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Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16

Started by Eternal, February 12, 2013, 01:48:41 am

Agentlovac

Quote from: chocolatemoose on October 12, 2015, 02:03:01 pm
A couple more thoughts:

- Have you thoughts about adding HP/MP boosts to equipment (e.g. HP +100, MP +20%)?
- Is it possible to add more doublecast-like abilities? By this I don't mean doublecasting magic, I'm thinking about pretty OP skills that you can't unlock until fairly late in the game that also take a ton of AP to master
- Can you give equipment negative stat modifiers? (e.g. +10ATK, -10DEF) That shouldn't run afoul of the one additional property per equipment rule


-You can't add HP and MP with the tools that are available right now:
You can however modify weapons to add stats but not decrease them, but I bet eventually we will find a way to modify HP and MP much like the AR codes do and apply it to Equipment, unless I missed something and there is an equipment that raises HP or MP?

-I don't know about Double Cast that much but from what I can tell if it works like "Magick Frenzy" then it should be possible to add an ability to the pool of abilities it can use. Like this:
Quote from: BadgerLordZeus on October 09, 2014, 02:11:45 pm
Forgive me for necroposting again, but I was playing around with the A-ability editor and I found out the use for one of the 'unknown' check boxes on the second page. Its related to whether or not an ability can be used with Magick Frenzy. You can see the box highlighted below.


I know you meant "like doublecast" but this is the closest I can get to answering that question. xD

-That last one is the one that would make me so happy if someone could find out how to do it.  :(
"00110101 00110100 00110110 00111000 00110110 00110101 00101101 00110111 00110100 00110111 00110010 00110111 00110101 00110110 00110101 00101101 00110111 00110011 00110110 00111001 00110110 00110111 00110110 01100101 00101101 00110110 01100110 00110110 00110110 00101101 00110110 00111001 00110110 01100101 00110111 00110100 00110110 00110101 00110110 01100011 00110110 01100011 00110110 00111001 00110110 00110111 00110110 00110101 00110110 01100101 00110110 00110011 00110110 00110101 00101101 00110110 00111001 00110111 00110011 00101101 00110110 01100101 00110110 01100110 00110111 00110100 00001001 00110110 01100010 00110110 01100101 00110110 01100110 00110111 00110111 00110110 01100011 00110110 00110101 00110110 00110100 00110110 00110111 00110110 00110101 00101101 00110110 00111001 00110110 01100100 00110110 00110001 00110110 00110111 00110110 00111001 00110110 01100101 00110110 00110001 00110111 00110100 00110110 00111001 00110110 01100110 00110110 01100101"

Eternal

October 12, 2015, 10:38:30 pm #81 Last Edit: October 12, 2015, 11:02:16 pm by Eternal
Hello, and welcome to FFH, Agentlovac! It's always nice to see people interested in modding FFTA/FFTA2. First off, please don't double post. You can edit your posts using the button at the upper right hand corner of your post.

Secondly, attached to this post is a folder containing all of the tools I use for modding FFTA2. This includes (importantly), the FFTA2 Spreadsheets, which are a goldmine of information and addresses, the hex editor Goldfinger, the text table to use with it, Blanky's equipment editing module with Nightmare 2, and the Job/Ability editors. They should be fairly obvious in how to use them, but if you have any questions, let us know!

Now, to address your individual points...

-Things like negative stats, auto statuses, and accuracy modifications on equipment is not possible.

-Units in FFTA2 GG start with max MP and MP does not regenerate.

-Fire/Thunder/Blizzard magicks have their own individual gimmicks in most mods I make, including A2 GG.

@Madeen:

-Geomancers in A2 have access to Fire, Water, Ice, and Dark. This means that with the Vartan's Wind, you've got quite a few elements covered.

@Chocolatemoose:

-Giving HP/MP bonuses to gear is not currently possible.

-You can easily create new Dualcasting abilities. Dualcast still exists in A2 GG, as does Storm. Storm is just a version of Dualcast, but I limited it so Gale, Cyclone, and Whirlwind are the only Dualcastable skills that the Gria race has access to.


Today's new job is the Samurai, taken from FFT/FFTA GG! Not fancy by any means, but the Samurai acts as a hybrid job for Humes, usable in different ways depending on how you've grown your unit. They can smack things in the face with their katanas for heavy damage if you've used physical jobs, or you can use Iaido skills to magickally destroy nearby enemies if you've been raising your Hume as a mage. Samurai are evasive tanks, being able to be thrust into the thick of battle and easily evade attacks. One of their Iaido skills, Adazakura, even boosts their Evasion and Critical Hit rate.

Murasame: Restores the HP of all units surrounding the user in a large area, Water Elemental.
Osafune: Damages the MP of all units surrounding the user.
Ashura: Deals Fire damage in a line in front of the user.
Nosada: Bestows Protect and/or Shell on all units surrounding the user in a large area, may flat-out miss a unit.
Kotetsu: Deals Dark damage and may Blind units surrounding the user.
Ama-no-Murakumo: Deals Wind damage and may Slow units surrounding the user.
Adazakura: Bestows Evasion Up and Critical Up on the user.
Sumihomura: Deals tremendous damage to units surrounding the user in a large area, may hit the user, but can be evaded.

http://imgur.com/a/5fBkD


FFTA2 Modding Tools:
https://www.sendspace.com/file/ua53zg
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Agentlovac

Thank you a bunch for this, you have no idea. Also, was wondering if its possible to give Black Mages Dragoon Abilities like Thunder Breath, Fire Breath and Ice Breath?
Will the animation make the game crash or is there a way to assign the animation?
"00110101 00110100 00110110 00111000 00110110 00110101 00101101 00110111 00110100 00110111 00110010 00110111 00110101 00110110 00110101 00101101 00110111 00110011 00110110 00111001 00110110 00110111 00110110 01100101 00101101 00110110 01100110 00110110 00110110 00101101 00110110 00111001 00110110 01100101 00110111 00110100 00110110 00110101 00110110 01100011 00110110 01100011 00110110 00111001 00110110 00110111 00110110 00110101 00110110 01100101 00110110 00110011 00110110 00110101 00101101 00110110 00111001 00110111 00110011 00101101 00110110 01100101 00110110 01100110 00110111 00110100 00001001 00110110 01100010 00110110 01100101 00110110 01100110 00110111 00110111 00110110 01100011 00110110 00110101 00110110 00110100 00110110 00110111 00110110 00110101 00101101 00110110 00111001 00110110 01100100 00110110 00110001 00110110 00110111 00110110 00111001 00110110 01100101 00110110 00110001 00110111 00110100 00110110 00111001 00110110 01100110 00110110 01100101"

chocolatemoose

Apologies, I could have been clearer with my nod to doublecast-like: I wasn't referring to doublecasting, I was referring to OP abilities that usually don't become available until late game and cost a lot to master. Ultimas fall into this category as well.

Just a different way of structuring abilities.

Madeen

Thanks for your replies Eternal :)

And yay another class with magic skills!

Agentlovac

October 13, 2015, 02:12:36 pm #85 Last Edit: October 13, 2015, 04:53:42 pm by Agentlovac
Quote from: chocolatemoose on October 13, 2015, 12:51:25 pm
Apologies, I could have been clearer with my nod to doublecast-like: I wasn't referring to doublecasting, I was referring to OP abilities that usually don't become available until late game and cost a lot to master. Ultimas fall into this category as well.

Just a different way of structuring abilities.

Well, which abilities did you have in mind?
I could come up with a very op ability like a "Thundaga" with an insane range or "Hit all Units" and has a chance to "Blind" at the same time, and maybe apply it to a Custom job like Eternal did.

like this:


Thunder:
-Added Blind Effect with a 0.25x Normal Chance.
-Changed Targeting Radius to 1 tile.(its a precision tool mostly to finish off enemies)
-Changed Damage from 20 to 15.
-Changed Range to 6 & height difference to 4.

Thundara:
-Added Blind Effect with a 0.5x Normal Chance.
-Changed Targeting Radius to 1 tile.(its a precision tool mostly to finish off enemies)
-Changed Damage from 40 to 30.
-Changed Range to 7 & height difference to 5.

Thundaga
-Added Blind Effect with a 1x Normal Chance.
-Changed Targeting Radius to Hit All Enemies.
-Changed Damage from 60 to 40.

This is actually part of my log for the mod I'm making.

Oh and Eternal, I thought this might help you browse in Gold Finger smoother, I know it helped me.  :?
"00110101 00110100 00110110 00111000 00110110 00110101 00101101 00110111 00110100 00110111 00110010 00110111 00110101 00110110 00110101 00101101 00110111 00110011 00110110 00111001 00110110 00110111 00110110 01100101 00101101 00110110 01100110 00110110 00110110 00101101 00110110 00111001 00110110 01100101 00110111 00110100 00110110 00110101 00110110 01100011 00110110 01100011 00110110 00111001 00110110 00110111 00110110 00110101 00110110 01100101 00110110 00110011 00110110 00110101 00101101 00110110 00111001 00110111 00110011 00101101 00110110 01100101 00110110 01100110 00110111 00110100 00001001 00110110 01100010 00110110 01100101 00110110 01100110 00110111 00110111 00110110 01100011 00110110 00110101 00110110 00110100 00110110 00110111 00110110 00110101 00101101 00110110 00111001 00110110 01100100 00110110 00110001 00110110 00110111 00110110 00111001 00110110 01100101 00110110 00110001 00110111 00110100 00110110 00111001 00110110 01100110 00110110 01100101"

Eternal

I think the next jobs I'm going to work on are Dragoon (not much will be changing with them), Animists (plans as of yet undecided), Flintlock (which will likely be a physical job based on combining the powers of Summons with their Hand Cannons), and Beastmasters (which will probably remain similar, but focus more on buffing Charmed monsters). These are just very base ideas, of course. I have lots of ideas floating through my head. :P
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Agentlovac

Nice, well if you need any help don't hesitate to ask, I'll try my best to help you with your mod as well, us modders need to work together.  ;)
"00110101 00110100 00110110 00111000 00110110 00110101 00101101 00110111 00110100 00110111 00110010 00110111 00110101 00110110 00110101 00101101 00110111 00110011 00110110 00111001 00110110 00110111 00110110 01100101 00101101 00110110 01100110 00110110 00110110 00101101 00110110 00111001 00110110 01100101 00110111 00110100 00110110 00110101 00110110 01100011 00110110 01100011 00110110 00111001 00110110 00110111 00110110 00110101 00110110 01100101 00110110 00110011 00110110 00110101 00101101 00110110 00111001 00110111 00110011 00101101 00110110 01100101 00110110 01100110 00110111 00110100 00001001 00110110 01100010 00110110 01100101 00110110 01100110 00110111 00110111 00110110 01100011 00110110 00110101 00110110 00110100 00110110 00110111 00110110 00110101 00101101 00110110 00111001 00110110 01100100 00110110 00110001 00110110 00110111 00110110 00111001 00110110 01100101 00110110 00110001 00110111 00110100 00110110 00111001 00110110 01100110 00110110 01100101"

Eternal

While I was in my shower, I had a brilliant idea. I'm currently drawing up two jobs. One is replacing the Flintlock and is an Engineer job. Basically, it'll involve lots of lasers and the Moogle will have the ability to literally nuke enemies. It's a physically-oriented job that is more about blowing the enemy to pieces, whereas the Moogle Knight is more defensive and the Fusilier is more of a saboteur. I'm also working on making the Spellblade a true Spellblade. I'm giving it abilities that allow it to effortlessly switch between being effective at magick and being effective at physical attacks. Animists are also going to be more... animal-y in their next carnation, being able to summon swarms of bees and act as a Moogle White Mage, with Cuisine consuming an HP Critical monster to fully restore the user's HP and MP.
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

chocolatemoose

QuoteBasically, it'll involve lots of lasers


WANT.

Eternal

(I've really gotten fast at making all these custom jobs. Testing everything, it worked right the first go, too, for the most part. And what didn't work was easily fixed. Hurrah!)

Introducing the Engineer job! Shockingly, it is NOTHING like FFT's Engineer. FFTA2 GG's Engineer is the equivalent to a physical version of a mage's nuking job, able to deal heavy damage over areas, and able to tear through enemy defenses. They can boost their own accuracy, cut through enemy defenses, deplete MP, and literally nuke enemies. Yes. With a nuke. Don't piss Montblanc off, kupo. I somehow think of Metal Gear Solid with this job...

Intel: Boost's the user's Critical Hit Rate, Accuracy, and/or Evasion. One, two, all, or none of these procs may actually activate- it's all luck based. Afterall, intel can be wrong!
Healbot: Pays an army of healing robots to heal an ally. HP restored is based on Gil spent.
Satellite Ray: Deals physically-based damage to units in a small AoE by firing lasers from space.
Photon Ray: Fires a laser that damages the enemy's body and mind, dealing both HP and MP damage.
Flashbang: Throws a flash bomb that deals damage and Blinds non-Undead units and Delays undead units.
Terraforming: Scathe the land with lasers, removing all statuses (good and bad) from all units.
Laser Burst: Fires an incredibly focused laser in front of the user in a line, dealing defense-piercing damage.
Fallout: Nuke units in a large area, dealing heavy physical damage that cannot miss and may inflict Poison.

http://imgur.com/a/Y6LD4
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Agentlovac

October 14, 2015, 10:10:06 am #91 Last Edit: October 14, 2015, 10:58:56 am by Agentlovac
Dam you work fast, great idea, seems a little too much off theme for me wit lasers and space age tech xD, but awesome job nevertheless. How exactly do you give lasers to Moogles animation wise? xD

What I mean is how do you replace animations in general? Like giving the camouflage animation to a skill I created for another job, since I can't give camouflage to another job apparently.

To be more specific I want to change Steal Items to Camouflage but the animation is all wrong and I know that Moogles do have the "arms up" animation that the Seeq does when using camouflage, and I'm also assuming the aura animation while doing it is a separate animation right?
"00110101 00110100 00110110 00111000 00110110 00110101 00101101 00110111 00110100 00110111 00110010 00110111 00110101 00110110 00110101 00101101 00110111 00110011 00110110 00111001 00110110 00110111 00110110 01100101 00101101 00110110 01100110 00110110 00110110 00101101 00110110 00111001 00110110 01100101 00110111 00110100 00110110 00110101 00110110 01100011 00110110 01100011 00110110 00111001 00110110 00110111 00110110 00110101 00110110 01100101 00110110 00110011 00110110 00110101 00101101 00110110 00111001 00110111 00110011 00101101 00110110 01100101 00110110 01100110 00110111 00110100 00001001 00110110 01100010 00110110 01100101 00110110 01100110 00110111 00110111 00110110 01100011 00110110 00110101 00110110 00110100 00110110 00110111 00110110 00110101 00101101 00110110 00111001 00110110 01100100 00110110 00110001 00110110 00110111 00110110 00111001 00110110 01100101 00110110 00110001 00110111 00110100 00110110 00111001 00110110 01100110 00110110 01100101"

bcrobert

Quote from: Eternal on October 13, 2015, 10:28:36 pm
with Cuisine consuming an HP Critical monster to fully restore the user's HP and MP.


WANT.
My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

Believe it or not, I'm still working on this game.

Eternal

@Agent: It's actually pretty canon, wild as it may seem. Recall that in FFTA, Moogles had Famfrit as their Totema, who called down myriad lasers to nuke the battlefield. That's partially what the job was based on. In the A2 Spreadsheet that was included with the suite, there's a tab for animations. Using that is key to making your abilities work properly, graphics-wise.

Today's new job is a not-so-new job. Behold the SPELLBLADE! ...the Spellblade? That's not new at all! Well, the job itself may not be, but it's been totally overhauled. The Spellblade is able to quickly shift between mage and warrior literally over the course of a single turn, and is able to switch between them as the battle requires it. Using Warmage at the start of battle and blasting enemies with Ruin (or Summon Magick), and then using Inquisitor and going in for the kill with Blitz is only one example of switching up on the fly. They're a hybrid job that's able to be as versatile as one needs, focusing on the Viera's vast array of varied skills. The job itself was based heavily on Cecil from Dissidia, capable of shifting from Paladin to Dark Knight as the battle dictated.

Inquisitor: Increases the user's Attack and Defense, but decreases Magick and Resistance.
Warmage: Increases the user's Magick and Resistance, but decreases Attack and Defense.
Ruin: Deals moderate non-elemental damage in a small AoE.
Blitz: Deals weapon damage around the user.
Paradigm Shift: Inverts an ally's HP and MP.
Wisplight: On allies, restores 25% of the target's Max HP, and on enemies deals 25% Max HP damage. Extends the duration of buffs and debuffs on the target, perfect for use with Elementalists, Green Mages, and Assassins.
Sanguinate: Deals magickal damage to a distant enemy and restores the user's HP.
Fearsiphon: Deals physical damage to a distant enemy and restores the user's MP.

http://imgur.com/a/ZIkF4
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Agentlovac

OMG Derp... I brain farted, I forgot this its an excel sheet for a moment, the tabs... below.
"00110101 00110100 00110110 00111000 00110110 00110101 00101101 00110111 00110100 00110111 00110010 00110111 00110101 00110110 00110101 00101101 00110111 00110011 00110110 00111001 00110110 00110111 00110110 01100101 00101101 00110110 01100110 00110110 00110110 00101101 00110110 00111001 00110110 01100101 00110111 00110100 00110110 00110101 00110110 01100011 00110110 01100011 00110110 00111001 00110110 00110111 00110110 00110101 00110110 01100101 00110110 00110011 00110110 00110101 00101101 00110110 00111001 00110111 00110011 00101101 00110110 01100101 00110110 01100110 00110111 00110100 00001001 00110110 01100010 00110110 01100101 00110110 01100110 00110111 00110111 00110110 01100011 00110110 00110101 00110110 00110100 00110110 00110111 00110110 00110101 00101101 00110110 00111001 00110110 01100100 00110110 00110001 00110110 00110111 00110110 00111001 00110110 01100101 00110110 00110001 00110111 00110100 00110110 00111001 00110110 01100110 00110110 01100101"

Eternal

Only a few classes left to overhaul, and today's preview is the Scholar overhaul! Basically stronger versions of Illusionists in Vanilla (Magick Frenzy aside), Scholars are now the primary buffing job of the Nu Mou. Whereas Green Mages can buff over wide areas, their buffs are temporary. Scholars focus on buffing single units, but their buffs are more effective and longer lasting. For example, the Green Mage can use Protect over a wide AoE, but the Scholar's Protect comes packaged with Defense Up, meaning that once Protect fades, the target's DEF will still be heightened. Likewise, a unit with both Protect AND Defense Up will enjoy a much heightened physical damage reduction for three turns. Lore pairs well with White Magick for a true White Mage experience. They can also blink around the field until they get in a more advantageous position and restore their own MP.

Veil: Bestows Astra and Resilience Up on the target.
Paling: Bestows Protect and Defense Up on the target.
Magick Barrier: Bestows Shell and Resistance Up on the target.
Regen: Bestows Regen in a small AoE.
Teleport: Warps the user to a random location and allows it to immediately act again afterwards.
Vigilance: Makes an ally immune to damage, but vulnerable to debuffing abilities until its next turn.
Boon: Bestows two random buffs on the target.
Meditate: Restores 50 MP to the user.

http://imgur.com/a/pM1cU
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Jumza

Quote from: Eternal on October 17, 2015, 11:13:26 pm
Teleport: Warps the user to a random location and allows it to immediately act again afterwards.


I'm amazed that FFTA2 was able to handle creating an ability like this, sooo cool!

But, does it have a large cost? If it was low I could see myself just spamming this over and over again whenever I got into a bad situation to get into a more favourable position.
  • 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.

Eternal

FFTA2 has a ton of versatility for abilities. I simply made the ability to act like Telega on the user and have it bestow Quicken directly afterwards, so the user gets another turn. It costs 18 MP, IIRC. Honestly, it's kinda fun just to spam. As my luck would have it, though, the first time I used it poor Orland warped onto a Charm Trap...
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

Jumza

It can trigger traps too? That's very cool as well. Impressive work Eternal :)
  • 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.

chocolatemoose

With regard to equipment only possessing one property - how does FFTA2 treat items like the Ensanguined Shield? The in-game description says Ensanguined Shield / Dark, then Weak: Fire. Is the Dark elemental there just a throwaway?