seibaby

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Everything posted by seibaby

  1. Vindictive targeting fix - DONE
  2. This thread is for the devs. There are a lot of assembly patches going into 1.10.0, let's collect them all in one place. @BTB@Synchysi TASKS: @seibaby New status screen - WIP Vindictive targeting fix - DONE Encounter Rate - DONE Reflect Timer - DONE Melee Counter - DONE MP low counter - DONE Runic ignores Clear - DONE N. Cross rebalance - DONE Mind blast mod - DONE Tank & Spank 1.0 - DONE ATB colors - DONE Quake/Vanish Fix - DONE @darknil Status Display Update - WIP Doomstick Bugfix - WIP ??? Update - WIP Relics Block Stop - DONE Shop Preview - DONE Spell Dot Display - DONE @GrayShadows Weapon Swap in Combat - WIP/TENTATIVE Max HP/ATB toggle - DONE Inventory Index Fix - DONE @Think0028 Defend/Row 1/2 Turn - WIP Row Targeting Preference - ABANDONED EsperXP Display Bugfix - WIP Elemental Mixing - DONE @madsiur Mind Blast Speed Hack - ??? SrBehemoth OpCode Update - DONE Aero Speed Hack - DONE @Gi Nattak Booty Fix - DONE Just clarifying: this isn’t a discussion thread so any non dev post stuff will be purged. - Mish
  3. Quake/Vanish fix - DONE
  4. Random encounter mod - DONE
  5. ATB colors - DONE palettes-bnw.bin
  6. New status screen - WIP
  7. Tank & Spank 1.0 - DONE
  8. Mind blast mod - DONE
  9. N. Cross rebalance - DONE
  10. Runic ignores Clear - DONE
  11. MP low counter - DONE
  12. We're testing some new Mind Blast behavior; if you have the time please ensure this works properly. Intended behavior is that Mind Blast will set up to five statuses distributed randomly among any living party members, with each infliction having a Stam% chance to land. This shit is hard to test due to randomness, so I suggest to grab FF3usME or a save editor to ease testing. Patch is for non-headered Brave New World 1.9. https://cdn.discordapp.com/attachments/160253567012306945/487967470230175747/Mind_New_Blast_1.9.0-N.ips
  13. And this is the N. Cross mod - it causes the N. Cross special effect to pick either one or two targets among those hit by the spell, all others will be untargeted. In short, it makes N. Cross hit at least one and at most two targets. https://cdn.discordapp.com/attachments/160253567012306945/488004564876787714/Brave_N_Cross_1.9.0-N.ips
  14. It was inevitable, so here we go. While fixing my broken random encounter patch, I discovered a little bug with Random Number Good: overworld encounters are not using Think's RNG. What should have been a call to the RNG to determine whether an encounter should be triggered, is instead a static number, causing overworld encounters to happen with astounding regularity. I forgot how the vanilla RNG worked; it does in fact return a different number each time, but it's using a tainted version of vanilla's RNG system (since Think's code overwrites part of the random number table vanilla used). It may still be random "enough" for encounter purposes, but it's not what it should be. The fix is just one byte long, but I'll let think share an updated version of the patch here for inclusion in the next point release. I'll instead share a set of updated patches for the random encounter mod, with the fix baked in, so that it can be properly tested this time. Patches (updated to v4) Apply directly to your 1.9. EDIT: With Nowea's help, I re-jiggered some numbers and also went ahead and applied the encounter mod to the overworld as well. This should have the effect of setting the minimum number of steps before an encounter to 9 in dungeons and 5 on the overworld (excepting high encounter areas like forests and WoR deserts). Obviously, this will also fix the faulty overworld encounter logic, so you should notice a difference in overall encounter rate there (increased, according to Mishrak). Dungeon encounter rates should remain the same.
  15. This lets Celes (or Gogo) remain invisible when catching spells with Runic. Barely tested, as usual. Beta testers, have at it. Apply to non-headered Brave New World 1.9.0. https://cdn.discordapp.com/attachments/266957262075985920/485068823960223755/Runic_New_World_1.9.0-N.ips
  16. Somebody test this please. Changes: Cover should no longer activate on healthy allies in the front row (allies in Near Fatal status should still be protected) Cover should no longer activate while Dancing Download: https://www.dropbox.com/s/st4i4umubqzvpl9/Cover New World 1.9.0-N.ips?dl=1 Apply to non-headered Brave New World 1.9 (or use Headerizer).
  17. Disabling the auto-fight mechanic in the Colosseum and making monsters run their scripts is easy. Making one-to-one fights interesting is a lot harder. Unless BTB can come up with a set of scripts that are good both for Colosseum fights and normal encounters without using up too much space, it would require expansion.
  18. Short answer: it should raise the minimum amount of steps between random encounters while at the same time reducing the maximum number of steps. On paper, it should maintain the current average encounter rate, but in testing we noticed a decreased overall encounter rate. Long answer: the encounter system works on a threat counter; each step increases the probability that a random encounter will happen on that step. Different areas in the game add different amounts to this threat counter, and each step a random number is generated and compared to the counter. If the counter is greater than the random number, an encounter happens. The patch increases the lower bound and decreases the upper bound of the random number. Note that there was a bug in Think's RNG patch that may have affected the random encounter rate on the overworld. I bundled a fix for this in my patch, but no testing has been done to see the effects on the overworld encounter rate yet.
  19. No idea, since I don't use a mac or asar. If the table file is correct and correctly named as specified in the asm file, all I can think of is weird file permissions, or Mac xkas expecting a mac formatted text file as a table or something. Did you open the tbl file in an editor and save it?
  20. @BTB, you asked for it, and here it is. It's been a while since I mucked around with it but I believe it's finished. @Synchysi may wish to hand edit the pointers for small battle captions (message boxes). http://ge.tt/3For7Aq2
  21. The idea of treating multi element attacks as several mini single elemental attacks and summing the result was discussed earlier, due to the fact that such a patch already exists. This simpler approach was deliberately requested, I assume for its simplicity. The Separation of Powers patch also consumes a fair chunk of free space; Think's patch is more frugal.
  22. All will be explained. Edit: this replaces Reflect's expiration timer with a mechanic to have Reflect be randomly dispelled when activated, much like the way Image works.
  23. Oh, and you asked for my patch for Quake not removing Vanish from Floating targets; I posted that code here: https://www.ff6hacking.com/forums/thread-3569-post-35380.html#pid35380