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Do not use ePSXe (PC)! Instead use any other emulator. For the purposes of FFT, pSX works wonderfully well!

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Messages - Eternal

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Congrats, CT5! You've got FFH's support! Maybe it'll be the next MtG! ;)

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.


-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.


-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.

FFTA2 Modding Tools:

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 11, 2015, 10:00:09 PM »
Thanks, Bonesy! I'm trying to make the game a little more interesting!

Not to be left out, the Gria have a new job to replace the boring old Raptor. Behold, the Vartan! Based slightly on Canopus from Tactics Ogre PSP, the Vartan is a true hybrid job between mage and melee, able to hold their own on both ends. They focus on wind and sky-based attacks, being able to buff and debuff at the same time, and being able to Dualcast and Magick Frenzy with their wind magicks. They're designed to be played many different ways, so one person may prefer to use them as a melee unit with Tailwind, Updraft, and Bulwark, or someone else may prefer to play them as a mage, using Storm and Zephyr to decimate enemies from afar.

Gale: Deals minor Wind damage in a large AoE.
Updraft: Bestows Move Up on the user and surrounding allies, and inflicts Immobilize on surrounding enemies.
Tailwind: Bestows Haste on the user and surrounding allies, and inflicts Slow on surrounding enemies.
Storm: Dualcast either Gale, Cyclone, or Whirlwind.
Cyclone: Deals moderate Wind damage in a small AoE.
Bulwark: Grants total immunity to damage for the turn, but the user becomes more susceptible to debuffs.
Zephyr: Casts Gale, Cyclone, or Whirlwind on enemies and then strikes the enemy(ies) with a weapon attack.
Whirlwind: Deals heavy Wind damage to a single unit and may inflict Confuse.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 11, 2015, 02:24:27 AM »
@Kai: Unfortunately, I have no idea how to do that! :P

@Everyone else, it's been a bit, but here's a new job! Well, new to FFTA2 anyways. Behold, the Reaver! Replacing Lanistas, the Reaver is a Dark Knight to its very core. A great support job, Reavers focus on softening up enemies if they fail to outright murder them. Three of their skills focus on sacrificing their HP, but they have Shadowblade to restore their HP if it gets low enough. They synergize well with Vikings, being able to use Duskblade to restore MP if they get worn out from casting Thunder/Thundara/Thundaga too much.

Souleater: Deals heavy non-elemental damage to a single adjacent unit at the cost of the user's HP.
Shadowblade: Drains HP from a unit, but requires a bladed weapon to be used.
Duskblade: Drains MP from a unit, but requires a bladed weapon to be used.
Fearful Impact: Deals normal weapon damage to a unit, and may decrease the target's Attack and Defense.
Charon: Sacrifices the user to deal damage equal to the user's lost HP to units adjacent to the user.
Unleash: Raises the user's Attack and Magick, but decreases its Defense and Resistance.
Scourge: Deals reduced physical damage, but knocks back all surrounding units and may reduce their Resilience.
Shadowbreak: Deals ranged damage that bypasses defenses, but also harms the user.

Below are some pics of the skillset and other text changes:

EDIT: Grenades are mostly functional. I did some testing and they act similarly to hand cannons, and can be used correctly by sprites that would be able to use hand cannons. They use a hand cannon sprite in battle, but the sound effect is different. Further testing ahead.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 10, 2015, 02:09:49 AM »
I'm aware of how A2's Tier systems work, but having three tiers is a lot easier to balance than five, IMO.

Status immunity is very rare in A2 GG. I want things like Astra to be more useful, and for debuffs to be more crippling. As such, I'm playing around with making it rarer. Also, as I mentioned in an above post, I can't give items more than one ailment immunity, so it's a waste of an accessory to focus on ailment immunity.

Shoes/Boots are meant to be about traversing the environs more easily.

Everyone can equip one accessory, so why not use that slot for a bonus boost?

Some weapons are hodgepodges for a reason: to promote diverse classes. For example, the Orichalcum Dirk gives +10 MAG, which suddenly makes your Thief having Black Magick as a secondary more viable.

Believe me, if I had more space like I do in FFTA GG to edit items, they would have tradeoffs. Unfortunately, FFTA2 just doesn't have that capability like FFTA does.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 09, 2015, 12:04:27 AM »
Over the past week or so, I've been brainstorming ideas to rebalance weaponry in a way similar to FFTA GG. Items are split into three tiers of strength, but shops don't upgrade the same way in A2, so the tier really only affects the base ATK of the weapon. I've drafted up a basic list of what I think would be cool for each weapon. Thoughts?

EDIT: Also added Shields, Armor, and Accessories.

Help! / Re: Help with patches Clueless
« on: October 02, 2015, 10:59:15 PM »
I have a Critical version of KO PSP sitting here on my desktop if you'd like it. It's untested after the start of Chapter III. I should warn you though, KO PSP Critical Mode is incredibly difficult and partially unfair. Most battles have you severely outnumbered and against enemies with good abilities. It's a test of challenge, to be sure. I would recommend KO PSP (regular), however, if you want a more vanilla experience/difficulty curve. That being said, KO PSP is tougher (mostly because broken things were rebalanced/removed), but there's still certain mechanics that can be abused, and it's still a fair romp.

EDIT: Also, I'll be making a TLW version of KO as well once it's out. I'm looking really forward to it!

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: October 02, 2015, 10:37:36 PM »

-Editing the amount of tiles knocked back isn't within our knowledge at the moment, nor is accuracy being tied to jobs.

-Removing Esuna is a sin that I won't commit, though I agree that White Mages/Green Mages still need a little something.

-As far as a job with debuffs on all enemies, that would get broken pretty fast, IMO.

-Unfortunately, imbuing elements for more than a single strike is currently impossible without heavy ASM.

-Anti-Beastmaster would basically be Hunter/Dragoon, making it a little redundant.

-2v2/3v3 and V-Shaped AoEs are currently not possible at present.

-We currently know little about Chocobo Knights, but their animations are probably hardcoded.

-We can't do anything akin to FFV's job mastering system at present.

@Madeen: I don't think adding jobs to other races is possible at the moment, and if it were it'd require quite a bit of spritework and such.

@Blank: Two steps ahead of you. Already working on a TO-themed Dragoon with the ability to glare at Dragons to Intimidate them. :v

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 30, 2015, 01:08:39 AM »
Insofar as RFH's patch goes, I really liked some of his skills. Steal Speed in particular really stood out to me and is serving as inspiration for a job that I might use later on. Beastmasters in particular are getting a facelift eventually, namely based on Charming and buffing Controlled monsters. My focus right now, however, is to add the new jobs and then play around with other jobs a little later, while ensuring that everything remains bugless. I've learned a lot about QA during FFTA GG's development which I'm able to transfer to this project as well.

To respond to your post in regards to each individual job, it's difficult working within the space confines of each skill's name and making each individual skill interesting and balanced. Part of the challenge with FFTA/A2 is making skillsets also viable as secondaries. Art of War, for example, makes for a great secondary on Archers, Hunters, and Paladins. It's not meant to be stellar out-of-the-box. It's meant to be a good beginning skillset that coordinates well with other jobs, especially early on. Steal is intended to be a good skillset for units who want to cripple their enemy by draining HP or MP, and by stealing equipment. Dragoons, however, will always have me for a loss. In FFTA GG I had at one point considered having them be able to Morph into a Dragon, but that idea was scrapped. In FFTA2, that's not even an option. Green Mages are another skillset that's intended to be a secondary, to find use early-battle when most units are huddled together. I'm considering replacing Tranq with a version of Extend to make their buffs/debuffs last even longer. Dualcast is limited to Red Magick, yes.

-Reavers (formerly Lanistas) are Dark Knights. Their gimmick is as it is in every other FF- sacrificing HP, draining HP/MP, and flat-out causing damage. They're slated to have Souleater (same as Vanilla), Bane (damage around self at cost of HP), Charon (tremendous damage around self at cost of life), Shadowblade (Drains HP), Duskblade (Drains MP), Fearful Impact (Deals weapon damage and decreases Attack and Defense), Ravage (Damages and ignores Counters), and Ruin (Damages and ignores Evasion). I'm tempted to replace Ravage and Ruin for Bio and Doom, maybe. I'm not sure yet.

-Alchemists are basically armored Chemists. Throw is hardcoded, and Throw Item can't really be a thing in A2, so that's out.

-As far as magick range is concerned, I much prefer taking AoE away from physical jobs and making it more of a magickal thing. Magick is tough to balance in A2, and I've also been messing around with altering job Move/Jump. I really want positioning to be key in A2 as well as buffing/debuffing, so in many ways I -want- mages to be vulnerable, but at the same time, they should also be able to make things go boom.

-Equipment is the one thing that definitely took a hit in A2. In FFTA GG, for example, I make each Stave able to heal on hit and they generally have status immunity. For example, Heal on Hit, Immune: Silence, Immune: Poison, etc. In FFTA2, items can only have -one- non-stat property. This means that many items I made interesting in FFTA GG aren't going to be quite the same. I still intend on making each individual item at least somewhat tempting though. Elemental boosting/absorption is a little more streamlined now though. DEF as a stat sucks. That is all.

Turn order effects are pretty limited. I can only Haste, Slow, Stop, Delay, or Quicken. That's about it. There are a few more Delay skills in FFTA2 GG than there were in Vanilla though.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 29, 2015, 12:26:22 AM »
Haha, I'm not really taking -requests- per se, but I'm always up for new ideas!


-Soldiers have lost Mug Gil and have gained MP Gift, which allows them to transfer their (unused) MP to another unit. Their Rends are also Weapon Range now (I forget if they were in Vanilla A2), and First Aid has 1 Range and cures some minor debuffs (Poison, Blind, and Oil). It also heals substantially more HP, but we'll see if that'll need to be nerfed back or not. Provoke now has 3 Range as opposed to 1, and Gauge is now Weapon Range, but decreases Defense and Resistance.

-Thieves are a tricky one for me. Quite frankly, thanks to Steal being changed so heavily, I was tempted to axe them totally for something new. Instead, Loot Lv. 1/2 are being consolidated, as are Loot Lv. 3/4. Steal HP and Steal MP are going to be a thing as with FFTA GG. Steal Gil is now Mug, which (of course) deals damage within Weapon Range and steals Gil. Steal Limelight will probably become Steal Armor. Sadly, Steal Weapon isn't a thing I can make yet, to my knowledge.

-Fighters are even trickier for me because of Myrmidon by proxy. Many skills are shared between the two jobs, and as my experiments today showed me, I can't just up and erase skills and put them on new weapons and use other skill slots to create new things. Ultimately, I'd love to give Fighters Rend Weapon/Armor, but that depends on what happens with Gladiator/Myrmidon. Grapple is definitely a working thing already though, which makes them infinitely more interesting than they were before. (And no more Backdraft spam!)

-Parivir skills now deal normal damage with their normal debuffs. Geomancy will be limited to Gria (Geomancers) now, so that won't be quite as abused any more. I -was- going to make them into FFTA GG Samurai, but Bangaa -really- need the extra magickal damage in their race.

-Ninja skills are now very much like FFT Geomancy. They're free, have AoE, deal minor damage, and rarely inflict debuffs. They also have Japanese names, akin to FFTA GG.

-Seers are... difficult. I actually really like Magick Frenzy and want it to stay in some capacity. I might end up making it boss-only just because of how cool it is. That, and I think Illua with Sheol/Magick Frenzy spam would be hilarious. Ultimately, I think they're going to become the Red Mage for Humes... albeit leaning more towards Speed and Resistance than Red Mages focus on Attack.

-Warriors are basically how they were before, but that again depends on how I end up dealing with Myrmidons. If Myrmidons become a thing, then Warriors will mostly stay the same. If not, Warriors will end up being the ones to get the Rend skills for Bangaa.

-Gladiators are (hopefully) going to become Myrmidons, a job originally seen in FFTA GG that uses FFT Swordskills. They would be physically powerful, but slow. Myrmidons would have Stasis Sword, Split Punch, Crush Punch, Lightning Stab, Icewolf Bite, Shellbust Stab, and Yell (Defense Down on a single enemy).

-Dragoons are another tricky one. Wyrmtamer will be able to literally Control Wyrmkin upon the next release (just like the Beastmaster's Control), but I don't know what else I want to give them yet. I might make Fire Breath completely linear (like Earth Render), and change some other Breaths, but I'm not sure yet.

-Templars are great. Debuffs are ridiculously common in my patches, so Astra is a lifesaver. MP starts at full and doesn't regenerate now, so Rasp is also good for dealing with enemy magi. Piercing Cry is one of the few skills that flat out reduces an enemy's Speed (and stacks with Slow), which combined with Haste can make for some really interesting combos. I want to change Soul Sphere so it's not so same-y with Rasp. It'll probably end up some totally new skill.

-Nu Mou have Necromancers now, as well as Ultima. Arcanists will (eventually) be given a facelift, mostly because I like them too much not to make them more fun. Scholars are going to get a chance eventually as well, I'm just not sure how. Alchemists (thanks to Blanky) will be wearing heavy armor and using hand cannons as of the next update though. Boom boom! I may end up making Scholar or Arcanist a physical-oriented job. That was the point of Reavers in FFTA GG, but Reavers are on Seeq now, so Nu Mou need something to make up for it.

-Green Mages have increased use, in that Protect/Shell now have summon AoE and Leap is still around.

-Elementalists are still around in their same capacity, but White Flame now removes some debuffs instead of healing HP, as that's what Earth Heal does. That being said, Spellblades will probably be something new soon. I'm toying with the idea of a job that can use any equipment and uses "Stances" to alter and mix/max their stats for maximum versatility. For example, "Stonestance" would increase Defense and Resistance, but lower Speed and Evasion, "Swiftwind" would increase Speed and Evasion, but lower Defense and Resistance, etc.

-Tinker has become Orators, which have been detailed above. Basically, they're a lot more fun now!

-Chocobo Knights are so... everywhere that I'm not sure what to do with them. I'll figure something out eventually.

-Vikings are mostly staying the same, but I don't know what I'll do with things like Pickpocket.

-Geomancers are becoming the sole user of Geomancy. It just makes sense, afterall. I'd also like to give them an ability similar to Viking's Tsunami (usable only while in Water), akin to FFT's Water Ball, but I don't have any room for it in their skillset.

-Raptors are going to be completely rehauled, I'm just not sure to what yet. Maybe a Dragoon-esque class similar to Llyud from Revenant Wings.

Also, Snipers have a really cool looking Arrow Rain skill now, which is summon AoE 50% weapon damage at normal accuracy, which is great for sniping off enemies while damaging non-damaged enemies.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 28, 2015, 03:01:03 PM »
Progress is going much faster than anticipated! The only thing I won't be able to do very easily yet is change enemy formations, but that can wait until later. Today I'll be working on the Oracle job, which should be a lot of fun.


Oracles are finished! Oracles are evasive warmages that focus on inflicting debuffs, boosting their own Evasion, and smacking things in the head with Poles. Directly inspired by FFT's Oracles, they have higher MP growth than most Bangaa jobs, higher Evasion than Tricksters, but less Speed, and less Defense/HP than other Bangaa jobs. Having them Evade attacks is the way to keep them alive.

Doom- Inflicts Doom on a single unit.
Cessation- Inflicts Stop on a single unit.
Hesitation- Inflicts Disable in a small AoE.
Invigor- Drains HP from an enemy.
Prescience- Bestows Evasion Up on the user.
Empowerment- Drains MP from an enemy.
Lubrication- Inflicts Oil in a large AoE.
Repose- Inflicts Sleep on a single unit.


Fusiliers have been revamped, akin to FFTA GG. They now have Rustshot, Rendshot, and Breakshot which breaks Armor, Weapons, and Shields respectively. They also have Warpshot, which teleports a unit within weapon range randomly around the field and inflicts Confuse.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 26, 2015, 05:19:05 PM »
Update! The Orator job is complete and fully functional! As with FFTA GG, they can alter enemy stats and have a variety of useful tricks, such as AoE Sleep and the ability to bestow Reraise.

-Praise boosts the damage of the target's next physical attack and bestows Critical Up.
-Frighten inflicts Slow and/or Immobilize on a single target.
-Intimidate reduces a single target's Attack and Magick.
-Invite inflicts Charm on a single target.
-Insult inflicts Berserk on a single target.
-Mimic Mewt inflicts Sleep over a small AoE.
-Flatter reduces a single target's Defense and Resistance.
-Preach bestows Reraise to a single unit.

EDIT: I've also successfully made a Grapple skill for Fighters to replace Backdraft. It may or may not be totally OP, but we'll see. It works like Yowie's Draw In. It drags an enemy from up to 4 tiles away to within 2 tiles of the user and Roots it for the next turn, making it easier for melee units near the Fighter to gang up on that enemy.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 24, 2015, 12:56:13 AM »
Maybe instead of Evoker I'll make a Hand Cannon job for Nu Mou. They can use a physical job anyways since Reavers aren't around for Nu Mou any more. Also, I think the primary gimmick for Corsairs will be positioning. As in, immobilizing units, knocking them back, teleporting allies, dealing increased damage to the enemy's rear, etc.

EDIT: As of this edit, Necromancer is fully finished. Every description is updated, and every skill works properly. Huzzah!

FFT+ / Re: A new b(eta)eginning
« on: September 23, 2015, 03:06:56 AM »
I would be really excited to see a video playthrough of FFT+. It might get people more drummed up to play it if they see your changes in action beyond just a trailer. It's also a really good way to go back and see, "Wow, looking back at this video, maybe I should have changed this or that." It'd also be kinda fun to see where you have trouble with some battles. ;)

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 23, 2015, 01:55:20 AM »
I think I need to find a canon way to give White Mages Hand Cannons now.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 21, 2015, 10:06:12 PM »
They're actually almost done, believe it or not. I'm just waiting for some help from RFH since I'm having some issues editing their skillset descriptions. I made all their abilities today and (shockingly) they all work perfectly! Here are some pics:

-Brainrot deals damage to both an enemy's HP and MP.
-Banish destroys fallen Undead in a large AoE.
-Seal Evil inflicts Petrify on a living Undead unit.
-Putrify deals Dark damage in a small AoE and inflicts Resilience Down, making the enemy more vulnerable to debuffs.
-Duskbane delays the turn of all Undead enemies in the battle.
-Styx inflicts Charm on Undead units in a small AoE.
-Cruciate fully revives a fallen ally, but inflicts Poison and Speed Down on the user.
-Tainted Love deals non-elemental damage to a single enemy and may inflict Charm.

FFTA/FFTA2 Hacking / Re: Final Fantasy Tactics A2: Grim Grimoire
« on: September 21, 2015, 05:03:14 AM »
I'm pleased to announce that as of tonight, I've begun text editing for FFTA2 GG. It's a ways off (though it shouldn't take as long as FFTA GG), but the following jobs will hopefully make an appearance:

-Necromancer (replacing Illusionist, focuses directly on Undead units, charming them, exorcising them, etc.)

-Myrmidon (replacing Gladiator, uses skills similar to FFT Swordskills, akin to FFTA GG)

-Reaver (replacing Lanista, similar to Dark Knights in the FF series, albeit less magickally-oriented than FFTA GG's Reavers.)

-Oracle (replacing Master Monk, focuses on close-range combat with Poles with the ability to inflict debuffs that other Bangaa jobs cannot, very similar to FFT's Oracle, but with a heavier emphasis of close combat)

-Evoker (replacing Alchemist, similar to FFTA GG's Evokers, using Summons with a wide variety of effects that tend to be "opposite" of the regular Summon's effect)

-Orator (replacing Tinker, focus on close combat and directly buffing/debuffing stats themselves)

-Samurai (replacing Defender, magick-based job for Bangaa, with a focus on evasion and releasing magickal-based attacks around the user)

-Corsair (replacing Flintlock, going to test to see if they can use Cards- I doubt it, but it's worth a try- will have a grab-bag of various abilities, such as nullifying enemy evasion for a turn, attacking twice, and taking advantage of poor enemy unit positioning)

-White Monk has been renamed Monk.

Unlike FFTA GG, Animist will likely remain. There will be lots of other changes, of course, but I'm glad to get this ball rolling!

And with that, one more bug is fixed and Paeon can heal MP now! Thanks! :D

Things to look forward to:

-The around-self AoE bug has been fixed thanks to rrs_kai.
-The debuffs bypassing boss immunity bug is being fixed thanks to Darth.
-Saint Cross now has 3 Range and 1 AoE, and Exorcises Undead units.
-First Aid now has 1 Range.


-Haste/Hastega are back to how their AoE was before with adjusted MP costs.

FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
« on: September 17, 2015, 02:34:43 PM »
Great work, Blanky! I'm excited to see what else you come up with! :D

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