• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 18, 2024, 07:19:32 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


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 - BearPRIME

1
Quote from: Kairetsu on August 31, 2018, 11:09:38 am
Archer's Heart Shot doesn't "work". When it hits successfully, there is 'charm' popup and damage number. And then, the unit lost its charm status. It's probably because charmed unit is automatically recovered after receiving damage. So, Heart Shot need to be changed to no damage or damage with a chance to charm on hit. Or something else.


I think the order of the actions is the problem.  If damage is the first effect then charm will persist
2
Quote from: Zeke_Aileron on May 25, 2018, 02:06:09 pm
If it works out, you're welcome.


I think I'm doing something wrong because i wet through 00-AF and couldn't find a proper unused ap value for a new gria unit (no abilities can be learned).  I'm trying to change the illusion skill set for human into gria, unsure whether this matters or not.

I also want to double check when that all i need to change for the job is the hex for race.

thanks for your help!
3
Quote from: Zeke_Aileron on May 25, 2018, 01:41:05 pm
Uh, it was pretty simple well to me, But you did everything correct though; however, you needed to make sure that the "AP" hexes for the Race you want to have a new job is empty/available for that race.

So pretty much the order would be this:

  • Changing the job index in the hex editor.

  • Change the hexes for the learnable AP(You'll need to write down all the available "Learnable AP Hexes that free for your race")

  • Before doing so, make sure the abilities are on the skillset for that job to use, i recommend using "Lennart's job editor to set set the skillset for that job."

  • Then use "DeSgeretin's command list editor to set the skills in that list correctly in order.

  • You'll need to assign them these "Learnable AP hexes" slots, if the slots still show you can't learn the abilities for that job.

  • If there's abilities you can't learn still, cross out the "Learnable AP Hexes" that didn't work for that race and then use new ones that you wrote down, so repeat steps 2 and 5.

  • If all the abilities show up the way you want too, make sure to edit the AP values for them, (The AP they need to master the abilities), you'll have to go through other races jobs to make sure you didn't accidentally change their AP hexes and fix those "AP mastered hex values"



For example, a learnable AP hexes list that i wrote down to use for the Gria would be this:

The AP they currently use for their jobs:

43 - Sonic Boom
55 - Oust
50 - Advice
4D - Vitals Shot
47 - Hunting
3C - Counter Force
3A - Ultima Shot
3E - Sidewinder
45 - Bulwark
46 - Power Crush
49 - Mind Crush
41 - Speed Crush
42 - Soul Crush
44 - Cyclone
3F - Shield Bash
4B - Whirlwind
52 - En Garde
4C - Battle Cry
3B - Over Power
56 - Tenacity
3D - Full Assault
57 - Sneak Attack
54 - Sweeping Spin
51 - Blast Wave
40 - Shining Flare
48 - Venom Squall
39 - Avalanche
4A - Mist Storm
4F - Nature's Embrace
4E - Artifice's Embrace
53 - Life's Embrace
58 - Earth's Embrace
97 - Gil Transmute

Free Learnable AP hexes i wrote down blank ones are ones i haven't tested yet:

73 -
BC -
6E -
94 -
95 -

Ones i used that was empty for that Race:

87 - War Cry
88 - Hammer Stun
92 - Hammer Crush
76 - Hammer Smash
7C - Hammer Force
64 - Hammer Wave
9E - Shatter
9A - Shield Toss
9C - Shield Charge
9F - Hammer Down
71 - Dash
98 - Piercing Cry



So once i've found the empty "Learnable AP Hexes", i then just needed to adjust the Mastered AP values, the order the skills would show up in the game/mod, and then add the abilities to weapons for that/the job so they can equip and learn the abilities from.

Here's a list for the "AP Abilities Mastered Hexes" to help for ability mastering.


Legend! I will give it a try!
4
Hey Zeke,

I'm just trying out your mod and haven't gotten very far, but its pretty sweet!  GREAT JOB!

I was curious about how you went and added another gria job.  I have tried changing an existing human job into one for another race but I cant seem to get the abilities to transfer over.  I basically changed the hex in the job data to be for a different race with the same skillset, and then I changed all the skills in that skill set to be learn-able by the new race instead of the old one. 

Any help would be greatly appreciated!
 
5
Quote from: DeSgeretjin on May 20, 2018, 05:22:40 am
Can you describe exactly what you did?


UPdated Java. now works. Thanks IQ+1
6
Wanted to check out the editor but I can't seem to get it to work.  I get "a java exception has occured" error and I dont know how to fix it.  Am I doing something wrong or am I just dumb.

It can be both...
7
Quote from: mopdog on May 01, 2018, 06:48:05 pm
Started playing .7. Is really great so far. Still hoping to one day see a change log for stat growths. Would also appreciate knowing what classes replaced what so I can unlock them easier than trying to guess.


Its pretty hard to track stats and stuff even though much is the same.  I find the best way is to check out lennart's ffta2 editors for ability and for jobs.  All the stat growths are listed there and you can see the abilities for each job (they have the old names in the editor).  I think for the most part there isn't any major changes to stat gain for most classes.  the only one I remember is the arcanist has 11 atk or something, but a safe assumption is that vanilla close to accurate.

I think all the job requirements are the same, and at the top of my head the job changes are:

hume: samurai replaced pariver, necromancer replaced illusionist
viera: occultist replaced elemantalist, 
Bangaa: oracle replaced master monk, myrmiddon replaced defender
moogle: engineer replaced fusilier, corsair replaces juggler, orator replaced gageteer
nu mou: Daemon replaced arcanist, and necromancer replaced illusionist, druid replaced beastmaster
gria: vartan replaced raptor, gourmand replaced geomancer
seeq: reaver replaces lanista

hope it helps
8
@Eternal:

looking forward to the changes, and since you haven't decided about the myriddons I thought I could share some of what I have tried.  (I was definitely on the same thought train btw)

firstly some weapon changes were made to make this work.  2h weapons were increased in damage compared to 1h weapons, and 2h broadswords got a +1 range (weaker than other 2h weapons).

Cymbol bash:
I gave them a shield requiring 50% damage knockback with a targeting effect and a 1/2 debuff chance delay turn.  if you have a 1 handed knight sword, then the targeting only helps if the enemy moves towards you next turn (works well with melee units).  If the delay turn debuff procs then no extra attack, but you do get a delay turn.  However if you have monkey grip and a broadsword you will still be in range for the second attack! Makes monkey grip actually useful (combined with stronger 2handers)! 

Not sure if taunt came with immobalize or not when you made it (I lose track of some changes I make) but it really works well with this skill: once berserked-> attacks myrmiddon cuz it cant go anywhere else-> myrmiddon uses cymbol bash and pushes unit back (avoid counter) and targets unit for next turn.  Can shut down a melee unit pretty well 1 on 1 while doing decent damage.

probs dont need the delay turn with the skill but i havent felt the need to change it yet.

Arc of Might: Basically a target and focus 3 tiles away, also has a defence up on self.  Next turn does lots of damage but requires either immobile targets or targets in melee to approach. works well with the other skills other units have to immobilize etc. Also causes loss of movement next turn on seld so there is a drawback to using it if it fails, units is kinda stuck doing nothing or sub optimal things when stuck out of range

Also turned the aoe skills you had into shield requiring skills that did 25% weapon based elemental damage along with damage based on units own max health, the target max health and some of this units missing health respectively (to give some offensive abilities tied to its tankyness as opposed to pure attack growth etc)  these are kinda hard to do what i want so i wont list the specifics here.

Another note regarding equipment rending: Yes it is kinda useless but if you alter stat gains and equipment level it becomes useful.  lowering offensive stat growth by 40% or so and defensive by 30% while increasing the defence on armors (mdef on robes and def on heavy armour etc)  then a tanky banga in platemail will shrug off arrows and such, only really strong base damage abilities or weapons can hurt (or magic).  But rending the equipment can drop the def by a lot making him much squishier.  Its what i did in my game to balance some skills, its not perfect but I find it helped a lot.  Also buffed shields def and mdef to make shield bearer useful etc.

These are just some of the things that I did and you are free to use them however you want, if you want.  Also target with a melee unit can be pretty funny, when it triggers it will always face the unit in the direction of the target but will only swing if something is adjacent in that direction. It does hit diagonally as well, but I'm not sure if that is because of the +1 range of the broadswords.  It will hit friendlies beside you in between the target and the unit even if the target is across the map which is awesome :)

 
9
Glad to hear you're working on this again eternal!

Liking the idea of revamping berserker.  Just a heads up i don't now if buckshot works with melee (i now barrage doesn't, although target does funny enough).

Does detonation work on only if the target is oiled? pretty awesome if it does, and I would wonder if this works similarly for other debuffs etc.

Thanks for your hard work!
10
@Inzanity,

Lennart's ffta2 editor has what your looking for. You can alter the starting and growth stats for all classes however you see fit.  I myself tend to reduce the offensive growth stats by 2/3 or something so that defensive units feel more defensive. 

as for the the current additions I dont think that the first post has updated.  You could use the ffta2 editor to view all the changed abilities but eternal has gone through the trouble of changing all the tool tips for abilities so they say what they actually do.  Outside of jobs and abilities most of the game is the same. The main changes to jobs include the assassin which is now kunoichi, a "deal damage based on lost hp" class, the arcanist which is a heavy magic damage dealer but requires 1 turn to prime a spell, the defender which is now a equipment destroyer, fusiler is now engineer firing lasers and stuff.  There is much more but you can check it out for yourself
11
also a side question. How do you change animations of your custom moves? Lennart's ability modifier cant do that right?
12
Hey Eternal, I'm liking the idea of the wormkin but wouldn't using it as a sub class for raptor kinda ruin the whole slow approach thingy?  still looks, great keep up the good work!

Also flair from gourmond drawing everyone in will be really good with this monster btw.
13
@grassmudhorses

the stat growth is almost identical to vanilla, the best way to check is by using the job editor for ffta2 (I think its by Lennart, you can google it and its in one of the ff hacktics boards).  Just load the rom with the editor and each job has its listed starting stats and growths which you can modify.  On the top of my head the only 2 major changes were the arcanist which is now Daemon (11 attack growth and 7 magic, i think the rest is the same) and the chocobo rider (growths dependant on what colour mount it has; yellow for high HP, red for high attack, black for high magic, Brown for def, green for res and white for MP).  Also note that the editor will list the jobs in their vanilla names.

Other than that Eternal would know more, but I am glad that there are more people than me who enjoy this kind of hack! 
14
Berserker change looks real good if you make it work! Will also make dispel a more useful tool removing the self buffs!   
15
I also wanted to provide some feedback aswell!  First of all i really like what you've done with the game and its great!  almost 200 missions and i've used most of the classes.  I also used the ability modifier to make some changes of my own and I will mention some that i thought were interesting, but most stayed the same. 

Hume:

Soldier: found this to be an excellent class, the damage along with the debuff is fantastic.  Great secondary class for ranged units

Archer: The major change i added which i thought was interesting was reducing damage on cover fire (summon AOE damage) and adding a 50% normal hit ratio to immobalize for 1 turn.  I found it a great way to keep some of my medium range units safe from the beastly monsters.  I also raised the speed stat for this class cuz i wanted at least some reason to level as over soldier early game.

Paladin: Decent class, left mostly the same but did find a weird glitch once with cover (also im not sure if you programmed it to be small AOE or if that was me). once the unit covering my other died the game froze when the covered nit was attacked again, only happened once though.

Hunter: Basically my go to range class. I felt that drill shot was not worth the crazy AP to learn but i get that it replaced Ultima.

White & Black mages: white is very useful early on and black mages are great all game but i do feel that the quirk for fire magic and to a lesser extent lightning is far better than the one you set for ice.  HOly for white mages actually was set to deal less damage than holy for bishops (not sure if this was intentional)

Necromancer: I really didn't use it too much but the abilities seem good if a bit situational

Blue mage: pretty much the same as before although i like how the blue magic is a slightly weaker version of the monster spell

Samurai: Found the class awkward with its unusual stat growth for ability set.  The magic damage didnt seem to fit well with the build and the paper thin defence make the adjacent targeting a little hard to pull off for the damage they deal.  I tried to work with them the best i could but i found that they were just outclassed by regular spell casters or primary physical units.  Hard to find a place in my team for them

Fighter: This class was balanced out and i like it quite a bit.  for some reason the AI really likes using grapple alot (I'm looking at you Bowen).

Nu mou

White, Black & Necro: same deal as before

Druid: class is dope! the general utility is fantastic at all stages of the game, although thorn is like a free bio reallllllly early on that can be used pretty often.  I like the situational abilities which determine what kind of unit it can be depending on the battle field.  However i have yet to hit with aqua (multi-hit water attack) cuz i suck.  I used this as a sub class literally all game on one of my units!

Time Mage: I have always like time mages but moogle outclasses for sure with snake eyes.  i haven't tried comet yet and i didnt check if that could be dual cast.  If it cant the higher growth of the nu mou might make them a little closer to moogle

Daemon: I really liked the concept of this class but i felt like the abilities were slightly underpowered for the turn to set up.  I ended up upping the damage on the abilities especially the single target one (dark holy) and i feel like it works better.  I did only try it out at higher levels so i dont know how balanced it is at the begining (magic seems to be OP early but generally balances out later).  I also noticed that Doom status triggers the death spell at the end of the count, but ince Death was replaced with prime the untis are now primed.  This can actually be a really interesting mechanic, i tried it with Banga canoner class.

Alchemist: still great i use as a primary for growth and generally good abilities.

Sage: I have always liked the sage for being more a hybrid class.  Another one of my primaries

Bangaa:

Warrior: decent sub job potential for things like canoneer

Monk: Also good for a sub class, balanced thorough game and utility is always useful

Dragoon: I really dont like the samyness of the vanilla breath attacks. what i did was add a gimmik along with reduced damage for some the the moves to make them more interesting. Don't know what can be done to make him more interesting but the moves are pretty good still so i used one.

Gladiator: Ultima sword with trickster and half mp is still OP late game.  However i like the concept of magic based abilities (even though you need level in other classes for magic growth), I did change them to either provide a buff to ally or damage foe and i think it increases the utility of the unit a lot as it lacks the best moves from the fighter.  Lighting sword now can restore 24mp to an ally (still costs mp), and blizzard tackle adds defending and protect to ally.  all of the elemental blades do damage to a foe (blizzard keeps its immobilize effect)

Myrmiddon: This was probably the only class i really didnt like.  The abilities are good when the opponent has them because breaking your equipment has consequences further than the battle itself but i often find that breaking equipment of enemies is lackluster for the most part.  Surprizingly rending shields is the most useful to decrease evade and its higher chance to hit.  Love the teddy bear icon that appear when you rend something that isn't there though. I dont know what i would do to change them though

Canoneer: underrated class, i really like it! 
I utilised the doom->prime thingy here.  I made mortar 3x damage but only usable when primed (flintlocked one) i also made it remove all buffs and cause addle on self.  Prime now adds the doom effect on self meaning that 3 turns from then you can use mortar.  I found this to be pretty fun and to fit with the whole canoneer concept as a class. 

Oracle: I have similar issues with this class as chocolate moose, debuffs are okay but the lack of damage makes it kinda meh.  Also there are other classes with better debuffing abilities that cost less mana and stuff (sheep count 100% sleep instead of repose).  I messed around with adding physical damage to some of the abilities and it made want to use it more

Templar: like this class, all abilities work well here but i would make soul sphere more useful.  Most mages have alot of mana and soul sphere doesn't really dent it even with imporved damage.  Usually just better to damage directly.  I made the mp damage drain and added hp damage that was 1x damage dealt, so it is only useful for targets with mp.  I found this change to be really useful making mp depletion more viable in this class

trickster: havent used for A abilities, just tried ranged ultima   

Viera:

Fencer: like soldier a good class for most of the game and a decent sub job.  for some reason retreat didnt work as intended.  ALso reprise is pretty much the best ability and used it more often than not

White mage: see above

Red Mage: thank god you balanced double cast! still useful though

Green Mage: I like status effects but i feel like there are better classes to do it: sage and alchemist each have blind or poison and sleep is best used with animist. I can see the appeal of having one unit with all of them though.  Maybe if tranq (accuracy up) was still a thing than green mage would shine (or be OP). still used one early game though

Summoner: I like the only allies/foes addition, really makes up for the lack of double cast.

Occultist: POSSES is great! so useful and pretty OP.  At least the AI can use it well too.  Ohter abilities are pretty okay but i pretty much Posses another unit for some intersting effects.  Cant use druid abilities but can use most everything else even if they are sub job abilities. (cant simply attack though)

Kinoichi: dope class with a dope system.  Well balanced with high risk for high reward and required good tacktics to use. 
I found a pretty interesting idea for this class replacing the utsumi (teleport and evade up) with a remove effect and quicken on hit.  Great for getting rid of weakened enemies and getting out of there. 

Sniper: pretty much left as was but double shot is kinda useless now when fencers have reprise. Also never found the trap setting to be useful. Maybe make it immobilize self but quicken so you can put some down and then act? i dunno

Spellblade: great class with great abilities and awesome subjob for almost any unit. use one all the time. life steal need mp cost for sure though

Moogle: I didnt really change much at all they were pretty well balanced with nice abilities for most classes. Aim is great on fusiler even of the break skills are meh. Moogle hero is fun to play and i use it as a sub job for hurdy. 

Seeq: Basically Reaver is the best class bar none.  the rest can be support jobs but i found seeq pretty bad until i unlocked the reaver.  The utility the ranger provides wasnt really worth it as a unit in battle, could do better with a support mage or something.  Berserker can do damage i guess but not as good as reaver (life steal is OP sometimes).

Gria:

Raptor: Zephr and storm are too good.  the limits you have on them for just the three spells are okay but i would reduce the damage of the spells to make it fair.  I dont think that they should have the ability to do as much damage (or more) as a red mage with a spell and physically attack everything hit. Pretty much made the other jobs redundant except for:

Gourmand: LOVE THIS CLASS! overeating to death always makes me laugh.  Engorge is pretty much the bread and butter (pun intended) of this class, reducing evasion to 0 is really really good.  Also flair is a pretty useful ability that requires actual strategy to use effectively, isolating certain units from the rest of their team.  Fantastic job with this btw.

Overall I really loved all the classes and will provide more feedback when i have time to play more.  Keep in mind that the changes i mentioned were suggestions that i made based on my opinion and may not really be good for the kind of hack you're trying to build.  if anything strikes your fancy then you can totally use and modify them to your will.

Thanks for the hard work Eternal!



16
@Eternal, just a heads up that the % max hp in the editor is actually switched with % current hp, so high potions only heal 25% of the remaining health. Was trying to heal my warrior at 12 hp and got 3 hp back lol.

also my game froze when i tried to use one of the druid abilities, i think it was vine, to delay the enemy.

everything is playing great so far
17
@johnny,

from my experience I recommend Hard.  The difficulty spikes early especially with the monster battles but as you get better abilities I found it more balanced.  However there are some challenging battles later on where some strategy is required, usually tame and posses come in great use.  Overall I would recommend hard it only gets easier from where you are now, but its entirely up to you
18
@chocolatemoose, darkga does have KO on hit at debuff accuracy, so for units like soldiers its like 60 percent, reallllllly dangderous
19
@Eternal all the units i've come across dont trigger regen effect with regenerate, both mine and the AI units. Regen effect still works when the buff is added (like when using choco barrier) in some other means.  Also lifespring does work, not sure if they are connected.

Also thought of a pretty cool idea for some abilities maybe. I recently got to using immobilize on next turn(rooted effect from cannoner's mortar ability) on some skills, most notably I use it on arrow rain to make it like a covering fire, pinning the opponent down. I use at half accuracy so its not too OP.

Thanks for your work its turning out great! 
20
@Eternal: I think the reaction ability regenerate is broken, regen isn't added