Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: DenisColli on June 23, 2018, 10:53:14 am

Title: FFTA2 - A couple of minor questions that torment my dreams!
Post by: DenisColli on June 23, 2018, 10:53:14 am
1) The "Remove" Accurace por the Skills like Dragontamer are realy dependents on how much enemies you have already killed? (Note: Im using the FFTA2 Redesigned Mod)

2) Is there any flag that allow Skills consume Smash Gauge in the Ability editor?

3) (Bônus Question!) Is there any flag that respect Dual weild Passive?

4) (Bônus Bônus Question!) I noticed that the "Attack" Ability has a Flag that NO OTHER Ability has! What it means?

Thanks for the attention brow!
Title: Re: FFTA2 - A couple of minor questions that torment my dreams!
Post by: Zeke_Aileron on June 23, 2018, 12:30:03 pm
Quote from: DenisColli on June 23, 2018, 10:53:14 am
1) The "Remove" Accurace por the Skills like Dragontamer are realy dependents on how much enemies you have already killed? (Note: Im using the FFTA2 Redesigned Mod)

2) Is there any flag that allow Skills consume Smash Gauge in the Ability editor?

3) (Bônus Question!) Is there any flag that respect Dual weild Passive?

4) (Bônus Bônus Question!) I noticed that the "Attack" Ability has a Flag that NO OTHER Ability has! What it means?

Thanks for the attention brow!


1. Remove modifier has it's own accuracy modifier and it shouldn't be tied with " times killed" cause there's a modifier for that.

2. I don't think so, but you should check the flags that the Accessory summon abilities, they might have what you might be looking for.

3. Nope, no flags in editor, only a "Attack Again" modifier.

4. I think that flag makes the Ability a standard action for all races/jobs, i'm not sure never tested it before though...
Title: Re: FFTA2 - A couple of minor questions that torment my dreams!
Post by: DenisColli on June 23, 2018, 02:26:48 pm
Thanks Brow! The motiv I had to ask baut the "Remove" is the Vanilla Paladin has it accurace for the "Parley" and i heard that this Ability accurace rise with the less HP the enemy has, but fall 2% for each enemy you have killed... Thats what i fear must!

One last thing: I notice that the're lots of Mods and the one im using recently is the Redesigned (but i noticed that the works on this one ended year ago... What is the must promissor in your oppinion today?
Title: Re: FFTA2 - A couple of minor questions that torment my dreams!
Post by: Zeke_Aileron on June 23, 2018, 03:06:23 pm
Quote from: DenisColli on June 23, 2018, 02:26:48 pm
Thanks Brow! The motiv I had to ask baut the "Remove" is the Vanilla Paladin has it accurace for the "Parley" and i heard that this Ability accurace rise with the less HP the enemy has, but fall 2% for each enemy you have killed... Thats what i fear must!

One last thing: I notice that the're lots of Mods and the one im using recently is the Redesigned (but i noticed that the works on this one ended year ago... What is the must promissor in your oppinion today?


You can check this list for current mods: FFTA2 Mods list (http://ffhacktics.com/smf/index.php?topic=11998.0)
Title: Re: FFTA2 - A couple of minor questions that torment my dreams!
Post by: DenisColli on June 24, 2018, 12:44:15 am
Wow! The Clan Quest is awsome!
A wold play this game with some menor changes!
Maybe pass Control (I prefer "Carm")  Monsters to the Sage Job... Because i dont see any logic to be in the "Cannon Mage" skill set.
Or maybe transform The Beastmaster in a "Geomancer" (I dont like to change the names, even because it can not be changed in the Menu auxiliar screen)...
Maybe change Dragontame from "Remove" to "Charm" too... I Hate remove, becouse i lose loots! HAiUahIU!
(Im so obssessed on this that Im thinking on put "Steal Loot" as an additional effect to any "Remove" Ability.
I think the Arcanist vanilla magics also a little shitty because you always cant use than... The best Arcanist ever is the "FFTA2 Redesigned"... Its like a Mirror White Mage! That is perfect to me... I cant understand the problem that Square Enix have form Dark elemental magics... Well whatever!
Title: Re: FFTA2 - A couple of minor questions that torment my dreams!
Post by: Zeke_Aileron on June 24, 2018, 01:14:20 am
Quote from: DenisColli on June 24, 2018, 12:44:15 am
Wow! The Clan Quest is awsome!
A wold play this game with some menor changes!
Maybe pass Control (I prefer "Carm")  Monsters to the Sage Job... Because i dont see any logic to be in the "Cannon Mage" skill set.
Or maybe transform The Beastmaster in a "Geomancer" (I dont like to change the names, even because it can not be changed in the Menu auxiliar screen)...
Maybe change Dragontame from "Remove" to "Charm" too... I Hate remove, becouse i lose loots! HAiUahIU!
(Im so obssessed on this that Im thinking on put "Steal Loot" as an additional effect to any "Remove" Ability.
I think the Arcanist vanilla magics also a little shitty because you always cant use than... The best Arcanist ever is the "FFTA2 Redesigned"... Its like a Mirror White Mage! That is perfect to me... I cant understand the problem that Square Enix have form Dark elemental magics... Well whatever!


Interesting, i'll keep these noted.
Title: Re: FFTA2 - A couple of minor questions that torment my dreams!
Post by: DenisColli on June 24, 2018, 01:59:49 am
This days im thinking seriously in limitate somes ranged skills only to your respective Weapons...
And put bows and Long Bows in the same flag (bows), and the guns in the "Long bow" flag...
This wold guive me the possibility to crear 2 great groups! Meelee and Raged weapons (Codes 81 and 82)...
Maybe i put together Maces, hamers and axes in a great group, or only 2 of than...
The idea is to creat exclusive skills to weapons with similar fashons!
Like rapiers+sabers+(maybe)katanas, Swords+Knightswords, Great+Broadswords, Maces+Hamers, etc.
Im tired of see Moogle knights using Fire shot with their improvised "Gun Blades"! HAiuHAiUA!