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Messages - FrozenDragon150

61
2 slots? Oh, great news then, Cid and Frimelda may have new classes, Luso might as well work as a normal hume since he's got all that "wants to see everything about ivalice" theme

...Which slots, by the way?

Text pointers... Does that mean that it should be possible to edit descriptions and names?! Awesome!

Also, have you found a way to do level scaling? I think a crude version of it is present in some battles, i've noticed level differences in enemies during multiple playthroughs, i once fought against Ewen at the Rupie Mountains, he was level 25, then i made a low level run and he was level 19
62
Really? Oh, well, back to the drawing board there.

But, if all classes on the editor are used at least once in the game, that would make it even harder to create unique classes...

That's really my main concern right now, some characters really need these, namely, Luso, Cid, Frimelda and Montblanc (this one less so than the others)

After all, it's not fair that everyone else has their super-sweet-and-awesome special classes and these ones are left out.

In fact, i already have some ideas for Cid and Frimelda, Cid should be a "Protector" an upgraded version of the Defender, but with more skill variety, Cover, higher defensive stats and attack, able to equip Knuckles, Broadswords, Greatswords and Spears.

Frimelda, like i said before, should be a "Blademaster" with "Blade Skill" or "Swordsmanship" as command, having high Attack, Defense, Speed and Resilence (status defense) as well as Blade-based skills.


Btw, i noticed that Gifted one and Nightfall, as well as a few other classes are absent from the Editor
63
Well, i already changed a "Gimmick Unit" (The one in the 93 slot, right after Nightshade) to "Blademaster"

I did that 'cause as far as i know, Gimmick Units are not used by the game anywhere, but the Commands are a bit more complicated since i think the game uses all of those
64
Hey, i just had an idea, if i can edit text, does that mean i can create unique classes for characters by replacing the dummy ones?

I'd love to make one for frimelda, kinda like a female Orlandeau, called "Blademaster" with "Blade Skills" as Command, and having Holy Blade, Blade Dance, Parivir elemental blades and possibly other Sword-based skill. Oh, and being able to equip Swords, Blades, Greatswords, Knightswords and Katanas.

Maybe that's just a dream though
65
Mimic Montblanc = Berserk

That made me fall of my bed laughing

...And hit myself in the face, curse you bcrobert...!
66
Good job, i have a few questions though:

How can you do the following?
"- Remove all laws.

- Give enemies increased levels, more abilities to choose from, and better equipment.

- Make all hidden jobs available from the start of the game. "

Also, how can you change Job's names? Do you know how to change job descriptions? What about skillset names and descriptions?

As for Mediator... Well, i don't really remember many skills right now, but what about making them a 'dialogue' based status effect job? With things like Provoke, Advice and the like?
67
Do you know how to do it? I'd love to implement a Starter-Advanced-Quirk kind of class system, which should be easily done by simply adjusting the Jobs A-Ability unlocking requirements.

Starter classes, as the name implies, should be those you start out with, or directly unlock through a quest, without needing X number of Abilities learned from a certain Job. Advanced classes are those which have Ability requirements, and are generally better than the starter ones at their respective role. Example: The Soldier is the Tank of the Hume starter classes, Paladins are the Tank of the Advanced classes, so they have higher defenses and better equipment options and abilities, so, to unlock the paladin, you need X number of Soldier abilities mastered.

About Resilence, maybe they shouldn't need to be lowered, Status attacks can be made more accurate, there are different accuracy types for debuffs in the editor, so i could just set them to the default '1x Debuff'

Plus, abilities giving Accuracy Up should be made more widespread.

Well, I'll only be able to log in again in 5 days, my cell phone's data plan is running out as well (How crappy ._.)
68
Right, actually, there are 2 things that should probably be removed altogether, Enemy removal and Equipment breaking, these 2 are mostly just there to cover space and annoy the hell out of the player, respectively, after all, the turns you spend trying to convince the enemy to leave could be used to kick the crap out of it, and getting unique weapons broken is something that can seriously mess up a game. Steal: accesory is forgiven since it serves a clear purpose both on the enemy and the player, the enemies annoy the player and remove their accesories and benefits, meanwhile the player can use it to gain more accesories.

Actually, maybe the Ultima skills should get range based on the skill, Ultima Shot should be mid-range since, well, it IS a 'Shot'

Or maybe instead of that they should be Weapon-Specific, if possible, i think they are, since it appears on Lennart's editor, but i don't know the specific values for each weapon
69
FFTA/FFTA2 Hacking / Re: FFTA2 Ability Animations
November 08, 2014, 09:01:02 pm
Me, me, me!

I don't really know how to hack or anything, i'm barely able to search for given addresses and alter their values, but i have lots of ideas and am currently figuring out a rebalance of the game, so i'd be glad to help out giving advice and testing
70
I just don't want them to be spammed to hell and back until the battle's over, which kinda finished off the original's difficulty. Besides a higher MP cost, maybe they should be limited in range or something?

Also, Removal skills, like Parley and Oust, i'm sure i should remove them and give their respective jobs more useful skills, why? Because they don't really add up to much, after all, it is quite a waste of space, having a skill that fails almost always instead of a buff, or a AoE skill, or something more useful.
71
FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
November 08, 2014, 06:51:57 pm
Er, something i noticed when using this, i think the ROM you're going to edit needs to be called 'Final Fantasy Tactics A2 Grimoire of the Rift.nds'

I first attempted it with another name, but it said 'can't find a file with no name' or something like that, after i changed the name it worked perfectly
72
Really? Oh, well, i could have sworn i had readed that somewhere, but, eh.

Guess that's back to the drawing board there XD

Btw, i just realized that there is no 'Nightfall' (ewen's class) in Lennart's editor, how weird, guess i'll have to retool that one manually and maybe give it another Action Command, Ninjutsu kind of sucks.

Also, input here guys, should Ultima skills be removed altogether? After all, if they're nerfed, it just wouldn't be Ultima, and if it is removed, then it's a big weapon on each race's arsenal gone.... Mmmm, i guess i should give a few tools more to the classes that lose it, unless they're strong to begin with.
73
I mostly said that about the Speed growths because both the player and the enemies would benefit from it, as far as i'm aware, enemies stats are determined on-the-spot when the battle begins, based on their level and Job, is this correct? If so, then enemies will always have a speed stat proportional to their level, as if they always gained a point in speed every level.

As for recruitment, is that possible to do? I would also like to limit the recruitment level. Once i can get to read Lennart's notes i'll try to figure something out XD
74
I just thought about 2 topics for a rebalance:

-MP should not regenerate normally, instead, it always starts at max every fight, this way you can use your spells from the beggining, but you'll need to keep an eye on it so you don't spend it all too quickly, while the MP Channeling priviledge would enable MP regeneration again.
There are some skills made to reduce the impact of losing your MP too quickly, the Arcanists Syphon skill normally absorbs mp and restores your HP, now it should absorb mp and restore mp too, Recharge should cost no mp to use. Later on, due to higher MP stat higher level mages have, you'll probably not have any MP problems. Plus, this kinda nerfs Blood Price, since it's only remaining advantage would be in the early-midgame where you'll mp would be fairly limited and with self-healing using elemental spells and robes you can use blood price spells pretty much forever, but later on you won't probably need this.

-Speed growths, seriously, what's up with this? Either you do the tedious speed resetting to get a point in speed or you change to a frail class like thief or ninja to get any common growths, or you remain a turtle forever.

What should be done then? I dunno XD maybe give all classes a 99% Growth in speed, so that Speed's impact on the game is lessened, and instead alter the base Speed of the classes, so everyone should be able to max, or near max, speed, only that they do it at different speeds (speeds, geddit?) I dunno, i think speed is way to important, so for the purposes of a rebalance it also needs to be balanced rite?

Ideas and opinions welcome :3
75
bcrobert
Yikes, too advanced for my blood XD

Is it really that hard to modify the Jobs A-Ability unlocking requirements? What were the devs thinking?! I mean, I figured it would be hard to change, say, the Fighter's unlocking requirement, since it requires to complete a quest in order to unlock, but i thought it would be easier to modify the other Job's requirements, like making a Black Mage not need any White Mage A-Abilities mastered to unlock, guess i was wrong :/

I suppose i could instead make her a Ninja upon recruitment and give her Thievery as a secundary, much simpler to do than tinkering with what unlocks which Heritor Skill, and hey, it is still a better class than the Thief.

Blue
Just what i was looking for, i used that data to find Frimelda, Hurdy, Vaan, Penelo and Al-Cid's starting classes and secundaries. *grins*
Now i can give Al-Cid a secundary Command, like the Fusilier's Gunmanship, after, of course, making the skills available to him (Good thing there are Equipment and Ability editors)
76
Welp, last time i looked, it was for the 'MP regeneration' and 'starting MP' adresses, i was going to download the files later, and now my data plan ran out ._. Bad move on my part. I guess i'll just have to wait it out :( oh well, just 15 days to go.

I suppose more research needs to be done on my part, i was experimenting with a datasheet i found in another website and managed to give Defenders the 'Cover' skill, which is a start, btw is it possible to give a skillset more skills while leaving the others instead of having to remove one to put the other in it's place? If so, then how many can i set?

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.

Also - Part 2: Is there any way to 'flag' quests and make them unlock certain skills? If i ever find how to edit Adelle's starting class, i would like to get her to start out as a Heritor, but with no skills of course, she would still have not unlocked her Instinct skills, so giving her 'Steal (Sky pirate version)' would be nifty, and Lennart would be unlocked after completing the first 'Gifted one' event (when he fights adelle)

Also - Part 3: Is there a way to change Job requirements? (If such function is already on the Job Editor and i haven't seen it, then my astigm-whateverthingieonmyeyes must be getting worse :/) if so, i had and idea, about having more jobs unlocked at the beggining, each one being 'starter' jobs that serve to develop the character at first, that are used to unlock 'Advanced' jobs, the absolute best ones of a single race.

Here's an idea with hume jobs:

Starter
Fighter Jobs
-Soldier (Tank)
-Fighter (Attacker)

Stealth Jobs
-Thief (Close range, evasion-based)
-Archer (Long range, distance-based)

Mage Jobs
-White Mage (Support)
-Black Mage (Magic attacker)


Advanced Jobs

Fighter Jobs
-Paladin (Tank)
-Parivir (Attacker)

Stealth Jobs
-Ninja (Mixed attacker, evasion-based)
-Hunter (Long Range, Distance-based)

Mage Jobs
-Seer (Magickal Jack-of-all-trades with many options plus Recharge and Magick Frenzy)
-Illusionist (Fully offensive mage)

Quirk Job
-Blue Mage (monster abilities, debuffs, buffs, physical attacks)

Opinions?
77
Yep, I actually found where Luso's starting class is stored, but I dunno about Cid and Adelle's, as well as starting equipment.
78
I don't mean unique classes, but unique characters, as in, Adelle (as a character) starts out as a Thief, what I can't seem to find is how do I edit this, to make her start out as another class.
79
I see, well, maybe i should do that for all A-Abilities (save for those who are meant to be in a progressive style, as well as Heritor Abilities).

Btw, is it possible to modify unique characters' starting equipment? I can modify Luso's starting class, but i dunno where to look his equipment and base stats, as well as for Cid, Adelle and other uniques
80
Indeed, or hitting their own allies with arrows due to not checking height parameters, Veis made me lose the final fight against Klesta because of that ._. and getting 2 critical hits in a row with double shot, she never gets those when she's attacking enemies though.

Does checking 'Already Mastered' on abilities also affect the enemies? if so, perhaps it would help give the CPU more tools to use