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Messages - rrs_kai

41
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
August 23, 2020, 11:29:11 am
Quote from: dck on August 23, 2020, 10:56:48 am@rrs_kai
Man just imagine, I've had to cuck the looks of so many abilities because of being unable to adjust others to display damage or replay the effect on all targets, governing sprite animations played on cast/hit reaction, etc.
I can relate to that. A lot.

The only one I found that went, ever so slightly, beyond vanilla's limit was the fire/ice/boltshot from gunner. Vanilla is single target, but AOE also works.
I think Zombify is the only vanilla skill that has a damage value but does display the number in the animation.
42
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
August 23, 2020, 10:41:49 am
Quote from: Dual-Wielding Ninja on August 23, 2020, 09:47:37 amSince you've discovered that the Morpher can possibly Morph their allies, perhaps there might be a way to adjust the animation so that the chosen monster can descend upon said ally instead of yourself if you target them?
bcrobert's abilityanimation module has mystery properties associated with animations. Morphing had 2 out of 8 set to 1. I changed all of them to 1 but it did not do what you asked. So, I'm not sure how to do it.
If you want to see an animation that looks like some soul-transfer then Sacrifice's animation might fit.
43
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
August 23, 2020, 09:22:09 am
Quote from: dck on August 23, 2020, 08:39:16 amI completed the missing info from the targeting and effect lists on the nightmare modules like 3 years ago when I made the bulk of my abilities.
I would like to have known this a long time ago :cry:. Only recently did I try combining "self-only" and "non-self". I only thought of experimenting with those two bytes today because morphing allies seemed so cool that I did not want to lose this idea.
BTW, do you which is which? As in, what is 0x07 and what is 0x11? Both of them treat guests like allies.

Quote from: dck on August 23, 2020, 08:39:16 amGreat application with the morpher stuff, I tried morphing other targets before but it was prior to Leonarth's change so they stay morphed, tl;dr they looked really silly so I didn't care.
I don't use the morpher much, so I never tried changing anything with him. I never saw anyone improve the vanilla morpher because every FFTA mod changed the him into something else.

Quote from: dck on August 23, 2020, 08:39:16 amI wonder if monster targeting can be made to include morphed units, that would make it more fair to use monster stats since you'd expose yourself to more abilities like sidewinder etc.
That would be proper. Have you ever seen an enemy use sidewinder/wyrmkiller? I don't think I did.
44
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
August 23, 2020, 07:49:11 am
The only job that did not have change in all of this mod's history is the morpher. I got an idea today: try morphing allies. It worked, but also on the enemies. Morphing your enemy into a monster is not generally beneficial...unless you have a lv.1 monster in the bank, then you could morph a lv.50 enemy into a lv.1 monster.

I had many ideas that I did not implenent because I always thought that an "ally-only" targeting byte did not exist. No skill in vanilla has such a targeting. So, I tinkered a bit with the nightmare module and tested the two unlabelled bytes 0x07 and 0x11 and here are my findings:


1) In the ability effects nightmare module, two bytes were not labelled. I tested both and I think these are the two possibilities:
--- 0x07 - ally only?? (because it is placed after self-only)
--- 0x11 - non-enemy?? (becuse it is inbetween all the "non" types)
--- Now we can have skills that can properly have one effect on allies and another on enemies.


2) Other units can be morphed into monsters
--- You can even morph monsters into other monsters
--- You can morph multiple allies into the same monster
--- Coupled with Leonarth's morpher hack, your whole party would actually look like monsters
--- Morphing counts as an action. If you morph yourself then your turn ends.
--- Unmorphing does not count as an action
--- If you morph an another unit, then you negate the turn that they would have lost had they morphed themselves. If you don't understand this, then think of healing self vs healing an ally.
--- Allies are able to un-morph without any crashes and still perform other actions
45
Quote from: ArcticPrism on March 07, 2020, 05:27:45 pmhttps://drive.google.com/file/d/1dpNt0AK2-KH-YTobhtOejT8NIHS0PFlf/view?usp=sharing

Here you go!

Does anyone know if the 1.0 editor is ever getting released? It's been years now with no word about it.
This link is working
46
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
August 21, 2020, 04:15:09 pm
Quote from: sekaipt on August 19, 2020, 08:06:43 pmIm hooked into this game tring to find possible builds and stuff and while playing i stumble in another bug
#Control
Wow, it's bugged?
Control was one of the first changes I made in this mod and that was quite a while back. You're the first to even spot this.

#Rounded Stats
I stuck to just three numbers because it incentivizes job changing. You don't have to feel too bad for having a few mage levels on a fighter. Also, I keep pondering about rounded stats because of how easy it is to balance them.

#Speed
The idea of zero speed is good (dck's mod FFTA:Long Night has this, but with armor instead). Fairy shoes are back to 20 speed (they were mostly 20 except for the last path). I like the RT system of tactics ogre. Leonarth added support for negative number display and I gave some negative speed to a few weapons.
Yes, it's easy to make shoes job-specific. That's a very nice idea when coupled with zero speed. In the current state, my mod forces everyone to use a shoe. I might implement this and move the stats into helmets. Thanks for the suggestion :D

#Helmets
I ran out of stats to play around with.

#Blue mage
Glad you liked the magical spells. His skillset is pretty much same as vanilla. He only lost bad breath. The patch also includes Leonath's many QOL hacks, and that means you can view the full skill set before mastering. The learnable skills are also in the spreadsheet, although not as up-to-date.

#Beastmaster
Beastmasters and Gadgeteers are useful now :) Yes, they have too many which is why I am trying to make a new mod with less skills per job.

#Assassin
Believe it or not, on my two childhood-original hardware playthroughs, I never had an assassin. I am almost fine with LastBreath being as is because I don't care about it. Also, she got a small indirect nerf from concentrate being slightly worse and status defense of some units being higher.

First playthrough - I thought that the assassin was enemy only. My best unit was a Dragoon.
Second playthrough - Focoused on blue mage and 300 mission completion. I found out the hard way that blue mage skills are permananly lost. I also found out the hard way that you can very ealisy throw out some important mission items.
47
FFTA/FFTA2 Hacking / Re: FFTA - Unused class slots
August 17, 2020, 12:07:31 pm
Thanks for clarifying, but I did not figure out how to implement the macro.
48
Quote from: Leonarth on August 04, 2020, 09:42:30 pmWell, it's taken a while but I've finally made one of these dream features I wanted from the start: Nicknaming.
I have taken the new files and the new core. I enabled stealing shoes in the rombuildfile, no other change. I am using mGBA (0.8.3). Everything works fine, if I don't use any cheats.

I have cheats for the 6 units to master all abilities, and now I got an odd result. If I enable the cheats, every unit other than Marche had their name set to "tttttttttt", even Montblanc. Renaming works, but their name changes back to "tttttttttt" if I enable cheats.
49
FFTA/FFTA2 Hacking / Re: FFTA Long Night 0.64 release!
August 17, 2020, 11:30:54 am
Quote from: undefinedbut they'll be completely unusable by the AI
That's very nice to get the enemy use "Remove Unit". The AI never uses Parley/Oust/Wyrmtamer.
Seeing you, I made this. Thanks for the idea.
I added "Remove Unit" as a secondary effect to Fire. The AI just thinks that it is damaging the enemy. Even when Marche was removed, the game did not crash, I just got the GAME OVER screen.
50
FFTA/FFTA2 Hacking / Re: FFTA - Unused class slots
August 17, 2020, 04:39:28 am
Quote from: Leonarth on July 07, 2020, 05:29:49 pmit is likely that early in development either they wanted each special character to have a unique job
I am not well aware of FFT (blasphemy?) and I recently saw an LP, which had characters with jobs named:
Dark Knight
Ark Knight
Rune Knight
These three are present in FFTA as name-only jobs.
51
Quote from: dck on August 14, 2020, 04:57:13 pmWell I was writing a pretty long example of why the RNG level ups are hugely unbalanced (tl;dr, 0.8 growth has a 16% chance of getting 8 points in 10 lv ups) but I guess you're going with whole numbers now?
0.8 speed means 80% favourable chance
=> for 10 level ups = 0.8^10 = 10.7% chance for most favourable result. Does the game calculate differently?

Quote from: dck on August 14, 2020, 04:57:13 pm140 to 210 speed range is a 2:3 ratio and imo already gives too much of an advantage to speedier jobs
I thought 140:210 might be fine, because its a difference of 70 from worst to best and 50 between same race. I reduced it 150:200, which is a difference of 50 from worst to best and 30 between same race.

Quote from: dck on August 14, 2020, 04:57:13 pmkeep in mind speed is by far the most important character stat
Thanks for reminding. The speed tiers are back to their previous values:
--- Speed growth tiers: Fast = 1.9, Normal = 1.6, and Slow = 1.3
--- Fast jobs don't get a 9 in any stat growth
Using Leonarth's formula, I ended up with 150:200
52
Quote from: Leonarth on August 14, 2020, 10:47:03 amFor me it's the absolute opposite: I don't want to have to think about the stats, I don't want to have to check if I had a terrible level-up or whatever, fixed level ups makes it easy to ignore because there's nothing I can do about it anyway.
Rounded stat growths for all races
Increased base stats for all races to compensate
--- ATK/DEF/MAG/RES growths: Min = 7 and Max = 9
--- Speed growth tiers: Fast = 2, Normal = 1.5, and Slow = 1
--- Difference between speed tiers is 2.5 stat total
53
Quote from: dck on August 14, 2020, 03:49:43 amA lucky vs unlucky outcome with 2.5 yields a 50% difference in stats gained, for example.
Yes. That's big, but it evens out. I am not sure if I am biased, but I've leveled up many units and the RNG has not been too harsh on me.
Also, all the enemies I saw had properly averaged stats. Some are superior because they get the upper limit in ATK, MAG and Speed, while others get it in DEF, RES and MP, which are not as useful.

Quote from: dck on August 14, 2020, 03:49:43 amYou can use Leonarth's newLevel engine hack to avoid this, but there are two things to consider:
I did see both of Leonarth's stat variance hacks. It's a nice step towards no RNG. Especially the base stat variance hack, which is very good because in vanilla you could have a near 8 points of base speed difference at lv 1. For the slowest units, with 0.8 speed growth, that's worth 10 levels.
I didn't implement it because the enemies will always end up with same stats. Two lv.50 Soldiers would be identical. This is also why I don't have any rounded stat growths. I tried rounded numbers a few years ago and found it quite boring.

Those who played the Revisited mod had requested it, and I think that the main draw is:
-1- Easier min-maxing
-2- Assurance that your recruit is not inferior
Btw, I made everyone in the default party as lv.1 humans (without level scaling applied), and the slot 3 character got the most evened-out stats, and the slot 4 character got the most speed.
Human bases in my mod are 105/45/85/85/85/85/100
54
===Some Update===
Posting some new thoughts. The spreadsheet is updated and renamed to "Less Skills"

---Jobs--
White monk = lost cheer and gained earth heal
Templar = lost cheer and astra; gained chakra and aura
Defender = lost aura and astra; gained warcry and holy sign
Nu Mou Time mage = lost magicbreak and gained astra
Animist = lost sheet count (sleep) and gained tail wag (charm)
Assassin = lost abate and gained conceal
Sniper = lost conceal and speedbreak; gained addle and checkmate
Viera Archer = lost sonic boom and gained aim:vitals
Hunter = lost addle and gained sonic boom
Soldier = lost first aid and gained speedbreak
Paladin = lost nurse and gained first aid
Gunner = lost checkmate; gained power break and mind break (he only had 3 skills before)

---Abilities---
Increased 70 power skills to 75
Speedbreak = physical damage, power 50, knockback and delay enemy
Powerbreak = physical, power 75, heal HP and protect, 24 MP (potion shot and protect shot)
Mindbreak = physical, power 45, heal MP and shell, 24 MP (ether shot and shell shot)
Yellow spring = protect and shell (removed defend), MP decreased from 48 to 32
Defense = power 50, magical, Heal HP, cure Status, Defend and Astra surrounding units (nurse animation)
Aura = range decreased from 3 to 1, Regen, Reraise and All stats Up, 24 MP
White flame = removed self heal, added AOE (self healing had bugs with healing spells)
Earth heal = MP heal, range decreased from 6 to 3, power decreased from 99 to 45
Warcry = reduce enemy speed, self expert guard
Sidewinder = 2x Monster at 1x Accuracy, 0.5x non-Monster at 2x Accuracy (to give it some use on non-monsters, like the vanilla Blitz)
Wyrmkiller = 2x Dragon at 2x Accuracy, 2x non-Dragon at 0.5x Accuracy (to give it some use on non-dragons, like the vanilla Beatdown)
Addle = addle all targets
White wind = MP increased from 32 to 48
Angel whisper = MP increased from 32 to 48
Night = MP increased from 32 to 48
LV? S-Flare = MP increased from 32 to 48
First aid = power 75, magical, heal HP, cure status, defend and regen
Chakra = range 1, heal HP, cure status, protect and shell, 24 MP
Demi = MP decreased from 32 to 24
Astra = status protection and Defend
Reflect = reflect magic damage and Regen
Barrier = protect, shell and defend
Doom archer = lost doom (because sniper got checkmate)

---Equipment---
Leonarth added support for negative number display
shortbow = lost speed bonus (they has some to differentiate from greatbow)
greatbow = 10 speed loss
broadsword and greatsword = 20 speed loss
knightsword = 5 speed loss (experimental, I'm trying to make them the best 1H weapons, like in vanilla)
rods and staves = 5 speed loss (experimental, to compensate for magic bonus)

---Things I am pondering---
skills for thieves
doublesword for bangaa
shields for everyone?
what stats for shields?
rounded stat growths? (I am thinking 0.5 step increments)
doublesword + doubleshot + doublecast = octa-slash
an enemy is going to get this
55
FFTA/FFTA2 Hacking / Re: FFTA Long Night 0.64 release!
August 13, 2020, 12:03:02 am
Quote from: Leonarth on August 12, 2020, 04:45:15 pmI'm not sure why you are bringing it up
You know that when there are two totems on the same map, in their special palette, the game shifts one of thier colour. I was only saying that the game did not cause this error.

Quote from: Leonarth on August 12, 2020, 04:45:15 pmOf course it can, that's what I said, and also happens in vanilla.
I don't think we get to see Li grim and a totema, in their special palette, paired on the same map in vanilla. Li grim is paired with the Deph-purple variant, which does not cause any palette shifts. it does

EDIT: Leonarth is right. I thought that the purple palette was normal, like Ezel, but it's totema-special.
56
FFTA/FFTA2 Hacking / Re: FFTA Long Night 0.64 release!
August 12, 2020, 03:31:37 pm
Quote from: Leonarth on August 01, 2020, 02:54:25 pmAs a side note, I've had an idea for a while: loading palettes into the 3rd and 4th slot (normally used by totemas and li-grim) based on mission ID, with a default case and some other options, which could give people either 2 new always usable palettes to give jobs (which is incompatible with totemas, I guess), or 2 mission based palettes for bosses and the like? or I guess a combination of the two options.
I tested and saw that the game can handle a totema and Li-grim on the same map.
Why not release a test patch where all player units are Addremmelech coloured and enemies are Li-grim coloured. I want to see how normal units look in a totema's palette. I am biased towards Addremmelech's palette and prefer seeing the other two totema in his palette.

Also, I saw on spriters-resource that Marche has a hoodie/cap sprite. I do not recall any scene where he wears a cap. Is it japanese only?
57
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
August 12, 2020, 02:59:13 pm
Quote from: sekaipt on August 12, 2020, 04:15:29 amHello, i just recently downloaded this hack and didint even knew there where mods of
 ffta i'd like to first of all thank you for all you have done

#Here a Couple of issues i found out
#FireStream
#ReturnMagic
#BadBreath??
Thanks for playing and finding those three bugs. I am a bit busy now, so expect a delayed update.

Quote from: sekaipt on August 12, 2020, 04:15:29 am#rounded Stat Growths
I tried this and decided not to implement it because most of the enemies that spawn would be the similar. I always ponder about it, so it may happen.

Quote from: sekaipt on August 12, 2020, 04:15:29 am# Last Breath
-I did think of self-KO and self doom, but both can be avoided with a ribbon
-I also thought of enemy getting auto-life if player misses, to deter player from trying again
-Reducing self health to 10% (self knife)
I don't have any clear solution to this, yet.

Quote from: sekaipt on August 12, 2020, 04:15:29 am#Removing the Secret Characthers extra 4 lvls
I do not have any plans to reduce their special-ness

Quote from: sekaipt on August 12, 2020, 04:15:29 amExtra Secert Characthers
I don't think I can. The only way would be to replace the existing special characters with newer ones.

Quote from: sekaipt on August 12, 2020, 04:15:29 amMewt(as a Nu Mou Illusionist as he is living on a big illusion)
haha, that's a good one :lol: Nice idea
I was recently trying to add extra classes and stumbled across a flan named the "Mamaflan". Then it occurred to me that the final boss looks very much like a female flan.

Quote from: sekaipt on August 12, 2020, 04:15:29 am#change ritz recruitable job to Red Mage
Yes. If it works then I'll change her to a red-mage or an illusionist. I meant elementalist.
58
Quote from: Leonarth on August 02, 2020, 03:49:01 pmIt does exist, all jobs have all animations
I apologize if that sounded rude, my intention was to say that I've come across a bug. I edited my post.

Quote from: Leonarth on August 02, 2020, 03:49:01 pmAlso, unrelated, but I did make the option to display up to 9999 hp, have you tested that yet?
Wow, it works! What more can I say, its awesome and I like it!!
All I have left is say is the problems vanilla has:
-HP and MP can only be 255 base, but the remaining stats can be 999. Odd design choice.
-Max growth rate for any stat is only 25.5. The 2800 is the max possible and that too because you've allowed Lv.100. If we had a growth rate of 99 then we'd be hitting the 9999 mark. Either way, it's great having 4 digits for HP.
59
FFTA/FFTA2 Hacking / Re: FFTA Long Night 0.64 release!
August 02, 2020, 02:45:14 pm
Quote from: Leonarth on August 02, 2020, 11:52:25 amKeep in mind the engine hacks are made to be used as a base, rather than be added on to an existing hack
I'm using them as an add-on. I make all the changes in the AIO/nightmare and then apply the engine hacks at the end.  :?
60
Quote from: Leonarth on August 02, 2020, 11:57:47 amWhich jobs did you use the ability with? Which ability was it? Which weapons did you try it with?
Human White mage - Staff - Bolt sword
Human Archer - Shortbow - Fire sword
Moogle Thief - Knife - Fire Sword (working)

I randomized again and now it's working for humans but not for Viera.
Viera White mage - Staff - Bolt sword
Human Thief - Knife - Bolt Sword (working)

Quote from: Leonarth on August 02, 2020, 11:57:47 amMore importantly, did you use the patch included with the randomizer? Or did you use the engine hacks?
I did not apply the .ups, just used the engine hacks.

Edit: I tested again on vanilla and my mod with the engine hacks, and no bugs were found. Somehow not with the randomizer, so maybe just ignore it.
I added some extra jobs for all the races in the unused slots. They have proper stats and sprites but no abilities similar to the Battle Queen. This may be causing the randomizer to have problems?

Edit 2: Tested more without the randomizer and found that the Human thief was fine but White mage and Archer got bugged.
FFTA_hack_Randomized.zip
FFTA_hack_Randomized_2.zip