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June 14, 2025, 01:14:07 am

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Formulas 1E & 1F Ignoring X Values (FFTPatcher)

Started by Sorceress, May 14, 2025, 11:09:05 pm

Sorceress

Hi again everyone! I spent some time looking through the site and couldn't find an answer or a post related to this problem - please let me know if there is one.
I'm working on a new project for FFT WOTL. I have worked on the PSX version many times, so I decided to play through WOTL with little tweaks here and there. Everything has been working wonderfully except for Rafa and Malak; their formulas in-game are ignoring my X-value changes done in FFTPatcher. For reference, I've made these exact changes for the PSX version and had no problems at all manipulating these abilities.
The damage formulas include #Hit(Rdm{1,X}) where X should equal the max amount of hits the ability could land. For Rafa and Malak, I changed the X value to 3. Sky mantra was changed so all spells values are X=3 and Y=10, whereas Nether mantra spells are all X=3 and Y=34. Unlike in my PSX edits, the X value seems to not change anything - all the mantra spells are still hitting between 2-8 times through my testing.
Below is an attached image of what I changed in the bottom section of the abilities tab. For the PSX version, I unchecked "Random Fire" and checked "Can Select Unit," so for this WOTL patch I unchecked "Random Fire" and checked "Targeting." I also have tested using the mantras with Random Fire on (default) and no changes occur, all of them still land between 2-8 times. Is this an issue with WOTL? Maybe the Effects (like 0B1 for Heaven Thunder) make it impossible to change the random hit chances? I feel like I'm missing something but can't figure it out - hopefully it's something simple and my pea soup brain missed it. Thank you!
  • Modding version: Other/Unknown

Nyzer

Wouldn't be the first time that version uses hardcoding instead of the X and Y values. That formula specifically was changed in that version, to prefer a bias towards the numbers in the center of the range. Since math like that gets a bit harder if that number could be any number, I'm not surprised that it looks like they just hardcoded the number of hits. It's what they did with Barrage, after all.
  • Modding version: Other/Unknown

Sorceress

That's what I thought, dangit. Thank you so much!
  • Modding version: Other/Unknown

Tzepish

Hey I whipped up a fix for this in FFTorgASM. This will let the X parameter work again while maintaining the new "weighted" probabilities they implemented for the PSP version (where middle numbers of hits are more likely to be rolled than the extremes).

Formula_1e1f_Fixes.xml

I also included the ASM for fixing Atheist and Faith being swapped for Nethermantra as well, might as well. Enjoy!

  • Modding version: WotL
  • Discord username: Tzepish