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January 20, 2022, 06:51:30 pm

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Topics - Blue

1
The Lion War / Question About New Game+
November 19, 2021, 11:00:32 pm
Hi, I haven't had a chance to test play TLW 2.1 yet; I have a question about what happens after finishing the story. I'm guessing an option is given to select New Game+. Is there also an option to continue playing after the final battle (like an old ASM posted on here that I can't find atm)?

Asking because I was creating postgame stuff when I was using 1.06 resources, so just want to know if I need to move it to New Game+ instead.
2
Spriting / Some WIP Sprites
October 15, 2020, 11:03:32 pm
A couple of months ago I got back into working on a personal hack after a several year hiatus, adding a few new units - some for FFXII/TA2 lore tying, a few because I want them in the game. Most of my sprites and many portraits are WIPs, with the hope that someone might want to use any of these sheets for themselves once they're finished

If I eventually make any EVTCHR frames for my events, I'll post those as well

I have several sheets lying around but I've dropped some of them (slot constraints); these are those I intend on finishing:
Original Male special unit
Original Female special unit
Original Gria special unit
Denam (TO - 2010 design)
Cloud (FF7 Remake)
Etna/Prinny (Disgaea)
Neptune (HDN) Done

Sheets
TYPE1_neptune.bmp
MON_prinny2.bmp
TYPE1_etna8.bmp

Portraits (some in early stages) *Ashe is small alteration to an existing custom portrait, not sure who to credit
NeptunePort.bmpnewlusoFACE3.bmpnewcloudFACE1.bmpprinnyFACE2.bmpfukaFACE4.bmpetnaFACE9.bmp
ashe(personae)FACE1.bmp

Thanks for taking the time to look at my concepts, I'd like to keep this post updated
3
Hi,
I've added new units for my hack and set their Brave Story entries accordingly. I already know how to activate them through events.
What I'm not sure of is how to set the last four entries (dissmised, brave/faith desertion, died) to work as intended. How would I go
about doing this?

Thanks

If it's relevant (it probably isn't, but worth mentioning), I'm currently working with TLW resources as a base
4
FFTA/FFTA2 Hacking / Final Fantasy Tactics A2: Revised
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.

5
Help! / How can I change a variable upon reading a rumor?
November 02, 2014, 08:23:17 pm
I'm curious - how can I set a bar rumor to change the value of a variable? I'd like for a certain event to become available after reading said rumor.
6
Event Editing / My event is ending early.
October 31, 2014, 06:33:14 pm
When my event loads, the camera reveals the scene, and Ramza starts walking like he's supposed to. Shortly after he stops, the event cuts to black, and the game loads the World Map. I can't find any obvious issues in the instructions:


Offset(x0003E000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.

Erase(x01,x00)
Erase(x38,x00)
Camera(+00760,-00124,-00776,+00174,+00512,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
{3E}(r020000008080000200)
WaitForInstruction(x0C,x00)
{63}(rA9)
Camera(+00376,-00188,+00952,+00366,+00512,+00000,+04096,+00128)
{3E}(r028080000000006000)
{4D}(r40)
WaitForInstruction(x04,x00)
Wait(00030)
{63}(rAA)
SpriteMove(x01,x00,+00000,+00000,-00014,x00,x01,+00000)
ColorUnit(x01,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x01,x00)
ColorUnit(x01,x00,x08,+000,+000,+000,004)
SpriteMove(x01,x00,+00000,+00000,+00000,x00,x01,+00018)
WaitSpriteMove(x01,x00)
WalkTo(x01,x00,005,004,x00,x00,+008,x01)
WaitWalk(x01,x00)
UnitAnim(x01,x00,x0002,x00)
Wait(00050)
SpriteMove(x38,x00,+00000,+00000,-00014,x00,x01,+00000)
ColorUnit(x38,x00,x01,-006,-004,-002,000)
Wait(00002)
Draw(x38,x00)
ColorUnit(x38,x00,x08,+000,+000,+000,004)
SpriteMove(x38,x00,+00000,+00000,+00000,x00,x01,+00018)
WaitSpriteMove(x38,x00)
WalkTo(x38,x00,005,007,x00,x00,+008,x01)
WaitWalk(x38,x00)
UnitAnim(x38,x00,x0002,x00)
Wait(00020)
DisplayMessage(x10,x11,x0001,x38,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
DisplayMessage(x10,x12,x0002,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00010)
DisplayMessage(x10,x91,x0003,x38,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x92,x0004,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,x0005,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x01,x0006,x00,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00060)
DisplayMessage(x10,x11,x0007,x38,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
RotateUnit(x01,x01,x00,x00,x00,000)
WaitRotateUnit(x01,x00)
Wait(00020)
DisplayMessage(x10,x12,x0008,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00060)
RotateUnit(x01,x01,x07,x00,x00,000)
WaitRotateUnit(x01,x00)
Wait(00008)
DisplayMessage(x10,x12,x0009,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00010)
DisplayMessage(x10,x11,x000A,x38,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00030)
DisplayMessage(x10,x12,x000B,x01,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
Wait(00010)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x07,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
Wait(00090)
Camera(+00392,-01693,+00616,+00302,+00736,+00000,+04096,+00180)
Wait(00090)
ZERO(x0094)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Boy{br}
{font:00}Excuse me...I have a{br}
question to ask you.{end}

//Message x02
{font:08}{Ramza}{br}
{font:00}I'm sorry, but have we{br}
met?{end}

//Message x03
{font:08}Boy{br}
{font:00}Oh, right. My name is{br}
Marche.{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}And I am {Ramza}.{end}

//Message x05
{font:08}Marche{br}
{font:00}{Ramza}, could I{br}
travel with you for a while?{end}

//Message x06
{font:08}{Ramza}{br}
{font:00}We have not yet{br}
even come to know each{br}
other.{br}
{br}
Why do you ask?{end}

//Message x07
{font:08}Marche{br}
{font:00}Believe it or not,{br}
I really have no one else{br}
to turn to.{br}
{br}
I'm - not from around here.{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}Well, I'd rather not{br}
leave you here alone...{end}

//Message x09
{font:08}{Ramza}{br}
{font:00}Very well.{br}
But know that you may{br}
have to fight.{end}

//Message x0A
{font:08}Marche{br}
{font:00}Don't worry,{br}
I think I handle it.{end}

//Message x0B
{font:08}{Ramza}{br}
{font:00}We shall depart{br}
then.{end}

//Message x0C
7
The Lounge / Hiya.
October 31, 2014, 10:55:02 am
Well, I didn't actually realize there was an introduction thread until now.

I've been referring to this site as early as 2011, I believe.


The first Final Fantasy Tactics game I played was Advance, I'm guessing around 2004-ish. I was too young at the time to understand how the game worked, so I didn't play it for long.

I came back to FFTA around the 2007 range. This time, I was hooked to the game right after the first couple of battles. I didn't complete all of the optional missions, but I know for sure I put several dozens of hours into it.

And then I found out about A2 at some point in 2009. It didn't take long to find myself rushing out to the store to buy it, with the sheer amount of happiness FFTA had given me. Guess what? FFTA2 topped FFTA (Which was already amazing) by miles in my book, and I quickly deemed it as one of the best video games I have ever played.

While still playing A2 in 2009 or 2010, WotL came into the picture. So I gave it a try. It was quite different from what I was used to from the other two games, and definitely more difficult. Believe it or not, I couldn't even get past the first battle at Gariland. I thought I didn't like the game, and I put it off for months.

The next time I started up the game and got past the first few battles, it was as if a hand suddenly shot out from my PSP and dragged me in. I was addicted to it just as much as I was to FFTA2. Yeah, my first playthrough was still difficult for me - I don't even know how many hours I spent grinding in Chapter 2 to finally be able to beat Gaffgarion at Lionel and Cúchulainn. 

Not long after playing WotL, I bought the PSX version to play on my PS2. I missed Luso (Despite how cheap his skillset was - I just really like his character), but I still loved the game. Like WotL, I put countless amounts of hours into it.

To date, all three (four counting WotL) Tactics games are all some of the best games I've ever played. Although if I had to rank them, I definitely prefer FFTA2 over FFTA by a large extent, and I have an ever so slight preference of A2 over Tactics/WotL. But I have come to appreciate each game's unique elements.

Besides all of that, I'm a big fan of Final Fantasy games in general, with XII being at the top (And also being my favorite video game of all time). Not a single game in the main series has disappointed me, since I like to look at each game in it's own way. To about the same degree, I also enjoy the Kingdom Hearts series.

I'm much more of a "do-it-yourself" kind of a guy than a begger, so I never go around asking anyone else to do something for me. Really, I don't even waste other people's time and ask a question until I'm sure I'm absolutely stumped.

This isn't my first time being on a forum, but I made sure to look over all the rules upon joining. I plan on respecting everyone and everything as long as I'm here, and hopefully I can get along with everyone.





8
Event Editing / How do I advance Story Progression?
October 29, 2014, 05:25:22 pm
I have successfully created an event, and it functions like it is supposed to - the right time in the story, and at the right location. However, after completing the event and attempting to leave the location, the event loops.

The event triggers if Story Progression (SP) is equal to 1F, which in my case is right at the start of Chapter 3 before the event at Gollund.


I think I've already identified the problem. Completing the event does not change SP, so when returning to the World Map, the event loops indefinitely because SP is stuck at 1F. 

I know what the problem is, so now I just need to figure out the solution. Is there some way to tell an event to change the SP variable upon completion, or is there something I need to modify elsewhere?
9
Help! / How do I edit the World Map Instructions?
October 25, 2014, 12:36:31 am
Hi, everyone.

Recently, I've been working on a patch to play and enjoy for myself. I am now at the stage where I would like to add new events via the World Map Instructions spreadsheet, assuming that's even possible.

I would just like information on how exactly I should go about doing this. What would I need to change or add to the spreadsheet? I'm not exactly an expert, but I'm far from clueless in most situations.

Thank you for taking out the time to read my question.