemgen - Book of an immortal necromancer who stole the the magic from everyone surronding him. 7WP, drains PA*WP MP, 25% add silence.

Rods:
Tentacle Rod - Mysterious rod which summons a disgusting power. Range 1-3, +1 MA, MA% chance to turn target into a morbol.
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Post by: trickstardude7 on March 19, 2008, 08:52:13 pm
is the last one possible?
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Post by: Zenko on March 19, 2008, 08:53:44 pm
Yeah, they all are.
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Post by: NeedsMoreNoise on March 19, 2008, 08:57:58 pm
Quote from: "Zodiac"Harps shouldn't deal damage, they should only cause bad OR good statuses. I think everyone will agree with me on this one.
But by the reasoning I think you're stating: Wouldn't that also apply to Dictionaries? Historically (in lore, I mean), music and stories aren't far off in effect.
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Post by: Zenko on March 19, 2008, 09:03:06 pm
Quote from: "Zozma"also just to inform, i tried to use  the 25% cast with a spell thats hex value is higher than 7F and i couldnt go past that.... i was trying to make a sword that randomly cast split punch and i cant select that high
:o You'll have to tell melonhead about it, you can use skills 0x000 to 0x0FF

Quote from: "Zozma"but doesnt that make its power alot higher but on the flipside id really like its description of the WP to match in damage. its like using split punch or lightning stab on the enemy afterall isnt it?
I'm not entirely sure of what you mean. Are you saying its power is a lot higher comparing to what it was before?

Quote from: "Zozma"wwoooo and if i had access to formula 04 would i be able to create a skill that does the same thing as the element guns without assigning a gfx for it?
All I know is that it takes the Ice spells in priority even if the weapon/skill doesn't have any ability. It may be possible but won't be simple.
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Post by: Zozma on March 19, 2008, 09:12:32 pm
what i mean to say is, if the axe says its WP is 10 it will doalot more damage than a sword that has 10 WP using formula 01 right? because the formula is PA*WP instead ofWP?
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Post by: Zenko on March 19, 2008, 09:13:22 pm
Quote from: "NeedsMoreNoise"
Quote from: "Zodiac"Harps shouldn't deal damage, they should only cause bad OR good statuses. I think everyone will agree with me on this one.
But by the reasoning I think you're stating: Wouldn't that also apply to Dictionaries? Historically (in lore, I mean), music and stories aren't far off in effect.
I believe having them cast arcane magic suits them better. Well that would be if we'd consider those dictionaries to be magic books.

I think staves should be positive, rods negative and books for misc.
Like we could make last Staff have Esuna's effect with range. (like throwing a remedy but for free)

All that along with harder battles, acquiring the ultimate weapons and changing for many different jobs will be extremely useful.
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Post by: NeedsMoreNoise on March 19, 2008, 09:17:52 pm
Quote from: "Zodiac"I believe having them cast arcane magic suits them better. Well that would be if we'd consider those dictionaries to be magic books.

I think staves should be positive, rods negative and books for misc.
Like we could make last Staff have Esuna's effect with range. (like throwing a remedy but for free)

All that along with harder battles, acquiring the ultimate weapons and changing for many different jobs will be extremely useful.
For staves, though, that would make it so if a Priest runs out of MP, he'd only be able to use the staff's one ability (like Esuna), and not be able to cause any damage. I don't know about you, but the greatest way for early-game Priests to gain levels/JP, is to whack units.
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Post by: Zenko on March 19, 2008, 09:18:17 pm
Quote from: "Zozma"what i mean to say is, if the axe says its WP is 10 it will doalot more damage than a sword that has 10 WP using formula 01 right? because the formula is PA*WP instead ofWP?
How does it? all the first formula uses the original weapon formula too. you could make a book heal and it will still be PA/2 * MA.
the 2D formula simply overrides the axe's original formula which you cannot set with other weapons by the way (you can't make a sword with axe's random damage).

so a 10WP Axe with 2D and 12PA = 120dmg
10WP Sword with 01 and 12PA = 120dmg

I'm having trouble to keep up with all those posts! :O
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Post by: Zenko on March 19, 2008, 09:23:47 pm
Quote from: "NeedsMoreNoise"For staves, though, that would make it so if a Priest runs out of MP, he'd only be able to use the staff's one ability (like Esuna), and not be able to cause any damage. I don't know about you, but the greatest way for early-game Priests to gain levels/JP, is to whack units.

The thing is that there are so many ways to make the enemy not being able to do anything else than run.

There are so many ways to replenish MP and you can use a secondary skillset too (that's what they are for)

As for third, my suggestion was for the latest staff, don't hack your save to get the ultimate weapons early game kay? =)
Plus late game should be hard enough so it would be a bad idea to rush and whack on an enemy with a Priest.
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Post by: Asmo X on March 19, 2008, 09:50:54 pm
Hell yes. Aiming for 0 redundancy in weaponry should be one of the goals of this project imo. Good idea.

The -1 level sounds interesting. Imagine 2-swording a weapon like that.

The +1 level would probably be too broken unless its effects wore off at the end of battle.

Maybe crossbows could get the 50% knockback. Wouldn't need damage to be useful.
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Post by: Zozma on March 19, 2008, 09:52:29 pm
ohhh okay maybe I wasn't paying attention to ramzas PA when i was testing my new axes... its so nice to have real damage coming from the heavy weapons now. he must be pretty strong it is chapter 4 anyway.
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Post by: xanien on March 19, 2008, 09:57:52 pm
Those weapons are awesome, keep it up
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Post by: Asmo X on March 19, 2008, 10:22:59 pm
How about a "needle gun" that heals instead of dealing damage. Something like the mythril gun. Not too powerful.
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Post by: Zenko on March 19, 2008, 11:17:13 pm
That's such a weird idea. I don't get how being shot a needle from 5 yards could do anything else than make you yell on the floor because of the pain even if infused with super compact cure 4 liquid.

Maybe a Mana Water Gun would make more sense? You already take showers of potions in FFT, that would be the same.
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Post by: Zenko on March 19, 2008, 11:20:16 pm
Actually my tentacle rod isn't such a good idea. It screws up the sprite of the target if there were no malboro type monsters when the battle started.
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Post by: Asmo X on March 19, 2008, 11:21:28 pm
Potion Gun. God I'm such a fucking idiot today.

Also, about the formula that does your max HP-Current HP damage: Could you have a weapon with Worker8-style backfire with a formula like that? The idea is that it would get progressively more powerful, but dangerous to use.
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Post by: Zenko on March 19, 2008, 11:30:27 pm
Not really, pretty much all I did was banning every MA*Y or PA+X formulas from the list because all weapons have set X=0 and Y=0 that gives you for most formula a big 4% chance of doing a whole fucking nothing. I still kept the interesting ones like the morbol virus one and level down.

The worker 8's formulas are damage=PA*X and received damage=PA*X/Y.
That makes 0 and 0 in any case. ;o
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Post by: Zozma on March 20, 2008, 06:47:35 am
i just thought of something... you know how with formula 2 theres a 25% chance of the spell cast. is there a formula somewhere in there that might allow for ONLY the spellcast at 100% and not the damage from the weapon?

you could then create a weapon that in reality is only a free spell. like what if i created a new ninja knife and made it so instead of damage it casts crush punch every time you hit an enemy with it. it seems like a cool idea for me but is it even possible?
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Post by: Zenko on March 20, 2008, 07:14:21 am
There isn't... but if we could edit the formulas I'm sure that would be easily doable.
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Post by: Zozma on March 20, 2008, 07:01:29 pm
thatd be pretty sweet, like you could take the blood sword and make it use night sword instead of a regular physical attack.

it doesnt display the spell name when your weapon randomly casts a spell after hitting right? if so you could use the blank skills below parasite without having to name them at all :D that is if were ever able to select a skill higher than 7F...
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Post by: Vanya on August 21, 2008, 10:44:31 pm
Tranquilizer guns use injector darts, just put some antidote or whatever in the dart.

Question: Is it possible to have a weapon that always casts a certain spell instead of doing damage?
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Post by: Zozma on August 21, 2008, 10:57:02 pm
hehe i had that question too, i dont think theres an existing formula for that... i wanted to create a "Split Punch" sword

but i can only do one for the 25% chance as far as i know

that would be wikked, give the weapon the skills range and then it will be just an equipable spell :D
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Post by: Vanya on August 22, 2008, 12:41:21 am
I guess that could work. I can also give it the 25% chance to cast the actual spell.
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Post by: SentinalBlade on August 22, 2008, 05:04:55 pm
You can use the "Gun" formula, blast gun and so forth. but that would entail replacing spells in sets of 3...

Tropical Storm Fay is making a second round appearntly, so i will look when its over :3
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Post by: Zozma on August 22, 2008, 05:09:53 pm
hmm can it be done with the hex edit?
arent there unused formulas? we could copy the "25%* chance formula into and then just change it to 100%?

but the gun formula would be better since no physical attack comes before the spell cast... and in that case would there be a way to make it so its not a random of 3 levels of spells? and just make it a "random" out of 1?
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Post by: SentinalBlade on August 22, 2008, 05:20:11 pm
Ill look into it zozma.

Problem is, as far as we know formulas are not editable... otherwise melonhead wouldve had a tab in that for fftpatcher. If it could just be hex edited, then melonhead also wouldve found that. I dont rely fully on his "Legend" as a coder, its just these are things EVERYONE would have checked, regardless of coding status. although melonhea definatly ranks with the gods.

Chances are i can change the spells it reads from, but thats gonna be it, and you would still only get 3 choices cause its dependant on element.

IT JUST HIT ME


Try this little expirement

Set the formula on a weapon to use that gun formula
Set ice 1 to water element
Leave ice 2 as Ice Element
and put Ice 3 as Dark element

If im right, you can set the weapon to water element and it will use ice1 spell. It will not trigger ice 2 or 3, cause they are no longer the element sequency. If you put like glacial gun, it would only use Ice 2, if you set teh weapons formula to ice, since the other 2 spells are not ice element

This may glitch and it cast them anyway, cause it may know that ice 1-3 are hardcoded as ice spells. although you cna change hte elements(And that works for battle casting and such) the formula doesnt know its changed. as i said, i cannot test this, so please zozma let me know what you find
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Post by: Vanya on August 22, 2008, 05:42:00 pm
Quote from: "SentinalBlade"Problem is, as far as we know formulas are not editable...

Dude! Read this thread:
http://www.ffhacktics.com/forum/viewtopic.php?t=656

cciadr gave me some info on editing the formulas! I have their location, its just that I only know basic ASM. I have no idea how the to read ASM in Hex format.
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Post by: SentinalBlade on August 22, 2008, 05:50:15 pm
omg *spontaneously combusts*

Holy fuck, i think i am the happiest ive ever been when hacking FFT right now
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Post by: Vanya on August 22, 2008, 06:07:08 pm
If I could get your help, I will also be the happiest EVA!! =)

cciadr even gave me the offsets and links to necessary tools. But... when I ran the decompiler thingy my head asploded.
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Post by: Zozma on August 22, 2008, 06:08:24 pm
woo a crush punch sword, shadow stitch bow... lol...
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Post by: Vanya on August 22, 2008, 06:23:59 pm
All kinds of simple edits can be done and even some more complicated things. The only limiting factor right now is not being able to edit pointers.
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Post by: SentinalBlade on August 22, 2008, 06:30:07 pm
Vanya, would you be so kind as to send me the info and tools he sent you? i would be more than happy to take a good hard look at it.
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Post by: Vanya on August 22, 2008, 06:37:40 pm
No problem. I'll send you a text file with some info and links. =) I just want to do some simple stuff initially. Like having a PA based %dmg with PA based %hit, that sort of thing.
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Post by: SentinalBlade on August 22, 2008, 06:50:53 pm
Definatly, ive been looking fro that formula forever... lol
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Post by: Vanya on August 22, 2008, 06:52:44 pm
cciadr had already modified meliadoul's formula to do damage as well. So I'm sure there's lots of stuff we could do.
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Post by: SentinalBlade on August 22, 2008, 06:56:41 pm
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?
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Post by: Vanya on August 22, 2008, 07:02:03 pm
I haven't seen him post anything in a while. Haven't tried pm'ing either.
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Post by: SentinalBlade on August 22, 2008, 07:08:13 pm
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?
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Post by: Vanya on August 22, 2008, 07:16:43 pm
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.
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Post by: HatterMadigan on December 12, 2008, 12:12:20 am
Umm, i dont get it. Is this the code that you get when you open it with cdmage?
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Post by: Vanya on December 12, 2008, 12:30:10 pm
What do you mean? ASM?
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Post by: SentinalBlade on August 31, 2009, 09:43:31 am
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
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Post by: Vanya on August 31, 2009, 01:11:06 pm
Indeed! ^_^
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Post by: Wasabi on September 17, 2009, 07:21:32 pm
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.
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Post by: LastingDawn on September 17, 2009, 07:42:37 pm
It's odd... but no, that skill itself is never called, to my knowledge. I've replaced it just fine.
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Post by: Zozma on September 17, 2009, 07:44:17 pm
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?
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Post by: LastingDawn on September 17, 2009, 07:52:23 pm
You're not using them currently? The game itself never actually uses them to my knowledge, if I recall right...
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Post by: Zozma on September 17, 2009, 07:59:50 pm
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
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Post by: Wasabi on September 17, 2009, 10:29:05 pm
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.
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Post by: Zozma on September 17, 2009, 10:36:36 pm
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
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Post by: Wasabi on September 17, 2009, 11:33:51 pm
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...?
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Post by: Wasabi on September 17, 2009, 11:40:29 pm
My mistake: I meant to say Infernal Strike, Crushing Blow and Abyssal Blade.