• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DeSgeretjin

1
If you're talking about the animated text that comes up above the characters when they gain those status,
unfortunately those are hard coded and can't be changed easily.
3
@TerrageneX

What do you have in mind?
4
@Baron Samedi

1. 50 chars i believe, could be wrong.

2. They would have the spell in the list if they learnt it as a black mage, similar to how red mages knows cure from their white mage days. Alternatively you would go use the equipment editor and add it to there.

3.The data sheet for enemy formations I had only went to 18F so ah idk.


5
@Lucaskart
The reason you can't change names is because i didn't need to use it, i only need the names to be displayed and not changed so i didn't bother coding for it.

Guess i'll add it in now, wait for the update.

@Zeke

Couldn't find where it makes the recipes unique,
I could code a recipe editor though.
6
Quote from: abaddabaon on October 13, 2018, 02:16:32 am
Thanks for working on this mod Shokat, looks very interesting so far! Waiting for version 1.0 to give this a good play through. I was wondering if there is any way you could look into adding Leonarths' death remake mod found here http://ffhacktics.com/smf/index.php?topic=12084.msg224652 this would be an awesome combination of mods for a challenging run :)


Wrong game.
7
You could always add those accessories to some early missions if you don't mind having an extra set.
Or you can move those neutral skills to some other items and make those items only accessible through certain missions.
8
So what method did you use to get more slots?

The only reason why the original rom could go over 723 was because they used duplicates.
9
Well the addresses in the QD tab of the data spreadsheet is for the item you get in the mission report.
With offset 50 being the item id and offset 51 being loot type modifier.

Dunno where the addresses for items you get right after you've won your battle though.
10
FFTA/FFTA2 Hacking / Re: Command List editor
October 11, 2018, 05:53:22 am
1. Technically no, you don't have to. But you have to have some item that teaches the correct skill for the correct job.

If say you gave firaga to Seer.
If you learned firaga with black mage, then it'll also show up in your seers' skillset.

2. Either give the skills to a item so that the bluemage can equip and learn, or set the learnable flag on the skills and give them to an enemy that would cast them on your blue mage.

3. That bug is known, I just couldn't be bothered fixing it. It happens to give you the first skillset  if you have skillsets with tthe same name. The easy workaround would be just to rename one of them.
11
1. Fixed means fixed yeah.
2. Don't think so.
12
Great to hear the feedback.

I actually have a fair idea on the support ability bug, just haven't gotten round to fixing it yet.

Hume's gets access to Halve mp anyway.

Dunno why you'd like archers in clan's journey and not this, they'd have basically the same skills.

There's really not much to do for speed battles due to AI limitations.
13
FFTA/FFTA2 Hacking / Re: FFTA2 Thematic Mod
August 16, 2018, 04:57:22 am
Elemental absorbing gear, gaining hp mp and stat up.

Some of the effects really isn't worth two turn though especially gray mage's Ante and Post.
14
That's because I forgot to save some of the changes made in the old patch.

New patch is up

Notes:
Many base stat changes.
Most notably Paladins are a lot more durable.
Seeq have generally stronger stats to make up for their mediocre jobs.
Berzerkers have increased spd and move.
Monsters and similar enemy units have their base attack set to 0 and their unarmed bonus increased to compensate, this has the effect of letting monster reach a higher attack cap. Skills has been modified to adjust to this change.

Some mana revamps.(Still experimental).



15
Maybe? I haven't played much of this.
From the changelog it seems paravirs are gone though.
16
You sure you're using the 2384 nds file and not the zip?

Try downloading another 2384 nds file.



17
And onto which rom?
18
Quote from: Ronin on July 29, 2018, 04:25:26 am
So when I try to patch the thing, it tells me

] An error has occurred: xdelta3: target window checksum mismatch: XD3_INVALID_INPUT


Anyone knows how to fix this ?


Which files are you using?
19
Quote from: MountainDew~ on July 17, 2018, 09:08:22 pm
No, that's incorrect. It is before a vowel sound, which if you pronounce unit as "yoo-nit", it would be a unit.


Not according to:
http://www.dictionary.com/browse/an

1. The form of a before an initial vowel sound (an arch; an honor).
20
1. This ain't an error. In fact your sentence was in error.

http://www.dictionary.com/browse/an

2. This is amazing and I have no clue what could cause this.