Final Fantasy Hacktics

Modding => Help! => Topic started by: Mootheroo on November 30, 2011, 10:34:58 pm

Title: Enemies' Lvl Scaling in Story Battles Qs
Post by: Mootheroo on November 30, 2011, 10:34:58 pm
It can be done through the FFTPatcher but it would require manually altering the entry of each enemy character for each of the story battles.

Is this the only way to do that?

Or is there perhaps some code, which could make all enemies in story battles scale by a set amount?
(Don't laugh at me please, I'm new and know nothing about coding :P)

Also, another question:

What does "Party Level - Random" mean, in the FFTPatcher?

I assume it means that the enemies are party level minus a random number? What is the range of that random number?
Title: Re: Enemies' Lvl Scaling in Story Battles Qs
Post by: RavenOfRazgriz on November 30, 2011, 11:27:17 pm
You need to do it by hand.

Party Level - Random is Party Level then subtract up to 5 levels randomly, I think.
Title: Re: Enemies' Lvl Scaling in Story Battles Qs
Post by: Glain on December 01, 2011, 08:31:25 am
It would probably be fairly simple to write a hack that treated every level as though it should scale, regardless of what it's set to, but then it would happen every time, for every unit, which is really rigid. I believe the WotG gameshark codes do something like this (and then they double the level on top of that...)

I thought "Party Level - Random" was like +/- 5 levels or something from the highest party level. I think that's a dash, not a minus sign... but I could be wrong.

Title: Re: Enemies' Lvl Scaling in Story Battles Qs
Post by: Pickle Girl Fanboy on December 01, 2011, 03:29:13 pm
What would be really useful would be a bit you can set in each enemies ENTD data which allows you to set Level ?? (<- This being the one you set in FFTPatcher) OR Party Level Random, whichever is greater.  With this, you could make every story battle just as tough - on power-levelers and low-level-gamers - and just as fair - to the enemy - as any random battle
Title: Re: Enemies' Lvl Scaling in Story Battles Qs
Post by: RavenOfRazgriz on December 01, 2011, 06:29:01 pm
You could do that in a really lazy way.  Just check... I believe the Story Progression Variable, which should increment fairly regularly, and have a code that checks to force-set enemies to the same value as the Story Progression Variable if Party Level < Story Progression.  Alternately, if you wanted to mess with events a teeny tiny bit, you could set aside a variable specifically for tracking the min level you want units to be and set Party Level to compare to that instead, but that's a pain in the ass.
Title: Re: Enemies' Lvl Scaling in Story Battles Qs
Post by: Pickle Girl Fanboy on December 01, 2011, 08:40:37 pm
If I were making a hack, I'd want something like what I mentioned, but I don't think I was being clear.  You'd have the normal part in enemy ENTD data where you set the enemies level:
Level:
(begin drop down box)
1
2
3
...
99
Average Party Level
Party Level + 1
Party Level + 2
Party Level + 3
...
Party Level + 99
Party Level Random
(end drop down box)

And then, at one of the unused spots, you'd have a bit you can set which would change the value in the drop down box I mentioned above to a hardcoded default - Average Party Level, in this case - when the hardcoded default is greater than the value in the drop down box.  I think this would be simplest for the end-user.

And I don't know enough to say for sure (or to be remotely confident that I'm not talking out of my ass), but your method sounds both harder to implement and like more work for the end-user.
Title: Re: Enemies' Lvl Scaling in Story Battles Qs
Post by: RavenOfRazgriz on December 01, 2011, 09:01:29 pm
It is much more of a pain, partially because I forgot about those unused spots.

I think other hacks already use them all, though.  I know a couple of Glain's hacks use a couple, but I think they're obscure ones like one of the lesser-used equipment hacks.