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Looking for Help. Newb here.

Started by Kupoe, September 25, 2009, 12:45:08 am

Kupoe

September 25, 2009, 12:45:08 am Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
Well, currently I'm making my own "patch" but im trying to improve some spells. with gameshark hex i can make Dimension magic quite powerful, but im trying to patch it into the game itself. i cant seem to find the value that makes melt quake etc, function like Wiznaibus, as in "kill all cept caster" type of flag.

anyone know how to do this with the FFTPatcher?

heres my Gameshark values.

Melt
300607c0 0000
300607c1 00ff
300607c2 00ff
300607c3 0002
300607c4 0040
300607c6 0001
300607c7 0090
300607cc 000c
300607cd 0063

Tornado
300607ce 0000
300607cf 00ff
300607d0 00ff
300607d1 0002
300607d2 0040
300607d4 0001
300607d5 0044
300607da 000c
300607db 0063

Quake
300607dc 0000
300607dd 00ff
300607de 00ff
300607df 0002
300607e0 0040
300607e2 0001
300607e3 0028
300607e8 000c
300607ef 0063

The spells function like Wiznaibus. as in, its casted and blows everything up. but because the patcher doesnt actually show you what value its changing, all the unknowns in the ability editor dont help me  and as far as writing it in directly with a hex editor, thats beyond me. wouldnt know where to start.

Reposted this from the other forum, didnt see that this was the help forum till too late.

Wasabi

September 25, 2009, 12:50:26 am #1 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
Well, with FFTPatcher, I suppose you just go to the appropriate ability in the "Ability" tab and rework those spells into the dance formula and range settings. And within the very same page of those spells, all you have to do is click off "Hit Caster" at the very bottom.

Try it. :)

Kupoe

September 25, 2009, 12:52:54 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
LOL!  

i didnt see that i could scroll down  :?

Wasabi

September 25, 2009, 12:56:37 am #3 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
Yeah, really, if you want an ability that has a similar formula as another you just have to look at the appropriate skill and replicate it to however you want it to do.

Kupoe

September 25, 2009, 01:05:00 am #4 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
cant do that with wiznaibus and melt.

a value changes it from "channelled" to casted. Wiznaibus has channeled.

300607c5 0000 +2 is the byte that handles it.

so with no changes to that byte it would be 300607c5 0002 to make it channelled. 300607c5 0006  to toss a quote onto that effect 300607c5 0016 cant be mimic'd etc etc.

but i suppose that it would be the Persevere value that i would switch off.

man this patcher is a GodSend.  so many things i wanted to do to this game, but couldn't within the confines of the Gameshark.

Kupoe

September 25, 2009, 01:05:44 am #5 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
hmm, i guess Gawd Send is filtered :?

Wasabi

September 25, 2009, 01:22:53 am #6 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
If you so please, would you explain to me what you mean by "channelled"?

Kupoe

September 25, 2009, 01:27:54 am #7 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
umm. when you cast wiznaibus the caster doesnt stop casting.  thats what i mean by channeled.    which makes sunken state -> wiznaibus really... broken.

Wasabi

September 25, 2009, 01:40:45 am #8 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
I assume you would have to keep the 'Perservere' tab and every appropriate behavior for "Dance" skills checked, but use the formula and effect distinctive of Melt intact. Just play around with it. It should work toward what you're making Melt out to be (channeling but dealing damage to enemy AI units in auto-set/255 range).

Kupoe

September 25, 2009, 01:52:53 am #9 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
actually persevere shouldnt be selected.  it needs to mirror wiznaibus as far as values go, but still have the "casted magic" flag checked so it actually looks like a spell and doesnt default to a swing animation.  but yeah thats what i intend to do.

Kupoe

September 25, 2009, 01:53:13 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
hey you wouldnt know how to do custom damage formulae in this game would you?

Wasabi

September 25, 2009, 01:58:26 am #11 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
No, I'm not versed in ASM hacking sadly. ^^;;

But, I think if you PMed Zodiac or Zozma they can lend a helping hand.

Kupoe

September 25, 2009, 02:06:00 am #12 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
k thanks

philsov

September 25, 2009, 09:34:36 am #13 Last Edit: December 31, 1969, 07:00:00 pm by philsov
Quote from: "Kupoe"which makes sunken state -> wiznaibus really... broken.

If you're concerned about that, just make the performing effect cancel transparent.
Just another rebel plotting rebellion.

Kupoe

September 25, 2009, 09:19:05 pm #14 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
i actually intend to change transparent entirely.  cause it to give evade of 50% to magic and melee and make transparent units targetable by AI.  make it a status that fades in like 7 clock ticks or so.

Kupoe

September 25, 2009, 10:14:53 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
anyone know how to increase the JP that random mobs start with? im tired of seeing move find and gained jp up, and thats it, on random mobs.

Vanya

September 25, 2009, 11:16:04 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
What do you mean by random mobs?
Random encounters?
  • Modding version: Other/Unknown
¯\(°_0)/¯