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May 19, 2024, 04:17:35 pm

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Messages - Kuro

21
To Reytai: Yeah, I already warned that after the next patch you'll need a new game due mainly to the new MP System, but I did so many things that it will feel as a new game, but in the line of what I have done so far. I didn't just up the prices, I also did with rewards and did with selling loot. And yeah, as in the vanilla game, the early is balanced then completely unbalanced when you reach discounts and shitty auction house etc...

To both: I'll send it there, I think I'm going to attach it here and link from the main page with a warning of testing version. I'm gonna edit here when I have it ready, in a little while.

Things to consider

Antidote: Kill every Foe, use it for fast testing if you need it.

Yellow Wings mission might be weird since I've been messing with AI to get a better behaviour. I think I found something good and you gonna feel the Black Mage smarter, -not getting too close and hitting with rod when he can spam spells from afar-

Gria, Seeq, Unique Jobs and Neutral Skills are waiting for new MP cost in abilities and rework, so don't use them because I won't really get any useful feedback from them. However I did a noticeable change. I removed Vanish from Sniper to add Hawk Eye and Vanish is now a Neutral Skill. This might be cool to make som enemy formation full of invisible vieras.

Updates from feedback and testing.

0.9.7 Released. Contains all down below.

1. Fleuret allows learning last ability of Fencer set Swallow Dance when it should be En garde. An useful buff that grants Fencer Evasion Up and Counter. It was my mistake and I swapped to correct weapon Femme Fatale.

2. Shortsword reduced defense to 30.

3. Rupture fixed.

4. Wanted: Cyanwolf AI fixed to allow learning of Screech for a Blue Mage, it will probably make the mission harder as well cx

5. Absorb MP removed from player use. Kairetsu already warned me and I forgot removing.


1. Within Archer set: Mitron Arrow gains bonus power and costs 183 MP
Blackout uses debuff accuracy for Oil instead of normal.

2. Some abilities were given new and necessary animations, they are not perfect but they work. Rapid Shot, Mitron Arrow, Fire Arrow, Trine, Chocobo Song. I will add more these days. Edit: Added Spellblade, Gria and Seeq needed animations. I think just Beastmaster needs one for Beastiary and other for Hunt Ground but didn't confirm.

3. Neutral Skills added back with new abilities! Check spreadsheet for more info. Alchemist got Panacea back in the slot of Transmute which is now Synthesis as a Neutral Skill.

4. First Aid, Divine Aid and Lifetap, got increased MP cost since it I think their cost was too low for abilities that scale very good in late game.

5. Gria and Seeq jobs reworked and usable back! Enjoy and remember to give feedback if you find them overpowered, weak, redundant, boring, whatever. I'll consider any opinion.


1. Correct most of descriptions with the help of a tester, thanks Cecil.

2. Add a rumor to imply the addition of Neutral Skills and where to get most of them.

3. Probably increase gil cost in high tier equipment.

4. Edited some graphics: Labels of classes renamed.
22
Yeah, the assigment of abilities to equipment was another pending work and it's a good coincidence you brought it on because I completely reassigned abilities to equipment for the next patch so it would be the point 7 of changes. This time I'm making sure I give a good playable version for a better feedback. I'll give you an example:

Short Spear has Jump now.
Leather Knuckles has Attack Up for Berserker, White Monk and Tinker -Yeah Moogles got Attack Up- In fact my intention is giving all "Stat up passive" to all races, sometimes repeated for a better access to different choices of build.
Short Sword has First Aid for Soldier, Warrior and Raptor.

So, as you see, with the reassignment I'm trying to spread abilities in as much equipment as I can along with new passives added. Right now I'm exploring the rom to find a possibility to change AI behaviour while I test the game as it is after the change in the MP System and the Gil economy. So far, I've enjoyed how it is going -after three story missions- but maybe I will make shop even more expensive. For that reason I need feedback, but Gria, Seeq, Unique Jobs and Neutral Skills aren't avaliable, so I'm just giving an early patch to those wanting to report me as you did because game isn't very playable right now. Let me know if you want it and I message you.
23
I've progressed a lot but I need to test the new Gil economy, the new abilities and the work of the current MP regen. Gria, Seeq, Unique jobs and Neutral Skills are not updated still since they weren't neccesary.

If someone is interested in helping with testing I can share an early patch for those wanting to try it out. But really I need feedback.
24
It is, I just need to readjust growths but it was a little dissapointing. I thought MP Shield would work better with a higher pool now I will need to lower it.

I'll upload a doc google in the same format than Rfh with the changes.
25
Fuck me. Patch was almost completed and found a major issue. MP cost only has one slot assigned in hex value so the maximum I can set is FF = 255. I had everything balanced to make use of most of MP bar like Firaga cost was 360 and a Black Mage perfectly built might achieve 644 MP...

I'm going to think what to do now but I don't like the idea of lowering costs and regeneration because it would make me have to redo a lot of stuff.

26
I don't, but if you don't mind I suggest you to post a screenshot because... I want to see that o.o Would it be the Teddy Bear of Mewt Randell?
27
Sure, I will eventually start to alter formation again. I'll update what I've doing these days.

1. Rebalanced Gil rewards, Gil cost of equipment, usable items and loot from monsters. I made a lot of theory that needs testing but I like the way it is now.

2. Rebalanced CP gain. Now it should be much harder to spend coins on the auction token store.

3. Rebalanced equipment stats again. Every weapon but for bows gets +10 overall and Two-Handed Swords got a +30. Shields are now paired with weapons stats. Hats, helms and accesories got a boost as well.

4. Items are open for every job as a fixed additional command. Remade the items skills -mirror included-:

Potion: Gives Regen + a 0.2 of Max HP of user                     = B 200 S 100
Hi-Potion: Gives Regen + 100 HP fixed                                = B 500 S 250
X Potion: Heals as much as one physical Attack,
so it scales with that stat                                                    = B 1000 S 500
Elixir: Heals 1/2 of Max current HP of user and 75 MP         = B 3000 S 2000
Ether: 75 MP                                                                   = B 2000 S 1000
P. Down: Kill Ally to recover HP + Regen  + No damage        =  B 900 S 450
(Mirror revives Ally inexchange of user's life) 
Normal Ailment cure: Status effect off                                = B 300 S 150
Holy Water: Remove Undead                                             = B 600 S 300
Remedy: Cures Most Debuffs                                             = B 2000 S 1000
Eureka: MGK RES Regen                                                    = B Nope S 2500
Grimoire: ATK DEF Regen                                                   = B Nope  S 2500
Dark Matter: Same effect as before for now                         = B Nope S 2500

4. Revamp MP System:

-Units start with Full MP.
-RP Regeneration will be 50 MP
-Attack will consume 25 MP on hit.

5. In process of rebalancing Jobs again so I can adapt them to my new MP System. Base MPs are the most remarkable change. All jobs will start with a higher MP base to allow use of abilities remade. Also I believe now I will make hybrid builds (ATK + MGK)more viable after the changes in equipment and stats growths. Why?

Attack command is the cheapest damage action in the next patch, so unit always benefits in MP from it. Therefore, if an hybrid wants to be efficient to gather MP for future actions while keeping dps it will need to do Attacks.

Melee's will be allowed to perfom weaker abilities than mages due to MP cap and Attack comman consumption.

Mages will be able to drop one nuke in the first turn. However after that command Ether, Wait and Charging MP abilities will be their best friends. (I was inspired by Eternal and Raics from TO: LUCT - One vision mod)

Dual Wield Build with Hume or Viera will make you consume your turn MP, balancing the power of one weapon in each hand.

Counter reactions consume MP as well, if you don't have anymore MP you'll attack for free so I guess Dual Wield works good with Counters.

Edit:

6. Got rid of ability requeriments for jobs, they will avaliable as soon as you get them for any unit.

28
FFTA/FFTA2 Hacking / FFTA2 Data Notes
May 24, 2019, 05:15:04 pm
I decided to start this topic to gather information of exploration on properties, adressess, routines and the like. I encourage people to upload their findings and I'll add mines first. I don't have the knowledge to write properly about romhacking so I'll expect mistakes and I'm glad to correct from advice of experienced people:


My and Kairetsu findings:



Ability editor

This one needs serious rework because some of the properties are wrongly listed. Anyway I figured out few of them.

Modifier 39 = 0.05x Current target HP
Modifier 3B = 4 ?
Modifier 2A = 0.5x Current User's HP

Offsets

The data sheet was probably outdated so I don't know if someone else figured out these adresses but anyway:

-Under Equipment-

Items (8 bytes)
053FF7A8
053FF83F

Loot (16 bytes)
053FF840
053FFE9F

Abilities? Removes all Active Abilities if 00 (12 bytes)
053FFEA0
054001B7

-Between Recipes an Auction Prizes-
Auction Records
0540443F
05404414




Unknown Flags by Kairetsu.

He updated the list while he was helping in my mod.
29
Nice work, I'll use it to check if I some classes can't use the weapons I made avaliable. Also Kairetsu tested in my mod that Grias can't Dual Wield and I already added it to Vieras and they can use it freely -but for the weapon restriction you listed-.
30
^ I hope you managed to pass over that brick wall. If that's not the case let me know again to revise that that battle.

That said, I think I am back after a long break and well I wanted to say something about my ideas right now:

Last patch I released (0.9.6.1) adds elemental weakness and resistances for playable races as well as changes in those on 'monsters'. For the next patch (0.9.7)I will not be doing changes in enemy formation since the other stuff is taking me a lot of time.

1. Item command for every job available.

2. Equipment gil cost calculated in base to its new stats. Example Jambiya cost -Most expensive dagger in my mod- is now 25200 instead of 10800 while Dagger-Cheapest- is now 600 instead of 80.

3. Mid and late game gil rewards lowered.

4. MP revamp, skill rebalance and some changes including new skills.

All these changes are obviously a reason to a start a new game so I will let patch 0.9.6 available for everyone and I'll suggest you prepared for a new game after 0.9.7.
31
As far as I know, it isn't possible.
32
Regarding to
QuoteWhy not mp regen = % of max mp?  Mages cant compensate with normal attack when they are low on mp...


I got an interesting idea: I'm going to make the Attack command to consume 5 MP on use. Why? First, as a way to balance even further the use of Dual Wield and finally, to make Wait command gain relevance. 
33
Nope, it can't be dependant on job or anything else, for now. We can only limit the max MP stored in most physical classes.

At level 50 my Bangaa has 85 MP (Probably 110 at lvl 75) and Nu Mou 342. (Probably 492 at level 75) I played them trying to learn from all of the jobs I could with the focus on making a strong Physical and Magical character.

Jump: {(20 + 0 + E + 90) x [(1 + 4 + 1) / 2 * 1.25]} / 5 = 83 MP ... The new Jump is strong lol

Bangaa Cry: [(10 + 10 + 0 + 90) x ( (1 + 3 + 2) / 2 * 1.25 )] / 5 = 90 MP ... =-=u

Edited: I did calculations the wrong way. Now they seem alright. Jump is too strong maybe. The table should help me to realize which skills are too strong and fix them with changes. The thing is if I remove the Focus on hit the skill would be 25 MP. But too boring. Jump is a good example of skill needing a change.
34
Quote from: Madeen on October 29, 2018, 08:05:34 am
Why not mp regen = % of max mp?  Mages cant compensate with normal attack when they are low on mp...


Yeah, I wanted that as well xD But as far as we know, we can only substitute the vanilla value in that byte (10 = 0A in Hex)for a new one. (30 = 1E Hex). We don't know if there is another byte to switch MP behaviour.

I got an idea to get Max MP % which was to set everyone regen to 0 then make Attack command regen MP as well, and you were able to hit empty targets. What is wrong? AI would not attack to regen MP :c IT would be okay for monsters but not so for enemy NPCs. 
35
1. Turbo MP - For now in

I would not remove it either, maybe some flag would help to control it. I don't even know if it works for physical abilities.

2. Absorb MP - Probably out

I guess I'll remove it because even if you get hit by a strong magick, restore the whole cost of MP in exchange is too much.

3. MP Shield - Now it will be useful!

Yeah, it can be useful now for a mage tank. I don't imagine it would become extremely useful because since now most of skill will need MP, the character relaying on it would not be able to use skills unless it has Blood Price or it is playing extremely defensive and in that case why did it take MP shield? It looks good for a character with low cost MP skills and a good MP pool. We got a new usable reaction!

4. Fortunately, these seem really easy to adapt to the new MP regen.

Not sure about Blood Price either. I will drop a pre patch to test stuff on a post once I edited all costs and stuff.

(It came to my mind out of nowhere, If I were studying or I studied programming in Javascript I would be making an application to speed up my calculations lol)

5. Replenish MP - New Absorb MP~ ?

20% of damage taken as MP! Know what? This one is going to be our new Absorb MP :3 It looks balanced in the revamp 200 Dmg = 40 MP. So we just need to replace slots with Absorb MP and drop it there. Actually it's just available for Blue Mage or Seer?

Btw, glad to see you around, if you are on discord we might chat time to time about the mod. Feel free to add me if you want.
36
If someone thinks I'm idly, you are wrong! Well not spending so much spare time as before but still doing interesting stuff. This is what I got to change completely the MP consumption.

In case I use this table that I'm still working on we would be able to use the whole bar of MP, therefore the MP limit would begin to be IMPORTANT. Even if you acquire a new skill you might not have the maximum MP enough to use it :3 Also every skill will spend MP unless the trade of mods make it 5 or lower. I highly encourage suggestions:


MP Calculation table (Remaking)

37
I use golden finger.

Edit: I wish you good luck with that and I like your new profile picture xD
38
It might be possible to make each battle or Luso dying an instant Game Over, but I don't know where to begin to search for that. Well, at least it is a good idea so I'll try it eventually.
39
Oops, wrong game XD


Yeah, I don't see another solution, I will try to bring them into not so early missions. :p After a quick check I realized it isn't so bad. In fact, the one that I most worried was Magick Frenzy and I'm happy to see the last tournament is the one rewarding Gift of the Judge. Perfect~

The three accessories gotten after final boss will be given in story missions. I consider them divided in two tiers :P

Armlet of Whispers T2 - Okay this one might be after Mountain Watch. There are two strong Vieras as company of Ewen, one of them drop it. SM- 09

Ring of Precepts T1 - Making Music reward. In fact... Hurdy is wearing it n.n/ Will he be the Moogle of the story? Or one of his ancestors? SM-13

Guardian's Choker T1 - Comes with Penelo if you recruit her, maybe a gift from Fran? xD So before The Ritual. Before SM-20


Next I will be fixing new ranks, levels and abilities for tournaments. Yes I'll make them harder.

Question! At what point The Last Step and Hunted (To Frimelda Recruit) are completed? These two give Earrings of the Ruga and High Seraph's Plume. I think they were pre last boss but not early, so they seem alright for those accessories to T1 Bangaa and Gria skills.

Edit: Tomorrow new patch. I hope it will be free of bugs and I didn't make a battle too strong <.< I'm not good with combinations so I don't think so, anyway IA works better with fewer but effective choices. Currently I'm editing Goug Cup.
40
I need exactly those x-x . "Congratulations on..." "You obtain: [item]" Some of them are the accessories to summon scions that I use to unlock the Neutral Skills and three of them are available after beating final boss. In my opinion too late. I'm even trying to watch RAM behaviour to find a clue but I have no idea about many things xD

Yeah, I got 70 by duplicating the last skills in the last set to be the first ones in the next set and so on.

Arts of War: ... ... ... ... ... ... ... ... Magick Frenzy = 01 to 09 (Final of the set)

Thievery: Magick Frenzy ... ... ... ... ... ... ... ... Preserve Life, Heritage = 09 to 13 (Inherits from Arts of War out of Text Editor and adds two for Moogle Thief)

To do this I had to prepare every set in your Text Editor before to edit the Hex Editor and copy paste the changes as backup to remove them if I need to use the Text Editor again.