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Razele's ASM Hacks

Started by Razele, January 01, 2009, 02:08:08 pm

Dokurider

January 30, 2009, 06:47:35 pm #200 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Would it be possible for A Save and MA Save to be retooled into a 25% psuedo-support stat boost? I think this will help equal out the gender gap, particularly for Males.

Razele

January 31, 2009, 05:47:59 am #201 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteI have a small request (maybe, it might be ridiculously complicated, what do I know?). Would it be possible to allow special characters, like Agrias, and maybe even Ramza himself, be able to participate in Bar Propositions?
Not that difficult, but :
Proposition Glitch - Still exists. If you send units on an Errand and finish a chapter before they return you will lose them forever. They'll still be in your party menu screen but will no longer be found at the respective town. So try and finish Errands as soon as you can if you're unsure when a chapter will end

QuoteThis reminds me of "one more thing": Would it be possible, since you fixed Oil (which I'll have to remind myself to ask you about later), for you to also fix both Reflect and Silent Walk?
It's possible to fix Silent Walk, but I don't see any reason to use it.
I still prefer to use Move+1 than Silent Walk.
I'm not sure about Reflect. I'll see how Caution add "Defending". They should have the same function.

QuoteHad I designed this game, I would've made Silent Walk made to avoid traps and allow (for only the turn on which you moved) Concentrate status for physical attacks (100% damage on any side). And if you don't do a normal attack, it fades as soon as your turn ends. As things stand, something like that sounds a bit complex to do with ASM hacking (making a status ailment occur just from using the "Move" command).
I can make Silent Walk to give Always:Transparent or Initial:Transparent.
But, even with Initial:Transparent, Move+1 is still better than Silent Walk.

QuoteWhat should Silent Walk and Reflect do?

[Silent Walk]
Become invisible, move without being seen.

[Reflect]
Create magic reflect wall.
Add: reflect.

QuoteBasically how it works out is for some reason, the AI always has the option of choosing nothing as it's secondary skill. What this means is that if the AI does not have their secondary chosen for them, ~1 or 2 enemies per battle will only have primary skills to choose from, giving the player an extra advantage. If there was some way to remove that option of selecting nothing, that would be awesome.
That seems to be complicated. I don't know exactly why AI choose 00 Blank as secondary.
Without a good theory, it's hard to debug RNG code.
Also, there's no Gameshark code for ENTD, which makes things more difficult.

This is my theory :
a. AI has 50% chance to pick 00 Blank and 50% chance to pick other secondary.
b. AI has X% chance to pick secondary for each of the class they have access to. If all fail, pick 00 Blank.

QuoteI think the solution is not to nerf Teleport, but to buff the other Move skills. I think we should just add Move to them, like Fly can get 2 Move or something
I agree with this. Currently, there's no real advantage to use Fly or Ignore Height except at a few battle map where Height matters.
Float already get Always:Float
Float and Fly should get Initial:Reraise. Fly and Angel have something in common.
Fly should get Always:Faith / Initial:Faith. Same reason as Fly
Ignore Height should get Initial:Haste. To be able to jump so far you need a high speed

QuoteIf it's going to be usable for the player, then maybe it should be something like 30 MP per move instead of per panel. With no MP the unit wouldn't be able to move any more right? Perhaps it should only cost MP if you move beyond your movement range?
30 MP per teleport is a bit overkill. See the MP table list below.

QuoteWould it be possible for A Save and MA Save to be retooled into a 25% psuedo-support stat boost? I think this will help equal out the gender gap, particularly for Males.
A Save and MA Save is a reaction ability, not support ability. Isn't that what Magic Attack UP and Attack UP do ?
Actually, I prefer A Save / MA Save to :

1. Increase Max(1,X% PA/MA)
2. Increase Max(1,X% PA/MA) based on %HP loss.
000%-033% HP loss : 15% PA/MA increase
034%-066% HP loss : 20% PA/MA increase
067%-100% HP loss : 25% PA/MA increase

Examples :
Level = 50, PA = 12
A unit with 900/1000 HP receives 300 damage (30% HP loss), its PA will be increased by 1 (15% * 12 = 1.8)
A unit with 900/1000 HP receives 400 damage (40% HP loss), its PA will be increased by 2 (20% * 12 = 2.4)
A unit with 900/1000 HP receives 700 damage (70% HP loss), its PA will be increased by 3 (25% * 12 = 3.0)

25% seems high, but that's only if you receive more than 66% HP loss.
In FFT, two A Save, 15% + 15% are not 30% because of truncation.

Reaction ability is important, and I don't think A Save / MA Save have any appeal.
This is the reaction ability type that mostly used :

1. Avoid damage (Weapon Guard, Hamedo, Arrow Guard, Abandon)
2. Reduce damage (Damage Split, MP Switch, Auto Potion, Regenerator, HP Restore)
3. Counter damage (Counter, Counter Flood, Counter Magic)






VincentCraven

January 31, 2009, 10:17:10 am #202 Last Edit: January 31, 2009, 02:48:55 pm by VincentCraven
Well that's okay.  I think we've decided to take another path for the moment.  I don't really know enough about how the AI selects secondary skills, so don't worry about it.

Do you happen to know how to disable the job wheel?  All I really need is for squire to not be selectable, but anything that prevents job change would be great.

I still need for specials to be able to access their base class, so that might make it a little more difficult.
I changed jobs and that has made all the difference.

Kokojo

January 31, 2009, 11:48:08 am #203 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Vincent, make the squire need level 8 squire to be squire ? Haven't tested, but unless they start squire, i don't think they will be able to see it.
I keep leaving, I keep coming back. Boomerang boy.

Vanya

January 31, 2009, 11:52:36 am #204 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Squires' pre-req job levels aren't editable. They don't even have an entry in the Patcher. ^_^
  • Modding version: Other/Unknown
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Kokojo

January 31, 2009, 12:27:48 pm #205 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Oh well, sorry.
I keep leaving, I keep coming back. Boomerang boy.

VincentCraven

January 31, 2009, 02:50:37 pm #206 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
If all else fails, I may have to overwrite many other classes with generic classes so that they only use their base class and thus overwrite squire.  But I don't think there's enough space for that either.
I changed jobs and that has made all the difference.

Dokurider

January 31, 2009, 04:29:48 pm #207 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
QuoteA Save and MA Save is a reaction ability, not support ability. Isn't that what Magic Attack UP and Attack UP do ?
Actually, I prefer A Save / MA Save to :

1. Increase Max(1,X% PA/MA)
2. Increase Max(1,X% PA/MA) based on %HP loss.
000%-033% HP loss : 15% PA/MA increase
034%-066% HP loss : 20% PA/MA increase
067%-100% HP loss : 25% PA/MA increase

Examples :
Level = 50, PA = 12
A unit with 900/1000 HP receives 300 damage (30% HP loss), its PA will be increased by 1 (15% * 12 = 1.8)
A unit with 900/1000 HP receives 400 damage (40% HP loss), its PA will be increased by 2 (20% * 12 = 2.4)
A unit with 900/1000 HP receives 700 damage (70% HP loss), its PA will be increased by 3 (25% * 12 = 3.0)

25% seems high, but that's only if you receive more than 66% HP loss.
In FFT, two A Save, 15% + 15% are not 30% because of truncation.

Reaction ability is important, and I don't think A Save / MA Save have any appeal.
This is the reaction ability type that mostly used :

1. Avoid damage (Weapon Guard, Hamedo, Arrow Guard, Abandon)
2. Reduce damage (Damage Split, MP Switch, Auto Potion, Regenerator, HP Restore)
3. Counter damage (Counter, Counter Flood, Counter Magic)

True, but there are times that no single reaction is going to help you out, because you can't survive it. This is particularly true with the magic classes. Think about it. A typical mage is going to have trouble surviving any attack. If they are lucky, they may survive, but that's not very likely, particularly End-Game.

Frankly, I would like the option of trading in survivability in exchange for being more effective/stronger. And since mages can't survive much in the first place, it's just more power to them.

While I'm here, I was wondering what you thought of these ideas:

-Buffing Two Hands by increasing Two Hands' WP boost (2.0 to 2.5?)

-Making Perform from regular damage and no evasion, to 1.5 damage and regular evasion (so that the W-Ev on Cloths don't look so embarrassingly stupid)

VincentCraven

January 31, 2009, 05:15:09 pm #208 Last Edit: January 31, 2009, 05:20:38 pm by VincentCraven
Dokurider:  As far as reactions go, if a unit can't survive hits, it should have one of the defensive reactions that increase evasion or something.  We already have enough pseudo-supports in the reaction slot.  MA Save (functioning as a duplicate Magic Attack Up) has nothing to do with reacting.

-If units are going to get 1HKO in the first place, why should Two Hands be buffed even more?  I'd rather see Two Swords nerfed, with a 0.7 multiplier.

-Being able to evade while performing may be cool.  In vanilla Dance was good enough as it is, but I could see a case for that with some changes.

And as far as vanilla goes, I agree that 80% of the time, Move+2 is better than Fly, Ignore Height, Jump+3, or w/e.  So if one decides to keep Move+2 (ugh) then other movement skills ought to be buffed rather than nerfed.
I changed jobs and that has made all the difference.

Dokurider

January 31, 2009, 05:20:24 pm #209 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "VincentCraven"Dokurider:  As far as reactions go, if a unit can't survive hits, it should one of the defensive reactions that increase evasion or something.  We already have enough pseudo-supports in the reaction slot.  MA Save (functioning as a duplicate Magic Attack Up) has nothing to do with reacting.

Can't evade when you are charging, which is what a mage does most of the time. Also name me one other psuedo-support that isn't Abandon.

Quote-If units are going to get 1HKO in the first place, why should Two Hands be buffed even more?  I'd rather see Two Swords nerfed, with a 0.7 multiplier.
QuoteI also thought about that as well. I'd be fine with either, really.

VincentCraven

January 31, 2009, 05:23:47 pm #210 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Touche on the charging point.  But Blade Grasp helps in some situations.

Weapon Guard is also a pseudo-support.

I'm just saying that +more attack power isn't a reaction by any stretch.

Maybe a Reflect-reaction is due for units that get 1HKO'd?
I changed jobs and that has made all the difference.

Dokurider

January 31, 2009, 05:32:43 pm #211 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "VincentCraven"Touche on the charging point.  But Blade Grasp helps in some situations.

Weapon Guard is also a pseudo-support.

I'm just saying that +more attack power isn't a reaction by any stretch.

Maybe a Reflect-reaction is due for units that get 1HKO'd?

Can't get Blade Grasp in 1.3 and it's a Countergrasp reaction, not a psuedo-support.

Okay, you got one, but that's really it. It's not like the counter slot is inundated with Psuedos.

I know it's not a reaction by any stretch. That's not the point. The point is that you are sacrificing your reaction slot in exchange for power.

VincentCraven

January 31, 2009, 06:01:14 pm #212 Last Edit: January 31, 2009, 06:02:43 pm by VincentCraven
And my point is that just because some class can't make use of a particular option doesn't mean that there needs to be something that it can make use of in place of it.

Though I'm not the one making the hacks, and your patch may need this addition, so I'll shut up now.
I changed jobs and that has made all the difference.

SentinalBlade

January 31, 2009, 06:02:30 pm #213 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Not alot of people realize it, but silent walk actually has a use

It is supposed to NOT trigger traps when you step on them. this is actually cool considering you can place tons of traps on a small map in the PSP multiplayer.

the psx silent walk has little use though, as move-find-item easily accomplishes the same effect, and gets you an item.

Dokurider

January 31, 2009, 06:23:55 pm #214 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Actually now that Ive thought about it I think that Raz's suggestion is best.

Razele

February 01, 2009, 01:25:29 pm #215 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Performing gain evasion and receive 150% damage from physical attack
* Teleport penalty from 10% to 20%, cost X MP / teleport


QuoteWhile I'm here, I was wondering what you thought of these ideas:

-Buffing Two Hands by increasing Two Hands' WP boost (2.0 to 2.5?)

-Making Perform from regular damage and no evasion, to 1.5 damage and regular evasion (so that the W-Ev on Cloths don't look so embarrassingly stupid)

Two Hands give double damage, at the cost of Shield / Evasion.
Of course, if people want that in their patch, it's possible to raise that multiplier, but I think Two Hands already quite good.

Quote from: "VincentCraven"Well that's okay.  I think we've decided to take another path for the moment.  I don't really know enough about how the AI selects secondary skills, so don't worry about it.

Do you happen to know how to disable the job wheel?  All I really need is for squire to not be selectable, but anything that prevents job change would be great.

I still need for specials to be able to access their base class, so that might make it a little more difficult.

I haven't debugged Job wheel yet.
If you disable Squire, what's the starting class in your patch ?
If you set enemies' job as Thief, his unlocked job to Thief 1, and all of his skill to random, there's a chance for him to use secondary / reaction / support / movement from Squire's skill sets.

QuoteAnd as far as vanilla goes, I agree that 80% of the time, Move+2 is better than Fly, Ignore Height, Jump+3, or w/e. So if one decides to keep Move+2 (ugh) then other movement skills ought to be buffed rather than nerfed.
If anyone has a good idea to boost other movement ability, post it here.
Currently, it's possible to give movement ability :
1. Initial:Status
2. Always:Status
3. Immune:Status
4. Absorb / Cancel / Half / Weak / Strengthen Element

May / may not be possible (in progress)
5. Move+X bonus


Skip Sandwich

February 01, 2009, 01:52:30 pm #216 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
If it were possible to add +move/jump to movement abilities, i'd like to see the +move and +jump abilities conslodated into one set of +abilities. like Move +1 would increase move by, well, +1, and move + 2 would increase move by +2 and jump by +1, and move plus 3 would have the net effect of move +3 and jump +2.

Fly could get Always: Float, and grant immunity to Don't Move, but would add Weak: Wind

Float could grant immunity to Don't Move

Any Ground could also halve earth and water element attacks
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

LastingDawn

February 01, 2009, 03:14:29 pm #217 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Actually Sentinal... though that is it's purported purpose, it still appears to be broken from what (I believe?) I had tested, and from what I've read eslewhere, (maybe the BMG?)

Also, I was referring to the Books, Razele, Book of Enavia, M - Fiction Book, all those good treasures. If we can harness those... oh the storytelling functions would be incredible!
"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!!!!

VincentCraven

February 01, 2009, 03:34:36 pm #218 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Quote from: "Razele"I haven't debugged Job wheel yet.
If you disable Squire, what's the starting class in your patch ?
If you set enemies' job as Thief, his unlocked job to Thief 1, and all of his skill to random, there's a chance for him to use secondary / reaction / support / movement from Squire's skill sets.

Well see, every class would start out as something other than Squire, and the whole Squire skillset would be empty, so none of the skills would be available to learn.  All secondaries would be pre-set too, so Squire would effectively be erased from the game.

But since you haven't worked with the job wheel much yet, don't worry about it.  Another solution is for me to overwrite preexisting special classes with the old generic classes.

I can do that without any new ASM hacks as far as I know.
I changed jobs and that has made all the difference.

Vanya

February 01, 2009, 04:21:50 pm #219 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
QuoteIf anyone has a good idea to boost other movement ability, post it here.
Currently, it's possible to give movement ability :
1. Initial:Status
2. Always:Status
3. Immune:Status
4. Absorb / Cancel / Half / Weak / Strengthen Element

Interesting! ^_^
Can they also be added to the 3 blank support slots? They have ability IDs 3B, 3E, & 3F.

If you were to add, for example, 1/2 fire to 'Defend' and use the 'All units have Defend' hack would it give all units 1/2 fire? Or does the 1/2 fire only apply if the unit has the 'Defend' ability actually equipped? what I'm getting at is that it might give the 'Defend' ability (not the menu) a new use as a support ability. ^_^

If so I'd like to request these:

ID 3B --> Strengthen all elements.
ID 3E --> 1/2 all elements.
ID 3F --> Immune: Blind, Mute, & Poison.
Defend --> Immune: Confuse, Charm, Sleep, & Innocent.
Equip Change --> Immune: Slow & Stop.
Reflect --> Immune: Petrify, Chicken, & Frog.

On a completely different note... can chicken be modified so that it has a normal duration and the game doesn't remove it based on the amount of brave the affected unit has?
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