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April 30, 2024, 05:42:24 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 - rrs_kai

21
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 2.0 Beta
May 02, 2022, 12:08:04 am
Quote from: haseo on May 01, 2022, 02:11:04 pmLike ultima blow on Sage, Im destroying everything in front of me with that skill.
In the current patch, everyone has a high base MP (especially Nu Mou) because I wanted to implement zero starting MP + 10% MP regen, but I could not implement it. I changed base stats for the next patch, will see if any more changes are required.

Quote from: haseo on May 01, 2022, 02:11:04 pmI just defeated Adremmelech first try with Marche level 16 and the rest of the party lower, I think Adremmelech was level 20. Havent had a single game over until now.
I was conflicted and nerfed him 3 times before releasing this patch, guess a buff is needed then.

Quote from: haseo on May 01, 2022, 02:11:04 pmusually I dont want to use any other skill cause a double attack will outdamage it.
I made Double Sword have the best damage but it is useless against high evasion enemies (there should a few) and anyone with Reflex.
2H Weapons with Weapon Atk+ are good for skills like Rush, and you'll need Concentrate against high evasion enemies.

Have you tried these? If not, could you try them and let me know if you still feel that Double Sword is superior?

Quote from: haseo on May 01, 2022, 02:11:04 pmDoublecast the DoubleShot skill while dualwielding? It seems to have different behaviors on each instance that I try, it seems that sometimes it cutoff some of the animation.
You'll hit 8 times. I use mGBA emulator and it never bugged on me.

Quote from: haseo on May 01, 2022, 02:11:04 pmHi, ive been playing your mod and wanted to give you my feedback.
Thanks for all this feedback.
22
Quote from: darkskyx on December 19, 2020, 10:23:23 pmI need this patch for the EUR ISO, it would be good.
Apologies for never replying.
I made this patch using Darthatron's AIO and bcrobert's nightmare modules, and they only work for a US FFTA ROM.

Quote from: Junninx on May 01, 2022, 02:21:26 amCan you please add the ultimate quality of life mod?: enemies level scale. This mod is the more atractive to those who want the original experience, the scale level thing would Just stop it from being too easy.
I am not sure what you mean by ultimate QOL, so I made the three patches for you. Only apply one patch, do not combine.

Junnix1 - Only scales enemies
  • Enemies scale on all battles and scale w.r.t highest level party member

Junnix2 - The above patch and all of Leonarth's QOL hacks
  • Rename generic party members
  • Morpher changes their sprite to look like a monster
  • Skip into scene and battle
  • Level-ups are not randomized
  • Steal shoes
  • Enemies scale w.r.t first party member

Junnix3 - Both the above patches and Leonarth's JP Learn hack
  • Learn abilities using JP
  • Combo abilities cannot be used
  • Totema cannot be used
23
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 2.0 Beta
April 29, 2022, 09:27:48 pm
Sry for the late reply, I wasn't checking because the last comment was 4 months ago.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pm1. So far the story encounters have felt more difficult but still fair.
This is intended.
Since you defeated Adremmelech, how difficult did you find that mission? Did you have to retry, if so how many times? In vanilla, Adremmelech and his 3 dragons will scare any unprepared player. I made changes to jump scare any experienced player, but I am afraid that I might have gone too far.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmcauses the enemies in all subsequent missions to be overleveled (because their level is based on your highest level clan members).
I thought I left it to scale at average party level, like vanilla. Let me check again, thanks.
EDIT: Enemies scale w.r.t first party member. Could you try swapping Marche from slot1 with anyone else?
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmMarche is alone for the Exodus fight, and he gains a ton of experience from destroying the Exodus fruit. My Marche went from level 19 to level 25 just from destroying fruit;
The high exp yield was to help players to level-pu Marche and not get stuck. I'll make changes here.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pm2. All races having dual-wield is amazing, I implore you to keep it in the game. It's surprisingly balanced with two-handed weapons and shields, due to the rebalances you've made to weapon and shield stats
I am very happy to hear this. This is exactly what I intended.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI would like to see Doublehand brought back in some way, but that's just me. Maybe there's a way to buff Immunity to make it more worthwhile compared to the other Support abilities?
Doublehand increases FIGHT damage by 20%. Weapon Atk+ does this too, allows equipping shields, and boosts fixed damage skills like Air Render. It outclassed Doublehand in every way, hence I removed it. I can't do any deep hacking, so Doublehand and Immunity are stuck at vanilla levels.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI think adding Doublecast to Nu Mou via Time Mage might be too much, unless you limited which spells could be double casted. Worth testing, though!
Yup, spells will be limited.
Quote from: PeppySSB on April 21, 2022, 06:30:01 pmI'm about halfway through a 300 missions run of this hack, and I'm really enjoying it so far. Feels like a nice rebalance of the game's jobs, monsters, and encounters. Here's what I've noticed so far with regard to the two main things you're looking for feedback on:
Thanks a lot for all this feedback.
24
I want to know how to make monsters cast spells or how to skip ahead of that animation. For example, Backdraft is an unarmed punch with fire, yet the Bomb monster won't do it.

FFTA has many name-only monsters called that appear as "Foreign Fiends" and "Falgabirds". I was a kid and was hoping for a super boss and all I got was the same old monster, not even a recolor. Leonarth pointed out that there were many skill-set-only job slots, so I added Yellow sprites and gave them better stats (think elite monsters). It'd be nice to make them do something more.


If the above is not possible, then I'll just resort to adding target-only specials. For example:
   Dragon Force = Raise target stats + Quicken (monster only)
   Bad Breath = Multiple status effects (non-monster) + Haste (monster only) + Re-raise (monster only)
This way Blue Mage won't get these benefits.
25
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 2.0 Beta
January 30, 2022, 02:34:06 pm
Quote from: misprit on January 09, 2022, 04:43:33 amsuch a wonderful hack. can't wait to try it out.

one question though, there is a sheet named less skills in the documentation. is there a less skill version hack? love the idea to keep the game concise and clean, never really fancied going down huge list of unused skills
It's an idea to make every job unique by reducing the number of skills per job from 8 to 4. Quality over quantity. For example, the Soldier and Warrior have 5 common skills and 3 unique skills each. So, I remove the common ones and keep the unique ones. Similarly, all 3 white mages/black mages end up with different spells.

Just food for thought, no playable patch yet. You can read more here: FFTA with less A-abilities per job


Quote from: misprit on January 09, 2022, 04:59:32 amby the way. great documentations. this is the by far the best documentation out here. i will try to 300 mission this version in the next month or so. will be back for reviews.
I am looking for feedback on two things:
1. The changed story battles and new enemies.
2. All races having Dual-wield and new weapon options.
Depending on the feedback, I want to add Double-cast to Time mages.

I look forward to your review. Thank you :)
26
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 2.0 Beta
September 11, 2021, 01:55:43 am
Quote from: matchet on August 31, 2021, 04:54:16 pmIts a selfish request and be free to ignore it if you like, but would love to get an alternative patch just for this 2.0 version in which skills costs 10/20/30 AP to learn
The mod is currently like this:
The A-Ability AP costs are slightly lower than vanilla. R & S ability costs are much lower than vanilla. The AP reward from story battles is much higher (easily 2x to 4x) and you can get two mission items called Insignia, which doubles the AP reward. If you bring both, then you get 4x the AP reward.

I am considering halving all A-Ability costs. I was also thinking about a repeatable mission for farming exp. All enemies will be statues/boxes that will always have a level advantage but die very easily. Its purpose is to quickly level up your weaker units and provide easy AP for 6 units at once.
27
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 2.0 Beta
September 08, 2021, 12:05:43 pm
Quote from: matchet on August 31, 2021, 04:54:16 pmWhos gonna tell me, one day would need a tutorial about how to use the morpher. No, really, allways ignored him so I have no clue besides catching, feeding and morphing into, which allways felt odd because the monster usually has no skills to play with. just raw stats.
The monster you catch does not need to know any skills. The Morpher will get access to all of that monster's useable skills anyaway.

Quote from: matchet on August 31, 2021, 04:54:16 pmregarding slow but powerful and higher range guns:
- Chaos Rifle is 60 atk at cost of 5 spd, giving a net 12 atk per point of spd
- Longbarrel is 70 atk at cost of 10 spd, giving a net 7 atk per point of spd
- Bindsnipe is 80 atk at cost of 15 spd, giving a net 5,3 atk per point of spd
The only advantage of top dmg guns is an extra point or two in range (+3, +4, +5 extra range in comparison with average lighter guns).

Are you content with the current situation of these numbers? Might suggest you to shorten the points of atk per point of spd "sacrificed", if you still want to keep a detrimental increase among rarity. Given the actual status, I do believe that Chaos rifle would be my heavy gun of choice (less burst, more average dps).
In FFTA weapon-power = % damage output
60 power = 60% of your total ATK stat will be used for damage calculation
Bindsnipe is 20% more damage and 2 more range over the Chaos rifle.

Quote from: matchet on August 31, 2021, 04:54:16 pmA malus of 15 in speed means around a rough 10 to 5% less turns (far less turns before lv50)
This is how I Intended.
If you're concerned about losing speed, there are shoes and a shield that increases speed to counteract.
28
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 2.0 Beta
August 27, 2021, 11:55:29 pm
Quote from: Ynphea on August 27, 2021, 06:37:33 amin fact when I open the item menu in combat, sometimes it freezes ( about one time on 3 ). I use the basic US game with last patch version.
Could you tell me which emulator you're using? I use mGBA and I've never had this issue.
29
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 2.0 Beta
August 26, 2021, 02:57:12 pm
Quote from: Ynphea on August 26, 2021, 03:53:55 amIt seems that when I try to use a phenix down item with Marche, the game freeze
Hi,
I killed Marche on the first and used a pheonix down and it was fine for me. Could you give me more details?
30
The Bangaa spell Holy no longer lags in the latest version of mGBA 0.9.1
Just replying to close the thread
31
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
August 15, 2021, 07:05:43 pm

I've been on this for quite a while and it seems good now. Game is playable till end. I've put effort into the story battles, so let me know if you appreciate the new battles.

---Major Changes---
Morph range increased to 1 (you can morph allies into monsters)
Decreased job unlock requirements (descriptions updated)
Some new enemy variations
Gil fine is the only penaltly for all law violations
Balanced stats
--- Added Leonarth's stat variance remover and rounded stat growths for all races
--- All jobs of a race share the same base stats. Stat growths are muted to encourage multi-classing and discourage mix-maxing.
--- Atk/Def/Mag/Res growths: Min = 7 and Max = 9
--- Every job gets good offensive stats, either Ark = 9 or Mag = 9 (If Atk = 9, then Mag = 8 and vice versa)
--- Slower jobs have better HP/MP and Def/Res => Fast vs Slow job at Lv. 50 is 100 HP/MP) + 100 Def/Res
--- All basic jobs are either Normal or Fast, and only some of the advanced jobs are Slow
--- Evasion is now based on speed growth (helps identify in-game)
--- Speed tiers: Fast = 1.9, Normal = 1.6, and Slow = 1.3
--- Evasion tiers: Fast = 50, Normal = 40, and Slow = 30

Status Defense depends on MOVE = reverted to standard 50%
Added a secondary weapon for every job (enemy battle formations updated)
Racial differences
--- Humans have access to all Support and Reaction abilities
--- Bangaa get the best weapon selection (Most of the Bangaa jobs in vanilla had an extra weapon, so continuing that trend)
--- Nu Mou and Moogles have enhanced 80% status defense (Cats and Dogs have greater immunity to sickness)
--- Viera and Moogles have 20 Evasion bonus (Rabbits and Cats run fast)
--- Viera and Moogles are fastest at base. So, Humans get +30 base stats, Bangaa and Nu Mou get +60 (up from +20/+40)
--- All races have the same stat growths (Previously, Viera and Moogles had a 2 point disadvantage = 100 points at Lv.50 on top of the base stat disadvantage)
All races get Double Sword, equipment rebalanced (experimental)
--- All jobs can equip shields (Shieldbearer and Doublehand removed from player use)
--- Helmets and Armor are heavy give some attack (Heavy-armored jobs can finally outdamage Light-armored jobs)
--- Hats and Clothing give some speed
--- Katana are split into 1H and 2H. The 1H variant has high Atk very early, while the 2H variant has bonus speed
--- Halved the range of 1H Guns and adjusted power. Added some heavy 2H Guns with high range and high power.
Concentrate's normal accuracy bonus increased from 30% to 40%, status accuracy bonus decreased from 15% to 10%
Turbo MP's normal accuracy bonus increased from 40% to 50%, status accuracy is still 20%

---To Do---
Change existing abilities
Add some abilities to monsters
Change law sets
Change story battle rewards and thrown items list
Change clan battles and post-game missions
Remove [Enhance element] from all equipment, move to accessories for better customization
Remove [Absorb and Null element] from weapons, move to shields
Remove [Null multiple status] from anything other than Ribbon, move to shields
Equipment and Skill descriptions (ongoing)
Update tool tips for skill descriptions (ongoing)
Implement zero starting MP and 10% MP regen (stats already adjusted, will be implemented in the next patch once abilities are reworked)


---Bug Fixes---
Bad breath was bugged because of T-range, so changed it range 3
Sandstorm was bugged with flan, so moved Return Magic to Lamia


---Job Requirements---
Decreased job unlock requirements (descriptions updated)
Illusionist = 2x White mage and 3x Black mage (down from 3,5)
Alchemist = 2x White mage and 3x Black mage (down from 3,5)
Time mage = 3x Black mage (down from 5)
Morpher = 3x Beastmaster (down from 5)
Sage = 2x Beastmaster and 2x White mage (down from 2,3)


Leonarth added support for negative number display, so I reworked all weapons and armor
Leonarth added missing animations for all races, so I added secondary weapons for all jobs
Sephiran fixed shields for AIO, so I made all jobs to equip shields, Shieldbearer removed from player use
Katana are split into 1H and 2H. The 1H variant has high Atk very early, while the 2H varinat has bonus speed
Halved the range of 1H Guns and increased power. Added some heavy 2H Guns with high range and high power.
--- Shields = Absorb element and Null Status (descriptions updated)
--- Accessories = Enhance element (descriptions updated)
--- Helmet and Armor = Atk
--- Hats and Clothing = Speed
--- Robes = Def and Res
--- Swords, Blades, and Spears = none
--- Bows, Knives, 2H Katana = Speed
--- Rods = Mag
--- Staves = Mag
--- Rapiers and Knuckles = Evade
--- Saber = Res
--- Knightsword = Def
--- Instrument = Mag and Speed
--- Mace = Atk and Mag, Speed penalty
--- 2H Greatswords and 2H Broadswords = Speed penalty
--- 2H Greatbows and 2H Guns = Speed penalty
--- Silver weapons = Speed
--- Mythril = 1 MOVE instead of 1 JUMP (experimental, have fun with dual wield)

---Equipment changes---
Fire Mitts = Changed to from Armlet to Accessory
Vitanova = removed Absorb Holy
Air Blade = removed Null Wind
Venus Blade = removed Absorb Fire, Half Water
SaveTheQueen = removed Enhance Holy
Excalibur = removed Enhance and Absorb Holy
Iceprism = removed Null Fire
Vajra = removed Enhance Lightning
Djinn Flysa = removed Enhance and Null Wind
Epeprism = removed Half Holy and Dark
Diabolique = removed Null Dark
Heaven's Cloud = removed Absorb Holy
Zanmato = removed Enhance and Null Holy
Spring staff = removed Null Water
Terre rod = changed Enhance Earth to Half Earth
Flame Rod = changed Enhance Fire to Half Fire
Thor Rod = changed Enhance Lightning to Half Lightning
Chill Rod = changed Enhance Ice to Half Ice
Princess Rod = removed Enhance Wind, Water, and Earth, changed to Holy Element
Mandragora = removed Absorb Earth
Lotus Mace = removed Enhance Fire
Zeus Mace = removed Enhance Holy
Earth Bell = removed Absorb Earth

---Jobs---
Added some enemy variations
Increased MOVE of all races by 1 and reworked boots
Decreased base and growth stats of all monsters
Decreased HP growth of all races by 3
Normalized base stats for moogles
Flans have decreased DEF
Alchemist = speed increased from SLOW to NORMAL
Blue mage = speed increased from SLOW to NORMAL
Archer = move decreased from 4 to 3, speed increased from NORMAL to FAST
Sniper = move decreased from 4 to 3, speed decreased from FAST to NORMAL
Hunter = move decreased from 4 to 3, speed decreased from FAST to NORMAL
Time mage = speed increased from NORMAL to FAST, jump increased from 2 to 3
Beastmaster = speed decreased from FAST to NORMAL
Llednar = changed elemental absorbtion to resist (he absorbed all elements in base game)
Fighter = lost Reveal and gained Last Quicken
Jawbreaker = lost Strikeback and gained Bonecrusher
Bladebiter = lost Last berserk and gained Strikeback
Courel = lost Strikeback and gained Reflex
Fighter = lost Shieldbearer and gained Reveal
Gladiator = lost Geomancy and gained Maintenance
Beastmaster = lost Concentrate and gained Weapon Atk+
Goblin  = lost Weapon Def+ and gained Sheildbearer
Red Cap = lost Weapon Atk+ and gained Doublehand
Beastmaster = lost Weapon Atk+ and gained Concentrate
White Monk = lost Auto-Regen and gained Concentrate


---Abilities---
Concentrate's status accuracy bonus decreased from 15% to 10%
Fire Whip = Power decreased from 60 to 45, MP decreased from 24 to 16
Heavy Dust = Power decreased from 60 to 45, MP decreased from 24 to 16
Sliprain = Power decreased from 60 to 45, MP decreased from 24 to 16
Wood Veil = Power decreased from 60 to 45, MP decreased from 24 to 16
Earth Veil = Power decreased from 60 to 45, MP decreased from 24 to 16
Water Veil = Power decreased from 60 to 45, MP decreased from 24 to 16
All morphs = works on allies, range increased to 1
Expert guard = works on allies, range increased to 4
Powerbreak = 2x enemy at 0.5x Accuracy or 1x heal ally HP
Mindbreak = Damage enemy MP or 0.5x heal ally MP
Drain = 50 power, 16 MP
Rasp = 60 power, magical, Drain enemy MP or 0.5x heal allies MP, 4 range, 1 AOE, 24 MP
Soul sphere = physical, Drain enemy MP or 0.5x heal allies MP, 1 AOE
Saint cross = 50 power, self 1AOE, holy damage to enemies and heal allies, 24 MP
Famfirt/Adremmelech/Mateus = 50 power, magical HP damage to all enemies (it's not physical to avoid power variation with equipment)
Ultima/Exodus = 65 power, magical MP damage to all enemies (their animation does not support HP damage)
Increased recoil of abilities from 1/4 to 1/3, always damage user, even if attack misses
Ultima = power decreased from 255 to 180, 100% accurate
Holy blade = power 99, range 1, holy physical damage, 32MP
Flare = power increased from 65 to 99, range decreased from 4 to 3, MP cost increased from 24 to 32
Magicbreak = power decreased from 90 to 80
Angel Whisper = power increased from 70 to 99, MP increased from 40 to 48
White Wind = MP increased from 40 to 48
Matra magic = MP increased from 40 to 48
White flame = AOE removed, heals target and user
Gold batery = power increased from 50 to 65, MP increased from 24 to 32
Gil toss = gil lost around 4x damage, power increased from 65 to 80
Mug = steal gil around 4x damage
Revive = 50% revival, range increased from 1 to 3, fixed bug (it was healing HP instead of reviving)
Chakra = range increased from self to 1
Fire/Bolt/Iceshot = power increased from 54 to 60
Firestream = power decreased from 65 to 50, range is 8-panel line
Earth render = power decreased from 54 to 50, range is 3-panel cone
Air render = power increased from 55 to 65, range decreased from 4 to 3 (it was 3 in base game)
Far fist = power increased from 45 to 50, range is still 5
Chocobo rush = power increased from 50 to 65, range decreased from 5 to 4 panel two side line
Stop = range 4, AOE1, stop enemies, 32MP
Poison/Blind = MP cost decreased from 16 to 12
Bind = range decreased from 4 to 3
Aero/Water = power increased from 50 to 60, MP increased from 16 to 24
Lancet = power decreased from 52 to 50
Sacrifice = range decreased from 4 to 3, MP cost removed
Illusions = power decreased from 32 to 30, Stardust from 38 to 36
Tail wag = range decreased from 4 to 3
Blowup = area decreased from 2 to 1
Sandstorm = decreased range from 4 to 3
32
FFTA/FFTA2 Hacking / Re: A few FFTA queries
August 10, 2021, 04:17:21 am
Quote from: ScarletMagi on August 09, 2021, 12:59:02 pmFor me the right place to use 0 mp and 10% mp regeneration was setting the mp base from 80 with growth 1 for the lowest mp characters, up to 120 with growth 5 for the highest mp characters, and then having mp costs vary from 4 mp to 96 mp.
I use similar growths and MP costs.

Quote from: ScarletMagi on August 09, 2021, 12:59:02 pmJust to say it's possible to find a balance using the AIO options.
Yes, using Leonarth's engine hacks afterward reverts the AIO MP hacks.

We could apply the engine hacks first and then try the AIO, but it crashes sometimes loading the ROM. Using the AIO first and then  engine hacks afterward is what worked best for me.

Quote from: dck on August 08, 2021, 01:15:22 pmcomparing the resulting file to vanilla in a hex editor (one with a function to actually compare and find differences). From there you can see what AiO actually changes and revert it in your hack.
Thanks for this, using HxD I got the changes and there's quite a few.
33
FFTA/FFTA2 Hacking / Re: A few FFTA queries
August 08, 2021, 09:29:14 pm
Quote from: ScarletMagi on August 08, 2021, 04:18:08 pmHiding information is acceptable, but giving incorrect information is annoying, especially when it comes to chance percentages.
Appreciate the tip :)

Quote from: dck on August 08, 2021, 03:36:10 pmFrom what you pasted there yeah the location is the right one, that said I've never seen Leonarth's engine changes affect the only MP hack I've ever run (the no MP regen one).
MP regen hex change is the one that is working well with Leonarth's engine hacks. I've had MP regen at 10 (via hex change) for quite a while and never had a problem.
MP generation hex change (starting MP) didn't even work on vanilla.

The AIO has the following Misc hacks that work fine on vanilla but are lost after I apply Lenoarth's engine hacks.
MP generation = sets starting MP to zero
MP regen = sets MP regen to 10%

Quote from: dck on August 08, 2021, 01:15:22 pmHey kai, glad to see someone is sticking with modding :D
There still some fun left me here, especially after Leonarth added weapon animations for all jobs and negative number support :)

Recently, I've tried Fell Seal and was thoroughly impressed by its mechanics. It really is a spiritual successor because it has the best parts from FFT, FFTA, FFTA2.
The only visible flaw is that Max MP is a wasted stat because you start with zero and gain 10 per turn. Players have requested to make max MP useful, dev's tried a few things but did not implement because they could "never really get it to the right place".
There is a passive that adds 15 MP at the start of the game but it isn't sufficient. Although we can mod the 15 to another static number, we cannot have percentages.

So, for FFTA, I was trying to make units start with 25% of max MP (or even 10%) but can't seem to figure it out.
34
FFTA/FFTA2 Hacking / Re: A few FFTA queries
August 08, 2021, 02:56:12 pm
Quote from: dck on August 08, 2021, 01:15:22 pmMultiple instances of applying a status, doing damage or whatever will all be calculated separately, yeah. That said I don't recommend doing it with damage since animations only play the first instance of damage dealt.
Thanks a lot for confirming this :)

Quote from: dck on August 08, 2021, 01:15:22 pmI tried that 25% starting MP you mention at some point and it did work for me- maybe the hack has already had its MP regen changed with AiO before?
Hex editing to change to a hard number/percentage - did not work
AIO has an option to set MP to zero and regen at 10% per turn - did not work
Hex editing to set MP regen to a different hard number

Quote from: dck on August 08, 2021, 01:15:22 pmIf that's the case you can restore it back to normal by modding a vanilla file, comparing the resulting file to vanilla in a hex editor (one with a function to actually compare and find differences). From there you can see what AiO actually changes and revert it in your hack.
I checked with a vanilla ROM again and I am partially the culprit myself.
The AIO one works fine (both zero MP and 10% regen), but Leonarth's engine hacks applied afterward seems to undo them.

Hex editing MP regen to a hard number worked for me, even after applying Leonarth's engine hacks
QuoteSetting MP regen to a different hard number:
Change the 4 bytes at 0x93096 from a0 23 db 02 to 05 23 1b 04. Change the "05" to your desired result.

For 25% MP generation, hex editing did not work on a vanilla ROM. Am I editing at the correct place?
35
FFTA/FFTA2 Hacking / A few FFTA queries
August 07, 2021, 08:51:01 pm
1. MP Generation
I want to set starting MP to be 25% of max. bcrobert's minor hacks.txt suggests the following but it did not work for me
QuoteTo set MP generation on unit placement to a hard number:
Change the 2 bytes at 0xc98f2 to ??20, where ?? is the desired result.

To set MP generation on unit placement to a percentage:
Change the byte at 0xc98f2 to 40 for 50% MP on unit placement, 80 for 25%, and C0 for 12.5%.
Even the MP Generation hack in the AIO (sets to zero) did not work.
Has anyone been able to get it work?


2. Status effect double/triple chance?
The AIO allows 3 effects for any given skill. If we put 3 different status effects, they all have an individual chance to happen. If we repeat the same status effect, does it check multiple times thereby doubling/tripling effect chance?

Is there a way to confirm this, or has anyone done so?
36
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
July 18, 2021, 01:53:55 am
Quote from: Dual-Wielding Ninja on July 12, 2021, 07:19:43 pmShould probs update the thread title and the changelog on the first post to reflect the changes brought to 1.07.
Thanks for pointing it out. I'm still working on the 1.07, so I'll update the thread once I have the download ready.

Edit: The stats and equipment that you see in the current document are not what is present in the 1.062 mod. 1.07 is bigger update and I am taking my time with it.
Apologies.
37
Quote from: Reshki on July 02, 2021, 12:35:23 pmTrying to change AP costs. Didn't see a way to edit them or support abilities.
Change here in the AIO

38
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
June 08, 2021, 02:35:32 pm
Quote from: necrobinical on March 11, 2021, 02:48:21 amQuestion! Have you listed the learned abilities that... aren't a-abilities anywhere? I looked in your linked documentation and I couldn't find the listing for that anywhere.
I haven't because they were mostly the same for a large portion of the this mod's development.

Lately, I've made the following changes:
Removed Shieldbearer, Doublehand, Reflex, Strikeback
Humans got MagPow+ and Moogles got Doublesword
Many have received Immunity and Absorb MP, and all races can equip shields

Thanks for reminding, I will update the docs.
Edit: Updated the documentation and here is the link to the tab named R and S abilities

Quote from: matchet on March 21, 2021, 03:17:12 amSpeaking about documentation, cant find the changes for R and S abilities that are changed. For example:
- Absorb magic now works for every mp consuming ability impacting in the character, regardless being a positive or negative magic
- Last Berserk somewhat works the same as Last Quicken, dont fully understand how it works now
and so on :/
I will document them, and those two are the only changes to R-abilities
---Absorb MP triggers for all MP based skills
---Last Berserk = Quicken + Boost + Haste (think of it as an adrenaline rush)

Quote from: 1337Noob on April 22, 2021, 02:00:05 pmThis is really fun, refreshing experience to revisit FFTA.

The game freezes kinda suck though which is unfortunate. I know you added some to fix in the patch notes.

Not sure if anyone caught this, but Adrammelech's Fire Stream is another game breaker.
Did you find anything other than Firestream?

Quote from: 1337Noob on April 22, 2021, 02:00:05 pmJust my opinion, The ambition for change is great. But I would focus on getting rid of the gamebreaking stuff, so that the entire game could be played from start to end without drastic roadblocks.

Can't wait for more, if you continue to work on this project.
Which version have you played? The 1.0 is not the best one and will soon be removed; I've only kept it for archival.
The latest one is the one to get. I am planning for an update that removes a lot of the fancy skill effects which should iron out any chances of bugs. Might take a month.

Anyway, could you please post all the bugs that you've observed?
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Whatever happens for this, it's exciting and looking forward to the results!
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Thanks for your interest. I am a bit busy. If you have any suggestions, please leave them here 🙂.

---White Magic---
Cure, Cura, and Curaga - heal user for 50%
Just to encourage healing allies even when you're mage is in danger.
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---Thief---
These skills are inspired from Zeke_Aileron's mod, where thief steals multiple loots with 1 skill. Tested and they worked fine for me. The names are just placeholders.

Steal hands = steal weapon and shield, or both weapons
Steal body = steal armor and headgear
Steal ideas = steal JP and EXP
Steal accessories = steal 3 accessories (including shoes)