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December 06, 2021, 10:08:19 pm


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Messages - Zeke_Aileron

Quote from: Madeen on May 31, 2021, 04:33:50 pmAs stated before, engineer could use better growths so they can be used as main class.

I'm planning on making a completely new Job class that replaces Engineer, as a ETA on that is unknown with how awful my work schedule is and the amount of time i have during a day is pretty sad...

Quote from: Madeen on May 31, 2021, 04:33:50 pmHUME: I dont have much issue with hume, except maybe you need fighter 3 in order to unlock the better gains for physical classes (duelist and ronin)

I've been thinking of just making all the Hume Melee Jobs as all unlocked from the beginning to allow for a more varied playstyle which in this case would allow me to just make their Job stat growths equivalent to each other, so the player can play the jobs they want to use, and by doing this i would also have to update their Ability skill set to still feel unique from one another.

Duelist and Ronin just feel like great mid - late game jobs to use, but having them unlocked initially could mix things up alot in the early game.

Quote from: Madeen on May 31, 2021, 04:33:50 pmbut canoneer could use better att growth to be playable as main class.

I plan on changing Cannoneer to have it's basic attack ranged physical based, but it's abilities will be all Magick based similar to Nu Mou's Cannon Mage, Will have a slightly higher attack stat growth, and a magick stat growth of 9+

Quote from: Madeen on May 31, 2021, 04:33:50 pmAlso Bishop only has 8 mag growth, and some other physical classes have 8 too, I think bishop should have 9.

Bishop is most likely going to be changed completely to a new Job, the new job is still magick based, will have a Magick stat growth of 11+,, and will primarily focus on just Magick, and will have the lowest attack and defense growth as well.

Quote from: Madeen on May 31, 2021, 04:33:50 pmAstrologer comes to mind, and there was another, but that's beside the point.  What irks me is that astrologer abilities require cards to use

By the abilities needing the main weapon equipped as a card, then yes it's supposed to be that way, i know there's alot of synergies in Vanilla FFTA2 that kind of break the game and this mod focuses on keeping units tied to a job, yes it takes away alot of the previous synergies.

Quote from: Madeen on May 31, 2021, 04:33:50 pmIf these classes with limitation had stat growth on par with the better classes (growth wise) then you could play them freely without having to worry about getting bad stats. And I do worry, why on earth would I want bad stat growths?

I do still plan on relooking through job stat growths and ability stats to rework them a bit more to make each job viable to use and it's something that's been in my list.

Quote from: Madeen on May 31, 2021, 04:33:50 pmGRIA: Hammer knight is great, maybe even too great.  She has 9 mag growth?  That's as much as geomancer/alchemist.  I typically like to have 2 grias, one physical and one mage.  With Taoru having such great mag growth, I feel like I dont need to make another gria :/

In the private test mod that i played before her release, She originally had 11 Attack and 11 Magick stat growth, so she essentially was just good at both since her main job is Hammer Knight her ability set is a bit overloaded in terms of choices..., but i wanted her to feel unique similar to how Luso is with his unique job.

Oh and yes her stat growth was nerfed before the release of the mod version.

The only thing that's mainly holding me back from doing another mod release update is the Clan privileges', Quest Loot rewards, Quest EXP rewards, and Quest Gil rewards since i manually have to do each quest since there's no module or mod program to operate with...
FFTA/FFTA2 Hacking / Re: Modding
April 21, 2021, 05:06:41 am
Quote from: Prophet on April 21, 2021, 02:39:09 amRight fair enough. I found a few of those things.

Interesting what tools did you find besides the Job and ability editor?
Quote from: Emin3ms on April 19, 2021, 09:34:51 amIs there an "Evasion down" effect in the game that I can use ? Or how to make it myself in an empty spot based on "Evasion Up" ? Thanks

Currently atm, there is no Evasion Down effect in the vanilla version of the game, and i think there's no current editor that adds it into the game either, would be nice to have...
Quote from: maroon on October 15, 2020, 01:38:42 amMy moogle astrologian can't equip range weapon (card), even though some skills are shown in the weapon's description. I'm using the latest patch (v0.97)

This is fixed in the new update, sorry for that, it completely flew over me since i was just going through the changes quickly and just wanted the main update out.
Quote from: mingmong on September 25, 2020, 07:26:30 amI want to suggest increasing the buy limit for equipment. The current state is too grindy and not really enjoyable for me, especially with the change in auction reward.

I was thinking of just making Armor normal purchasable like in Vanilla, but keep Weapons, Shields, and accessories single purchase only, which I haven't really got around to doing since I've been busy with other stuff.
Depending if irl issues happened for the creator or what Dual-wielding Ninja stated, there's not much we can do without a proper notes format on what the creator was doing and had planned for this mod, unfortunately I can't help either.
Quote from: mingmong on August 26, 2020, 09:17:32 pmEdit:
My seeq viking can't equip blunt weapon (hammers) only axes, even though some skills are shown in the weapon's description. I'm using the latest patch (v0.97)

I have put up a fix for the mod, sorry about that.
The next update will most likely be the quest rewards update for Gil, CP, EXP, and AP to balance out the flow of progression through missions, the loot rewards will be the same as Vanilla since I've given the player more options on obtaining Loot via the early Steal loot, and Hunting abilities, also as a tip, all the Steal abilities except Loot lv 1 & 2 do damage when stealing stuff to give players a better incentive on using those skills, plus stealing Gil is also viable since the Bazaar Equipment is limited each purchase and slightly more expensive.

Do post here about any ideas or criticism about the mod if you want too, anyways I'm still looking into a way on disabling certain Clan Privileges, eh...
Quote from: chocolatemoose on August 21, 2020, 04:33:21 pmHow did you change the auction house rewards?

This post has what you're asking for, FFTA2 Auction House Rewards Change
Version 0.95 of A Clan's Journey has been updated onto the main post, the new changes for it are also implemented in the post as well.

A quick summary of what was added in this update:
  • New Job for Moogles and Nu Mou's.
  • Auction House gives different rewards now.
  • Shop Prices and Shop/Bazaar Mechanics have been revamped.
  • Turbo MP no longer exists for Player use.
  • More Hammer options for Hammer Knight.
  • New ability for Mace Echanter and Jester
  • More text descriptions updated.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.15)
August 20, 2020, 07:26:45 am
Quote from: chocolatemoose on August 19, 2020, 11:22:50 pmI looked through the hex code for the Bishop's abilities and, while they're at different offsets from vanilla, they have the correct AP hexes, so I think there's something different going on here.

Yeah, that's why i said it's hard for me to understand what you did to mess that up lol....
Quote from: chocolatemoose on August 19, 2020, 10:22:24 am@Zeke_AileronBarring a fix (I don't think the Bishop and Cannoneer are crucial to enjoying a playthrough), do you know how to change A-Ability requirements? I'd like to give access to the Templar, which is locked behind the Bishop but doesn't appear to have the same *Mastered* problem.

Through Hex editing is one way to change the A-Ability requirements, or the nightmare module for class/recruit.

Quote from: chocolatemoose on August 19, 2020, 10:22:24 amHow did you fix your problem?

I fixed my problem via Hex editing by finding the correct hexes to reapply to my Job's abilities AP.
After look at those images, I'm at a loss actually, cause something similar happened to me, but it wasn't from the editors, it was from bad hex editing a skill set, so idk how to help you...
Quote from: chocolatemoose on August 18, 2020, 10:36:56 am@Zeke_Aileron it's the problem discussed in these posts earlier in the thread:

tl;dr the skill set shows up as mastered but there are no skills assigned to it. I assigned skills to the skill set in the everything editor, I set AP values for them, and assigned skills to equipment where they properly appear. It appears to only affect the Bishop and the Cannoneer. I'm not sure what's going on.

Yeah... those pictures don't really help me much btw, i need to actually see the source like what you have in Nightmare Module and such.
Quote from: chocolatemoose on August 18, 2020, 12:49:32 am2. Make Bishop and Cannoneer usable

Ok, what exactly is the problem with this one now?
Quote from: chocolatemoose on August 17, 2020, 05:29:35 pm@Zeke_Aileron Thank you! How do I do that? Where is the unit animation data? Do I have to change every single hex listed in the skill animations tab (I think there are 17, including subtype, start, first, until, second, etc. flinch/glee and then a bunch of untitled ones) at the animation offset?

It's in the same spreadsheet where the Animations is listed under, so yes.
Quote from: chocolatemoose on August 17, 2020, 03:29:59 pm@Zeke_Aileron here's a specific example of an animation change that isn't working.

You have to change more than just the 2 Hexes, the Offset is for the Default skill animation, and after it is the Unit animation, if you just change the Skill animation and not the Unit animation, it won't sync up well.
Quote from: chocolatemoose on August 17, 2020, 02:09:00 pmAm I doing anything wrong with how I edited the animation hexes? I followed the same process throughout and it looks like it only worked for some of the changes.

I haven't downloaded your mod yet to take a look at your hexes since i'm busy with my own Mod overhaul, unless you show me what you're attempting to do, there's not much i can help with.
Quote from: chocolatemoose on August 17, 2020, 11:39:45 amSorry, poor word choice - not totally clear on the best vocab to use. I mean in the hex editor each hex is a two-digit hex code, and the animations are defined by two of those two digit hexes (e.g. 01 E0, 00 74, etc.).

Uh ok, well i didn't know what you meant by two block hex code lol, but i do know how to Hex edit the animations and that kind of threw me off.
Quote from: chocolatemoose on August 16, 2020, 11:00:06 pmTo make the animation changes, I found the ability index of the ability that I changed, looked up its animation offset in the data sheets, then went to that offset and changed the two block hex code to the animation style I wanted to use. Yet, this didn't seem to work in all cases. It worked in some, but not all. I haven't tested extensively but it seems to be more of an issue farther down the ability index, like for Moogles but not for Humes. Does anyone know why or how to fix it? Could taking abilities originally assigned higher or lower in the index and moving them to jobs higher/lower in the index affect the offsets?

Two block hex code, uh what???

Quote from: chocolatemoose on August 16, 2020, 11:00:06 pmAnother potential hypothesis is I wonder if the unexpected behavior has something to do with the unused abilities in the middle of the index (for example, I didn't edit Prominence (0070), I removed the race index from it and no skill sets have the ability assigned). Could this throw off the animation offsets for the remaining abilities? Could this also have something to do with why the Bishop and Cannoneer don't work properly?

Removing a ability and it's race index has nothing to do with the skill's animation, they're separate which i can confirm this with how my mod works.