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Messages - scbw1234

41
Help! / Re: About Golem
May 04, 2013, 11:43:33 pm
Quote from: Jumza on May 04, 2013, 11:21:15 pm
It looks like the only way to change it is through ASM hacking.

Thanks for pointing this out for me scbw, I dislike trying to help people when I don't know for sure what I'm talking about.


Hello Jumza,it must be pretty late in your time zone,are you having trouble sleep?  :mrgreen:

I'm not sure either with the formula,the discription in the patcher kinda of get me confused,i was wondering which version are true in vanila,i'm sorry. :cry:

About ASM hacking,i'm kind of embarassed to say that i still can't understand these command they use in RAM even after reading the PSX Instructions Choto showed me,never had any programing knowledge :cry:

http://xifanie.ffhacktics.com/zodiac/PSX-INST.txt
42
Help! / Re: About Golem
May 04, 2013, 11:04:52 pm
Quote[2.1] attack
      =========================================================================
                             
The ATTACK directive is the most basic command in FFT. The following formulas
prescribe how much damage an attack with a particular type of weapon can do.
This damage is subject to specific modifications that are detailed in the next
section. See section B.1 for a list of the values of WP for each weapon in the
game.

The ATTACK command is a weapon-elemental physical attack, unless it is
executed with a magic gun, in which case it is a weapon-elemental MOD 5
magical attack (see section 3.2 for more details on this kind of attack).

Here is a list of the damage formulas and values of XA (for determining damage
modifiers) for all the different types of weapons.

STRIKING WEAPONS | Range: 1v3 (from above) / 1v2 (from below)
===============================================================================
Bare Hands**...... damage = [(PA * Br) / 100] * PA    XA = [(PA * Br) / 100]
Knife ............ damage = [(PA + Sp) / 2] * WP      XA = [(PA + Sp) / 2]
Ninja Sword ...... damage = [(PA + Sp) / 2] * WP      XA = [(PA * Sp) / 2]
Sword ............ damage = PA * WP                   XA = PA
Knight Sword ..... damage = [(PA * Br) / 100] * WP    XA = [(PA * Br) / 100]
Katana ........... damage = [(PA * Br) / 100] * WP    XA = [(PA * Br) / 100]
Staff ............ damage = MA * WP                   XA = MA
Rod .............. damage = PA * WP                   XA = PA
Flail ............ damage = (1..PA) * WP              XA = (1..PA)
Axe .............. damage = (1..PA) * WP              XA = (1..PA)
Bag .............. damage = (1..PA) * WP              XA = (1..PA)
-------------------------------------------------------------------------------
** If a unit is barehanded, weapon-elemental attacks will receive the bonus
   from the Martial Arts support ability (they don't if the unit is equipped
   with any weapon -- see 6.2). For barehanded units, WP = 0 in any equations
   that use WP (e.g., BATTLE SKILL success rate).


LUNGING WEAPONS  | Range: 2v3 (line of sight)
===============================================================================
Lunging weapons can only hit one unit at once -- if one unit is standing behind
another, and you are in front of them both and target the further unit, only
the closer unit will be hit.
Spear ............ damage = PA * WP                   XA = PA
Stick ............ damage = MA * WP                   XA = MA
Cloth ............ damage = [(PA + MA) / 2] * WP      XA = [(PA + MA) / 2]


LONG-DISTANCE WEAPONS | Range: varies
===============================================================================
All long-distance weapons require a line of sight to be open between the
attacker and the target. For longbows, this can also be a concave-down
parabolic path for the arrow to take rather than a direct line of sight. If
another unit intervenes in the line of sight between caster and target, that
unit will be hit instead. You can take advantage of this fact to shoot targets
closer than the minimum range.
                                                   RANGE
                                                  min max
                                                  --- ---
Crossbow ......... damage = PA * WP                3   4   XA = PA
Longbow .......... damage = [(PA + Sp) / 2] * WP   3  ***  XA = [(PA + Sp) / 2]
Gun, physical**... damage = WP * WP                3   8   XA = WP
Musical Instrument damage = [(PA + MA) / 2] * WP   3   3   XA = [(PA + MA) / 2]
Dictionary ....... damage = [(PA + MA) / 2] * WP   3   3   XA = [(PA + MA) / 2]
-------------------------------------------------------------------------------
**  Unlike with other weapons, ATTACKs with Guns are not subject to evasion.
*** Max longbow range is equal to 5 + [(Caster's Height - Target's Height) / 2]


MAGICAL GUNS | range: minimum 3, maximum 8 (line of sight)
===============================================================================
An ATTACK with a magical gun is the only time the ATTACK command is magical.
It's a MOD 5 magical attack (see section 3.2 for details) -- basically, a
BLACK MAGIC spell with the WP of the magical gun substituted for MA:

                 damage = [(CFa * TFa * Q * WP) / 10000]

60% of the time, the magical gun will deliver a level 1 spell (Q = 14), 30% of
the time, it will deliver a level 2 spell (Q = 18), and 10% of the time, it wil
deliver a level 3 spell (Q = 24). Magical guns cannot score conventional
critical hits.

ATTACKs with magical guns are not subject to the modifiers found in this
section; instead, they are subject to those for MOD 5 attacks, where MA0 = WP.
Like those with physical guns, magical gun ATTACKs ignore evasion. They are
subject to Counter Magic, Counter Flood, Blade Grasp, and Hamedo, but do not
trigger other Countergrasp reactions.


This information was from the BATTLE MECHANICS GUIDE VERSION 6.5 by Aerostar.
http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/3876

By the way,is there no way to change the barehand formula?
43
Help! / Re: About Golem
May 04, 2013, 04:54:45 pm
Quote from: Jumza on May 04, 2013, 04:35:23 pm
Thanks!

Yeah, most weapons are usually set to formula 01 (Dmg_[Weapon]PE)
Which is ((PA*Brave/100)*PA)

I'm 99% sure that you have to use FFTOrgASM to set weapons to use things like MA instead of PA (but as always, I could be wrong).

Also, you are correct in saying that the X and Y values are stuck at 0 for weapons. You are unable to use some formulas because you have to use Y and X values to make them do anything, but some can still be used. Like formula 12 Set_Quick_Hit_F(MA+X)% NS NE could still work, it would just have a really low hit rate.

If someone could tell you (and me) how to go into item editing more in-depth (if you figured out ALMA then use that, it can work wonders too) that would be great. You could also make an ASM that changes formulas to have set amounts of damage (looks at Comet from FFT Arena and JoT5), or you could use the 100% status formula #38.


I see,thats kinda of weird,i've always thought that the staff and poles had the formula WP*MA,and swords had WP*PA without the brave calculation,and only Katana,Knight sword,Barehand use this ((PA*Brave/100)*PA) formula in vanila.
44
Help! / Re: About Golem
May 04, 2013, 11:52:31 am
Quote from: Jumza on May 04, 2013, 11:40:29 am
Fine, it's exam / summative project time for me, so i'm a little stressed out and don't have a lot of time for FFH right now. But it'll be over eventually :)

I'm not sure on editing the attack ability, but you can change weapon formula's easily by going into the Items section of the FFTPatcher and selecting the item you want to edit, then choosing a new formula!


Hope you pass with ease  :mrgreen:

on the item tab,all the weapons defualt formula was set on 01,which actually all the weapon type has a different formula for example staff was based on MA,sword was based on PA i'm a bit confused :( oh and there is no way to set the X and Y value on formula section in the item tab either.
45
Help! / Re: About Golem
May 04, 2013, 11:22:25 am
Quote from: Jumza on May 04, 2013, 10:14:19 am
Monster Attacks, such as Choco Beak, will not trigger Golem because they are abilities, and not an attack command.

I don't actually know if you can give monsters attack, because I've never tried it...


Hello Jumza how are you doing

About attack command,Is there any way to change normal attack formula via FFTpatcher? like barehand formula,sword formula,katana formula (in the item section the formula flag seems like a dummy all sets to 01 which in reality all the weapon type actually had a different formula,for example katana based on brave)
46
Quote from: Xifanie on May 04, 2013, 04:59:48 am
All action abilities of non-generic skillsets will be automatically fully available if you -set- the skillset in the ENTD. Since the game only has allocated space to learn abilities from one special job/squire, any special skillset cannot be learned, so it's simply made all useable. I'm pretty sure it will work even if you use a special job and set its corresponding skillset (like Holy Knight + Holy Sword), whereas if you instead use the default skillset (Holy Knight + default), it will behave as a normal skillset.


Thanks you Xifanie for clearing up this mystery!
47
Help! / Re: About Golem
May 04, 2013, 06:42:52 am
So do you mean that they would only do normal attack?But why does monster attack doesn't trigger golem?
48
Help! / About Golem
May 04, 2013, 05:08:14 am
What flag in FFTpatcher Triggers golem?What is the exact reason that normal attacks triggers but monster attack doesn't?

By the way,i've heard someone mentioned that golem messup out the AI,how exactly does it messup the AI(in detail)?
49
one more question,there is a gameshark code "Enemy JP Bypass",is it possible to set this in FFTpatcher or via ASM hack to ISO permantly?

The source of this: http://ffhacktics.com/smf/index.php?topic=6137

Does the gameshark code works the with FFTorgASM and hex editor or not works for memory edit?(static or dynamic?)
50
Has anyone already figure out the EXACT skillsets that have auto learn property?like start from where,and ends where.
51
The Lounge / Re: Final Fantasy Simulation
May 02, 2013, 11:02:35 am
This actually looks fun,please keep it up :)
52
Mail Spam,count me in :D
53
Understood~~  Thanks for all the advices~
54
I know the order of the skill list and the learn rate both affect their decision,but which comes first?for example if i have a list of skill in A B C order,A=50% rate with 350 JP,B=70% rate with 300 JP,C=100% rate with 150 JP.in this case if i set the job level to 2 in ENTD(which only have like 350 JP to spend),the problem is will the AI check for the % of all the skill first and choose to learn the highest then use the left over to learn other skill with less % or they just follow the order which in this case if he had skill A learned,he would have no JP leftover to learn B and C even C is set at 100% rate.

Put it simple,in this case will it always learn C(since i put the learn rate 100%)no matter what,or he is likely of learning the first two and left with no JP to learn C?
55
My bad,i mixed up the first ability above cure with formulas.

By the way Raven,is it possible to make a ability gain property of a normal attack?I mean the Golem summon spell does not work on chocobo attack,that goes for hamedo aswell.
56
Is that true that Archer's charge skillset uses formula OO?
57
For example Wiegraf's special punch skill has earth slash and wave fist auto learned,izlude has jump at level 8 innately.

What are all the skillsets that has this property?Is there a list?And how do i create such skillset manually?

I'm doing this because i want to make enemy's secondary skillset more powerful and specify a certain ability that i wish them to use instead of setting their job level at 8 and hope they learn it randomly.

Thanks
58
What do you do to make specific character unbootable?like the 5 main character in this game.
59
New Project Ideas / Re: Patch Ideas Proposal Thread
April 15, 2013, 09:48:13 pm
Quote from: Elric on April 15, 2013, 02:56:45 pm
Event editing is quite easy. Take a look at my tutorial. Also Xifsnie was working on the King of Ivalice patch which is the game from Delitas perspective. But i think this has been put on hold indefinatly at this point.


:D That is actually what i'm doing right now,your tutorial are great
60
New Project Ideas / Re: Patch Ideas Proposal Thread
April 15, 2013, 12:29:17 pm
I was thinking is it possible to create a new version of the FFT with all the vanila things in there but only the store event completely shift to another characters perspective and thus alterd ending for these corresponding characters versions.

Let say if played from wiegraf's perspective(which have wiegraf as the main character),starting from trying to stop gustav doing sily things,which eventually failed,and then go through the entire chapter 1 in wiegraf's perspective but with the original story event.but starting from chapter 2 the events are all alternative which wiegraf then does not join the templar but try to fullfill his dream in his own way.

Or we could completely play delita as the main character and have the entire story in his perspective(which i think is pretty necessary since delita actually had as much story to tell as ramza).

Characters such as:Olan,Gafgarion,Islude,Elmdor,Zalbag,Orlandu they all deserves their own side stories too.

I personal would love to do this,but does not have the ability.I would gladly to learn anything related to this since its my childhood dream about this game.