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Messages - advfox

41
- Doubleshot should be reverted back to the FFTA formula. It doesn't need an MP cost this way - it'd be more of a situational ability to ensure at least one hit on units with high evade.

- Parivir skills obviously need to deal normal weapon damage. They can keep their elementals and status inflicts, but light MP costs might need to be considered to avoid abuse.

- Soldier stat breaks should deal damage, or the Raptor's versions should have their damage removed. There's a serious balance issue there that might not be too hard to fix.

- Every class needs to have their status resilience lowered. Status spells and skills were always a waste of a turn; how often do they actually land with those >60% chances? From my experience, much less than the chances would lead me to believe.

Those are a few things I thought about overnight. There are many, many more issues that need to be addressed, but it makes sense to start with the major ones first.
42
No, currently they can be used with any weapon. Hence why broken things like a gunner using Ultima Sword or Assassins snipping with Ultima Masher exist.

Ultima Sword/Masher - Restricted to Bladed Weapons
Ultima Shot - Restricted to Bows? If so, this variant should be noticeably weaker and have a slightly higher cost due to the extended range.
Ultima Blow - I don't know what to do with this one right now.

Those are just some possibilities. I don't have time to think it all the way through right now.
43
I agree with you on that. I wish that could be done with Steal abilities, but then the Thief job wouldn't be a Thief. There might be a way to remove that 50% maximum steal rate somewhere. And about Ultima, I guess Weapon Range could be changed to a strict range of 1, and a vertical difference of 0. So the target would have to be adjacent to the user, and at the same height.


44
Since starting with full MP with be a thing, you can just adjust their MP costs to something more appropriate. Maybe something in the 60~75 range.
45
No, enemy stats are determined the same way they would be if you were to recruit a new unit. Stats are based on Level/Job, but they're also randomized, and this doesn't exclude Speed. You might just be imagining things :P

Both recruitable special and generic units have a Min/Max level they can be recruited at. Adelle has a minimum level of 9, and a max of 50, Montblanc has a minimum level of 45 and a max of 99, etc. Their levels are determined by the clan's average, of course.
46
I agree with the part about MP completely.

Speed growth...that's going to be a little difficult. My recommendation would be to buff most of the slower classes a little (but not too much), and nerf the faster classes to no more than something like 85% at most. You can't really give everyone 99% - that would break the game even further than it already is if you think about it. Classes focused on speed would also lose a valuable reason to be used.

Stat growths really need to be paid attention to in general - making sure each class in each race has at least one stat advantage over another, for example. Of course, a "balanced" class for each race would also be nice.

This is can be seen as both a benefit and a drawback on the players side, but I personally like the idea of special characters joining at levels in single digits (e.g Montblanc joining at no more than LV5). This would permit the player to control their stat growth more if they wish to do so. The downside is that many players may not want to have to grind the characters.
47
Funny, I was thinking the exact same thought earlier - Adelle joining as a Ninja, accopanied by a few mastered Steal abilities in her secondary skillset. But then again, if rebalancing is the goal here, Ninjas being a better class than Thieves (stat-wise at least) shouldn't really be that big of an issue anymore by the end of all of this.

Back on the subject of rebalancing, there's nothing we can do about the AI stupidity, but enemy jobs, equipment, level, and most importantly abilities for all missions can all currently be changed. I'm going to skim through it all for a while and see what big changes clearly need to be made.

Edit: Right off the bat, one of the changes that needs to be made is the ability for Moogles and Nu Mou to enter and act in water. Problem is, their sprites don't support this. I don't know - maybe remove the ability for everyone to enter water entirely? Everyone's Jump value could be increased by one to compensate. That's just a rough idea.
48
Quote from: FrozenDragon150 on November 07, 2014, 07:20:12 pm
Also, i found out how to edit all six starting characters' class and secundary skillset yay! Still no clue on Cid and Adelle, however, they really need to change their starting classes, not so much on adelle, but big time on Cid, he really get's weakened by having 20 levels as a Warrior.


Every character's starting class can be changed pretty easily - I discovered an unknown field in one of Lennart's spreadsheets yesterday that controls this. In Cid's case, change the byte at 53D5C36 from 0E (Warrior) to a new Job ID, and do the same for Adelle - change 02 (Thief) to a new ID at 53D5C52.

You can actually do this for every special unit in the game, along with units recruited through the World Map and the Clan Mates mission I believe.
49
I'd definitely be willing to help out with a patch like this.

I think it's relevant to point out that Lennart left his FFTA2 notes here, for anyone who might have wanted to work on the game.
http://ffhacktics.com/smf/index.php?topic=9398.20
50
Alright, thanks.
51
So if I took a variable like 40, and put that in 6D's place - {0xF566}{0xF606}{0xF504}{0xF601} = 0x0040. Would that be correct?
52
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.
53
Event Editing / Re: My event is ending early.
November 01, 2014, 01:00:43 pm
I compiled my events with the old config.ini, decompiled them with the new one, and then compiled the event in question.

I still encountered the same problem, so I started stripping the event of everything, piece by piece. When I took out all of the dialog instructions, the event actually did what it was supposed to do past that point. So I guess I'll just try to redo all of the dialog and their instructions, and maybe I can get this event working right.
54
Event Editing / Re: My event is ending early.
November 01, 2014, 11:24:45 am
I made the event from scratch, but I referred to existing events for some of the commands since I assumed they were vital for an event to work properly.

I updated the config.ini and took out the commands you suggested. Now, when I try to compile the event, an error message pops up that reads 'r' is not a valid integer value.




55
The Lounge / Re: Hiya.
November 01, 2014, 10:23:51 am
Quote from: rrs_kai on October 31, 2014, 11:35:20 am
hello and welcome to FFH where all you dreams come true


Most of my dreams anyway. Thank you!
56
Event Editing / Re: My event is ending early.
November 01, 2014, 09:42:02 am
Alright, I updated the post to include everything.
57
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
58
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 CĂșchulainn. 

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.





59
That's exactly what I was looking for - I can't thank you enough.
60
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?