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April 27, 2024, 10:56:33 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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Topics - TheEmden

1
How would i go about doing this?

I'm looking at changing AP costs for all abilities, including reaction and support.
However, the tools, nightmare modules and even address lists don't seem to include reaction/support ability data (Or maybe i missed it somewhere..)

Secondarily, i'm looking at editing the efficacy of some support and reaction abilities, is this possible?
2
Alright so i have played FFTA for a VERY long time, in total, around 4 fully completed run throughs, which equates to around 500 hours in the game.

I just realised (literally a few days ago) that there is a sequel, FFTA2 (Yea, i live under a rock...).
I looked through some reviews and looked the game up on the FF Wiki and i liked what i saw... Until this, "Units now start with 0 MP" This sentence really made me cringe as the game seems great otherwise.

Now before you say try the game first, ETC, ETC, from what i know from FFTA, this new MP mechanic is going to make battles more long winded, the early game frustrating and it limits class diversity since this change seriously undermines mages (Unless they are vieras apparently).


So does anyone have any hacks or ARs that allow both you and the enemy to start with max mp instead? In other words, a hack that makes the MP mechanics similar to FFTA?

The only thing i have seen so far are ARs that give infinite MP, which is not exactly what i'm looking and it also does not even affect enemy units.