![]() |
Stat Increase Items! - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Hacks, Resources and Tutorials (https://www.ff6hacking.com/forums/forum-1.html) +--- Forum: Jidoor Auction House (https://www.ff6hacking.com/forums/forum-4.html) +---- Forum: Patches, Bugfixes, Tweaks (https://www.ff6hacking.com/forums/forum-15.html) +---- Thread: Stat Increase Items! (/thread-2254.html) |
Stat Increase Items! - GrayShadows - 07-08-2013 Title: Stat Increase Items Author: GrayShadow apply to FF3us1.0 Download So, I was talking about this in the Shoutbox a couple of days ago, and I finally got the code commented to my satisfaction. ;) This isn't actually an .ips file, because the code's not game ready -- this is designed to be incorporated into a more extensive hack, not least because it requires overwriting existing items. But! Without further ado, I present: Stat Increase Items! The items as-is operate in two ways: one, like the Sources in FF7, increase Vigor, Speed, Stamina, and Magic by one point each time they're used, although in the code as distributed they cap at 128 (this is easily altered if you want to increase/decrease the cap; check the comments in the .asm file); two, like Golden Apples and Soma Drops in FF4, items that increase HP by 100 or MP by 10. These properly account for HP/MP boosting items; each base HP/MP increase will automatically incorporate a character's existing HP/MP boosts and will also properly adjust those extra points when the equipment is removed. This can cause an interesting non-glitch if you max out the stats while they're equipped, as it can look like you're still using an item on a character with maxed stats -- but they're really increasing the non-maxed base stat, regardless what the equipped boosts have the character at. Likewise, though it's not as immediately obvious (because you have to check the status screen/equipment screen to see the updated stats), the Vigor/Speed/Stamina/Magic items cap at 128 /base/ stat, not adjusted. Increases from equipment can bring you above that value, as they can with esper bonuses in the vanilla game (which, IIRC, are also capped at 128). Included in the .zip are the .asm code, the readme, and two screenshots with suggested FF3usME options selected for the items. AS A NOTE: The code as-is overwrites Rename Card functionality; if there's demand for it, I can look at ways around that, but I figured... y'know. Rename Cards. Who uses those, anyway? ;) The readme follows: Code: Title: Stat Increase Items RE: Stat Increase Items! - madsiur - 07-08-2013 Nice work! RE: Stat Increase Items! - GrayShadows - 07-09-2013 Thanks! It took me way too long to track down a problem with the code -- turns out there's a really big difference between $3FFF and #$3FFF. ![]() RE: Stat Increase Items! - BTB - 07-09-2013 It's extremely tempting to try and use this with my mod, but the way we've balanced the game would make me have to restrict the ever-loving hell out of them. Excellent work, all the same, though. RE: Stat Increase Items! - GrayShadows - 07-09-2013 I think they're most useful for hacks that don't have other methods of stat increase -- either the esper system, or hacking in a stats-up-at-level-up system. You're right, too much chance of overpowering otherwise. ![]() RE: Stat Increase Items! - B-Run - 07-09-2013 I like this system better than the esper+level-up system, unfortunately, my hack necessitates me staying as close to the original as possible. If I ever do another hack tho, this will definitely be how I do things. Still... maybe... RE: Stat Increase Items! - Synchysi - 07-09-2013 I'd probably give these a whirl Wild ARMS-style, where they used stat-boosting apples as a supplement to natural stat growth, either to further enhance strengths or cover up weaknesses. I think it'd be rather difficult to balance if this is your only means of boosting stats to any significant degree. Still, well done getting a pretty difficult hack working properly. I hope you don't mind me saying, but there seems to be a lot of redundant code (primarily for the four main stats) that could probably be made into a separate function. For instance, $001B,Y is identical to $001A,(Y+1). The esper bonuses at C2/6198 are a good example of this in action. RE: Stat Increase Items! - GrayShadows - 07-09-2013 Synchysi Wrote:I hope you don't mind me saying, but there seems to be a lot of redundant code (primarily for the four main stats) that could probably be made into a separate function. For instance, $001B,Y is identical to $001A,(Y+1). The esper bonuses at C2/6198 are a good example of this in action. I don't mind at all! I've only been working with assembly for a few weeks at this point, so while I was pretty sure there was a way to make it more efficient, I hadn't managed to work out /how/. I'll take a look at that esper bonus code and see if I can wrap my head around it, so thanks for the address! |