• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 10, 2024, 10:14:56 am

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DeSgeretjin

21
The piercing weapon thing seems to be a racial sprite issue, both bangaa and viera can use rapiers and spear without freezing even on jobs that don't usually use piercing weapons. Changing a jobs race doesn't seem to affect it as long as the sprites match, i.e hume fencer with viera sprites.
22
Huh, thats something.

I've also notices that some routines are offset based. For example if you use the routine 0D( the routine for items) for fire it'd show the sprite of a water sigil.
23
Vanish works fine on luso. Every unit has the animation for invis.

It's just that the 14th byte governs special animation routines which for most skills is set to 00, this returns the sprite to default after the skill is used. 0E just keeps the invis sprite active.
24
Some spell effects are actually tied to animation data.
You would find that in the 14th byte of animation data for invis skill is 0E.
https://imgur.com/a/JDYTCrS

On note of tracing, what disassembler do you use?
I couldn't find one that works well for me.
25
There's only code for one character. Which character slot is this for?
26
Some spell effects are actually tied to animation data.
You would find that in the 14th byte of animation data for invis skill is 0E.
https://imgur.com/a/JDYTCrS

Also I was running out of skill space so I just reused Vanish.
Sneak doesn't exist anymore.
27
The animation is shadow stick from fencer.
28
Do you mean the animation or Evasion 0?
29
Patch 0.986 is out.

Some mp adjustments made.
Tier 1 spells can be cast every turn with some mp left over.
tier 2 spells every 2 turns and tier 3 every 3 turns.
Mp also adjusted for some skills.

Cura is stronger.

Raptors loses bulwark and gain thunder flare.

Some bug fixes to chocobos and Raptors whirlwind.

Experimental fix to Soldiers learning some high magick.
30
Quote from: christianbw on June 17, 2018, 01:09:39 pm
Im currently learning c++. How hard would it he to make a program that uses values to make codes? Id want to have stuff lke drop down menus so people can choose jabilities for each race based on what is actually usable. Also a little name spot.
Or are codes just not the route to go?


If you're talking about actual rom modding, there's already tools for that.
If you're talking about modifying values in game, it'd be easier just to use cheat engine.
31
Patch 0.985 is out.

Includes some targeting bug fixes i.e flintlock.
Experimental changes to dancer and bard.
32
Good catch on the ranger.

Roundhouse use weapon elements and damage so can potentially be a lot stronger. You do also get white monks at the start unlike fighters being a locked behind ability and quest requirements. Maybe I'll add knockback and see how well that works, and give whirl burst more effect. Any suggestions?

Luso shouldn't know water and aero and it doesn't happen my side.

Consider that hastega can haste 5 people at once and costs 16mp. Red spring is fine.
The other mechanic skill are properly adjusted.
Green Gear is 12mp.
Black ingot 18 mp.
Chroma gem 18 mp.

Sheep count is on a skillset with really strong skills so it cost more compared to the sleep spell so the other skills in the skillset can be used less.

Keeper skills are strong, it make sense to have them available when you get access to skills with comparable strength.




33
Quote from: Zeke_Aileron on June 11, 2018, 08:21:51 am
I thought about it before, i was just not sure on how to do so cause it'll make the bosses in the mod able to us their strong "All Foes" abilities right off the start.


Maybe the enemies could have some weak skills that could be spammed every turn while they wait for mp for their super strong skill.
34
Patch is up.
35
Thanks for feedback.

Warp subject to accuracy so it'd probably just missed even though the animation goes through regardless.

Wild swing is fixed and would be included in next patch.

The chocobo was a typo and is fixed.(It was actually 12x normal growth lol.)
36
I had a similar issue with my mod, turns out it was the keeper job animations being wonky.

You could check the cut scene that breaks in a vanilla rom. Take note of what jobs are on screen and take a look at those.
37
Made wrong patch, sorry.

Correct patch should be up.
38
Similar to a clan's journey Moorabella also black screens.
The cause is known and is patched on parent post.
39
I found out what is breaking Moorabella.

Apparently it is caused by job edits.

It's fixed if you replace the job hex block 053D6864 to 053D963C with the vanilla values.

The question now is, is it one job breaking it or couple of jobs together.
40
@Suffulge

I took a look and it seems to be breaking because of weird offsets being used to circumvent the limit on number of characters allowed.

It was easily fixed by going through the text using your patch correcting it.