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April 26, 2024, 04:39:39 pm

News:

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 - ArcticPrism

21
I'm glad to see some updates for this that are coming! There are a lot of things I wanted to do but couldn't find the resources for or knew how to do that it seems like the new version of this makes possible. I will certainly get back into modding FFTA after the release.

As for ideas:

-I'm still hoping we'll be able to modify the names of skills,abilities and items with this.

-Possibly a way to add extra ability effects? I wanted to make a skill to heal MP but not by a fixed 80 like Ethers.

-For the mission/map editor will we be able to allow for more enemies/allies? How about setting what music is used for the mission?

-Will adding extra jobs be possible? Every job has 3 sprite colors like the Red/Blue/Yellow versions of monsters. Some monsters only use 2 of the colors and being able to use the 3rd without replacing another job would be cool. I know there are a lot of blank jobs listed. Someone told me that those are most likely those npc jobs you see in cut scenes so modifying those probably isn't a good idea.

-As far as the Law Editor. Will I be able to completely disable them? The Lawyer program turns off the laws on all missions except those tournament ones with special pre-set laws but you can still use law cards to add extra laws.
22
Quote from: Jumza on June 12, 2014, 02:17:06 pm
If only you knew o.o

But yeah, be patient Arctic, great things are coming!


I can do that.
23
How much do you still mess with the AIO editor?
24
Do you think we'll eventually be able to edit names and descriptions with this?
25
Any plan to update the list of changes on the first page? It's quite outdated.
26
Sorry, wrong file name FFTA2JE is the job editor and FFTA2AE is the ability editor. They should have the Java logo on them.

http://puu.sh/8Fov9.png The editor. It won't say .jar if your computer isn't set to display known file type extentions(.exe, .rar )

http://puu.sh/8Fozq.png After you have it open, go to file > open and select your rom file which will probably be named:

Final Fantasy Tactics A2 - Grimoire of the Rift.nds
27
As far as I know, no, but download this tool and use it on your rom:

http://ffhacktics.com/smf/index.php?topic=9764.0

You can make it where the enemies scale with your level. If you're level 10, they'll be 10. If you're 50, they'll be 50.

It's in the misc hacks section.
28
I assume you mean these:

http://ffhacktics.com/smf/index.php?topic=9486.0

First you need to download the rom for the game somewhere. After that you just run job editor.jar or ability editor.jar(these require Java) and open the rom file. You can edit and then save things after that. As far as I know you need to start the game normally for the changes to apply(no save state loading). So make sure to do a regular save and a regular load if you want to apply changes. Save states are ok otherwise. Also, you have to close the rom and re-open it, reset doesn't count.
29
Oh. I see. The change to dispatch mission sounds really cool. I hate having to waste all that good AP on characters I've recruited simply for defeat enemies, number of battles etc missions.

For Doubleshot, couldn't you make it require a bow to be cast? Like Doom Archer? You wouldn't need the knockback in that case.

Something else I just thought of. Since units in the game can't have inherent status immunities, what if you equipped monsters with things to make them immune? It would probably be tedious though, going through and equipping every red panther with a Scarab to make that monster class immune to immobilize, disable and frog. I suppose that would be a pretty ghetto and limited approach though. You could steal the accessory to remove the immunity unless you made monsters immune to steal(if they aren't already). Also, there are a pretty limited amount of items you could use and what they can be immune to is limited to the items.
30
Quote from: Eternal on May 04, 2014, 09:09:23 pm

-The Multiplayer only missions are going to (hopefully) no longer require the unique items.



I thought linking doesn't work in Visual Boy Advance for Tactics? Is there some working way to do link trading/battles? Does it only work locally?
31
If this is ever updated, in the formation editor can you change the first unknown value section under unit flags to something else indicating the unit's placement? The first value is the horizontal placement and the second is verticial placement. X/Y values I guess. The 3rd value is the direction the unit faces.
32
LOL!

I'm not sure why that was so funny.
33
What do you think could make Sniper Doubleshot worthwhile? It just does 0.5x + 0.5x damage which is worse than a regular attack considering you have to hit twice and you can just use Take Aim if you need the 100% hit at 0.5x. The only times I can think of that it could be used for is Damage > MP enemies which are extremely rare and something to hit enemies with strikeback, reflex etc if for some reason you don't have Beso Toxico or some other ability. What if it was made into 1x + 1x (double damage), given an mp cost, or some other drawback, and learned from a more rare bow? Or even 1x + 0.5x damage?
34
FFTA2 had difficulty levels, which was a step in the right direction but as far as I know from what I've read it's mostly artificial difficulty (enemies do 50% more damage) and really only makes a difference early game when you lack equipment/abilities.
35
That bothers me especially considering the FFTA2 AI is even dumber! I honestly feel like they just randomly pick abilities to use like casting confusion on a 1 HP target. At least in FFTA if you are low hp they will try to kill you.

I did in the ai priority section (AIO) any strong status move or buff was pretty low priority and they'd do things like use % hp damage moves on low hp targets that they could otherwise kill. Probably one of the most extreme examples is that the AI will often try to hit you with things you are immune to. Standard attacks on reflex, 0% chance to land petrify but try it anyways.

Did they honestly have to do that to the AI? Even if they had made the AI behavior good, they are still pretty weak in a lot of other areas. Poor equipment, no level scaling, often outnumbered by the player, few ability choices, laws/law cards, poor monster stats, the way status ailments work. As far as I know you can inflict just about any status on bosses.
36
It was more a concern for the AI as I've seen them heal themselves or friends that absorb elements with damaging spells. Thinking about it now, I've never seen them do this with any Elementalist or Ninja spells.

I wouldn't call FFTA a bad game, but I didn't really care much for the plot(which is ok since the story of a game isn't a main draw for me). The way the law system was added made it fairly useless. I'd just walk around on the overworld a little until none of the laws made a difference. It's almost like it wasn't even there. The game difficulty however is what really bothered me the most. It's natural difficulty is laughable for a number of reasons. One thing that stands out is how much dumber the AI is. I don't even know what the gameover screen looks like in this. My thoughts about FFTA2 are mostly the same, though some are magnified in ways. It was still fun to play(until I noticed way too high level), though overall I'd say I enjoyed it less than FFTA.
37
Oh, I see. I wonder if it works even if it is an absorbed hit and causes healing. That'll be something to test!

It's too bad FFTA modding isn't nearly as popular as FFT but I suppose that's because FFT is a way better game.
38
Quote from: ArcticPrism on February 15, 2014, 09:19:05 pm
Is there a way to disable natural MP regeneration as well? The 10 per turn/20 with mp channeling.


Still wondering about this.

Though, what I wonder about the most if anyone has found a way to make enemy levels scale with the party.
39
I noticed a problem with these effects. If effect 1 hits, which is usually dealing damage, it attempts to apply the specified status. Fire Whip for example, it deals damage and attempts to apply disable if the attack successfully hits. However, the problem is that even if a unit is immune to fire and takes 0 damage, it can still be disabled. Is there a way to fix this?
40
FFTA/FFTA2 Hacking / Re: Description Editor
April 24, 2014, 05:13:11 am
LOL!

I just looked at the formatting and everything. Wow. That's ridiculous.

Am I missing anything important by not seeing Edea's pictures? Says they were moved or deleted.