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Messages - rrs_kai

261
RP Forum / Re: Roll to dodge!
October 11, 2014, 12:19:47 pm
Quote from: Vaan on October 10, 2014, 01:53:38 pm
I dont think so because the fusion you mentioned didnt actually make part of the > move you made.

I stand corrected.
262
RP Forum / Re: Roll to dodge!
October 10, 2014, 12:14:04 pm
Quote from: Kokojo on October 09, 2014, 10:07:52 pm
You sucessfully avoid imploding from a fray of information, and begin powering up in your true form... the spamlord. (+1 hp)

Since I fused with my wonder (alter-ego) wont the +1hp increase wonder hp from 2hp->3hp?

today's roll
>feed the dragon a cookie
263
FFTA/FFTA2 Hacking / Re: Blue mage and the A.I.O
October 07, 2014, 11:06:27 am
Quote from: bcrobert on October 05, 2014, 03:48:56 am
If you look through their binary flags in the ability editor you'll notice that neither one is flagged as "learnable." That is the only reason the blue mage can't learn those skills.

I am a noob. You help is greatly appriciated.

Quote from: bcrobert on October 05, 2014, 03:48:56 am
They could have been intentionally cut later when someone pointed out how OP they are, or they could have been accidentally left out by human error. We can't ever know exactly what happened during development, but just think of them as two free empty slots for you to play with.

Thank you for pointing it out.

Quote from: bcrobert on October 05, 2014, 03:48:56 am
I like adding Sandstorm to the Blue Mage, personally. <3

You have read my mind :P
Humans having access to blue magick means that they enjoy more sprite frames.
The moogle's also enjoy some extra sprite frames of a certain class...I'll leave it at that for now :twisted:
Montblanc may finally justify his place as a mage on your party now
264
RP Forum / Re: Roll to dodge!
October 06, 2014, 01:05:54 pm
Quote from: Vaan on October 06, 2014, 01:01:58 pm
Actually Alter-ego's just some1's different identity/personality.

i just remembered he wins the game for me while making cookies -_-
265
RP Forum / Re: Roll to dodge!
October 06, 2014, 12:46:28 pm
now that my alter-ego is here there's only one thing to do
FFFFUUUUSSSSIIIIOOOONNNN HA!!
>become the SUPER SPAMLORD OF THE WONDERWORLD (I will dominate the internet by throwing prinnies at everyone haaa hahahaha :mrgreen:)
266
FFTA/FFTA2 Hacking / Blue mage and the A.I.O (Solved)
October 05, 2014, 02:14:54 am
When editing the blue mages skill set in the A.I.O ver0.7.7.1 job editor it shows Knife and Limit glove as learnable skills in the clean ROM?
asfaik they can't learn those skills, so why are they there in the AIO?
267
RP Forum / Re: Roll to dodge!
October 05, 2014, 01:29:23 am
Quote from: Kokojo on October 05, 2014, 12:10:40 am
I will however roll RSS KAI forgotten roll:

Thanks Kokojo.
Get well soon.
268
Quote from: bcrobert on October 02, 2014, 12:19:55 am
But...Fighters and Monks are awesome. Granted Hunter has a better version of Fighter's best ability and Monks are just a Fighter with some cool perk abilities but...

Okay they're not that strong. But they have swag.

Fighter are offensively versatile and Monks have just about enerything you need (revive,earth render,far fist) making his skill set so valuable to the point that it becomes a no-brainer to have it as secondary.
I remember soloing clan wars with 1 monk and earth render.

My intention here is to make all classes have some kind of useful niche or versatility e.g. Defenders having aura and expert guard, Paladins can cover,holy blade...etc. I do not intend to nerf anything unless necessary.

Quote from: bcrobert on October 02, 2014, 12:19:55 am
They would actually be quite useful if damage were comparable to ailments in this game. Sadly a disabled blind frog isn't very imposing, even with max stats. :P

Frog is too powerful of an ailment, cripples both physical attackers/tanks and mages.
I would like to see a balance between ailments and damage as well
269
RP Forum / Re: Roll to dodge!
October 01, 2014, 09:29:12 am
Kokojo, I think you missed my roll
Quote from: rrs_kai on September 27, 2014, 01:15:50 am
>wear a straw hat and clumsly enjoy a nice juicy watermelon
maybe those seeds will grow into video-games :cool:


today's roll
>turn the wonder into my not-so-stupid alter-ego who likes to grow turbines in his cookie farm
270
Quote from: bcrobert on September 30, 2014, 12:57:33 am
Actually, it will most likely carry over even if you're in the middle of a save. See, the game would have no reason to save the actual name since they're predetermined names anyway. It should just save the value assigned to that name.

Let's say for example that "Alexis" is name #48. If you replace "Alexis" in the ROM with "Erika" then when the game loads name #48 it should pop up as Erika instead. I'm 90% sure this is how it will work, since SquareEnix looks to have used as little space as possible in a lot of their work on FFTA.

Correct.

Quote from: Mjolln on September 29, 2014, 05:15:53 am
In ffta707's text editor, you can find a table you can import to your hex editor. That way you will be able to see S#a#g#e#m#o#o#n# (and the other names too).

You can try to fix each unit name by using AIO. But, more likely, you will have to begin a new game for the changes to be displayed.

I being noob didn't know how to import table files in HxD, so I used windhex. I don't know how to add '#s (#alphabet)' and replacing '#s' with 's' crashed the game.
271
Quote from: bcrobert on October 01, 2014, 12:35:08 am
Might need to buff HP and lower damage values too, if you haven't already. FFTA tends to get to the point where you kill everything in 2 hits with sheer damage. That's partially because of the asinine damage formula that makes defense and resistance values literally half as effective as attack and power values.

It's good to see someone experimenting with FFTA finally. Been a while.

Thanks for the nice suggestion.
Base HP/MP of all classes has been buffed e.g. Soldier now starts with 90HP (the 0.2alpha patch includes these changes).
Weapons will have lower atk.pow and will boost other stats as mentioned in the OP....I have tested this in the first map and the goblins are quite challenging.

I am currently editing skills and skillsets to make them more versatile and less spammable.

---a sneak peek---

-Bolt sword 1range 45pow 100%accuracy
-Fire sword 3range 35pow
-Ice sword 1range 40pow and negates reaction abilities



-Fire breath 3 range 5AOE 25pow
-Blot breath 1 range T-shape 35pow
-Ice breath 1range T-shape 30pow negates reactioin abilities
-Bangaa Cry 1range T-shape 35pow 100%accuracy+confusion if facing face (like stare)
-Wyrmtamer -> Dragon Force


Soldiers are more versatile and will have the follwing skills replaced

Powerbreak ->Rush
Sensor ->Faster/Greased bolt
and more when I figure out how to balance Fighters/Monks


All changes have been tested and the game is proceeding smoothly.
272
RP Forum / Re: Survive! A Simple Zombie RPG.
September 27, 2014, 11:37:40 pm
ignore

I sincerely apologize for not informing you of this scenario beforehand. I am sorry for wasting your time
delete my post entirely as I am not aware of how that is done  :oops:.
273
RP Forum / Re: Roll to dodge!
September 27, 2014, 01:59:54 pm
Quote from: Vaan on September 27, 2014, 12:26:00 pm
You should stop making such long posts, i dont even read em anymore :v

I felt lazy at first but they're fun to read......besides free ice cream :twisted:

Quote from: Vaan on September 27, 2014, 01:40:17 pm
Perhaps its just me, but i feel lazy to read so many posts including her giant posts.

Also its not a silly game anymore, its real deal since it has been moved to RP Forum.

Its not silly anymore :(? Now I actually have to think?........now that's boring, but wait, is ice cream still free? one more before the thinking begins
(is RP role-playing?)

Quote from: Ryqoshay on September 27, 2014, 01:44:40 pm
Don't take RP too seriously, you'll never get out of it alive... or was that life? Wait...

its......its.......its pokemon
274
RP Forum / Re: Roll to dodge!
September 27, 2014, 04:31:03 am
Quote from: Rufio on September 27, 2014, 02:43:43 am
My new zombie friend seems to be moaning "KAARRRRRAAAAALLLL".

'karl' is this a Seiken Densutsu 3 reference?
275
RP Forum / Re: Roll to dodge!
September 27, 2014, 01:15:50 am
Quote from: Kokojo
As you enter, you fall into darkness. There is a light in front of you. You touch it. It is wet and spongy, yet satisfying to the touch. It seems this was the hearth of the Wonder. It's now yours. Yours and yours only. (Took the Wonder by force).

Aha, the wonder can wear square-pants!!......shame on you dragon


>wear a straw hat and clumsly enjoy a nice juicy watermelon

maybe those seeds will grow into video-games :cool:
276
Quote from: rrs_kai on September 18, 2014, 12:51:15 am
::: Rare bugs :::
-Using steal:armour on Clan Dip's templar steals only armour but his shield dissappears. Also happened to templar on the first encounter with babus (both had diamond armour and bolt shield). Does not happen when steal:shield is used.

I found out why this happens, the templars s-ability is Half MP, he needs Shieldbearer to equip a shield.
277
I have two questions in specific, if you answer A then ignore B.

A) How to fix names for the 4 generic characters you get at the beginning of the game? If there is a way to edit names after recruitment then that is also good.

B) If A is not possible (or reproducible), then is it possible to edit the name and class/skills of semi-generic recruitable characters like Eldena, Lini, Cheney, Pallanza and Quin?

*edit*
I tried to hex edit text following the offsets from ffta707's topic but the hex editor shows all text in latin symbols with one or two english alphabets.
An example from ffta707's offsets "00526650 - 00526670: Month's/ Moon Phases? (Look like, S#a#g#e#m#o#o#n#)" but I couldn't find any of those aplhabets nearby.

I also tried his text editor but it gives an error saying "component comdlg32.ocx or one of its dependicies not correctly registered" although the file comdlg32.OCX exists (tried changing capital OCX but didnt work).

*edit 2*
I got the text to display using the table file, but text editing is buggy.

*edit 3*
here is a way to partly edit skill names from the public version of the AIO 0.7.7.1 beta (this is great if you just want to re-assign skills, skill descriptions and skill names but not entirely type whatever you want)

-1-open the ROM in the AIO and go the the second tab in the job-editor
-2-click on the small pencil which says "edit ability data" (fig.1)
-3-reassign skill name and skill to whatever you like (fig.2, note: all sprites may not have the necessary frames for selected skill)
-4-you can also edit the skill descriptions from here (fig.4 shows an example of a skill changed along with its descreption)

-the advantage to this is that these changes are properly being reflected in the equipment that teach these skills along with the AP costs (fig.3)
-if you've been editing AP values in the a-ability editor then they wont reflect on the equipment
-I also observed that if different AP values are given for the same ability in the job-editor and the a-ability editor then the value set from the job-editor takes precedence, so edit AP costs in the job-editor

                 
278
RP Forum / Re: Roll to dodge!
September 24, 2014, 03:37:54 am
>gawk at kokojo's wonder
279
FFTA/FFTA2 Hacking / Re: Raise the Level Cap
September 23, 2014, 11:02:06 am
Quote from: Darthatron on September 23, 2014, 02:03:55 am
Whoops. Do the same with the byte at 0C9BAA. I fixed my other post.(0x95 in Hexadecimal).

EDIT: Actually with such a small value (149), you can do it. Changing the bytes at 0C9CAC from 53 49 to 95 21 will cap Speed at 149 (0x95 in Hexadecimal).


It does allow the character to go beyond lv.50 along with scaling stats but only if you start the game above lv.50
You cannot cross lv.50 because the exp stops at 99, even if I start the game at lv.72 I can only gain 99exp never reaching the next level (tested without cheats in the hope of gaining 10exp but only got 7exp).
Can the lv.50 exp check be bypassed?

The speed limit works fine.

*edit*
Can the AP rate be doubled globally? I decreased the AP costs for skills but since text editing is not available these changes are not reflected on the equipment, so I want to change the rewarded AP.
I found out how to edit equipment skill names descriptions in AIO
280
Quote from: bcrobert on September 23, 2014, 03:52:34 am
Montblanc may actually have two versions of himself that are identical. Check with the enemy data for that first fight. There should be another Montblanc, flagged as a guest. His class will need to be changed there too. The two versions would be there to allow one that is playable and one that has a guest flag to control himself for that one fight.

Yes, thanks, I did not look there  :oops: