Final Fantasy Hacktics

Modding => Non-FFT Modding => FFTA/FFTA2 Hacking => Topic started by: Ethereal Embrace on March 07, 2012, 05:02:43 pm

Title: Editing Skill/Spell Damage
Post by: Ethereal Embrace on March 07, 2012, 05:02:43 pm
Anyone know how to edit skill/spell damage of abilities?

I'm trying to edit Mp Cost for most spells.  And some other things like I want Ninjas' spells to not be absurdly useless, or change how Unicorn is every way better than Esuna.
Title: Re: Editing Skill/Spell Damage
Post by: Darthatron on March 07, 2012, 07:25:29 pm
Are you familiar with hex editors?
Title: Re: Editing Skill/Spell Damage
Post by: Pickle Girl Fanboy on March 07, 2012, 07:30:22 pm
Quote from: Darthatron on March 07, 2012, 07:25:29 pm
Are you familiar with hex editors?

Never an encouraging sign.

Use my hack-generating spreadsheet, for starters.  It's here:
http://ffhacktics.com/smf/index.php?topic=7956.0
Title: Re: Editing Skill/Spell Damage
Post by: Eternal on March 07, 2012, 07:31:38 pm
It's not encouraging, but it's something people should learn how to use eventually. I learnt that the hard way.
Title: Re: Editing Skill/Spell Damage
Post by: Ethereal Embrace on March 07, 2012, 07:32:10 pm
Yes, yes I am, however, I have no idea how to locate certain bytes.  I have a basic understanding, and in my other small hacking ventures, it was enough considering that people already stated the location of the specific bytes I was looking for, etc. 

Also, I don't really know how to read tables and some other more complicated things.
Title: Re: Editing Skill/Spell Damage
Post by: Pickle Girl Fanboy on March 07, 2012, 07:51:39 pm
You don't have to read the tables as much as you need to be able to read hexadecimal.  Just edit the data in the spreadsheet and the hack-generating spreadsheet will generate a giant string, which you copy, and then paste to an address.  It's basically a faster way to hex edit.

Locating different bytes... could you tell me more about this problem you're having?  I want to help.
Title: Re: Editing Skill/Spell Damage
Post by: Jingle on December 06, 2012, 01:16:01 pm
I know it's really old, but I was looking around the topics and the answer to this is so easy that I HAVE TO reply. Looper's FFTA:complete lets you do that, I worked a lot on skills with that for my previous (sort of incomplete) mods. It lets you change power, element, mp cost and range of skills. Changing aoe is buggy. Also, about the range, if you change a "weapon range" skill to another range than you can't switch back to weapon range.

This download link should work:

http://failhack.bplaced.net/tool/FFTA_Complete/download/
Title: Re: Editing Skill/Spell Damage
Post by: Eternal on December 06, 2012, 01:26:05 pm
I was under the assumption Looper's tool was buggy- that's why we weren't going to use it. I'll play around with it some though. If it proves to work well, it'll save me a ton of time, lol.
Title: Re: Editing Skill/Spell Damage
Post by: Jingle on December 06, 2012, 02:36:50 pm
For abilities I tested it A LOT, I probably know it more than looper does, lol. Anyway I don't remember most of the things, because it's been a year or so. I forgot for example that you can also edit ap cost. Oh and I remembered wrong, you can't at all edit "weapon range" skills without getting them to have a fixed range, even to change only mp cost or power. And for the same kind of bug you should never do any change to skills with the following aoe: spear, breath (except for the skills with range 0, if I remind this correctly), full line. If you do they will make the game freeze at their use and you can't change it back with the editor itself (as happens for the range). Maximum MP cost permitted is 100. You can't give an MP cost to doublecast.
Title: Re: Editing Skill/Spell Damage
Post by: Ethereal Embrace on January 08, 2013, 08:34:09 am
Don't worry about this thread guys. I'm now able to edit this kind of stuff using a hex editor and references from the effect listings in this forum and data crystal.