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June 30, 2025, 08:13:30 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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Messages - Zeke_Aileron

1
Future Update i plan on doing to this mod when i'm able to have time to do so.

This Post will mostly be for HUMES atm, will update over time with the rest.

All mentions of fixed/low/medium/high will be referred to that which are respectfully XX/25%/50%/100%

  • First Aid: Restores 10%+lvl target's HP, removes some debuffs, Applies Resilience(↑)
  • Rend Power: Deals low physical damage and lowers the target's ATTACK(↓)
  • Shield Bash: DISABLES, applies Defense(↓), and Knockback's the target. Requires: Shield (Does 20 fixed damage)
  • Rend Speed: Deals low physical damage, lower the target's SPEED(↓) and inflicts SLOW
  • Sweeping Strike: Deals low physical damage, and Delay the target's next turn
  • Dual Strike: A technique that strikes a target twice. Requires: Bladed Weapon
  • Roll Call: Grant's selected ally ATTACK(↑) and MOVE(↑), QUICKEN user, Applies DISABLE to user
  • Scan Intel: Scan the Enemy target's weakness, lowering their DEFENSE(↓), RESISTANCE(↓), and RESILIENCE(↓). Also reveals the target's Lv. 1 Loot
* Promote is getting overhauled into another Hume job
  • Thievery Loot Lv. 1: Deals low physical damage, Steal 2 of the target's Lv. 1 and Lv. 2 Loot, and steals a random Lv.? Loot
  • Thievery Loot Lv. 2: Deals low physical damage, Steal 2 of the target's Lv. 2 and Lv. 3 Loot, and steals a random Lv.? Loot
  • Swift Swipe: Bypasses the target's reaction ability and deals low physical damage, steals a random Lv.? Loot
  • Dagger Toss: Throw a magicked knife at a distant target, deals low physical damage, applies RESILIENCE(↓), and depletes their MP
  • Steal Accessory: Steal the target's Accessory, steals a random Lv.? Loot, and deal medium physical damage
  • Cloak: Grants INVISIBLE and QUICKEN to user.
  • Gil Snatch: Deals low physical damage, steals 2 random Lv.? Loot, and steals the target's Gil 2 times
  • Poisoned Weapon: Range dependent, Deals low physical damage, applies RESILIENCE(↓), POISON, and IMMOBILIZE to target
  • Media: Magickally bind the target's wounds, Restores low amount of HP, REGEN to ALLY, and deals damage to undead, 25% chance to QUICKEN user
  • Mediarama: Magickally restore a medium amount of HP, REGEN to ALLY, Deals damage to undead, 25% chance to QUICKEN user
  • Mediarahan: Magickally restore a high amount of HP, REGEN to ALLY, Deals damage to undead, 25% chance to QUICKEN user
  • Esuna: Magickally purge the target of debuffs, Raises RESILIENCE(↑), Restores low amount of HP, and QUICKEN user
  • Raise: Magickally revive the target, removing KO, grants QUICKEN and restores 100% target's HP equal, Applies KO to undead.
  • Prayer: Recite a Prayer to Allies surrounding the user, Grants PROTECT, SHELL, ASTRA, and QUICKEN user
  • Reraise: Grants RERAISE, REGEN, and RESILIENCE(↑) to the target, 25% chance to QUICKEN user
  • Refresh: Magickally cleanse the target of debuffs unaffectedby Esuna, grants RESILIENCE(↑), Restores medium amount of HP, and QUICKEN user
* Able to equip Books as another weapon option
* All Media(line) abilities give REGEN to Allies
* Fire, Ice, and Lightning apply RESISTANCE(↓)
* Able to equip Books as a secondary weapon option
  • Precision Focus: Muster the user's strength, increasing next action's Basic ATTACK, QUICKEN user
  • Leg Shot: Take aim at the target's legs to IMMOBILIZE, and deal low physical damage, Requires: Bow, Greatbow
  • Arm Shot: Take aim at the target's arms to DISABLE, and deal low physical damage, Requires: Bow, Greatbow
  • Cupid Shot: Pierce the target's heart with a magicked arrow, deals low physical damage, and CHARMS the target, Requires: Bow, Greatbow
  • Burial Shot: Bring peace to the undead, Apply KO to target undead unit, Requires: Bow, Greatbow
  • Aimed Shot: Take careful aim at the target, increasing chance to hit, deals low physical damage, applies DEFENSE(↓) to target, Requires: Bow, Greatbow
  • Lightning Shot: A blindingly fast attack that BYPASSES the target's reaction ability, deals low LIGHTNING damage, and RESISTANCE(↓) to target, Requires: Bow, Greatbow
  • Blinding Shot: Shoots a specially prepared arrow to BLIND the target, and deals low LIGHTNING damage, Requires: Bow, Greatbow
  • Field Aid: Restores 10%+lvl of user's HP, removes some debuffs, Applies Resilience(↑), and QUICKEN user
  • Zeal Blade: Deals holy damage and BLINDS target, does more damage to undead units, Requires: Bladed Weapon
  • Saint Cross: Project a righteous aura, dealing holy damage to surrounding units, Does more damage to undead units
  • Holy Blade: Summon a blade of divine light to deal holy damage to the target, does more damage to undead units, Requires: Bladed Weapon
  • Sanctify: Unleash a flash of holy light, banishing the undead, Apply KO to the undead unit.
  • Blitz: Take the measure of the target before attacking, increases chance to hit, deals low physical damage, and applies DEFENSE(↓) to the target
  • Ki Render: Focus the user's ki, sending blades of WIND tearing through the target, and applies RESISTANCE(↓) to the target.
  • Flairwind Blade: Strike the target in a whirlwind with an air imbued blade, deals WIND damage and DELAY, Requires: Bladed Weapon
  • Maelstrom Blade: Strike the air forward in a cone with a water imbued blade, deals WATER damage and POISON, Requires: Bladed Weapon
  • Earthfall Blade: Strike the target with a earth imbued blade, deals EARTH damage and IMMOBILIZE, Requires: Bladed Weapon
  • Shimmering Blade: Strike the target with a flame imbued blade, deals FIRE damage and CONFUSE, Requires: Bladed Weapon
  • Skyfury Blade: Strike the target with a lightning imbued blade, deals LIGHTNING damage and BERSERK, Requires: Bladed Weapon
  • Hoarfrost Blade: Strike the target with a frozen imbued blade, deals ICE damage and SLOW, Requires: Bladed Weapon
  • Abyssal Blade: Strike the target with a dark imbued blade, deals DARK damage and DOOM, Requires: Bladed Weapon
  • Shining Blade: Strike the target with a holy imbued blade, deals HOLY damage and BLIND, deals more damage to undead units, Requires: Bladed Weapon
  • All of their abilities do elemental damage and apply Addle along with their respective debuff
  • All abilities in their set Requires: Rod Weapon
2
Quote from: Zefyris on November 20, 2023, 05:00:06 am1. Is there a reason that the level cap is 75 instead of the normal 99? If not, is there a method to change it back to its original 99? I feel like
 I have reached the level cap (75) really really fast playing this mod, like I reached it when I had like 180~ missions completed or so, without
 grinding on random battles at all... Just curious.

 2. I noticed that when you attack with the "new" Edaroya Scriptures (not Luso's grimoire that uses its original sprite), it crashes my game if
 I use the auto-attack with Luso wielding the two of them. I don't know why, but I think it may be because the new Edaroya replaces the "present"
 kind of canyon that was scrapped in the base game, and because it was originally a ranged weapon, it crashes when Luso tries to double attack? I don't
 actually know, but it only happens with the new Edaroya. I'm normally using the Tome of Ending becuase of this crash and it works fine dual wielding with Luso's grimoire.

 3. This is just my pure curiosity to know how you managed to implement the Hammer Knight class with the sprite of Lili of the Primma Donna fully
 functional. I remember playing the game as a kid with the Illua cheat, and she freezing the game whenever she auto-attacked or got the opportunity
 command. I think I read somewhere that that was caused because the lack of sprite for that type of attack/reaction or something about that lines.
 And then recently replaced some party members with, for example, Valentyne sprite, and it crashed the game like Illua. So, how did you do it? Like
 I said, this is plain curiosity because I love this game so so much.

Sorry for the late response, been busy with stuff IRL.

1. I felt that level 75 would be a good spot for unit balance since i felt that units seemed well rounded at that level; however, with a newer Editor out and looking back at my past mod, i'm planning to change this and overhaul unit balance, enemy balance, item balance, equipment balance, Law balance, boss stat balance, just a huge overhaul overtime at once.

2.Yeah it was the only way to make a book weapon usable for my custom class on Luso, with the new Editor i'll be able to fix this and make Grenades a fully usable weapon for all races if need to which will fix the crash from it as well, this will take time however.

3. The way i did that is by giving the custom unit generic lines to use for their Quest starting lines, Opportunity text lines since enemies/guests didn't have them, and fixing specific unit animations via hex editing to their specified abilities/skills to not make them crash.

Quote from: Kanon38 on June 05, 2025, 02:06:35 amI'm back from the past, OP.

Can you explain why do you think Quicken is necessary to this game, while a lot of people dislike it?

I mean, it's your mod and your work, so do what you want, but why do you keep it while it adds so much randomness and frustration, while minimizing the strategic aspect of the game?

In the past i loved the idea of Quicken being similar to XCOM free use and extra turn mechanic like in SMT/Persona; however, over time the usage of QUICKEN from the enemies get overly obnoxious which i knew about and the past editors had no way to tighten the use of QUICKEN to be a 1 of, in the future update which hopefully mitigates this.
3
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.3
June 13, 2025, 05:01:42 am
Quote from: maroon on June 13, 2025, 04:48:25 amhow can i change text in image?

From what i know, there currently is no way to do that in the Editor, in another older editor you can do so with the help of Crystaltile and such, but since this editor changes everything from the base vanilla game's code, i'm not sure if the image displays would be in the same places as in the crystaltile.
4
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
May 29, 2025, 07:35:11 am
Quote from: Rurusachi on May 28, 2025, 08:56:08 am
  • I believe there are some unused bytes on equipment so this should be possible but will require some work.
  • Clan Privileges are mainly implemented in the battle scripts I believe. So probably doable whenever we can decompile and recompile those.
  • There are a lot of data structures kept in memory related to quests so I don't think it's feasible to add more. But there are actually 512 "quests" because of how multi-part/battle quests work, so you could probably make some room by changing/removing some of those.

  • Ah okay, i would really like to see them being a thing since they are stats that the player and enemies can mess around with as well
  • Clan Privileges tend to break alot of battles with how overpowered some of them are and most of them tend to get overshadowed because of their niche use or just useless overall.
5
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.2
May 23, 2025, 08:25:05 am
I've been curious for some time now about this editor Rurusachi, is there any way to implement the following below to the editor to make it possible for Players to mess with?
Mechanics that might be implemented?
  • HP and MP being able to be added/reduced onto equipment pieces: there's been a few games that i've played that made me interested in this and hoping to see it in this FFTA2 editor
  • Clan Privileges being able to be adjusted, removed, and or made into Clan Passives instead?
  • Able to add more quests into the game above the Vanilla's 300 quests? I've been wondering about this since in the quest menu there's a lot of empty spots that could've been made for more quests.

So far the Editor has been amazing and has done it's job for a lot of stuff that i've been able to previously do and some extra, love the work you've done for this Editor, it's been a great asset for the FFTA2 Modding scene and i'm hoping in the future it continues to get some extra QOL stuff.
6
Quote from: WatermelonPrincess on July 28, 2024, 11:21:10 amThat is sad to hear, but it's understandable.

I did do a little further digging and find that the user Lennart had some notes that possibly weren't included in the sticky thread...

Does anyone have a copy of whatever files were stored on the media fire link?

If the files you're looking for are the excel data sheets that alot of us here has used for finding the hexes to edit stuff and whatnot, I'm pretty sure it'd be these, anyone else needing these files can download them as well.
7
Quote from: 1joshu5 on November 17, 2023, 08:33:02 pmHello Zeke_Aileron! I'm playing on mobile using Lemuroid emulator

The mod works fine on DS Emulators for PC, never tested it on any mobile device emulators and will probably never get around to doing so either since all of my testing and modding is done on PC.
8
Quote from: Bokhell9 on October 17, 2023, 05:55:20 amWhat stats does luso's tactician ability use? Attack or magic? Is luso's tactician ability attack or magic oriented ?

Luso's Tactician job has both stat growths.

Quote from: 1joshu5 on November 12, 2023, 10:01:15 pmI reached Illua fight 1 in the story quest and the game always crashes whenever Neukhia attacks/take action.. Does anybody know how to fix this?

Are you playing the mod on mobile or a DS Emulator?
9
Quote from: 7ffta7 on January 22, 2023, 03:06:31 amSorry for the trouble...

I'm trying to make all abilities instantly mastered upon equipping? Alternatively, can you set the ap costs to a cost lower than 100?

Much appreciated!!

Abilities cannot be mastered automatically via just equipping said weapon/equipment since making the AP to learn an Ability set to 0 makes it unable to be learned by whatever job it's supposed to be taught to.

You can master a set amount of Primary Job and Secondary Job abilities to units that you can Recruit through Hex Editing their recruit values to have said abilities mastered, as well change what equipment recruit-able units come with.
10
Quote from: 7ffta7 on December 17, 2022, 01:02:01 pmI've been trying to find the AP costs in the FFTA2AE.jar ability editor but a lot of the fields are "Unknown" and none seem to be for AP. Is there a different tool I can look at?

Thank you!

Sorry for the late response for this, to edit the AP costs for abilities you'll need to either Hex edit them manually via using the Spreadsheet for reference in a Hex Editor of your choice, or use DeSgeretjin's FFTA2 Text Editor under the Command List Editor which is much easier to use if doing stuff manually isn't your thing, and you'll also will need to know which Hex number to edit which is usually 2 digits, i'll include a AP Hex edit list i have attached to this post if you need that as well.
11
Quote from: 7ffta7 on December 17, 2022, 11:52:06 amOhh I see. Is there a way to reduce all AP costs as well? Thank you so much for your help.

AP costs have to be adjusted within one of the editors and or through Hex editing.
12
Quote from: 7ffta7 on December 16, 2022, 09:46:09 amHi, sorry for necro...

Could I ask how you went about making the Speed stat independent on level-ups and just from race?
Or could you make a patch that only includes that change? It's such a fantastic change that removes the need to keep reloading for Speed.

In one of the editors i just set the speed stat across all the races jobs to be a specific number which also includes monsters and enemy only jobs, and also made the speed % chance on level ups 0.
13
FFTA/FFTA2 Hacking / Re: Nightmare Bug?
August 04, 2022, 10:48:38 am
If it's the Equipment Editor for the Nightmare Module, it's most likely because of the outdated jobs list it has, you'll need to have a updated version of it.

I'll put it here, just replace the jobs.txt file in your equipment folder of the nightmare module and it should work after you reapply the changes you want ingame.
14
Quote from: Ethereal Embrace on July 22, 2022, 11:06:16 amI don't know if this is happening specifically because of my computer/OS or whatever, but any time I try to do anything regarding the Warrior's skillset called "Arts of War", it will instantly and immediately go back to the Soldier's skillset of the same name. This means I cannot make any changes to Warrior skills or even add those skills to a random unit in the formations tab.

What should I do?

The main reason it does this is because both the Soldier and Warrior share the same Skill set in Vanilla, you need to either change the name of the skill set for either the Soldier's and or Warrior's to be able to edit their skill sets separately in the editor.
15
I think it's possible to make your units start with half of their max MP if No MP and Full MP work in FFTA2, you'll just need to test the Hexes and do trial and error to see it works or not.

It is 100% possible to change the amount of MP you gain per unit turn.
16
Quote from: Madeen on May 28, 2022, 07:53:36 amWhile you're in the mood, may I suggest you take a slot or two from Taoru too?  Alchemist could use some more damaging magic :P

I'll think about it when i get around to reworking her again.
17
Quote from: Alast on May 07, 2022, 05:25:35 pmI don't know if the creator wil read this post one day but i had to creat this account only to thanks him.

This game is extremely important to me and it was a breath of fresh air to play it again with such great experience.

Thank you and thank you again to the creator, to this forum and hope the best for everyone here !

I read through everything, I just rarely post since I'm usually busy with irl related stuff and work which has been killing me.

I'll try to keep this minimal since I'm still planning to do another update in which makes the Quicken abilities a bit less RNG granted, most stuff will have Quicken still, But I have found a way to make %'s to be under 25% to have certain abilities have 5%-20%, I'm still testing it out to see if that works and if it does then most of the abilities will be getting rebalanced for that along with a damage ramp since most damage abilities and healing abilities have been lacking in terms of Mid-late game based on the progress, and all units will be getting a bit more base stat values and stat gains to give more jobs a chance to be used instead of going for your go to jobs since there's a bit of a meta in this mod once you get used to it.

On top of this I plan on gutting Luso's Unique Job's ability set down to give a few other Hume jobs more skills to have some more options available to them, and yes I didn't forget about the Cannon Mage, his job ability set is also getting gutted down to give the other Nu Mou jobs more options as well, and more base stats along with it as well.

Most Healing items will still have QUICKEN; however, in the coming update(s), I will mostly have only 2 primary Support AI units in most fights that has Racial Jobs in them, 1 that only heals with Magic and Debuffs, and 1 that only uses Items to allow the Player to focus these enemies down to keep the spam from their side down, and I'm aware there's a few missions that get extremely rough because of said spam and damage values against the player which makes doing these missions take alot of time and retries.

So yes, I am still here, I do read the suggestions even though I'm still determined to keep the QUICKEN thing to stay, just need to rebalance and rework stuff to make it fair for both the player and AI.

Quote from: haseo on May 15, 2022, 03:15:05 pmHi, is there anywhere I can see how each skill calculates its damage? If it uses the weapon or has a base power.

Thanks

Most abilities use a base power + your according stat for that ability.
18
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...
19
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?
20
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...