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Topics - Ansehelm

Edit: 8/5/20 - New update, solving more bugs and changing some aspects of balance.

Hey y'all!
So I've been working on this project, on and off, for quite some time.  It's a vanilla mod, which was originally heavily inspired by the old 1.3, but has deviated substantially therefrom, and draws inspiration from a variety of other mods, such as Celdia's patch and FFT+, with a generous dose of my own imaginings.  The main draw of the mod is that it adds a plethora of new content much as an "expansion pack" would in other game series. It features a wide variety of invitable new characters and monsters, and the addition of many new items, many of which do more than was possible in vanilla.  While it by no means complete and polished, I've got a fairly workable, fully playable version of the mod here and ready for some initial playtesting.

-It is built on FFHacktics' The Lion War mod, and as such contains most of TLW's content (although Ashley Riot has been replaced).  It employs many of the "latest and greatest" developments in FFT, such as Glain's brand new Bench hack, and Pride's excellent Item Attribute rewrite, which allows items to be able to confer properties that aren't possible in vanilla.

-It is intended to be fairly high difficulty overall, although this is somewhat tempered by powerful units and items that become available to the player.  In particular, battles involving shrine knights may be quite difficult.

-Monsters are generally stronger and more useful than in vanilla.  Especially the later tier monsters such as behemoths and dragonkin have excellent stats and multiple strong R/S/Ms.  Monsters such as chocobos are now more useful as transportation due to increased move stats, and the removal of the Move+3 Ability from most human units. 

-Enemy units in all encounters are around the player's highest level, and most of them have decent abilities and R/S/Ms to make for challenging battles.

-Money is much more scarce, and you likely won't become a Gillionare, but rather will have to spend judiciously, steal, or sell old items to thrive financially.  The "bonus gil" reward based on level has been entirely removed, and the gil reward for a battle depends on the units in it.  Monsters nearly always seem to lack purses, and will yield no gil, except in a few rare "monster hunt" battles where a particularly ferocious beast nets a sizeable bounty.  Human units generally carry small amounts of gil, although thieves, sky pirates, shrine knights and nobles have been known to carry fat wallets from time to time.  This does not scale with level, so a Lv99 Squire won't yield more money than a Lv10. 

-It introduces many new monsters, some of which can be invited, and others which cannot.  In order to make room for some of the new classes, I had to consolidate the old Goblin, Morbol, Uribo, and Panther classes.  These units still exist in the game as single units, but cannot be tamed (honestly, who wants a big slimy Morbol anyway?)

-Although it is intended to be reasonably well balanced, balance is not necessarily the highest priority at all times, and we more than likely have differing visions of what an optimally balanced game looks like.  As such, the default position is that your balance suggestions or other requests will not be implemented. Nevertheless, they will at least be listened to, as I am open to hearing your suggestions and being swayed by those that I find particularly compelling. 

-There's a lot more that I could say, but this will suffice for now.

There is a large amount of new units and items in the game, and not all of them will fall into the player's lap as a matter of course. Here are the unit/items that are possible to miss:

-There is an adventurer who can join your party if you find him in a rare battle approaching Zigolis Swamp from the west.
-The library at Orbonne holds many artifacts besides just the zodiac stone.  A couple of the floors contain items that can only be found there via Move-Find.  The first 3 battles there also feature 3 units that can only join your party there, via invitation amidst the strenous battle.  Look for a Kreuzritter that looks like my avatar, a unit that looks like an onion knight, and a unit that appears like a normal knight, but is not all he seems to be.  All three of the units have custom names, and are not obtainable elsewhere. 
-Bed Desert holds a few legendary artifacts buried alongside the ancient palace within the sand. 

-Monsters in the player's party will appear normal in the roster, but when placed in a battle, will all revert to the first palette of the monster family (e.g. Black chocobos will appear yellow, like normal chocobos in battle). Looking for a fix for this.

-Zalera does not float in his battle (TLW legacy issue)

-Some abilities are used both by humans and monsters, and sometimes the monster animation isn't a good match.  IIRC there is an ASM that fixes this that I will likely apply (Medium priority), but for now, if you see a monster that has a somewhat wonky animation while using an ability, don't report it as a bug.

-At least on one recent runthrough, many plot events feature units walking in place at the end of the event,  instead of standing still (high priority to fix this).

-In general, some of the sprites have mild imperfections.  For example, the Tonberry sprite (provided on the FFhacktics site) has a few pixels floating above the unit in its dead pose.  Other units have somewhat wonky singing/charging animations, or similar extra pixels that display during certain actions.  The Giant Spider does not yet have a portrait graphic, and other sprites that I created may not necessarily live up to the highest artistic ideals.  If you see something like this, know that I am generally aware and will be working on it, and don't report it as a "bug" - save that for larger issues that affect gameplay.

I don't think these are bugs per se, but there are things I'm mindful of that may be improved in the future:
-Eventing/introductions have not been done for several characters, including the Royal Cavalier, Wolf of Mibu, and the Yuguo Woods guest. As of now, they join your party without any backstory or explanation, but I will likely add some exposition to this in the future. 

-Although this hack is built using The Lion War as a base, it does not currently employ the extra job hack, due to conflicts with other ASMs.  The units that would have been included in the job wheel, the Shieldmaiden and Cavalier, can be invited in various battles where you may encounter them.  There is a possibility that I will be able to use this hack in the future, but it is not an assurance at this time. 

The Lion War Team (TLW Resources 1.06 were used). Here are the credits:
TLW Staff

Attack.out Rebuild, Spreadsheet & GUI
Worldmap Rebuild
WotL Event Additions & Fixes
Mod Organization
Vanilla Event Fixes and Jumps
ASM Setup, Application & Testing
Sound Novel fixes and Implimentation

Initial Attack.out Rebuild, Spreadsheet & GUI
Initial Worldmap Rebuild
Sidequest Changes & WotL Implimentation

ASM - Altima Teleport
ASM - Event Instruction Upgrade Hack
ASM - Extra Abilities Effects Hack
ASM - Map 120 Edits
ASM - Unit Restriction & Guests in Randoms
New Game Plus Work (not yet complete)
Squashing some bugs

De-WotLize Dialogue in WotL Event Ports
Translated & Fixed Sound Novel Images
Title Screen & Lead-in frames from WotL Movie to Title Screen

ASM - Rumor Edits
ASM - ARH Lite - TLW Edition

ASM - 1E4 & 1E5 Become Adeptness & Sturdy
ASM - Barrage & Weapon Strike Rewrite
ASM - Extra Generic Class

ASM - Bravestory Fix
ASM - UWEntries

Sprite Fixes & Edits

New Ashley Riot Sprite

WotL Opening & Intro Movie Ports

WotL Event Fixes

Allowing merge of her ISIA patch for Consolidation.

Several event fixes.


Also uses ASMS by Glain, Xifanie, Emmy, Choto, Pride, RavenofRagriz, and others (I will double check and add).
Image Credits:

Kagebunji, Twinees, Nippon Ichi Software


Lady Frimelda
Zozma, Twinees, Smash

Cecil Dark Knight
CidIII Mando

Kyousukeee, Smash

Cavalier, Male

Jon, Smash, (help from Mav, Jimmyjw88, Kagebunji, Smash)

Kagebunji, Square-Enix

Kagebunji, Square-Enix

Zozma, Luiakyn

Viking Female

Agrias (Ponytail)
Lydyn, Zozma



Kagebunji, Square-Enix

Kagebunji, Square-Enix, Smash, Mav, Twinee

Male Rogue
R999, Lijj

Male Samurai

Female Berserker

Kagebunji, Twinees

Blue Mage Male
Kagebunji, Mando

Choto, Lijj

Anji Sprite based on Zozma's Berserker Sprite
Panther Knight portrait based on Lijj's Wolf Knight Portrait.

Title Screen Art by Puruco

Bugtesters for FFT Expansion:

Feel free to chip in with your impressions, critiques, comments, bug reports and so forth. I will probably see this thread at least every 2-3 days, at least initially.
Hey y'all, so I was planning on using both Choto's extra job hack (1.17) along with Pride's Item Attribute hack (1.1) for my mod, but after having some issues, I checked in FFTOrgasm and it turns out they're incompatible because they overlap somewhat with their use of SCUS space.


ASMs really aren't my thing and I don't anticipate making the time to learn, but I was wondering if one of these hacks (probably the Item Attribute one would be easier) could be moved to overwrite/reference a different area in the SCUS file so that both would be compatible. If not, I'll just pick one to use and go from there, but I thought I'd run it by you all first.  I gather that SCUS space is pretty limited, and making this work might mean the removal of other functions, but that may be worth the price. Anyway, I'd appreciate your insights.
Help! / How to Increase Steal Gil Yields? (PSX)
May 21, 2020, 09:02:47 am
Howdy y'all,
I'm looking for a way to make gil stealing more viable in my mod, partially by lowering the bonus money generated from standard battles, but even so, most of the time the ability just isn't nearly strong enough to be worth using. Ideally I'd want a hack that can change the formula to yield somewhere from 3 to 10x what it currently gives, and I don't believe there's any way to do this in patcher. Any ASM leads?
Heyo homies,
So I'm replacing the Byblos/Apanda sprite with a new character, and have also changed the corresponding portrait and formation screen sprites in Shishi.  The formation sprite appears fine, but for some reason the portrait is that of the new character, but with the old Byblos palette colors. I can't figure out where this palette info is even coming from, given that I've replaced the original Byblos sprite/palette, as well as the formation and portrait graphics.  (This only appears to happen with some monster classes I've tried). Anyone know where this apparent additional monster palette info is stored, and how to change it?
Question - so if I use the specialized Shishi editor provided in the resources zip, I notice that it copies imported spritesheets to any areas that have redundant sprites in vanilla - for example, if I import new sprites into the undead knight, oracle, wizard etc (located near or between the Lucavi sprites) that are graphically the same as those used later on for generic units, not only does the new sprite replace the intended redundant sprite, but it also replaces the later iteration of that sprite used for generics (knights, oracles, etc). 

This considerably limits the amount of new sprites I'm able to add into my mod, so I'd prefer to use a more standard version of Shishi that allows me to replace the extras without screwing up generic job classes.  Assuming I add all the TLW sprites in correctly, will this interfere with the functionality of the rest of the mod (i.e. is the data saved by apparently referencing a smaller sprite pool needed elsewhere), or am I clear to go ahead with this method?
Help! / How to sync evtchr palettes?
March 08, 2019, 01:10:39 pm
Heyo homies, another deep question for ya:

So for my mod I'm making several evtchr edits so that new sprites match up with the cutscene sprites.  For example, I'm using the de-hooded version of Meliadoul, so I'm editing sprites 116 0-2.  The easy part is editing the actual pixel art, the hard part is getting the palettes to sync up properly so that each character displays without wonky colors (the hooded Meliadoul uses a fairly different palette and color order than the vanilla Melly).  https://ibb.co/HnWfxNw.  I adjusted the order of the colors in the palette for the first image, sort of eyeballing them to follow the similar pattern for the palettes in the next two images (the first image has meliadoul's palette, the second, Ramzas, the third, the Zodiac stone's).  Unfortunately, the colors have to be in exactly the right order, and I don't know of a reliable way to predict this.  Otherwise one image will look fine, but the other two (Ramza and the stone) will be wonky.

Bottom line is, I can figure this out with A LOT of trial and error, but there's gotta be an easier way, some sort of systematic method to make the palettes sync up with the colors of the modified palette in the proper order.  Unleash your wisdom upon me
Heyo homies,

I'm looking to create a random battle (a specific floor of the DD) that only allows the player to enter one unit into battle, as part of a duel scenario.  I've run across a random battle editor here, but my cursory review of it at least did not make this capability obvious. Am I missing something there, or is there another method to unlock this madness?

PSX FFT Hacking / How to permaguest joining units?
March 05, 2019, 03:28:00 pm
Heyo homies,
So as you know in FFT, there are some units that join as "guests" and do not contribute to your party limit of 16.  In vanilla, this designation is ultimately temporary.  In my mod, I want to have 4 characters that can permanently join and fight in random battles, but will retain the "guest" flag so as to allow for up to 20 party members.  I don't see an option that influences this in patcher, is this an event-related thing, or how do I alter it?

Edit: I ran into a thread talking about expanding the party roster to 20, but apparently there are bugs with it, especially involving the Beowulf sidequest.  Either way, it doesn't seem to be fully resolved there.
Also Edit: I realize I probably should have posted this in the "help" forum again. My bad
Heyo homies,

So formula 4 in FFTP is the one that allows for guns that can fire variable spells (Fire1, 2, or 3). Problem is, the guns that use it are pretty underwhelming.  I'd like to be able to increase their damage output by 50-75%, but don't want to raise the Weapon Power, since this can be abused with Jump and similar abilities.  By the same token, the spells are already pretty powerful by themselves (I wonder if this formula halves the damage versus the spell was cast normally).  Anyway, is there a well-worn path to either crank up the damage output of this formula across the board, or allow for variable increases, such as formula 2D (PA*(WP +Y))?

Also, while we're at it, I've changed several item types in my mod (e.g. helmet to robe), and it sort of works, except that the robe has a little helmet image next to it and is only equipped on the head - Apparently modifying "Item Type" in patcher doesn't do much.  How does one *actually* change the type of item?  Not strictly necessary, but it would save me from a lot of item reshuffling.


Edit: Also, I guess I should've posted this in the help forum. My bad. Feel free to move
Spriting / Portrait palette color transfer issues?
November 24, 2018, 12:54:19 pm
Hey homies,
So for several sprites I'm working on, I've had this problem where the portraits look funny in Shishi, even if they look fine on the spritesheet (I am aware that the portrait palette is the 9th row down in Graphicsgale).  The problem is that there is apparently not a 1 to 1 relationship between the sprite colors (first row) and portrait colors (9th row) - some sprite colors are not represented at in the portrait (meaning some portrait colors cover 2 sprite colors).  Anyway, the whole reverse engineering portrait palettes seems, tricky - Is there a simple way to insert a portrait (from a separate .bmp and insert its palette without it getting all wonky or losing colors?

Heyo homies, I have some basic familiarity with changing unit formation and portrait sprites, and am pleased to see the ease with which this is doable in the newest version of Shishi.  Given what I know about FFT modding, I don't believe it's feasible to add to the number of existing formation portraits and sprites, but that what is existing must be worked with.  I'm aware that there are a few that are not used, namely Simon, Balmalfula, Teta, etc, for the player, but I'm wondering if there is a known way to reassign some of the sprites.  For example, Uribos are not available to join the player's party in my mod, but I want to reassign their formation graphics and portraits to a unit of a different spritesheet.  Hope this make sense, any leads?

Heyo homies, just wondering how to go about two things:

1. Add plot battles to existing locations: Locations such as Bervenia Volcano appear after a certain point, but there is never an orange dot/plot battle there, and I want to make one.  Also, I've noticed that Monster Tactics adds a battle after most cutscenes.  How might I get a start on this?

2. Adding Random Battles to other locations.  Say I wanted to add optional random battles to the Thieves' Fort, Fort Zeakden, Nelveska Temple and Golgorand Execution site, where do I begin?  I imagine these are both event related.

Help! / Disabling Eggs for only one monster type?
July 05, 2018, 09:28:38 am
Heyo homies, as stated above, I want to remove breeding for only one monster class.  I know there are workarounds via swapping job slots with something that is not technically a monster, but is there a way to disable eggs for one specific class of monsters without shuffling jobs around?
Event Editing / Editing Existing Event Text?
June 25, 2018, 11:52:21 pm
Heyo homies, it's been a while.  Back to work on a mod of mine - for now, all I need to do is edit some existing event text.  I know this can't be done with Tactext, but I heard it was fairly simple.  Just looking for some leads on how to begin

Help! / Multi-Attack Weapons?
September 28, 2017, 09:09:05 pm
Hey homies,

I want to make a Zhuge Crossbow/Chu Ko Nu weapon that fires several weak bolts per attack, and I'm wondering if there's a convenient way to get the weapon to do this.  Worst case scenario, I can just make the weapon 100% proc a multi hit attack, but I think that would only animate the character firing once, and I don"t think it would stack with other abilities (e.g a weapon-range poison attack).  So what I'm looking for is for a weapon formula that fires a certain number of times while maintaining all attributes of a normal weapon attack.  Any leads?
Can't find them in Shishi...how do I access the item spritesheets?
I want to add/replace sprites that aren't currently in the game.
Hey homies,

So I'm looking to make some items that give high stats in some areas and negatives in others to compensate (e.g. heavy armor with great hp boosts but -1 speed).  I know this is possible, but it doesn't work in patcher since the field for item attributes doesn't accept negatives.  How can I work around this?

Also, how does one get an item that includes an R/S/M reaction (e.g. a magic carpet that makes the user fly).  Again, I know it's been done, but how would I go about it?
Hey homies, wasn't sure where to put this exactly, hope this is the right place.

So I've known for a while that there was some tension between Arch on the 1.3 ID forums and this site, but can we let that go already?  I'm not interested in hearing old war stories about the reasons behind this schism, valid as they may be, I just mentioned it because I was going to post in the New Projects Section about a project that I'm working on that has some basis in 1.3's changes, and included a link to the ID site where I have a thread (which Arch hasn't been seen around for ages, by the way).  Anyway, as some of you well know, this site changes any mention of "Inzane Difficulty" to "insanely derpy," including in any links. 

Humorous though that may be, I can't help but finding it rather unprofessional - not that we as modders/gamers are paid "professionals" that necessarily need to conform to a standard of impeccable behavior, but for the reason that it seems a little on the medieval side - I find it overly dramatic and it creates a needless divide between two communities with great members that share an appreciation for FFT.  Whatever may be said about Arch, 1.3, which included the work of Philsov and others, was a dang good mod for its time and is what rekindled my interest in FFT.  So can't we all channel our inner hippies, kiss and make up, and recognize the validity of someone else's work, whatever his personal characteristics may have been?  Or if that's not good enough, make up for the sake of the 1.3 forum, which is still semi-active (although less so in the summer months, I've noted)?  Like two cities, these two forums can grow stronger through positive exchange and interaction, or be left to stagnate in their isolation. I say let's "not make war on dead men". But what are y'all gonna do?
Hey homies, appreciate the help I've gotten here so far.  A few more questions for now...

How do you make an ability that only works when the user is critical?  One example is fft 1.3's defy pain, but I want to make an offensive ability that is only available when critical.

Also, how do you make abilities that only work on units with certain statii? e.g. to KO a sleeping/don't move/stopped unit but nobody else?  An example is 1.3's Damnation (KO's a unit with reraise), but the setup in patcher is less than intuitive.  On a similar vein, I notice there are abilities that only affect certain classes, such as Reis's Dragon abilities or seal evil - can more be made like these, for example an ability that doubles damage to undead classes or only works on specific monster types?

Hey y'all,
So I'm trying to maximize new content in a mod I'm making, but things are not always as they seem with regards to what is actually available for use.  For example, I edited skillset 80 (80-9A are all empty and nameless) - it works fine to hold skills, but the name/text I applied to it via patcher doesn't show up, so I figure it's unusable textwise.  Other examples I've noticed are the 5C-5E ??? slots in Shishi - I've actually gotten the first one (or two?) to work, but the third one seems unusable.  Anyways, is there some list of the unusable/glitchy jobs/skillsets/spritesheet slots that I should be aware of to minimize needless effort?

(Also, I notice that jobs 9C - 9F in patcher are empty, although there's no corresponding text boxes for them in tactext - is there a reasonable way to link text to them?)

Hola all,
Pregunta - so I've been making new spritesheets and palettes and trying to have units of the same job class appear with several possible palettes (much like generics have different colors for friends and foes/different teams), but they always have the same palette. I know there's a section in FFTpatcher for palette in ENTD, but it doesn't seem to work.  Any insights?
Help! / Several Ability Questions
June 22, 2017, 03:04:11 pm
Hey y'all, making some abilities for my mod, and I was wondering how several things can be accomplished:
-Make a damage ability that can only be used in critical, similar to fft 1.3's defy ability, but with offensive capabilities
-Make an ability that targets the caster and enemies, but not other allies, and/or KO's the caster only while dealing damage
to enemies
-I want to make an ability with the grand cross graphic that removes debuffs from allies, but I haven't been able to get it working - is the graphic hardcoded in such a way that this doesn't work?
-Make an ability that damages or KOs only units with a certaim status (e.g sleep)

I'm also experimenting with having one enemy unit crystallized/treasured at the beginning of battles in a hard-to-reach area -(by having that job class have innate crystal/treasure). The crystal works decently, but the rotation is wonky, and the treasure chest looks like a discolored chicken.  I'll experiment with scrapping the sprite for that unit, but was wondering if anyone had insight into this
So for a mod I'm making, I'm editing weapon categories and converting some into others (e.g. rods into swords, bags into spears, etc) as per the guide here entitled "Converting Weapon Categories".  The problem is the actual attacking sprite only vaguely resembles the sprite/palette that I change the item to, so that the colors are off and sometimes even the type is wrong (for example, a rod changed into a katana has a straight sword sprite).  How can I fix this?
Help! / Copying Break Swordskills...
December 26, 2016, 03:00:41 pm
Hey, so I'm trying to create a new ability in FFTpatcher that uses the swordskill formula that damages and breaks a piece of equipment, but when I clone the skill, the clone invariably has a 0% chance of working in all situations.  Anybody know what's up?
Help! / My mod, and some feasibility questions...
December 06, 2016, 08:41:11 pm
Hey friends, name's Ansehelm.

I'm working on a modding the game in a way that adds units/graphics and mostly relies on FFTPatcher changes, but I do a little bit of hex editing and will employ some of the things that are possible (and realistically achievable without herculean effort) through ASM hacking...So I have a few questions regarding what is possible and how it can be done.  I've looked over quite a few ASM threads and some tutorials, but there isn't exactly a comprehensive unified list of what has been done so far.

1.  I'm trying to add a poachable monster, without replacing any existing monsters.  Is there a way to do that and assign items?

2.  I'm trying to make more than one monster (but not all of them) mountable.  The hacks I've seen allow either 1 more mountable monster, or all mountable monsters.  Is there some happy medium whereby I could do just 2-3?

3.  I want to have monsters that can equip weapons but still have monster death noises. 

4.  Is it possible to add new battles at new locations on the map, or to add new story battles?

5.  (Related) Is it possible to add more levels to the Deep Dungeon, or to add another unlockable DD style location?

6.  I've seen battles in JoT5 begin with units mounted on chocobos - how do I do this?

7.  Is it possible to add battles on the unused maps in the game, or to import WOTL maps?

8.  I know that effect animations can be modified out of game, but is it possible to switch palettes for an animation (without having to replace it), such that I could have, say, a yellow stasis sword (while keeping the original blue available)?

9. Can a unit be knocked back 3 squares with a single attack?

Thanks in advance