Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: advfox on November 20, 2014, 04:02:38 pm

Title: Final Fantasy Tactics A2: Revised
Post by: advfox on November 20, 2014, 04:02:38 pm
**This patch is not yet in a playable state; testing will be available in the future**

As of the latest update of this post (01/28/2015), I am focusing on Job Stats/Equipment/Abilities.


The primary point of this patch is to make Final Fantasy Tactics A2 much more of a challenge than it was before. I'll be looking over pretty much every aspect of the game, and changing what needs to be changed. This will definitely take a while with all that I have to do, so if anyone is interested, feel free to give me any ideas or suggestions for improvement that you may have. I'll consider anything.

If you don't like the pace at which this patch is progressing, remember that one person can only do so much in his/her spare time.

To-do


- Examine all jobs, abilities, items, and equipment; make changes if necessary. This also applies to monsters and bosses.

- Fix/remove anything game-breaking. This applies to the aforementioned.

- Balance out all stat growths for every job. This is one of the tougher things to do.

- Remove all laws.

- Give enemies increased levels, more abilities to choose from, and better equipment.

- Make all hidden jobs available from the start of the game.

- Create new "Challenge" missions. These will replace Clan Trials.

Changes Made


General

- Most base job stats have been halved, and every job has very similar base stats.
- Most jobs now have a speed growth rate of 50% per level. Jobs with advanced speed no longer have anything higher than a rate of 85%.
- All characters start with max MP, but it no longer regenerates per turn.
- More abilities cost MP than before, and MP costs have been raised.
- Top-tier magick and abilities (e.g Scathe, Meteor, Holy) can no longer be evaded.
- No one can enter water without Winged Boots. All jobs have been given +1 Jump to compensate.
- All races are now recruited during the Skyfrost/Blackfrost months.
- All special units join at level one.


Jobs

- Beastmaster has been changed to "Mediator," with a new skillset. All monster control skills have been consolidated into one single ability.
- Thief has a redone skillset. 
- Fusilier has been renamed to "Gunner."
- Moogle Knight has been changed to "Knight." Redone skillset to revolve around tanking.
- Ravager has been changed to "Breaker." New skillset to revolve around stat-decreasing magick.

Equipment

Hume
Soldier

Weapons: Swords, Greatswords
Armor: Shields, Hats, Helms, Heavy Armors, Light Armors

Thief

Weapons: Knives
Armor: Light Armors, Hats

White Mage

Weapons: Staves
Armor: Robes, Light Armor, Hats

Black Mage

Weapons: Rods
Armor: Robes, Light Armor Hats

Archer

Weapons: Bows, Greatbows
Armor: Light Armors, Hats

Paladin


Fighter


Parivir

Weapons: Katana
Armor: Light Armors, Hats

Ninja

Weapons: Knives, Katana
Armor: Light Armors, Hats

Illusionist

Weapons: Rods, Staves, Maces
Armor: Robes, Light Armors, Hats

Blue Mage


Hunter

Weapons: Greatbows
Armor: Light Armors, Hats

Seer



Bangaa
Warrior

Weapons: Swords, Broadswords
Armor: Shields, Hats, Helms, Heavy Armors, Light Armors

White Monk


Dragoon

Weapons: Spears, Swords
Armor: Helms, Heavy Armors

Defender


Gladiator


Master Monk


Bishop


Templar


Cannoneer


Trickster



Nu Mou
White Mage

Weapons: Staves
Armor: Robes, Light Armors, Hats

Black Mage

Weapons: Rods
Armor: Robes, Light Armors, Hats

Mediator


Time Mage


Illusionist

Weapons: Staves, Rods, Maces
Armor: Robes, Light Armors, Hats

Alchemist


Arcanist


Sage


Scholar



Viera
Dancer



Fencer

Weapons: Rapiers
Armor: Light Armors, Hats

White Mage

Weapons: Staves
Armor: Robes, Light Armors, Hats

Green Mage


Archer

Weapons: Bows, Greatbows
Armor: Light Armors, Hats

Elementalist


Red Mage


Spellblade


Summoner

Weapons: Staves, Rods
Armor: Robes, Light Armors, Hats

Assassin


Sniper

Weapons: Greatbows
Armor: Light Armors, Hats


Moogle
Animist


Thief

Weapons: Knives
Armor: Light Armors, Hats

Black Mage

Weapons: Rods
Armor: Robes, Light Armors, Hats

Knight

Weapons: Swords, Knightswords, Greatswords
Armor: Shields, Helms, Heavy Armors, Robes

Gunner


Juggler


Tinker


Time Mage


Chocobo Knight


Flintlock



Seeq
Berserker


Ranger


Lanista


Viking



Gria
Hunter

Weapons: Greatbows
Armor: Light Armors, Hats

Raptor


Breaker

Weapons: Axes, Katana
Armor: Robes, Light Armors, Hats

Geomancer




Stat Growths
*Format: Move/Jump/Evasion/Base HP/HP Growth/Base MP/MP Growth/Base Attack/Attack Growth/Base Defense/Defense Growth/Base Magick/Magick Growth/Base Resistance/Resistance Growth/Base Speed/Speed Growth

Hume
Sky Pirate



Heritor



Soldier

4/3/0%/52/8/15/2/85/9/80/8/65/6/72/7/5/50%

Thief

4/4/18%/38/6/16/2/76/8/74/7/76/7/70/6/8/78%

White Mage


Black Mage


Archer


Paladin


Fighter


Parivir


Ninja


Illusionist


Blue Mage


Hunter


Seer



Bangaa
Warrior

4/3/0%/60/9/15/2/89/9/86/8/60/6/65/7/5/50%

White Monk


Dragoon


Defender


Gladiator


Master Monk


Bishop


Templar


Cannoneer


Trickster



Nu Mou
White Mage


Black Mage


Mediator


Time Mage


Illusionist


Alchemist


Arcanist


Sage


Scholar



Viera
Dancer



Fencer


White Mage


Green Mage


Archer


Elementalist


Red Mage


Spellblade


Summoner


Assassin


Sniper



Moogle
Animist


Thief

4/4/16%/38/6/16/2/76/8/74/7/76/7/70/6/8/80%

Black Mage


Knight

4/3/0%/51/8/20/2/87/9/92/10/60/5/85/9/5/50%

Gunner


Juggler


Tinker


Time Mage


Chocobo Knight


Flintlock



Seeq
Berserker


Ranger


Lanista


Viking



Gria
Hunter


Raptor


Breaker


Geomancer






Equipment
Coming later.

Abilities

Arts of War

- First Aid is slightly more effective, and now additionally recovers some debuffs, like the way it did in FFTA.
- All "Rend" skills now additionally deal normal attack damage.
- Rend Power/Magick/MP cost 10MP to use.
- Rend Speed costs 20MP to use.
- Provoke now has a range of 3.
- Mug Gil has been removed.

Thievery

- Steal Items and all Loot LVX abilities have been removed.
- New ability, Steal, which steals either Loot, Gil, or Items. Normal attack accuracy.
- Steal Gil steals more gil than before. Normal attack accuracy.
- New ability, Mug, which deals normal attack damage and has a small chance to steal either Loot, Gil, or Items. Normal attack accuracy.
- New ability, Steal Armor, which can steal either head or body equipment from an enemy.   
- New ability, Master Thief, which steals LV4 Loot at normal attack accuracy.

White Magick

- Cure costs 10MP to use.
- Cura costs 30MP to use.
- Curaga costs 58MP to use.
- Esuna costs 15MP to use.
- Raise costs 30MP to use.
- Arise costs 80MP to use.
- Reraise costs 75MP to use.
- Refresh -> Renew, which fully restores one target's HP and removes all debuffs. Has a heavy cost of 120MP to use.

Black Magick

- All Tier 1 spells cost 10MP to use.
- All Tier 2 spells cost 25MP to use.
- All Tier 3 spells cost 50MP to use.

Precision

- Focus is unchanged.
- Blackout deals normal weapon damage along with a chance to inflict Blind. Costs 8MP to use.
- Leg Shot costs 8MP to use.
- Arm Shot costs 12MP to use.
- Cupid costs 12MP to use.
- Burial deals Holy damage to the Undead, and removes KO'd Undead from the field. Costs 30MP to use.
- Take Aim hits with a 100% accuracy along with normal weapon damage. Costs 30 MP to use.
- Lightning Strike costs 12MP to use.

Flair

- Wind Slash costs 8MP to use.
- Iai Blow now deals normal weapon damage, and has a small chance to inflict K.O. Costs 50MP to use.
- Blade Bash now deals normal weapon damage and costs 12MP to use.
- Shimmering Blade's power has been reduced, and can now hit up to two targets in a line. Chance to inflict Confuse has been reduced. Costs 18MP to use.
- Skyfury Blade's power has been reduced, and now hits at double accuracy. Chance to inflict Berserk has been reduced. Costs 18MP to use.
- Hoarfrost Blade's power has been reduced, and now ignores reaction abilities. Has a chance to delay turn rather than inflict Slow, and that chance has been reduced. Costs 18MP to use.
- Lifethread Blade's power has been reduced, and costs 18MP to use.
- Unburden Soul now revives up to four allies with 10% HP, and has a range of 4.

Ninjutsu

- Throw is unchanged.
- All Veils cost 8MP to use, and have an AoE of 1.
- Unspell is unchanged.
- Oblivion is unchanged.

Illusion

- All Illusion magick has been slightly reduced in power, and have MP costs of 40.

Blue Magick

- Magick Hammer has been given a noticeable boost in power, and costs 12MP to use.
- White Wind now costs 40MP to use.
- Angel Whisper no longer recovers HP, and costs 40MP to use.
- Night now costs 35MP to use.
- Screech has been given a boost in power, and costs 30MP to use.
- War Dance now costs 30MP to use, and only hits units adjacent to the user.
- Roar now costs 12MP to use.
- Sandstorm now costs 30MP to use.
- Cornered is unchanged.
- Matra Magick now has normal debuff accuracy, and costs 40MP to use.
- Bad Breath now costs 30MP to use.
- Eerie Sound Wave is unchanged.
- Unction is unchanged.
- Self-destruct is unchanged.
- Doom now costs 20MP to use.
- Roulette now costs 30MP to use.
- Quake now hits in a Summon-sized AoE, and costs 70MP to use. Cannot be evaded.
- Expose Weakness, Mighty Guard, and Dragon Force now target a small AoE, and their range has been reduced to 3. They cost 35MP to use.

Trapping

- Sonic Boom now costs 28MP to use.
- Oust -> Hawkeye. Grants Accuracy↑ to self with an MP Cost of 30.
- Advice -> Precision. Grants Critical↑ to self with an MP Cost of 22.
- Vitals Shot now deals damage to monsters. 22 MP Cost.
- Hunting now only targets monsters, but deals more damage. Costs 10 MP to use.
- Counter Force now only targets months, but deals damage at the same time. Costs 28 MP to use.
- Sidewinder now only targets monsters, and it's power has been reduced. Costs 45MP to use.

Chivalry

- Nurse now recovers slightly more HP, and only targets allies.
- Defend is unchanged.
- Cover is unchanged.
- Parley has been removed.
- Saint Cross -> Light Break. Damages targets in a straight line, dealing holy damage damage with a small chance to inflict     Stop. Costs 40MP to use, and has a range of 4.
- Holy Blade now costs 68MP to use. It deals twice the damage of a normal attack, but the user is left with the Addle status after using it. Cannot be evaded.
- Sanctify now additionally deals moderate damage to Undead that have not yet been KO'd, and costs 20MP to use.
- War Cry now costs 10MP to use.

Puglism

- Rush is unchanged.
- Wild Swing has greater damage potential, and has an MP Cost of 15.
- Beat Down hits now hits at normal accuracy, and bypasses Defense instead of dealing double damage. Costs 15MP to use.
- Blitz now delays a target's turn instead of hitting at double accuracy. Costs 15MP to use.
- Air Render's power has been slightly reduced, and costs 10MP to use. It now has the Air element.
- Aurablast power has been reduced, and costs 15MP to use.
- Air Blast now costs 20MP to use.
- Back Draft is now non-elemental, and costs 40MP to use.

High Magick

- Recharge now restores 30MP, and has no MP Cost.
- Magick Frenzy is now limited to low level spells. It costs 30MP to use.

High Magick

- Recharge now restores 30MP, and has no MP Cost.
- Magick Frenzy is now limited to low level spells. It costs 30MP to use.

Title: Re: Final Fantasy Tactics A2: Revised
Post by: ArcticPrism on November 20, 2014, 07:39:17 pm
How did you make units start with full MP?
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 20, 2014, 08:14:33 pm
Quote from: ArcticPrism on November 20, 2014, 07:39:17 pm
How did you make units start with full MP?

It was Darthatron's discovery - modify all of the bytes at these addresses in a hex editor.

BD180: B8 03 C4 E1
BD18C: 00 10 A0 E3
BEC44: BA 03 D5 E1

Title: Re: Final Fantasy Tactics A2: Revised
Post by: ArcticPrism on November 20, 2014, 10:11:16 pm
Thanks!
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 26, 2014, 12:27:34 pm
Anyone have any ideas of what abilities could be used in the Mediator's skillset? I'm not exactly sure what direction to go with that job.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 26, 2014, 01:28:15 pm
Good job, i have a few questions though:

How can you do the following?
"- Remove all laws.

- Give enemies increased levels, more abilities to choose from, and better equipment.

- Make all hidden jobs available from the start of the game. "

Also, how can you change Job's names? Do you know how to change job descriptions? What about skillset names and descriptions?

As for Mediator... Well, i don't really remember many skills right now, but what about making them a 'dialogue' based status effect job? With things like Provoke, Advice and the like?
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 26, 2014, 02:12:00 pm
Quote from: FrozenDragon150 on November 26, 2014, 01:28:15 pm
Good job, i have a few questions though:

How can you do the following?
"- Remove all laws.

- Give enemies increased levels, more abilities to choose from, and better equipment.

- Make all hidden jobs available from the start of the game. "

Also, how can you change Job's names? Do you know how to change job descriptions? What about skillset names and descriptions?

As for Mediator... Well, i don't really remember many skills right now, but what about making them a 'dialogue' based status effect job? With things like Provoke, Advice and the like?


Well, I already know that the Mediator is a speech-oriented job. I'm just not sure of which statuses they should inflict, ability range, etc.

To answer your first two questions, look at Lennart's "Enemy Data" spreadsheet. You can find out where to mess with enemy data there, along with laws. Setting the Law byte to 00 removes laws for that specific battle, but if you want to remove laws completely, you'll have to do this for every battle in the game.

I don't know how to make hidden classes available yet - I'm not even sure if this can be changed on hex level. I'm still looking into it.

If you want to change game text, Lennart's spreadsheets include what bytes correspond to which characters. I did make a table file from all of it, which you can use in WindHex, or any other hex editor that can load table files. I find editing text this way to be much easier. If you're using WindHex: File > Open Table File > Table #1.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: bcrobert on November 26, 2014, 07:17:41 pm
If you're making Mediator, I would start by moving Advice and Parley onto them. The range of the skills could be anything from 1-4 and be perfectly reasonable since it's all talk. I would just balance the range and MP costs based on how powerful/important the skill is. The problem with Mediator is that they were originally useful for manipulating Brave/Faith scores which only exist in FFT.

Other possible skills:
Invite = Inflict Charm, single target
Encourage = Heal and add Regen, single target
Insult = Inflict Berserk, single target
Accuse = Inflict Slow, single target
Negotiate = Steal Gil, single target
Warning = Inflict Doom, single target
Threat = Inflict Def- and Res-, single target
Mislead = Inflict Confuse, small AoE
Pray = Inflict Reraise, single target
Mediate = Inflict Stop, large AoE
Mimic Montblanc = Inflict Berserk, all units
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 26, 2014, 07:45:15 pm
Mimic Montblanc = Berserk

That made me fall of my bed laughing

...And hit myself in the face, curse you bcrobert...!
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 26, 2014, 08:41:16 pm
All of those skill ideas are great. I'll be sure to take note of them.

If Montblanc is anywhere on the field after Mimic Montblanc is used, all Berserked units, allies and foes alike, specifically target him.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 26, 2014, 10:37:33 pm
Hey, i just had an idea, if i can edit text, does that mean i can create unique classes for characters by replacing the dummy ones?

I'd love to make one for frimelda, kinda like a female Orlandeau, called "Blademaster" with "Blade Skills" as Command, and having Holy Blade, Blade Dance, Parivir elemental blades and possibly other Sword-based skill. Oh, and being able to equip Swords, Blades, Greatswords, Knightswords and Katanas.

Maybe that's just a dream though
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 26, 2014, 10:52:13 pm
It's definitely possible, but I don't think it's simple.

Also, text editing has its limits right now. No one has found where the pointers are yet AFAIK, so any new text you add in can't be longer than what it was originally.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: bcrobert on November 27, 2014, 12:56:59 am
Quote from: Blue on November 26, 2014, 08:41:16 pm
If Montblanc is anywhere on the field after Mimic Montblanc is used, all Berserked units, allies and foes alike, specifically target him.


OMG YES.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 27, 2014, 07:04:14 am
Well, i already changed a "Gimmick Unit" (The one in the 93 slot, right after Nightshade) to "Blademaster"

I did that 'cause as far as i know, Gimmick Units are not used by the game anywhere, but the Commands are a bit more complicated since i think the game uses all of those
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 27, 2014, 08:24:56 am
Gimmick units are things like pots and chairs. They're all used in the game at some point, I believe.

Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 27, 2014, 11:13:20 am
Really? Oh, well, back to the drawing board there.

But, if all classes on the editor are used at least once in the game, that would make it even harder to create unique classes...

That's really my main concern right now, some characters really need these, namely, Luso, Cid, Frimelda and Montblanc (this one less so than the others)

After all, it's not fair that everyone else has their super-sweet-and-awesome special classes and these ones are left out.

In fact, i already have some ideas for Cid and Frimelda, Cid should be a "Protector" an upgraded version of the Defender, but with more skill variety, Cover, higher defensive stats and attack, able to equip Knuckles, Broadswords, Greatswords and Spears.

Frimelda, like i said before, should be a "Blademaster" with "Blade Skill" or "Swordsmanship" as command, having high Attack, Defense, Speed and Resilence (status defense) as well as Blade-based skills.


Btw, i noticed that Gifted one and Nightfall, as well as a few other classes are absent from the Editor
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 27, 2014, 11:32:08 am
I was just doing some memory editing - and I believe I have discovered some text pointers. I'll dig into this further.

There are two unused slots, if you don't plan on creating more than two classes.

"Gifted One" and "Nightfall" aren't actual classes. They're just the normal Hunter and Ninja jobs with specially assigned job names for specific battles. That's why they're not present in the editor.

Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 27, 2014, 01:46:35 pm
2 slots? Oh, great news then, Cid and Frimelda may have new classes, Luso might as well work as a normal hume since he's got all that "wants to see everything about ivalice" theme

...Which slots, by the way?

Text pointers... Does that mean that it should be possible to edit descriptions and names?! Awesome!

Also, have you found a way to do level scaling? I think a crude version of it is present in some battles, i've noticed level differences in enemies during multiple playthroughs, i once fought against Ewen at the Rupie Mountains, he was level 25, then i made a low level run and he was level 19
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 27, 2014, 03:45:37 pm
I'm not sure how to make the enemies scale with the highest leveled unit in the clan, but you can change the maximum level of every enemy in each battle, up to 99.

You can already edit all text, but you can't go beyond a certain number of characters, depending on what you're editing. For example, you can't change "Parivir" to anything longer than seven characters without the text overflowing. 

Job slots 8C and 9A are free.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 27, 2014, 05:34:48 pm
Awesomesauce!

Well, i suppose just making them have better abilities and higher levels should make up for the lack of scaling, i guess they could be given some of the best combos, like giving Ewen a High Magick secundary with Magick Frenzy for him to combo with his Ninjutsu, and maybe Dual Wield
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 27, 2014, 05:56:27 pm
Magick Frenzy? As awesome as that ability is, I'll likely end up removing it. It's broken on a whole new level. Either that, or I'll nerf it so that it only works with weak magick spells, but I don't think even that would balance it out completely.

Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 27, 2014, 06:47:07 pm
Really? I generally avoid removing abilities, greater variety gives it kind of spice, instead, i just buff other abilities of similar caliber to match it.

For example, remember that "Starter/Advanced" classes i had posted in my thread? Well, since Paladin, Parivir, Seer, Illusionist, Ninja and Hunter were the Hume's Advanced classes, i always make these classes roughly equal, for example, while Seer has Magick Frenzy, Parivir has the Blade skills, which are technically equal, if you use a dual wielded Magick Frenzy, you still could not match the power of a Geomancy-boosted Blade skill, but Seers still have Elemental spells, healing and revival spells, which the Parivir doesn't.

Something like that, Advanced classes are meant to compete against each other, not against starter classes, you could not set a Seer against a Thief, for example.

In fact, the only skills i ever remove are the Ultima skills, now THAT's overpowered.

That's just me though XD
Title: Re: Final Fantasy Tactics A2: Revised
Post by: bcrobert on November 28, 2014, 02:08:38 am
But without Magick Frenzy I can't have my kickass dual-wielding Illusionist of uber-death! :(

OP units are definitively OP, but you can't tell me that they're not satisfying to use.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 28, 2014, 06:51:07 am
Quote from: bcrobert on November 28, 2014, 02:08:38 am
But without Magick Frenzy I can't have my kickass dual-wielding Illusionist of uber-death! :(

OP units are definitively OP, but you can't tell me that they're not satisfying to use.


This, if you don't want to ruin the game by using OP units, make stronger enemies that make you actually need these OP units
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 28, 2014, 08:42:04 am
Quote from: bcrobert on November 28, 2014, 02:08:38 am
But without Magick Frenzy I can't have my kickass dual-wielding Illusionist of uber-death! :(

OP units are definitively OP, but you can't tell me that they're not satisfying to use.


Quote from: FrozenDragon150 on November 28, 2014, 06:51:07 am
This, if you don't want to ruin the game by using OP units, make stronger enemies that make you actually need these OP units


Alright, those are actually good points. I think I'll leave it in.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 28, 2014, 06:13:10 pm
I wonder, why aren't there any more tools for this game, other than Lennart's, when there is so much research made? Sure, it's no PSX FFT but there are lots of stuff that can be edited, A-Abilities, Jobs, Names, Descriptions, THE WHOLE GAME SCRIP, etc.

I mean, it's not like i'm really bothered by it, just wondering.

...And no, this has nothing to do with wanting to edit the story's dialogue or anything, nor does it have anything to do with me hating how everyone speaks in the game, with rhymes all the time or anything, no sire, not at all
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on November 28, 2014, 08:27:11 pm
Quote from: FrozenDragon150 on November 28, 2014, 06:13:10 pm
I wonder, why aren't there any more tools for this game, other than Lennart's, when there is so much research made? Sure, it's no PSX FFT but there are lots of stuff that can be edited, A-Abilities, Jobs, Names, Descriptions, THE WHOLE GAME SCRIP, etc.

I mean, it's not like i'm really bothered by it, just wondering.

...And no, this has nothing to do with wanting to edit the story's dialogue or anything, nor does it have anything to do with me hating how everyone speaks in the game, with rhymes all the time or anything, no sire, not at all


There aren't a whole lot of people actively interested in FFTA2 unfortunately, so no one's bothered doing anything else with the game.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: Eternal on November 28, 2014, 08:47:49 pm
In truth, I find A2 far more interesting than TA. Once I'm done with FFTA GG, I would really like to focus more on A2. It really is a great game.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: bcrobert on November 29, 2014, 02:38:58 am
Quote from: FrozenDragon150 on November 28, 2014, 06:13:10 pm
I wonder, why aren't there any more tools for this game, other than Lennart's, when there is so much research made? Sure, it's no PSX FFT but there are lots of stuff that can be edited, A-Abilities, Jobs, Names, Descriptions, THE WHOLE GAME SCRIP, etc.


Because literally all of that research was done by five or less people. Lennart was the only tool designer to have put a decisive effort toward this game.

A game has to be unbelievably popular to attract a listing of tool designers. Any game that isn't Pokemon, Metroid, Mario, Zelda, etc is lucky to even get one tool. If Darthatron hadn't been interested in FFTA, then the hacks coming forward now may have never existed. That's how much sway programmers have.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 29, 2014, 10:02:22 am
I find FFTA2 to be better than FFT, I dunno, I just find the sound, graphics, and other stuff to be more appealing, plus, character designs are much better than FFT's, I mean, in that game everyone seems to be anorexic or something, and nobody has noses.

Also, game mechanics are much simpler in FFT A2, except for skill learning, that's one of the few bad points
Title: Re: Final Fantasy Tactics A2: Revised
Post by: rrs_kai on November 29, 2014, 11:52:55 pm
Quote from: Eternal on November 28, 2014, 08:47:49 pm
In truth, I find A2 far more interesting than TA. Once I'm done with FFTA GG, I would really like to focus more on A2. It really is a great game.

Agreed. It did many things right.

+better law system
+fixed most broken stuff from FFTA
+clan trails were strategic and fun
-introduced newer broken stuff
-story is purposeless and so is the main character
-monster skirmish doesn't have as much variety as clan wars

It took a few things from Tactics Ogre that IMO didn't fit well into the game
-10MP regen per turn makes slower classes incompetent (in TO MP is regenerated per passing turn of every character, meaning the slower you are, the more MP you regen by the time your turn come up)
-60exp per battle (if only enemies scaled in levels, not just monsters and Ewen)

The gameplay felt very balanced in the beginning, that is until the newer classed got unlocked and the AI degraded in intelligence

Quote from: FrozenDragon150 on November 29, 2014, 10:02:22 am
I find FFTA2 to be better than FFT, I dunno, I just find the sound, graphics, and other stuff to be more appealing, plus, character designs are much better than FFT's, I mean, in that game everyone seems to be anorexic or something, and nobody has noses.

Also, game mechanics are much simpler in FFT A2, except for skill learning, that's one of the few bad points


In FFTA2 the AP from battles is shared among all party members (even those who didn't participate), the AP from dispatch missions is also shared...how is that a bad point?

Quote from: Blue on November 27, 2014, 05:56:27 pm
Magick Frenzy? As awesome as that ability is, I'll likely end up removing it. It's broken on a whole new level. Either that, or I'll nerf it so that it only works with weak magick spells, but I don't think even that would balance it out completely.

I also dislike removing things from a game unless they are utterly incompetent.

Since you can change what triggers Magick Frenzy why not increase their MP cost, or maybe give an MP cost to Magick Frenzy itself
BadgerLordZeus's post (http://ffhacktics.com/smf/index.php?topic=9486.20)
if all else I would love to see the No Mou use it (if possible), they can't dual wield anyway
Title: Re: Final Fantasy Tactics A2: Revised
Post by: bcrobert on November 30, 2014, 02:12:20 am
Quote from: rrs_kai on November 29, 2014, 11:52:55 pm
In FFTA2 the AP from battles is shared among all party members (even those who didn't participate), the AP from dispatch missions is also shared...how is that a bad point?


I feel like he meant the equipment system. Your ability to learn skills is limited to what equipment you have. It worked in FFTA but in FFTA2 you have strict limits to your inventory because of the poorly implemented bazaar system. Until you unlock auctions. Then you suddenly have the best most broken equipment, which isn't exactly better.

Unrelated note: Smashing my lovely assassin in the face with a nerf hammer is not "fixing broken stuff." Ultima Masher is just as OP as ever and the nerf to status accuracy just means that status reliant units are worthless. Imho FFTA2 is the most imbalanced game in the Tactics series. :/
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on November 30, 2014, 05:07:35 pm
Yep, I mean't the annoying equipment skill-learning.

I believe Ultima skills need to be removed, that way the classes that had them should be used for other things. Fusiliers are awesome if you leave the gunmanship skills intact, having a high chance of debuffing the foes, and having elemental damage for spice. Of course, without Ultima, Fusiliers actually need a relatively small buff.

Assasins wouldn't really need a nerf, without Ultima they are your nice rouge-type advanced class, high speed, attack, can equip katanas and greatbows, they're awesome, not utterly broken but not weak by any means.

I still use the 'Starter-Advanced' stuff, it makes balancing easier since it means some classes are mean't to be stronger/more specialized than others, like, the Parivir is supposed to be an upgrade to the Fighter, or the Paladin to the Soldier, or the Hunter to the Archer.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on December 04, 2014, 05:09:04 pm
Hey, Blue, did you manage to find out anything about the text pointers?
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on December 04, 2014, 05:20:12 pm
Quote from: FrozenDragon150 on December 04, 2014, 05:09:04 pm
Hey, Blue, did you manage to find out anything about the text pointers?

I've only found them in memory; I haven't found any in the game's data yet. This has been my first priority for a while now, since a lot of skill renames won't be possible without this. But there's no need to ask - I'll post anything I find as soon as possible.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on December 06, 2014, 07:29:30 pm
There's something that's been bothering me for a while

How are class sets chosen? Generics get their respective race's classes, but what differentiates them from unique characters with unique classes like Adelle, Vaan and Penelo?

Is it their IDs? If so, would it be possible to add/remove classes from these sets?

I just realized that if i give characters unique classes, what would they do once they reclass? They wouldn't be able to change back
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on December 06, 2014, 07:49:22 pm
I have almost no idea. I'm guessing it's all linked to a character's ID, but even then I don't know how to change what classes it can access.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: bcrobert on December 07, 2014, 01:43:27 am
Characters might have a defined class set in RAM that's checked whenever they change classes. If you recruit an Assassin, without the prerequisite abilities, then change her class, it should automatically remove Assassin from her options during the checks.

The mystery is how the game knows that a character has met the seemingly invisible prereqs to be a Heritor or a Sky Pirate or whatever. They didn't cop out by abusing the race system, like they did in FFTA, so it really has to be something unique to the character's data.

My issue is that I've never been able to pin down this "unique thing." Always felt like I was closer when I was screwing around with action replay codes though, so maybe their compatibility lists are somehow saved directly to RAM periodically.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on December 08, 2014, 05:58:12 pm
Hey, could someone here upload Lennart's Data and enemy Data?

Mediafire isn't working on my cellphone, and i'm getting impatient, my desktop is a no-go, i wanna get experimenting with his findings NAO D:
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on December 12, 2014, 07:16:06 pm
Oh, actually, forget about that, just got it all.

...My problem is, er, how the hell is the enemy data supposed to be read? maybe I'm just dumb, but I don't seem to understand how to read it   :?
Title: Re: Final Fantasy Tactics A2: Revised
Post by: pondwitch on December 16, 2014, 09:59:38 pm
Made an account just to say how excited I am at the possibility of playing a hack like this.

Have you considered trying to make un-recruitable units like Illua playable?
Title: Re: Final Fantasy Tactics A2: Revised
Post by: Eternal on December 16, 2014, 11:03:38 pm
Illua playable wouldn't be too hard in theory. Unfortunately, if you hack Illua into your party, it crashes the game when an Opportunity Command arises. Not sure how that could be fixed.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: bcrobert on December 16, 2014, 11:54:25 pm
Quote from: Eternal on December 16, 2014, 11:03:38 pm
Illua playable wouldn't be too hard in theory. Unfortunately, if you hack Illua into your party, it crashes the game when an Opportunity Command arises. Not sure how that could be fixed.


Don't opportunity commands have dialogue attached to them too? So she'd probably need more sprites and more dialogue, and it would have to be correctly pointed to. That sounds like work. Just add her to the game and save often in case of opportunity crashes. :P

Alternatively if someone finds the routine that decides when an opportunity command happens, they could just remove opportunities from the game. The only thing they really effect is basically Sequencer.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: Ethereal Embrace on December 18, 2014, 07:33:52 am
I liked opportunity commands!   double strike or a free psudeo-hastega were always very welcome in my book.

Anyways, the bazaar system is my biggest gripe in this game. I would love to be able to edit monster loot drops and quest rewards to remedy the system. The fact that Animist only had 2-3 available skills out of their marginally decent skill list by the time you got Hurdy is unacceptable.

I kinda feel like every single enemy you defeat should give 2 loot instead, all the time...

Title: Re: Final Fantasy Tactics A2: Revised
Post by: Kaijyuu on December 19, 2014, 03:23:19 am
Personally I think everything would be fine if the monsters just had smaller loot tables. If I want Pink Tails I should be able to look up the appropriate monster and have a decent chance of getting them. Instead I have a tiny chance from a handful of monsters, even when using steal loot.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: rrs_kai on December 20, 2014, 09:32:07 am
My favourite part of FFTA2 would be diretional damage.  It would be great to have that in FFTA.
Something like 0.75 front and 1.25 back.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: ruiso on December 24, 2014, 03:57:36 pm
I wish that Frimelda, Vaan, Adelle... not be humes. Not saying all should change, just that for instance, I like to play with special units only, I get a bangaa, 2 humes, a moogle, another hume, a viera, another hume, a moogle, aaaand another hume.... the last hume cannot even change jobs... he stayed an agent...
This is my first post XD hope i didn't boored anyone to death with my request and bad english. Mery christmas everyone and peace.
Ps love what you have been doing so far.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on December 31, 2014, 12:48:43 pm
This project isn't dead, if anyone was wondering. I've just been finishing up this semester in school. Now that it's over, I'm getting back to work.

Quote from: Kaijyuu on December 19, 2014, 03:23:19 am
Personally I think everything would be fine if the monsters just had smaller loot tables. If I want Pink Tails I should be able to look up the appropriate monster and have a decent chance of getting them. Instead I have a tiny chance from a handful of monsters, even when using steal loot.

I'd like that also. I wish I knew how to change any of that.

Quote from: ruiso on December 24, 2014, 03:57:36 pm
I wish that Frimelda, Vaan, Adelle... not be humes. Not saying all should change, just that for instance, I like to play with special units only, I get a bangaa, 2 humes, a moogle, another hume, a viera, another hume, a moogle, aaaand another hume.... the last hume cannot even change jobs... he stayed an agent...
This is my first post XD hope i didn't boored anyone to death with my request and bad english. Mery christmas everyone and peace.
Ps love what you have been doing so far.

If you change a special character to a new race, they likely won't have all of the animations needed for full use of that new race's jobs, unfortunately.
Title: Re: Final Fantasy Tactics A2: Revised
Post by: advfox on January 06, 2015, 12:08:15 pm
I've been thinking about changing Clan Trials into Special Challenges, where the player can choose to fight tough enemies and superbosses. Rewards for beating these challenges could include lots of AP, specific high-level loot, rare equipment, and of course Clan Privileges. I'm liking the idea so far.

Title: Re: Final Fantasy Tactics A2: Revised
Post by: Eternal on January 06, 2015, 07:20:50 pm
It's funny you say that since I was thinking the exact same thing myself. I think it's a great idea. Totally support it!
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FrozenDragon150 on July 02, 2015, 06:57:21 pm
What will you do to clan titles though?
One of the things i never knew was that you'd get new quests based on your title, but generally once you went throught the trials to get the titles, you were already powerful enough to beat the quest unlocked throught the rather easily (looking at YOU showdown)

Maybe you could make these quests automatically unlocked, like making the game assume you have the highest title or somethong
Title: Re: Final Fantasy Tactics A2: Revised
Post by: FatefulEncounter on July 05, 2015, 04:19:46 pm
Blue, if you're still around, I read on the first page that you are changing ability sets for jobs and I am trying to do the same but have hit a wall. I have opened the ROM and went to offset 0x053D963C but could not decipher what the string of values meant. They don't seem to be in any logical order and I don't have a value list to go off of. Could you please explain more about how to add/subtract/change abilities in skill sets?