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April 23, 2024, 10:38:31 am

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Messages - ExL

1
Ultimately I'd wish to have A1 with as many A2 content stuffed in as possible and QoL patches so it's kinda like vanilla expanded. But that's a lot of work(part of which I can't do, like ripping from DS and inserting and part is tedious learning of how to make abilities with descriptions, etc.) :-( So I tried making viera spellblade match restrictions of GBA with matching palette and hope at least her will be in base mod out of the box. It would be useful for modders as base for new class too.
2
Bah, I don't care for the names of those pesky minions of mine! Though calling them minion 1, minion 2, etc. may help giving them commands... :twisted:
3
@rrs_kai you meant mGBA? Report there - https://github.com/mgba-emu/mgba/issues
Usually, if it's not something huge stuff gets fixed fast. Would be a good idea to include savestate before issue.
4
FFTA/FFTA2 Hacking / Re: Leonarth's FFTA Randomizer
February 05, 2019, 08:45:00 am
Started playing FFTA JARC Randomizer_SbRVzuTTpJRl and having a blast with it :cool:
Marche(or I called him Lurch) is Red Mage, Montblanc - Dragoon(changed job to White Monk though). Just a few missions under my belt, but no issues so far. And throwing Firebombs with my viera White Mage is fun! I've got lucky with random seed, so far everything to my enjoyment :D

If I may - can I request one feature for your main project with FFT ability buying system? Can you make optional mod with move after attacking being separate movement ability rather than usual behaviour or rephrased end of turn after any action instead of being able to move if you didn't before action? I think it would be worthy addition to Move abilities and add up to gameplay  when you can move and attack, but not attack and then move unless you have an ability. Though I'm not pushing, you have already tons of stuff planned :roll:
5
I'm really glad that you explaining all that stuff, it's of a great value for those who'd want to understand how it's all working under the hood.
Quote from: Leonarth on January 13, 2019, 06:55:44 am
Also, is there such a thing as base race stats? Or is this a feature request for something that does not exist in vanilla?

No, there isn't any racial base stats or multipliers in vanilla all is defined in jobs. And I didn't meant it as request, that's just how I thought it could've been done... That would had meaning in context if duplicate jobs were single entries and race changed not only appearance, but stats to make them different. Say hume and bangaa soldiers were same job, one entry and race would dictate if it's hume use sprite set 1, if bangaa - sprite set 2 AND use different base stats, more balanced for hume, bulkier for bangaa. Theoretically if it worked like this in full hack it would save space for new jobs by merging old ones into one entry and still give them different flavour, but that worth an effort only if someone actually making one...
Hope I didn't wasted your time pointlessly :|
6
Just for anyone who was interested in that - I've tried changing more jobs to humes and L/R buttons with pages appeared as they should've :v/:

For what I know I'd never structured it all like it is in game. I'd went for something like this:
Race 01 - 01 which job wheel this goes, also pointing table of base stats;
Job 02 - 02  pointing to table with all stat growths, equipables, graphics set to use, etc. and inside that table is 0A - pointing to Ability Pool tables with abilities;
Ability Pool 0A - would've consist of 000B Abilities(pointers to them) written one after another with last one being special symbol meaning end of a list;
Special 03 - 03 would say that this is special case and will use one of custom graphics set overwriting generic job's one.

I've probably said something silly right there so please don't mind that if I did :D Just how it is rubs me wrong way for some reason...
7
Guess everything's fine, it's just all new stuff for me and that gif confused me to expect seeing that after applying :oops:
Couldn't find yet how jobs are set to certain race, but zeroed checks for isEzel and isBabus in jobAbilityTable and their jobs became available for each other.
Can you tell me in which file I can set races to jobs? And is it possible to turn Ritz in hume, but still be fencer(and Marche too, while I'm at it)?
8
Yep, it's there now :v/: Amazing work! (even by looking at description only :shock: will try the real deal now)
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Now there's a question on how to even apply that at all :D I feel as smart as a chair, but I'm using "jobAndRaceCustomization.event" on original ROM(pressing "Assembly" button). And while HxD shows that there difference in files all those cool features just doesn't show up in game...
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That's strange, I've followed all instructions in your main thread with JP system hack and what I see is: intro skip :v/:, manual sorting :v/:, JP system :v/:, showing  items compatibility with L/R (works also in this one) :v/:, new icons for Babus, Cid and Ezel when checking abilities :v/: new job wheels aren't there either... Hmm... Maybe I'm doing something that I should? I've looked into options of both and didn't found anything commented that would've prevented it from appearing...

Maybe I'm expecting something that I shouldn't?
This:
isn't there and I've loaded save from Gamefaqs to check Babus and Ezel to swap jobs, which they can't...
9
FFTA/FFTA2 Hacking / Re: help with FFTA damage formula
January 04, 2019, 04:15:32 am
Can't help with suggesting good formula there. Reminds me of hell that TO:LUCT is in that regard, I don't know how somebody managed to wrap his head around it: https://drive.google.com/drive/folders/1T7TupkvrKhnH0HtmU2O_-csqQuYQrjHf
There is interesting ones in ToME https://te4.org/wiki/Combat_Damage And I like how there are str, dex and mag weapons and mixed ones taking percent of one stat and percent of other, that's some variety.
Maybe that'll help a bit or will be at least interesting...
10
Narrator: "...and Mighty Morphing Morph transforms into giant(or not so) mecha flan!"
Actually that's probably the coolest thing I've seen in isometric tRPGs!
It only saddens me how to see all other cool stuff with abilities tied to new ability buying system as I love AP system(if it's misunderstanding of mine, I'm very sorry, I've got that other changes are modular, but not this one)... Nonetheless progress is great, you doing to FFTA things no one ever imagined being possible! :shock:
11
Eh... once I've tried to recolour and slap ears on valkyrie from KoL, didn't end well on ears phase, something went wrong and I've scrapped it altogether :( and I so wanted spear viera with thunder and healing abilities... Oh well.
Don't forget Onimusha Tactics (also available on Spriters Resource and Sprite Database to some extent, at least they are in same style) and of course A2 is most wanted.
I always wanted vanila FFTA with as much A2 content as possible crammed in there and everything updated to A2 abilities/stats(and all items available through normal play of course).
Even though TO's features are very tempting would be great to have QoL hack staying as close to vanilla as possible :roll: You know, for those who want more than there was in original game, yet don't want radical changes like whole different mechanics for ability gaining or permanent death.
Don't think I'm discouraging you, I love TO:KoL and it would be great to see stuff from it blend into FFTA! Just that I like FFTA too and having it same, but better would be neat alongside mods with completely different flavour...
12
That's a breakthrough in FFTA hacking for sure :v/:
All that can be asked for at this stage is separate patch without Combo/Totema changes so people can use it as a base for their projects. Ability buying system may find it's place in different hacks and can be a good start for them.
Personally I like vanilla system more and think it's one of the best parts of FFTA/A2 games, but taste differs among players. Not that it's bad or I won't give it a go of course :lol:
13
Even network support!? :shock:
That's absolutely amazing, especially for such amount of time :shock:

As for suggestions - well, I PM you about possible ways of combo implementation if there'll be any, but it's early for that. Maybe more terrain options before it gets complicated?
Ones comes to mind:
- miasma/poisonous water from Onimusha Tactics, same as water, but causing poison damage;
- lava from TO, can't step on it(without floating boots), but can jump over, can be pushed there for killing;
- quicksand - if standing on it movement reduces to 1 square;
- thin ice, crumbles on next turn of standing;
- retractable/liftable bridge;
- open/closed door;
- open/closed dam;
- dryable water tiles for when dam is closed;
- stepping triggers for bridges/doors/dams/traps a) triggered when stand on; b) triggered when stepped on, untriggered when stepped again;
- covered hole trap/crumbling ground finishing turn if stepped on;
- spike trap damaging if stepped on(+finish turn maybe);
- web/vines/swamp slow effect;
- treasure tiles with common expendable items, acquired if turn added on tile(maybe later limited to those who own certain skill);
- tall grass/myst lowering accuracy, increasing evasion;
- river with fast stream that moves unit standing on it according to it's current(maybe into whirlpool or waterfall);
- teleport-trap, interrupts movement teleporting to different tile, but can continue turn;
- later on maybe other traps activating spells like fire trap, paralyse trap, ice trap, etc.
Those should add a bit of variety to combat giving wide range of tools for mapmakers... Such stuff probably is good to have early, project can gain bonus popularity with map contests...

Godspeed and good luck!