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anyone know how to give random enemies more to work with?

Started by Kupoe, September 25, 2009, 10:52:11 pm

Kupoe

as in JP and whatnot? i know how to do that with a hardmode gameshark code, but i dont know how to do it in the FFTPatcher.

cuz yeah. the whole "im a level 67 archer with gained jp up and move find item" just doesnt fly with me.

philsov

September 25, 2009, 10:55:56 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by philsov
ENTD tab in fftpatcher.
Just another rebel plotting rebellion.

Kupoe

September 25, 2009, 11:01:31 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
yeah i figured it was in there... but whats the command exactly?  cuz i see a jobs unlocked, but where do i put in the JP they get to work with? bah i wish i understood this. i feel so dumb.

Skip Sandwich

September 25, 2009, 11:04:00 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
jp to work with is dependant on job level jp requirements, they have pretty much exactly enough jp to unlock all required jobs at their required levels, as well as reach the specified level in whatever job you set.
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Kupoe

September 25, 2009, 11:04:44 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
cuz yeah it has jobs unlocked. a scrolling bar of all the jobs. and a number selector beside it. how exactly do i make it so that they have "more" to work with? do i change the number? do i scroll down and change the job in the scrolling bar?

Kupoe

September 25, 2009, 11:06:30 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
Quote from: "Skip Sandwich"jp to work with is dependant on job level jp requirements, they have pretty much exactly enough jp to unlock all required jobs at their required levels, as well as reach the specified level in whatever job you set.

hmm. so if say, i set him at mime level 8, he would have "all jobs" mastered or something like that?  like the number beside it, is job level right?

like :  Jobs unlocked  [scrollbar thingy] [another scrollbar with a number]

the number scroll bar is job level?

Vanya

September 25, 2009, 11:09:24 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Edit:Ninja'd! =P

The job unlocked is the highest job they have attained.
The number next to it is the level of the highest job they have attained.
They only get exactly the amount of JP need to get the highest job unlocked + the amount needed to get that job to the specified level.
Thus, the only way to give them more JP is either to raise their job level or change the highest job unlocked to one that would require more JP to get to than the currently selected one.
That gives me an idea for a suggestion for the patcher.

EX-

Knight requires Squire 2 & Archer 3.
You set the unit to have Knight unlocked at level 6.
The unit thus gets enough JP to get Squire to level 2 + enough to get Archer to level 3 + enough to get Knight to level 6 total.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kupoe

September 25, 2009, 11:24:30 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by Kupoe
hmm. seeing as the FFT patcher goes higher than 8 levels...

it wont crash if i set it to level 99 would it?

Vanya

September 25, 2009, 11:25:12 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I've never tried it.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Vanya

September 25, 2009, 11:35:26 pm #9 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I tested it with Alicia.
I gave her monk job level 255.
That's the highest possible.
It didn't crash in the battle at Orbonne.
Didn't test in formation screen.
She ended up listed as having a monk level of 0 and had a total over 7000 jp.
She had over 3000 jp left and had about 75% of her skills learned.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kaijyuu

September 26, 2009, 02:53:03 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Just a guess, but if I think if you set over 8, it'll start pulling "jp requirements" from beyond the original table, and add to the total it gives them. So, by setting it to 255, you're likely adding all the job's JP requirements after monk together, plus whatever's after those tables (be it opcodes or whatever). Bit surprising it'd land at ~7000 instead of a number from 9999-65535 if that were true, though.

EDIT: Another possibility is that number is an index. So, by setting it to 255, you're pulling whatever number is 255 (512? not familiar with how psx asm works with indexing) bytes after the start of the monk's jp requirement table.
  • Modding version: PSX

Echo0

September 26, 2009, 08:47:43 am #11 Last Edit: December 31, 1969, 07:00:00 pm by Echo0
Quote from: "Kaijyuu"Bit surprising it'd land at ~7000 instead of a number from 9999-65535 if that were true, though.

Rollover? 9999->0 a bunch of times, and 255 just lands at 7000?

Zeio

September 26, 2009, 04:41:29 pm #12 Last Edit: December 31, 1969, 07:00:00 pm by Zeio
Couldn't you make Mime take lv8 in ALL jobs, then just make it take a ridic amount of JP to get to lv8 (3k+) and set them all to have mime unlocked to get them pretty much everything assuming they make the percentage checks on the chance to learn%?

Also on the topic of ENTD editing, for random battle maps, is the value after a map name the chapter in which it unlocks in, or does the game randomly choose from one of them?

Example:  Mandalia Plains West 1, Mandalia Plains West 2, Mandalia Plains West 3.  Does 1 = unlocked in Chapter 1, 2 = unlocked in chapter 2 or is it random which the game chooses?

I've been working on my own random battles and I was under the assumption that it picked a random # of the four non-rare battles even from the start (chapter 1), but from the several randoms I've fought on the same map from the same direction I'm just getting the same battle over and over, which leads me to believe that 2, 3, and 4 are all unlocked in their respective chapters.

Wasabi

September 26, 2009, 11:00:09 pm #13 Last Edit: December 31, 1969, 07:00:00 pm by Wasabi
I hate to compound this topic with my personal question about ENTD editing, but I'd like to ask for some help on this matter since I've been fussing over it for the past couple of days.

I'm trying to duplicate the undead units and their classes from the Yuguewood, Lake Poescas and Zalera battle into random battles (the undead versions of knight, archer and most of the mage classes involved). With each map consisting of a 9 sprite maximum cap for each, what guidelines should I follow when editing the [randome battle] ENTD and replacing the appropriate units of the same given classes for their undead counterparts? Does "generic male / generic female / generic monster" count as its own sprite classification that does not bar their classes sprite profile (ie. the game won't differentiate a generic knight to a generic time mage on the same map, along with other enemy units)? And, should I take my own party and guests' into the consideration of the 9 sprite cap when editing the ENTD?

edit: Fixed grammatical error.