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Messages - Nyzer

601
Yeah, it's rather unlikely that you'll find a patch that only changes the battles. They aren't at all the most obviously broken part of FFT, and most people will do things like make Archers usable or turn Calculators into Red or Blue Mages.

If you do opt to set it up yourself, you're probably also best suited to manually giving these guys custom secondary skillsets rather than just choosing the generic secondaries. Special secondary skillsets are auto-mastered last I checked, whereas using the generic ones will only let them use what they've learned automatically based on their job progression. I have no idea if you'd still have those secondaries equipped upon Inviting them, though, come to think of it...

Also, monsters can be hard. They just aren't designed to be in FFT. As an example, Jot5 gives them small, but powerful skillsets, as well as innate skills. I'd take a good look at what the monsters in Jot5 can do and consider beefing up the monster skillsets comparably.
There are certainly more changes to Jot5 that help bring monsters up to the level of actual threats, but that's the most profound part of it.

602
Typically people just use Gameshark codes or something for such a simple effect like maxing out EXP/JP/HP/what have you.
603
Started to get this error after removing an extra, unnecessary EventEnd() command.

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Conversion from string "Input " to type 'Double' is not valid.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Conversion from string "Input " to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format.
   at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
   --- End of inner exception stack trace ---
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value)
   at EasyVent_Editor_Super_Perfect_2._0___Hub.Form1.EventConsistency(String EventToWrite, String EventTitle, String Directory)
   at EasyVent_Editor_Super_Perfect_2._0___Hub.Form2.Button3_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
EasyVent Editor Super Perfect 2.0 - Home
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/USER/Documents/FFTactics%20Work/Tools/EasyVent%20Editor%20Super%20Perfect%202.0/easyvent%20editor%20super%20perfect%202.0%20-%20home.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 14.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3221.0 built by: NET472REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.3056.0 built by: NET472REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Offset(x0000A000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.
//Text(x000007BD)
//Remove the previous line if you wish text to compile directly after instructions.




Music(x01,-000,000)

//Check for an as-yet undetermined variable for the Skip Scene option.
ZERO(x0000)
ZERO(x0001)
ADDVar(x0001,x0000)
EQ()
JumpForwardIfNot(x01)
//The Skip Scene option.
DisplayMessage(x10,x63,x0028,x00,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
ZERO(x0000)
ZERO(x0001)
ADDVar(x0001,x0018)
EQ()
EventEnd()
//End of Skip Scene option.
ForwardTarget(x01)


RemoveUnit(x01,x00)
RemoveUnit(x06,x00)


AddGhostUnit(x01,x00,x00,004,001,x00,x02,x00)

AddGhostUnit(x04,x00,x01,004,011,x00,x02,x00)

AddGhostUnit(x1E,z00,x02,005,001,x00,x02,x00)

AddGhostUnit(x64,x02,x03,004,002,x00,x02,x00)

AddGhostUnit(x7B,x02,x04,004,000,x00,x02,x00)

AddGhostUnit(x80,x02,x05,005,000,x00,x02,x00)


Camera(+00904,-00700,+00304,+00341,-01536,+00000,+04096,+00000)
Reveal(120)
Camera(+00904,-00000,+00304,+00341,-01536,+00000,+04096,+00120)

Wait(00040)
WalkTo(x67,x00,003,008,x00,x00,+008,x01)
WalkToAnim(x67,x00,x0002)
WalkTo(x64,x00,004,008,x00,x00,+008,x01)
WalkToAnim(x64,x00,x0002)
WalkTo(x66,x00,005,008,x00,x00,+008,x01)
WalkToAnim(x66,x00,x0002)
WalkTo(x68,x00,004,007,x00,x00,+008,x01)
WalkToAnim(x68,x00,x0002)
WalkTo(x69,x00,005,007,x00,x00,+008,x01)
WalkToAnim(x69,x00,x0002)
WaitWalk(x67,x00)
UnitAnimRotate(x67,x00,x08,x0024,x00)
WaitRotateUnit(x67,x00)
WaitForInstruction(x04,x00)

DisplayMessage(x10,x13,x0001,x67,x00,x00,-00000,-00000,-00000,x03)
WaitForInstruction(x01,x00)

EventEnd()

//INSTRUCTION SECTION END -  TEXT START


======

So, apparently there's an issue there in which I have a z instead of an x by mistake. I don't know why that would crash the editor even when just saving the event, or why having EventEnd() before that error would make the editor completely ignore it and work properly for both saving and compiling.

For the sake of documentation, I'm bolding the bad z command too.
604
Help! / Re: FFT+ 1.02 change log
January 06, 2019, 02:56:41 am
Erm... have you read the unlocked topics on that discontinued mod? The bug report topic talks about game-freezing issues, and its creator hasn't returned to the forums since the day he posted 1.02.

As for other vanilla mods, you might be best off asking/reading about them in their main topics rather than on the Help board.
605
Help! / Re: Mod an existing mod?
January 05, 2019, 06:38:48 pm
As long as the modder hasn't set up the release version to block the modding tools such as the Patcher, sure. The current Jot5 release is still openly editable last I checked, as an example.
606
Journey of the Five Ch.1 / Re: Suggestions
January 05, 2019, 02:19:33 pm
Yeah, if there's any deliberate aspect of Jot5's difficulty I have to criticize, it'd be that it does throw you right into the thick of things from the get-go. That's part of the reason that you'll be able to recruit a Chocobo from the Soldier Office before that fight when we get the rerelease out - having access to a party member with White Wind Choco Cure should help tide you over until you can pick up AoE healing from the second tier of jobs.
607
Recruitment / Re: Requesting an Assist
January 03, 2019, 09:50:07 pm
Yeah. Adding a bit of extra dialogue here and there isn't too bad in and of itself; if you know what you're doing, you could probably make some very simple edits to drop those custom characters in existing events (preferably ones with little impact on the story so as not to steal someone else's spotlight) and give them actual lines to say.
Still, yeah, you'd be looking at an hour or two per event depending on how much you were editing it (for example, are you completely redoing the setup for the fight because it makes no sense to just drop the character right in the scene?) and how much practice you've had: once you know the commands well enough, it's easy to identify the exact point where you want to drop your edits in, but at first it's more than a little daunting.

But then setting up in-battle dialogue? Each one of those counts as its own, separate event, with its own trigger that'd need to be set, pointed at the right event ID and everything.

I agree that it's not hard, but you're really not going to find anyone willing to spend the time on all of that for you. It'd take you maybe two, three hours to get all the pre-existing sprites imported and characters sprinkled throughout the ENTDs in the Patcher, and that's including all the planning for which battles you want to add them in and how you want their jobs to go.

If you're willing to take the time to learn it yourself, Elric's event tutorial is here. It's a bit outdated; with newer versions of the event editor, some of the command structures have changed, but going through the tutorial as is is still worth your while. Once you've done that, here is the newest Event Editor; it has a built-in Instruction Viewer and error checking when you save, which makes it very easy to transition from the older commands to the newer ones.
608
Gonna have to be a lot more specific.

The best guess I can give you right now is that you're modding the wrong ENTD.
609
Journey of the Five Ch.1 / Re: Suggestions
January 02, 2019, 10:28:42 pm
Very late response on this, so sorry if you're still around to see me say so. (And if you're not, then I'm not sorry. I won't apologize into a void! :P)

I don't think anything is different about the Move-JP Up skill? But I never used it in the main game myself. I'm pretty sure Gained JP Up was discarded because it cuts out way too many useful support skills instead, since it's far too useful itself. Move-JP Up is better balanced against what else that slot has to offer.

As for MP costs: Ramza and Link both have MP restoration. The Chemist and Guardian jobs have MP restoration. Cloud and Snake's base jobs don't use MP. The Chemist and Squire jobs don't use MP. Regen now restores MP. The Ranger comes with Critical: MP Restore. I'll admit that the game pushes you a little too hard towards getting MP restoration skills, but the balance is way better than in vanilla FFT, and you have so many options that it works out perfectly fine if you just make sure to make use of 'em.

And, yep, the game's supposed to be challenging enough to make you work for it and push you towards better strategies. There will be an easy version released not long after future release versions, though.
610
Nice. You should check out ngplus.net; they're a modding site that features plenty of different games, not just a focus on FFT like there is here. Might get some more traffic there!
611
Help! / Re: Android Save Editing Help
January 02, 2019, 01:46:12 am
Honestly, I'd just recommend emulating the PSX or PSP versions on your android. They're way more moddable.

We don't have much in the way of mobile support or modding capability here, I'm afraid.
612
Help! / Re: Damage Formula question? (pa*y)*wp?
January 01, 2019, 02:18:39 pm
Offhand, I really don't know if anyone's ever made one of those.

But in lieu of being able to point you in any direction, I may as well say this:

I kinda doubt that a Formula 2D skill would really be underpowered or overpowered at any point in the game. It's going to be doing (close to)* normal weapon damage plus the extra modifier which, itself, is multiplied by the PA. It's always going to be doing greater than normal weapon damage. Sure, it might not be as much as double weapon damage, but honestly that seems really overpowered on a ranged weapon anyway. Not that FFT doesn't feature a lot of broken setups, but still.

*It only shares the basic formula of the crossbow, while the longbow and gun use different formulas.

It's all up to you in the end. Just felt it was worth throwing my 2 cents out since that's the most I can add at this point.
613
Help! / Re: Damage Formula question? (pa*y)*wp?
December 31, 2018, 09:49:58 pm
Formula 2D is PA(WP+Y), which is indeed like the formulas you want.
614
Don't set Parry to Innate. Doesn't work like that.

What ends up happening with an innate Reaction is it gets slapped on, unequipping your equipped reaction, as soon as you enter a battle.
615
Hah, that was basically my impression too, Evs. I never took a good look at the mod at first; I figured it'd be something that focused more on the crossover appeal than anything else. Couldn't have been more wrong!

After watching the first few videos in someone's Let's Play of the mod, I knew I had to go download it right away. And in the end, well, here I am!
616
I know it's a display (the damage isn't actually done twice) bug that affects some skills in Jot5 Ch. 1. But I don't think it should apply here... do you have everything matching in the Animations tab, too?
617
New Project Ideas / Re: Vanilla
December 24, 2018, 09:57:00 pm
This topic doesn't belong in "New Patch ideas" and I don't know why you put it here.

And this is what "vanilla" means when it comes to a game:

https://www.google.com/url?sa=t&source=web&rct=j&url=https://en.m.wikipedia.org/wiki/Vanilla_software&ved=2ahUKEwjBtdrN_bnfAhWVMn0KHWgMALwQFjABegQIDxAE&usg=AOvVaw3bbVqib5quZh16uOsSiaTA
618
PSX FFT Hacking / Re: Sprites FFTEVGRP
December 22, 2018, 11:23:33 am
What do you mean?

Last I checked, the hack required the player to swap the units into slots 1-16 to use them, or it could cause issues with Guest deployment or propositions or something. (Very nonspecific, I know, sorry, it's been a while.)

If those issues have been squashed... what bugs remain? It sounds like some do from the way you describe it.
619
PSX FFT Hacking / Re: Text's
December 22, 2018, 11:12:59 am
Yep, that's event editing.

http://ffhacktics.com/smf/index.php?topic=9204.0

Raven's post has a link to an event editing tutorial. His signature has a link to a newer, better tool for event editing - it uses a newer, slightly different fornat for SOME event commands, which might throw you off from the tutorial a bit, but it also has built in error checking and an Instruction Viewer so it shouldn't be too jarring.
620
Help! / Re: Skill and Weapon Formulas
December 19, 2018, 12:41:01 am
Celdia probably inserted a custom formula into that slot. An ASM likely exists for it somewhere; check her patch notes & topics to find out.