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Messages - Naoto

1
Meh, I've been busy lately sorta and I never got around to testing the above to see if there were any effects.  In any case, though, I did compile a list for some skills that were missing a bit or had that bit in comparison.  Below is another set of skills that have hopefully 1 exact similar property:

White Magic
Bishop Magic
Sage Magic minus Ultima Blow
Sleep
Time Magic
Illusion Magic
Elemental Magic
Provoke
Warcry
Wyrmtamer
Bangaa Cry
Ninja Skill Set
Hunter Skillset minus Oust, Advice
Control Skill Set
Morph Skill Set
Animist Skill Set
Resonate
Soundwave
Zombify
Explode
Stillness
Azoth
Abyss
Amber Gleam
Descent
Alpha
Magi
Howl of Rage
Logos

Hopefully someone can figure this out? :D  Either that or can someone test the above responses?
2
Hmm that would make sense for another bit, but that info doesn't correlate with the fact that all of the other skills not mentioned are grouped with Blowup and whatnot.  Hmm, this shouldn't be hard to test.  Flip the bit for karma/voodoo/blowup and see if a beastmaster can use it now (or morpher) <- i forgot what the limitations of both jobs are.
3
I'm going to keep moving on since it seems like no one knows the answer to the above :/

In any case, what do these abilities have in common?

All Black Magic (Fire, Firaga, Blizzard,...)
All Monster Abilities (Except Karma and Voodoo and Blowup)

Initial Guess on my part:  I dunno if Beastmasters have access to those 3 specific moves, so maybe this is the bit that tells the Beastmasters what abilities they can use?
4
FFTA/FFTA2 Hacking / Re: FFTA Job Editor [beta]
March 22, 2012, 05:42:18 am
Sorta a minor bug, but I just want to be sure... The latest version is 6.0.3 correct?  Whenever I press the update button, there always seems to be a new update regardless of if I just updated the file.
5
Hmm do we move Ramza into a new race that has access to the current jobset then?

Interesting idea.
6
FFTA/FFTA2 Hacking / Re: Changing Skill Names
March 21, 2012, 05:23:29 pm
The AIO Editor I believe allows you to change the skill name strings.  It should be literally go to a skill name and just edit it there.  Issue, though, is that it will change the string for all appearances of that skill name.  I dunno if you can currently make the skill name race-specific and whatnot.
7
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 21, 2012, 05:21:39 pm
The byte that I mentioned is either specifically for magic or doublecast will work for all abilities considered magic.  The reason why I differentiate is because I do not know any other use of the abilities being magic, maybe damage calculation?  I dunno.
8
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 21, 2012, 04:33:50 am
So I made a random guess at what the 0x01 bit did in the 0x11 byte, and I tested my guess to get an interesting result.  Unless I'm mistaken, that bit signifies if one can use doublecast with that ability.  Either that, or that the bit signifies that it is some form of magic as basically all of the magic abilities have this bit, but removing it seems to remove doublecast's compatibility with it.  This might allow for us to now use doublecast with ultima hehe
9
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 21, 2012, 04:16:25 am
Huh... maybe... but that would be weird.  The supposed Mythril is placed between the Juggler skillset and the Sniper skillset I believe and it seems completely out of place (hidden ability perhaps?).  Also, on an interesting note, it does not seem any of the abilities are on this spreadsheet.  Maybe this means they undergo different treatment than the rest of the abilities?
10
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 21, 2012, 03:18:08 am
Random question that I found in the spreadsheet:  what does the ability mythril do?  Is it a throwaway ability?  It just seems so random.
11
Hmm, think along those lines though.  I would've never thought of such a guess, and that guess was REALLY good.  Hmm, what do these abilities have in common...
12
Please post if you can find it, I would like to have a look at it myself
13
FFTA/FFTA2 Hacking / Re: Skill Effects Listing
March 20, 2012, 11:26:19 pm
I will recommend that you should travel to the FFTA Skill Spreadsheet topic as it covers the majority of topics in this area.  To answer your question, there can be a maximum of 4 effects on an ability.  Those 4 effects are mapped to bytes 0x0C -> 0x0F for each skill.
14
After a few tests, I don't think that the answer came out to be true...  I set the Sharpshooter moveset to lose that supposed ai bit, and it didn't stop the ai from using the move.  Also, descent is listed as a move without that bit, and the ai can definitely use that move...  Man, that was a good guess though
15
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 20, 2012, 05:57:54 pm
There doesn't seem to be an ffta2 forum topic.  Where is this?
16
PGF's spreadsheet isn't completely filled out yet though.  There are still many blanks in the key section.  Using a random amount of my free time to figure out those parts :/
17
By the way, the Blank Card ability is in the list.  Copy + Paste fail on my part.

@Darthatron: Hmm, that seems to be something that would make a lot of sense.  It's definitely something I would never think up o.O

Hmm... this seems like something that can only be tested to be proven at a glance, but that seems at the very least a very good guess Darthatron :D  Hope it's right!
18
FFTA/FFTA2 Hacking / Trying to find bit information
March 19, 2012, 02:46:33 am
So, for the people that are consistently in this forum category, it's time to play the comparison game!

This is sorta mostly an extension off of the FFTA Abilities Spreadsheet thread, which has been immensely helpful.  Some information does not seem to have been found yet, specifically bit information concerning the properties of abilities have not been found yet it seems.  In any case, let me see if I can start it off with the following list:

Any Control Ability
Any Morph Ability
Crystal summons
Lawshift
Descent
Abate
JP Gift
Yellow Clip

Apparently, only these abilities do not contain a certain bit (property) that all of the other abilities do have, and I can't wrap my head around what exactly is that property.  (Prone to error of missing something from the spreadsheet)

Please use any resources possible, preferably the other forum threads, TFergusson's Mechanics Guide, or just by modifying the bits in the FFTA Ability Spreadsheet and testing it yourself.  It would be nice if we can fill out this spreadsheet.  It'd be so fun to mod this game completely :D
Blank Card
19
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 18, 2012, 09:49:01 am
I know :/

I thought along the exact same line of reasoning you did...  Until I found some odd exceptions, maybe there's another flag bit to signify why this is so?  I dunno.
20
That would be cool, I always wanted to try turning Marche into his own character-specific class or something similar.  I wouldn't mind sacrificing a few classes to do so.  Example, hume has way too many classes to start with o.O