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June 02, 2024, 08:59:12 pm

About Golem

Started by scbw1234, May 04, 2013, 05:08:14 am

scbw1234

What flag in FFTpatcher Triggers golem?What is the exact reason that normal attacks triggers but monster attack doesn't?

By the way,i've heard someone mentioned that golem messup out the AI,how exactly does it messup the AI(in detail)?

Xifanie

Golem makes the AI want to focus on "getting rid of it", avoiding to cast far more damaging spells/abilities that would bypass golem, and instead just whacking until it's gone.
  • Modding version: PSX
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scbw1234

May 04, 2013, 06:42:52 am #2 Last Edit: May 04, 2013, 07:20:08 am by scbw1234
So do you mean that they would only do normal attack?But why does monster attack doesn't trigger golem?

Jumza

Monster Attacks, such as Choco Beak, will not trigger Golem because they are abilities, and not an attack command.

I don't actually know if you can give monsters attack, because I've never tried it...
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

scbw1234

Quote from: Jumza on May 04, 2013, 10:14:19 am
Monster Attacks, such as Choco Beak, will not trigger Golem because they are abilities, and not an attack command.

I don't actually know if you can give monsters attack, because I've never tried it...


Hello Jumza how are you doing

About attack command,Is there any way to change normal attack formula via FFTpatcher? like barehand formula,sword formula,katana formula (in the item section the formula flag seems like a dummy all sets to 01 which in reality all the weapon type actually had a different formula,for example katana based on brave)

Jumza

Quote from: scbw1234 on May 04, 2013, 11:22:25 am
Hello Jumza how are you doing

Fine, it's exam / summative project time for me, so i'm a little stressed out and don't have a lot of time for FFH right now. But it'll be over eventually :)

I'm not sure on editing the attack ability, but you can change weapon formula's easily by going into the Items section of the FFTPatcher and selecting the item you want to edit, then choosing a new formula!
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

scbw1234

Quote from: Jumza on May 04, 2013, 11:40:29 am
Fine, it's exam / summative project time for me, so i'm a little stressed out and don't have a lot of time for FFH right now. But it'll be over eventually :)

I'm not sure on editing the attack ability, but you can change weapon formula's easily by going into the Items section of the FFTPatcher and selecting the item you want to edit, then choosing a new formula!


Hope you pass with ease  :mrgreen:

on the item tab,all the weapons defualt formula was set on 01,which actually all the weapon type has a different formula for example staff was based on MA,sword was based on PA i'm a bit confused :( oh and there is no way to set the X and Y value on formula section in the item tab either.

Jumza

Quote from: scbw1234 on May 04, 2013, 11:52:31 am
Hope you pass with ease  :mrgreen:


Thanks!

Yeah, most weapons are usually set to formula 01 (Dmg_[Weapon]PE)
Which is ((PA*Brave/100)*PA)

I'm 99% sure that you have to use FFTOrgASM to set weapons to use things like MA instead of PA (but as always, I could be wrong).

Also, you are correct in saying that the X and Y values are stuck at 0 for weapons. You are unable to use some formulas because you have to use Y and X values to make them do anything, but some can still be used. Like formula 12 Set_Quick_Hit_F(MA+X)% NS NE could still work, it would just have a really low hit rate.

If someone could tell you (and me) how to go into item editing more in-depth (if you figured out ALMA then use that, it can work wonders too) that would be great. You could also make an ASM that changes formulas to have set amounts of damage (looks at Comet from FFT Arena and JoT5), or you could use the 100% status formula #38.
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

scbw1234

Quote from: Jumza on May 04, 2013, 04:35:23 pm
Thanks!

Yeah, most weapons are usually set to formula 01 (Dmg_[Weapon]PE)
Which is ((PA*Brave/100)*PA)

I'm 99% sure that you have to use FFTOrgASM to set weapons to use things like MA instead of PA (but as always, I could be wrong).

Also, you are correct in saying that the X and Y values are stuck at 0 for weapons. You are unable to use some formulas because you have to use Y and X values to make them do anything, but some can still be used. Like formula 12 Set_Quick_Hit_F(MA+X)% NS NE could still work, it would just have a really low hit rate.

If someone could tell you (and me) how to go into item editing more in-depth (if you figured out ALMA then use that, it can work wonders too) that would be great. You could also make an ASM that changes formulas to have set amounts of damage (looks at Comet from FFT Arena and JoT5), or you could use the 100% status formula #38.


I see,thats kinda of weird,i've always thought that the staff and poles had the formula WP*MA,and swords had WP*PA without the brave calculation,and only Katana,Knight sword,Barehand use this ((PA*Brave/100)*PA) formula in vanila.

Jumza

Well all the weapons have the same formula in FFTPatcher, so unless it's lying to us I'm pretty sure they all have the same stuff going on.
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

scbw1234

Quote[2.1] attack
      =========================================================================
                             
The ATTACK directive is the most basic command in FFT. The following formulas
prescribe how much damage an attack with a particular type of weapon can do.
This damage is subject to specific modifications that are detailed in the next
section. See section B.1 for a list of the values of WP for each weapon in the
game.

The ATTACK command is a weapon-elemental physical attack, unless it is
executed with a magic gun, in which case it is a weapon-elemental MOD 5
magical attack (see section 3.2 for more details on this kind of attack).

Here is a list of the damage formulas and values of XA (for determining damage
modifiers) for all the different types of weapons.

STRIKING WEAPONS | Range: 1v3 (from above) / 1v2 (from below)
===============================================================================
Bare Hands**...... damage = [(PA * Br) / 100] * PA    XA = [(PA * Br) / 100]
Knife ............ damage = [(PA + Sp) / 2] * WP      XA = [(PA + Sp) / 2]
Ninja Sword ...... damage = [(PA + Sp) / 2] * WP      XA = [(PA * Sp) / 2]
Sword ............ damage = PA * WP                   XA = PA
Knight Sword ..... damage = [(PA * Br) / 100] * WP    XA = [(PA * Br) / 100]
Katana ........... damage = [(PA * Br) / 100] * WP    XA = [(PA * Br) / 100]
Staff ............ damage = MA * WP                   XA = MA
Rod .............. damage = PA * WP                   XA = PA
Flail ............ damage = (1..PA) * WP              XA = (1..PA)
Axe .............. damage = (1..PA) * WP              XA = (1..PA)
Bag .............. damage = (1..PA) * WP              XA = (1..PA)
-------------------------------------------------------------------------------
** If a unit is barehanded, weapon-elemental attacks will receive the bonus
   from the Martial Arts support ability (they don't if the unit is equipped
   with any weapon -- see 6.2). For barehanded units, WP = 0 in any equations
   that use WP (e.g., BATTLE SKILL success rate).


LUNGING WEAPONS  | Range: 2v3 (line of sight)
===============================================================================
Lunging weapons can only hit one unit at once -- if one unit is standing behind
another, and you are in front of them both and target the further unit, only
the closer unit will be hit.
Spear ............ damage = PA * WP                   XA = PA
Stick ............ damage = MA * WP                   XA = MA
Cloth ............ damage = [(PA + MA) / 2] * WP      XA = [(PA + MA) / 2]


LONG-DISTANCE WEAPONS | Range: varies
===============================================================================
All long-distance weapons require a line of sight to be open between the
attacker and the target. For longbows, this can also be a concave-down
parabolic path for the arrow to take rather than a direct line of sight. If
another unit intervenes in the line of sight between caster and target, that
unit will be hit instead. You can take advantage of this fact to shoot targets
closer than the minimum range.
                                                   RANGE
                                                  min max
                                                  --- ---
Crossbow ......... damage = PA * WP                3   4   XA = PA
Longbow .......... damage = [(PA + Sp) / 2] * WP   3  ***  XA = [(PA + Sp) / 2]
Gun, physical**... damage = WP * WP                3   8   XA = WP
Musical Instrument damage = [(PA + MA) / 2] * WP   3   3   XA = [(PA + MA) / 2]
Dictionary ....... damage = [(PA + MA) / 2] * WP   3   3   XA = [(PA + MA) / 2]
-------------------------------------------------------------------------------
**  Unlike with other weapons, ATTACKs with Guns are not subject to evasion.
*** Max longbow range is equal to 5 + [(Caster's Height - Target's Height) / 2]


MAGICAL GUNS | range: minimum 3, maximum 8 (line of sight)
===============================================================================
An ATTACK with a magical gun is the only time the ATTACK command is magical.
It's a MOD 5 magical attack (see section 3.2 for details) -- basically, a
BLACK MAGIC spell with the WP of the magical gun substituted for MA:

                 damage = [(CFa * TFa * Q * WP) / 10000]

60% of the time, the magical gun will deliver a level 1 spell (Q = 14), 30% of
the time, it will deliver a level 2 spell (Q = 18), and 10% of the time, it wil
deliver a level 3 spell (Q = 24). Magical guns cannot score conventional
critical hits.

ATTACKs with magical guns are not subject to the modifiers found in this
section; instead, they are subject to those for MOD 5 attacks, where MA0 = WP.
Like those with physical guns, magical gun ATTACKs ignore evasion. They are
subject to Counter Magic, Counter Flood, Blade Grasp, and Hamedo, but do not
trigger other Countergrasp reactions.


This information was from the BATTLE MECHANICS GUIDE VERSION 6.5 by Aerostar.
http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/3876

By the way,is there no way to change the barehand formula?

Jumza

It looks like the only way to change it is through ASM hacking.

Thanks for pointing this out for me scbw, I dislike trying to help people when I don't know for sure what I'm talking about.
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

scbw1234

May 04, 2013, 11:43:33 pm #12 Last Edit: May 04, 2013, 11:55:49 pm by scbw1234
Quote from: Jumza on May 04, 2013, 11:21:15 pm
It looks like the only way to change it is through ASM hacking.

Thanks for pointing this out for me scbw, I dislike trying to help people when I don't know for sure what I'm talking about.


Hello Jumza,it must be pretty late in your time zone,are you having trouble sleep?  :mrgreen:

I'm not sure either with the formula,the discription in the patcher kinda of get me confused,i was wondering which version are true in vanila,i'm sorry. :cry:

About ASM hacking,i'm kind of embarassed to say that i still can't understand these command they use in RAM even after reading the PSX Instructions Choto showed me,never had any programing knowledge :cry:

http://xifanie.ffhacktics.com/zodiac/PSX-INST.txt

Jumza

Oh it's about... tomorrow! I just wanted to do some gaming and such, you know.

Don't be embarrassed about not being able to asm hack. I can't, and many many others (if not the majority of the community) can't either. It is very difficult for sure.

Just try messing around with as much stuff as possible. That is the best way to figure stuff out. If you figure out how to do what you want, document it and move on to the next thing!
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

scbw1234

Quote from: Jumza on May 05, 2013, 01:00:34 am
Oh it's about... tomorrow! I just wanted to do some gaming and such, you know.

Don't be embarrassed about not being able to asm hack. I can't, and many many others (if not the majority of the community) can't either. It is very difficult for sure.

Just try messing around with as much stuff as possible. That is the best way to figure stuff out. If you figure out how to do what you want, document it and move on to the next thing!


There are so much to learn. Right now i'm learning event editing too.

My progress are so slow,i just hope i finish all the basic stuff so that i could help with some of the project that the community is working on(like JoT5).

By the way a little off topic,what game are you playing for now? :)

Choto

the learning curve takes place over a long period of time.. all it takes is persistent effort to do any aspect of editing, including ASM. Just take it a step at a time and eventually you'll get good at what you're doing.

scbw1234

Yes i will.

Nice new avatar,i didn't recongnize you at first :)

Jumza

Yeah, the jump between skeleton face to fairy face is... Odd :lol:
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.