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April 19, 2024, 07:06:05 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - arganthonius

1
I did set the action menu to default, and stated so in my post. All the skillset references in Hex are FF except for 00-04. Is that incorrect?
2
Because I have a different version of Excel than is specified in Xifanie's hack, I tried to use the old version. However, there is no change. All the skillsets except for 00, 01 (attack), 02,03,04 are set to FF. I set the FFTPatcher action menus to default, but I am still seeing Weapon Range 00% for all problem skillsets.

To apply the patch, I copied the xml sheet and placed it within a .txt file, saved it as an .xml, then applied it with FFTorgASM. What am I doing wrong?
3
The ASM works by Excel, and I'm a little confused.
If I want Geomancy and Math Skill to work normally, but all the others to work like Vanilla, I should change the Geomancy and Math Skill units to Basic Skill, and the others to their names (e.g. Item becomes Item, etc.), right?

Thank you for your help.
4
Help! / Altering Geomancy and Math Skill - Problems
July 01, 2017, 08:21:25 pm
I read the Generic Jobs Editing, Skillset Limitations thread but I couldn't find the information needed to do the following:
Change the geomancy skills to normal ones (costing MP, having CT, all being accessible at once), and having Calculator use a different skillset without the formation screen and ability availability bugs.

I converted the Geomancy menu type in the Action Menu tab to <Default>, and altered the natural geomancy abilities. All abilities were 00% and Weapon Range.

I switched Calculator to skillset 4D, giving them a bunch of new abilities. The action menu type is <Default>. If the skillset is equipped as a secondary, the abilities appear and work as normal. If it is equipped as the primary job skillset, half the abilities are missing in battle.

These are the only two skillsets I'm trying to alter in this specific method.
How can I make the skillsets work normally?
5
Help! / Balancing CT and Speed Growth
May 15, 2016, 02:31:14 am
Using the Raven's Utilities Spreadsheet, it seems that even with a speed growth of 255, a unit will gain 1 to 2 speed over the course of leveling from level 1 to level 99. Is there a way to completely remove speed increases from leveling?

I'm having difficulty figuring out how long a Charge Time certain abilities need to have. It seems that since my hack will have 10 Speed as the highest possible, the longest a Charge Time can be is 15 ticks before the target will get a turn, nullifying any panel-targeting abilities. It also seems to me that 10 speed is too low, and that a maximum speed of 12-15 might be better. Are there tradeoffs to increasing the max speed of which I should be aware? Also, is there a good rule of thumb to determine how long the CT of any ability should be?