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dck [Posts: 68]
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  • [August 07, 2018, 07:16:50 AM]
Re: My progress in FFTA hacking (map, events and text editing mostly)
« Reply #20 on: August 07, 2018, 07:16:50 AM »
Ah, by movement abilities I thought you meant active ones restricted by an external mech or something like that. The idea of support movement exclusive abilities is rather cool, but it might overstep into the field of actual support skills later on when youre balancing it. Either that, or without some pretty crazy options all units would probably default to movement boosts- might not making so different from just upping the movement stat itself for the job.
Regardless, great potential on that change.

A friend of mine who got mildly into ffta hacking a year back but never ended up releasing anything had a similar goal to your JP learning, wanting to reduce the space used up in save data so he could keep track of units dead in jagds and add a sort of cemetery mechanic, with the ability to resurrect them as non-humanoids after death.
Technically he actually made it functional, so yours will def be achievable too.
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bcrobert [Posts: 219]
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  • [August 07, 2018, 10:50:59 AM]
Re: My progress in FFTA hacking (map, events and text editing mostly)
« Reply #21 on: August 07, 2018, 10:50:59 AM »
The only overlap issue I can really see is the shoes vs the abilities. But that's as easy as removing the shoes or setting a priority check. I'm just excited to see new ability options. FFTA's short list of passives and reactions has been totally eclipsed by newer TRPGs at this point. Which makes sense logically but still sucks since I love the unique feel of these games.

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

Believe it or not, I'm still working on this game.
dawnbomb [Posts: 2]
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  • [August 24, 2018, 08:36:20 PM]
Re: My progress in FFTA hacking (map, events and text editing mostly)
« Reply #22 on: August 24, 2018, 08:36:20 PM »
i sent a PM to Lenarth. i'm extremely interested in this. please check your PMs!
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Zeke_Aileron [Posts: 173]
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  • [August 30, 2018, 02:06:58 PM]
Re: My progress in FFTA hacking (map, events and text editing mostly)
« Reply #23 on: August 30, 2018, 02:06:58 PM »
As much as i highly dislike FFTA, but after seeing the possibility of map editing and learning abilities in a similar fashion to FFT has made me fanboy a bit more since i loved FFT and FFTA2.

So keep up the outstanding work on your progress with these since it opens up a lot more of modding potential for FFTA.

    • Modding version: Other/Unknown
    • Discord username: Zeke Aileron™#0606
  • Leonarth [Posts: 18]
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    • [September 05, 2018, 04:46:43 AM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #24 on: September 05, 2018, 04:46:43 AM »
    I haven't posted anything in a while so I figured I would get something together in case anybody wants to check it out, I'm releasing the first version I made of the skill purchasing, it includes no balance changes (other than disabling combos and totemas), it's purely the engine hack.

    Please, notify me of any bugs you encounter.

    Explanation and Features:

    With this engine hack units will be able to learn abilities by using their JP.

    The units earn JP points at a rate of 1 for every EXP point they obtain, judges will still grant JP but that will hardly matter. The max JP a unit can have is 999, this number is by-unit and is shared between all their jobs, unlike in FFT.
    Units can't learn an ability for a job they don't have access to.
    JP cost of an ability goes down as the unit earns AP for it.

    To purchase an ability you need to visit the abilities menu (Pick Abilities -> Press R (info)), simply scroll to an ability of a class the unit has access to and press A, if the unit has enough JP a prompt with the cost will appear, otherwise nothing will happen (for mastered or unpurchasable abilities) or a message saying there is no JP available will show up.
    All abilities for all unlocked jobs will show up even if the unit has 0 AP for it and doesn't have the corresponding item equipped, so you can go for your favorite abilities right away.

    All blue magic that is mastered through Learn has had its cost changed to 0, making it unpurchasable.

    Combos and Totemas can't be used. Units can still learn combos, they just can't use them.

    Download Links:

    The patch for vanilla FFTA:
    https://www.dropbox.com/s/vv44ec74uof50xl/FFTA_JP_Skill_Purchase.ups?dl=0

    The source buildfile, which you can use to apply this to any FFTA romhack:
    https://www.dropbox.com/s/cbjl8bahx29rpyq/ffta%20skill%20purchase.rar?dl=0

    If you are trying to apply the engine hack to a FFTA romhack you will need to find where freespace starts and change the FreeSpace definition at the top of the ROM Buildfile.event file.

    Known Issues:

    After purchasing enough A-Abilities to unlock a job you will need to visit the job changing menu for it to get unlocked, that's just how the game works, I don't consider that important enough to fix it for a demo.

    After purchasing abilities and exiting the menu you can see the old JP value flash for one frame, again I think this isn't important enough.
    ExL [Posts: 2]
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    • [September 05, 2018, 04:59:58 AM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #25 on: September 05, 2018, 04:59:58 AM »
    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:
    Leonarth [Posts: 18]
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    • [September 05, 2018, 05:04:22 AM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #26 on: September 05, 2018, 05:04:22 AM »
    The combo/totema disabling is just a one instruction change, it's in the jpLearn.event file, in line 7, removing line 7 and building the rom again would enable combos and totemas but any unit would be able to use totemas every other turn which is why I disabled them.
    Random picture of a flower? Check.
    bcrobert [Posts: 219]
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    • [September 13, 2018, 03:34:48 AM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #27 on: September 13, 2018, 03:34:48 AM »
    Combos and totemas were too broken anyway. There's probably a better way to implement totemas and combos can be replaced with movement abilities or a second passive ability slot. The only thing that I'll miss about the combos is the really cool animation.

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

    Believe it or not, I'm still working on this game.
    Leonarth [Posts: 18]
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    • [September 14, 2018, 03:41:02 PM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #28 on: September 14, 2018, 03:41:02 PM »
    This is an update to the skill purchase system, I have been updating the files on dropbox these past days but I thought I would make a post here about what's changed.

    To anybody that is wondering, you can use this engine hack with existing saves for both vanilla and hacked FFTA versions without issues.

    The only thing that I think is left would be to change the judge reward graphics (JP1, JP10), I might do that at some point but I do not consider it important. I would say the patch is now at a 100% playable state.

    I want to remind people that this patch makes it impossible to use combos and totemas.



    Fixes and Changes:

    First of all, I made a lot of changes so sorry if I forget about some of them.
    • Added a better display for the current AP, it now shows both current AP and total needed AP.
    • The abilities menu should now never bork graphically.
    • Changed the way blue magic is checked, the old way (making it have 0 AP needed) was causing too many problems. (It now works through a forbidden-to-buy list)
    • Fixed Steal: JP.
    • Fixed judge JP awards.
    • Made it so unmastered abilities don't show for enemy units.
    • Made it so unmastered abilities don't show for ally units during battle.
    • Added options to the "Rom Buildfile.event" file.

    Options:
    This is a list of things you can easily change by just opening the buildfile.
    • Steal: JP's "damage" threshold. (base, variance up, variance down)
    • Judge JP rewards. (Hunting reward will be JP reward*10)
    • List of forbidden to buy abilities.
    • Option to remove judges from the game. (default OFF)
    The default base damage for Steal: JP is 20, with 10 up and down variance, the judge reward is also 20 by default, judges are NOT removed by default.

    Download Links are still the same:

    The patch for vanilla FFTA:
    https://www.dropbox.com/s/vv44ec74uof50xl/FFTA_JP_Skill_Purchase.ups?dl=0

    The source buildfile, which you can use to apply this to any FFTA romhack, as well as to customize the whole thing:
    https://www.dropbox.com/s/cbjl8bahx29rpyq/ffta%20skill%20purchase.rar?dl=0

    (A friend has been testing Skill Purchase with Grim Grimoire, so I thought I would add an .ups file for it)
    The patch for Grim Grimoire, apply over a rom with Grim Grimoire already patched:
    https://www.dropbox.com/s/eccmgnwwrnoitfo/FFTA_JP_Skill_Purchase_GG_Beta_0.993.ups?dl=0
    Keep in mind that this mod might update in the future, rendering this .ups patch unusable, if that happens use the buildfile download.
    Diedrik [Posts: 11]
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    • [November 05, 2018, 02:26:31 AM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #29 on: November 05, 2018, 02:26:31 AM »
    The buildfile failed to create a UPS file, I am presuming I am missing some other tool. The FFT_hack file though worked well enough for my purposes at the time.

    I am assuming that it is not possible to have both the custom AP display and the fill bar? I tried adjusting it a bit, and found that letting it use any of the old schema at all mostly just lead to it messing up. Possibly as a side effect of the hoops necessary to display all of the abilities at once.

    I do want to keep combos as a mechanic, but I think they require a lot of tweaking, and would definitely rather have a movement ability type to equip instead. Especially since there are only two combo abilities really. (100% hit rate combo, or combo that can be activated by someone else while the character is at a distance, both of which are kind of terrible in their own way). And therefore it is a waste of a slot space.
    Leonarth [Posts: 18]
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    • [November 05, 2018, 11:54:22 AM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #30 on: November 05, 2018, 11:54:22 AM »
    Creating the .ups file is not integral to building the rom so there isn't any real issue, you can create an .ups file manually using NUPS. If you look at the .bat file it calls for ups/ups.exe, I actually don't know if there is any repository specifically for this tool but you can download it from this one https://github.com/FireEmblemUniverse/SkillSystem_FE8/raw/master/ups/ups.exe

    I had both the bar and the number of AP in the past, I eventually discarded this, the number tells you everything you need to know and worrying about the bar working at the same time was just wasted effort.

    I have some ideas about implementing combos at the same time as skill purchasing but it will take me some time to get to that since I'm on a break right now and I have some other projects started too.

    A way to get a lot of free saved space on every unit would be to remove the whole slowly learning abilities thing, that way we could make them take just one bit (maybe two, one for learnt, one for equipped), you would be able to equip abilities that weapons grant you but you would never master them unless you purchase them. You would get points to purchase with for performing actions, but also from the regular AP rewards after a battle.
    With this we could keep track of how many levels with each job a unit has, their kill count, have custom names for units and many other things. How would you guys feel about that change?
    Also, shoes could be made to grant a movement ability you can equip instead of always giving the effect.
    Diedrik [Posts: 11]
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    • [November 06, 2018, 12:45:31 AM]
    Re: My progress in FFTA hacking (map, events and text editing mostly)
    « Reply #31 on: November 06, 2018, 12:45:31 AM »
    Thanks.

    I really like the bar, but just because it looks nice and is a faster more clear way to see the AP progression.

    Ooo, I really like the dual learning system as it currently is, far more than I expected. However, having the AP reward also grant fungible points would be pretty good.

    Custom names sound really good. I think all in all it would be a really beneficial trade off, so I am all for it. I do not think we actually really need job levels, partial mastery does make sense for unlocking more jobs, but having more variable space to work with on units in general would be awesome.

    Do enemy units also keep track of AP? Could utilize that same space for them as well.

    The main things I want for units that they currently lack:
    Gender (at least for Humes), single bit, but unlikely to be useful given the lack of sprite variety.
    Factors that affect AI, such as Personality, Morale, Fear, etcetera
    Feats/Badges (I really liked how they granted passive bonuses, and unlocked classes in TO:KoL) One bit per feat.

    Do you know how many bytes the AP and Combo systems are currently using?

    Can we make Items just an available action for everyone? Since you do not have to learn skills in it, it does not make as much sense for it to take up a skill slot. It would be kind of interesting if you could equip usable items for use in battle, like in TO.

    I think my ideal skill learning system would work like this:
    1. Select skill you want to learn.
    2. Skill becomes useable, but has a chance to fail (possibly success = jp/cost)
    3. When jp ≥ cost, the cost is subtracted from jp, and the skill is mastered.

    Just keeping the JP Purchase as is, delinking it from combos, and cutting out AP to free up more bytes for character data though would be awesome.
    « Last Edit: November 06, 2018, 05:32:59 PM by Diedrik »
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