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FFMaster's small ASM hacks{Another Oil hack made}

Started by FFMaster, August 09, 2010, 06:18:26 am

philsov

berserk having 100% shots does sound pretty spiffy.
Just another rebel plotting rebellion.

LastingDawn

Impressive! What would it be called... I wonder? "Augment" (Increases PA and MA but not as much as their Attack Up Counterparts?)
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

FFMaster

I've remade the damage increase completely. The problem was that I based it off Nate's hack, but his Attack UP hack only affects weapon physical attacks, and not things like Punch Art. This new one won't work like Attack UP and friends. Instead, it will work similar to Zodiac's Fury hack.

The empty space just below Non-Charge increases damage/healing done by the unit by XX%. The one after that decreases all damage/healing done to the unit by ZZ%.

0x11F580
ba600508
00000000

0xF12E8
64000324
1980043c
942d848c
92008490
02008430
02000410
00000000
XX006324
1980043c
982d848c
92008490
01008430
02000410
00000000
YYff6324
12200000
18006400
12180000
64000424
1a006400
1980033c
902d638c
62190608
00000000
XX = % damage/healing increase. Setting XX = 14 will mean a 20% damage/healing increase.
YY = (0x100 - 0xZZ[hex subtraction!]) : This is the damage/healing decrease %. Setting it to EC will mean a 20% damage/healing decrease. Please be careful with the subtraction.

EDIT: Also, if you feel like it, you can increase/decrease all damage/healing done by editting the 64 right at 0xF12E8. For example, changing it to 32 will halve all damage/healing. Conversely, increasing it to C8 will double all damage/healing. It doesn't matter if you don't use the supports.

EDIT2: If you plan to both reduce overall damage and use the new supports, you need to change XX and YY by the same ratio as well.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Vanya

  • Modding version: Other/Unknown
¯\(°_0)/¯

philsov

QuoteImpressive! What would it be called... I wonder? "Augment"

I think "Amplify" and uh... "reduction"?
Just another rebel plotting rebellion.

Vanya

  • Modding version: Other/Unknown
¯\(°_0)/¯

FFMaster

September 14, 2010, 06:49:35 pm #46 Last Edit: September 15, 2010, 11:06:04 pm by FFMaster
0x11E43C
d2600508

0xF1348
5800a290 //Status block 58 (Block A)
5a00a390 //Status block 5a (Block B)
09004230 // Statii from Block A
08006330 // Statii from Block B
21104300
12150608
00000000

You can change the bolded parts to whatever you want.
http://www.ffhacktics.com/wiki/Formula_Hacking

In the above example, statii Charging, Performing and Berserk would lose all evasion. If I changed 5a to 5b, then instead of Berserk, Haste would lose evasion.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Zozma

I was wondering if you could replace one of the formulas thats useless to me like the dragon formulas or truth or un truth with a copy of formula 2 with a 100% success rate of casting a second skill.

the normal formula 2 has a bug causing 999 damage if there is a damage value (if it is used as a skill, not as a weapon formula), i really just want this skill to act like a normal attack that casts a second, indexed spell afterwards. possible?

what i want this for is to change the archers skillset, this formula would let them shoot with a longbow, then fire off a spell AFTER the bow animates PROPERLY
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

FFMaster

Probably not possible for me. I have no idea how to rebuild formulae. If I did, I would have made a bunch for the empty formula spaces in FFTPatcher a long time ago. I also don't have any idea about animations.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Zozma

well its not directly related to animations, the problem with trying to make a Bow related skill right now is that if it has an effect file, for example:
say you want to create a skill "Fire Arrow" and it uses the effect for Fire1. here is how it will look in game...
1) the Fire1 effect executes over the selected target immedeatly
2) at the same time, the unit is just pulling the string of the bow back and shooting the arrow in some random direction
3) by the time the arrow finishes flying wherever it was going, the Fire1 effect has already finished

Using formula 2 for archer skills would be Ideal, if it werent for the fact that there is a serious glitch with damage
Basically what i meant was Making a skill thats only purpose is to fire off an indexed skill immediately after the arrow hits the target
for example making a skill "Cupid Arrow" the skill does nothing itself, but is set to cast "Steal Heart" on the target at a 100% chance,
just like if you hit someone with the icebrand and it casts ice2 on the target afterwards.

It seems kinda like a waste of skill slots, however If it actually worked in such a way then you could have longbow skills with good effect files attached to them...

Oh well, i figured id ask. maybe I'm wrong and even with effect FFFF the arrow still flys randomly?... no wait, theres a "range of weapon" box too...
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

Here's an alternative then. Can you mod formula 2 to use Y as the chance to execute the second ability instead of a fixed value?
This would solve most issues for use as an ability formula... but it might break it as a weapon formula...
Perhaps the mod should be to use Y as % chance to trigger the indexed ability except if Y=0 it should use the original fixed value.
Are ether of these a possibility?
  • Modding version: Other/Unknown
¯\(°_0)/¯

RandMuadDib

@Zozma i'm sure you've resolved this issue already, but you could use formula 4 if you just want to cast fire/lightning/ice with a special ability.
I will show you the power of SARDIIIIINES!!!!

Zozma

unfortunately those werent the effects i wanted to cast with it...
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Pickle Girl Fanboy

Random ideas for R/S/M

1. Restore xx mp for every yy hp damage taken
2. Restore xx mp for every yy hp damage dealt
3. Restore xx mp for every  debuff dealt
4. Restore xx mp for every yy hp restored
5. Restore xx mp for every debuff on self


Ideas taken from Jeanne D'Arc

Gawdspeed
*Set CT to 100 when you kill an enemy

Piercing Power
*Can hit two targets in a row with a Spear or Stick

Desperation
*Increase damage dealt and recieved (kinda like the Support you hacked)

Pre-emptive
*When attacked from side or back, turn to face attacker and receive appropriate evasion

Sneak by
*Walk through enemies as if they are allies

FFMaster

Updated darkness hack to be smaller and less buggy.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Zaen

Is it possible that the darkness % changes have any relation to concentrate (in a different location, of course)? Because a % boost concentrate would be much better, especially in conjunction with the darkness hack.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

FFMaster

For now, I know how to completely disable concentrate. As for making it a flat hit% increase, that is a bit harder. I might be able to find where it does the final calculation for evasion, but don't expect too much.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Zaen

I figured as much. It's definitely worthwhile to look into, though.
"Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar

FFMaster

If you use the weapon guard innate hack, this means the unit can use weapon guard from the back and sides! Even if you didn't, this hack allows 100% C-EV from the sides and back.
0x11E6F4
d9600508
00000000

0xF1364
8d00a290
04004230
02000210
00000000
2330c600
000066a0
00006290
c0150608
00000000
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

FFMaster

0x125F0C
e2600508

0xF1388
XX006230
02000214
5a008290
01000224
c5330608
00000000

# 0x40 = HP Restore
# 0x20 = MP Restore
# 0x10 = Critical Quick
# 0x08 = Meatbone Slash
XX can be changed. This one is a bit trickier. You want to add the ones you only want activated while critical. For example, if you only want MP Restore and Critical Quick to activate without being in critical status, then XX = 48, since HP Restore and Meatbone Slash are the ones you don't want activating. If you have problems, ask on IRC.
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢