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Razele's ASM Hacks

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

Razele

January 25, 2009, 09:31:41 am #140 Last Edit: December 31, 1969, 07:00:00 pm by Razele
- Potion Formula    = Max(30,25% Max HP)
- Hi-Potion Formula = Max(70,33% Max HP)
- X-Potion Formula  = Max(150,50% Max HP)

Unfortunately, the function that remove Defending status is located in SCUS_942.21
Another solution would be to change Wall CT to 10.
10 CT is enough to last ~1 turn.

Wall reduces physical damage by 99%
BATTLE.BIN
0x124AE2 change 0x40 to 0x42
0x11F3BC change 00000000 to D24D0508

0xEC748
5B006290
01004230
02004010
1980043C
CE3880A0
F0180608
00000000

Archael

January 25, 2009, 10:09:33 am #141 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Razele"- Potion Formula    = Max(30,25% Max HP)
- Hi-Potion Formula = Max(70,33% Max HP)
- X-Potion Formula  = Max(150,50% Max HP)

I will test later today

Zozma

January 25, 2009, 08:13:11 pm #142 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
this one seems impossible to me....

is there any way to make it so human enemies CURRENT job level is based on their level? You can assign the character to have whatever level on one specified job in ENDT right now and i like that feature, but it would be cool if, in addition to that, you could make it so the current job they are using was at a level matching their own level.

like say 1-9 job lvl1
10-19 job lvl2
20-29 job lvl3 etc
or something like that
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

The Damned

January 26, 2009, 02:32:44 am #143 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
Okay, I lied. (Well, I didn't technically lie since VincentCraven also thought it was a good idea; for the record, I would be completely fine if you made Teleport basically the bastard child of Move +1 and non-flying Fly, especially since Move +2 naturally over takes Move +1 anyway.)

There was something else that I had been wondering ever since SentinelBlade's ASM thread came up and then never really got to fruition between it being overwhelmed and him being hopitalized briefly on top of working on his own hack.

It's a formula hack, so I'm not sure how much more difficult it is or isn't in comparsion to other hacks: I was wondering if there was some way to make formulas only hit monsters like the Dragon-Hydra formulas that the Dragoner class has? Similarly, I wondered if we could have specific other monsters and/or possibly other formulas that would allow for damage?

These are more opened but just something I've wondering that I was just reminded of.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Razele

January 26, 2009, 03:08:02 am #144 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Quote from: "Zozma"this one seems impossible to me....

is there any way to make it so human enemies CURRENT job level is based on their level? You can assign the character to have whatever level on one specified job in ENDT right now and i like that feature, but it would be cool if, in addition to that, you could make it so the current job they are using was at a level matching their own level.

like say 1-9 job lvl1
10-19 job lvl2
20-29 job lvl3 etc
or something like that

I haven't tried this, but it should be possible.
If you limit the current Job level based on current enemy level, won't that make the enemies too weak ?
All enemies in chapter 4 should master their own job to level 8, and I finish vanilla at level 40 - 50.

QuoteOkay, I lied. (Well, I didn't technically lie since VincentCraven also thought it was a good idea; for the record, I would be completely fine if you made Teleport basically the bastard child of Move +1 and non-flying Fly, especially since Move +2 naturally over takes Move +1 anyway.)

There was something else that I had been wondering ever since SentinelBlade's ASM thread came up and then never really got to fruition between it being overwhelmed and him being hopitalized briefly on top of working on his own hack.

It's a formula hack, so I'm not sure how much more difficult it is or isn't in comparsion to other hacks: I was wondering if there was some way to make formulas only hit monsters like the Dragon-Hydra formulas that the Dragoner class has? Similarly, I wondered if we could have specific other monsters and/or possibly other formulas that would allow for damage?

These are more opened but just something I've wondering that I was just reminded of.
It shouldn't be too difficult, but why you want Monster only formula ?
Since we rarely encounter monster in story battle, this will make the formula less useful than formula that work on humans and monsters, like Magic, unless you give big advantage to the monster only formula.

Ex : Seal Evil, too powerful with Undead, useless on battle without Undead.
Also, I can't change the text that displayed in some formula,
like : 5D Dragon: Set_Quick NS
if I change this to damage formula that only work on monster, the Quick text will still show.

Zozma

January 26, 2009, 03:37:23 am #145 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
well Raz

the setup is specifically for enemies to always be party level or higher

if your characters are level 80 and still in chapter 1, the enemies will be level 80+

thats why....

I would still like to have control of setting one job to a specific level in ENTD as it is now. but if its the character's current job make the game set it like this:

1-9    level 1
10-19 level2
20-29 level3
30-39 level4
40-49 level5
50-59 level6
60-69 level7
70+   level8

note that this is also with the intention of raising the jp requirement from one job level to the next which should ultimately cause your characters to have to level up more anyway.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Asmo X

January 26, 2009, 05:10:53 am #146 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
This will probably end up being another failure from me, but you know how petrified units are invulnerable to all attacks? Is it possible to make that property apply to units with the "stop" status?

Archael

January 26, 2009, 08:31:11 am #147 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Stop doesn't last as long as Petrify (Petrify never wears off)

that's why it doesn't grant immunity to attacks

Asmo X

January 26, 2009, 09:27:12 am #148 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Ok thanks for telling me that petrify never wears off dude I had no idea. Why are you telling me this again?

Razele

January 26, 2009, 09:36:52 am #149 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteThis will probably end up being another failure from me, but you know how petrified units are invulnerable to all attacks? Is it possible to make that property apply to units with the "stop" status?

If you're not using Wall, you can use Stop + Wall together to make Stop ignore all attacks.


QuoteI would still like to have control of setting one job to a specific level in ENTD as it is now. but if its the character's current job make the game set it like this:

If we fight against Wiegraf, party level = 25, and Wiegraf's level is set to party level, his unlocked jobs will be Base 3 (grant ~350 JP) ?


Asmo X

January 26, 2009, 10:15:19 am #150 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Good idea.

Fatesadvent

January 26, 2009, 10:50:24 am #151 Last Edit: December 31, 1969, 07:00:00 pm by Fatesadvent
How does one going about apply these changes? What tools / guides should I be looking at? Would appreciate it if someone could direct me to the right place for that.

Also not really a request, but there doesn't seem to be a formula for straight up +MA (MA equivalent of accumulate's +PA) is there? The only one is vanilla scream which also increases speed. I won't be able to put it to use, but it might interest some other people.

Vanya

January 26, 2009, 11:06:08 am #152 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Quote from: "Razele"Also, I can't change the text that displayed in some formula,
like : 5D Dragon: Set_Quick NS
if I change this to damage formula that only work on monster, the Quick text will still show.

Are you sure?
The text that skills display after being used is controlled by the caster animation data. the 3rd byte in each skill's animation data is the text that it displays. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Razele

January 26, 2009, 12:03:16 pm #153 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Quote from: "Vanya"Are you sure?
The text that skills display after being used is controlled by the caster animation data. the 3rd byte in each skill's animation data is the text that it displays. ^_^

The 3rd byte in Quick spell is already Zero :
0x2CE8B Quick : 01 2C 00

QuoteExample: Scream

0x2cfdb: 112219h

When I changed it to 112200 it stopped displaying "Max Power" after executing it in battle.

And after I change Scream's 3rd byte to 0, it still displays PA+1, MA+1, SP+1, Brave+10


QuoteHow does one going about apply these changes? What tools / guides should I be looking at? Would appreciate it if someone could direct me to the right place for that.
http://www.fantasyanime.com/garden/savestatehacking.htm

Quotethere doesn't seem to be a formula for straight up +MA (MA equivalent of accumulate's +PA) is there? The only one is vanilla scream which also increases speed. I won't be able to put it to use, but it might interest some other people.

You have to sacrifice one formula to create new formula.
Ex : formula +SP(Y) modified to +MA(Y)

http://www.ffhacktics.com/wiki/Formulas

Vanya

January 26, 2009, 12:59:36 pm #154 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
QuoteThe 3rd byte in Quick spell is already Zero :
0x2CE8B Quick : 01 2C 00

I should have double checked that, sorry. ^_^

QuoteAnd after I change Scream's 3rd byte to 0, it still displays PA+1, MA+1, SP+1, Brave+10

Did you change the formula? The 3rd bytes only effect text boxes that appear after the skill is completed. The text appearing over the effected unit's head is controlled by the formula itself it seems. I have tested that. ^_^

QuoteYou have to sacrifice one formula to create new formula.
Ex : formula +SP(Y) modified to +MA(Y)

I'd like to have that modification available for one of my mage jobs. ^_^

If possible I'd also like to have "3B +Brave_(X) +PA/MA/SP_(Y) NS" change into "Heal_(PA*Y) Hit_(PA+X)% NS". Let me know if that isn't enough space. Thanks!
  • Modding version: Other/Unknown
¯\(°_0)/¯

The Damned

January 26, 2009, 01:40:13 pm #155 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
Quote from: "Razele"It shouldn't be too difficult, but why you want Monster only formula ?

Since we rarely encounter monster in story battle, this will make the formula less useful than formula that work on humans and monsters, like Magic, unless you give big advantage to the monster only formula.

That's kind of a moot point since the ENTD allows those of us who want to use monsters more to make a lot (story) battles; despite having mapped out much of my story (on the forum), I already know there's at least five story battles that will have a significant amount of monsters.

Besides that, there are some people who want to create Beastmaster-esque classes that focus on monsters, though whether or not it's possible to replicate the FFTA Beastmaster you would know far better than I at this point.

Right now, the only two formulas I want right after just specific ones for damaging Undead and damaging Dragons/Hydras. Also, changing formula 40 to go by MA rather than Sp.

That said, all three of those are rather unnecessary right now since I haven't mapped out anything. I would much rather that Teleport one be looked out when you have the time. (I would especially prefer this because since I'm still rather annoyed that we have to replace formulas to make new ones.)

***

Since Asmo did bring up a good point (as per usual), with regards to that Stop + Wall combination, we wouldn't that only make Stop invulnerable to physical attacks? Also, wouldn't that only work as long as we made Wall and Stop have the same CT?

Also, I reminded of yet another curiosity now: Is there some way to remove the inability to attack Petrified people? I'd be curious if there would be some way to replicate the "SHATTERED!" effect of FFX (without having that character getting erased from the game via Crystallization or Treasure Boxing or whatever.)

Oh, and one more thing....[/Jackie Chan Adventures]

Since we're talking about statuses that don't work and you fixed Oil, I was curious as whether you try could looking into why Jump is a separate status from the actual Jump command when it just glitches the hell out of the game.

It just seems rather odd that of all the statuses that ended up not being used, i.e. Wall, Oil, Dark/Evil Looking, that the only extremely glitchy one would be one that shouldn't really exist separately anyway. (I mean, it's not like Quick is a status, and yet Jump is? Uh....?)

I guess I'll end this particular bout of rambling here.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Vanya

January 26, 2009, 02:55:11 pm #156 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I have a hunter job in my hack that would greatly benefit from a few monster specific damage formulas. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

The Damned

January 26, 2009, 05:03:17 pm #157 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
Lol. I forgot I had a Hunter class until you said that despite the fact it's one of the few new classes whose abilities all work.

There is one more thing I've been curious about: When it comes to replacing formulas, how do we measure space? Is a letter by letter thing or a byte by byte thing?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Vanya

January 26, 2009, 05:36:42 pm #158 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Byte by byte, but unless you know the length of the actual instructions all you can do is ball park it. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

January 27, 2009, 02:45:02 am #159 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
Quote from: "Razele"
QuoteIf we fight against Wiegraf, party level = 25, and Wiegraf's level is set to party level, his unlocked jobs will be Base 3 (grant ~350 JP) ?


exactly, except that we CAN alter how much jp is required to reach another job level with fft patcher already.

another thing perhaps, since max jp is 9999
make it so for every level the base has +100 jp? by lvl 99 theyd have 9900 jp then. but still having the ability to set another job's level in the editor. ehh i guess its only sounding more complicated.

so anyway if hes lvl 25 then id rather it be 2500 jp that he has, ya see?
my particular aim is making sure the enemy is better but not overpowered at low levels either. Also it would be better for it to set the JP bonus to the current job they are set to, and not necessarily the base, however that's probably going too far with complication right?  and if thats the case the base would be fine XD
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!