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May 21, 2024, 06:19:35 pm

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1
Holy hell, that's brilliant. I could probably craft such a skill with Darthatron's All In One editor, eh? I'll give it a shot, although probably not for a little while. I'll report back when I do. Thanks!
2
Yeah, actually, that's what I tried to do. The problem is that I'm not sure where I'd find that counter. I dug around WRAM and IRAM (I don't have a clear understanding of the difference; if I did it'd probably halve my search area) in VBA's memory viewer, but they're both so enormous and so full of changing variables, I quickly abandoned hope of finding my needles in that haystack. The disassembler, too, seemed momentarily promising, but there, too, there were just too many numbers to sort through without any sense of where or how I should be looking. It wouldn't be impossible for me to figure out through brute force, I think, but the problem I need this information for isn't serious enough to justify the gargantuan effort.

This one might be a wash. But I appreciate you trying.
3
I'm wondering if anyone happens to know where in memory the turn order variables (termed "Counter" and "Reserve" in TFergusson's invaluable FFTA Mechanics Guide) are stored.

I've been trying to recreate FFTA's turn order mechanics under the guidance of the aforementioned guide, but I'm finding that the algorithm described therein doesn't perfectly replicate the turn order produced in-game. If I can track each unit's Counter/Reserve values over the course of an engagement, I can compare them against my own tables and hopefully see where I've gone wrong. I realize most FFTA hacking probably doesn't involve messing with the turn order mechanics much, so this is kind of a longshot, but I'm hoping somebody's at least stumbled across the relevant information in their, y'know, explorations.

Thanks in advance.
4
i think an acceptable fix for concentrate would be to drop its modifier for enemy evade from 50 to 25, and status def from 20 to 0. that way it's still a useful support (hit rates vs a 50 evade target go from 50/75/87 to 75/87/94, and status abilities are 50/60/70 against non-monster targets as they are without concentrate) without being rendered useless. i don't know much about how romhacking works, but since all you'd have to do here is find and change some variables, it sounds like it should be easy enough!

i approve of nerfing air render, but i don't think halving it is the best way to do it. with 45 power it's a good deal stronger than your regular attacks when you first get it, but nothing i'd call gamebreaking. 30 or 35 seems more reasonable, especially considering it's already outclassed by sonic boom in every way except damage (and that's only before you get weapons with 45+ attack). and on that note, sonic boom needs nerfing too, way more than far fist. i don't recall far fist ever being overpowered, though i can see how it might be pretty good when you first get it. i'd worry more about gladiator's swords - ice sword is boostable to a whopping 81 power with sprinkler from a very early point, although i guess this is less problematic with your new mp system... phoenix is another skill to consider. full-life over a large area for only 24 mp is insane, especially consider single-target full-life is only 4 mp less.

(ps you guys are my heroes you have no idea)