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Messages - rrs_kai

281
FFTA/FFTA2 Hacking / Re: Raise the Level Cap
September 22, 2014, 11:38:57 pm
Quote from: Darthatron on September 17, 2014, 12:05:12 am
You say you get hex editing, yes? Change the byte at 0C9BAE from 32 to 63 to change the level cap the 99.

how to hex edit? can it be done in the AIO or is there a hex edit tool?

*edit*
I used hex editor neo to change 000c9bae from 32 to 63 and it makes Lv.99 displayble. If a char starts above Lv.50 it changes them to Lv.99 but their stats dont increase, they stop at lv.50 stats. I made a Lv.49 char hit a Lv.99 char and he gained 100exp and got to lv50, the next turn he only got 99exp and stayed at lv.50 and does not seem to gain any exp after that.

Also, is it possible to change one particular stat limit from 999 to a lower number like 149(speed limit in FFTA2)?
282
Quote from: Darthatron on September 22, 2014, 04:01:52 am
Actually I think items allow for negative speed values already.

Yes and it works. Tested with a short sword (-12speed). The game does show these values on character screen.

Quote from: Darthatron on September 22, 2014, 04:01:52 am
The issue is making it display in game, I think.

It shows fine when equipped but in the item menu it shows speed of 524.

Also, changing Montblanc's class only happens after the first fight. In the intro battle he is still blackmage no matter what. Possibly because he is an NPC in that fight.
If I added 3F-1xdamage to powerbreak/mindbreak it only does slightly above half of normal damage...wonder why? I will be testing more to find workarounds.

*edit* The main post has changed and reply to the new question.
283
Quote from: bcrobert on September 22, 2014, 01:57:26 am
It -could- help the problem, but it creates new problems. Remember how in TO you can totally go through the whole game with just a knife because speed? Speed is amazing. It is very, very hard to get the WT system set up just right.

Tl;dr - It's not worth the effort.

WT means negative speed (here).
In TO all equipment have WT. I am only adding WT to weapons, specifically more WT to dualwieldable/ranged ones and less to others. This is to reduce the speed gap between agile classes and tank classes. It know its stupid that a katana will have more WT then a spear but that's what I have in mind.

Quote from: bcrobert on September 22, 2014, 01:57:26 am
I released a TO: LUCT rebalance hack a long time ago.

Wow...is it a psp hack? If so, are tools available to hack skills and equipment in TO:LUCT.
Is your patch still available to play?

Quote from: bcrobert on September 22, 2014, 01:57:26 am
EDIT. Naked Canopus. If you're a TO fan, I'll assume you know what that phrase implies.

Infamous for single handedly breaking the game. Thankfully I wont use it when I start playing.
284
I have two questions

1)I have posted ideas for a new mod in "New Project Ideas" (The guidelines state any idea that you personally intend to pursue be posted there). Should that topic be moved to "FFTA:Hacking" because its the FFTA board? If yes, how do I do that?

http://ffhacktics.com/smf/index.php?topic=10601.msg200975#new

2)I was balancing skills and equipment and came across the following scenario and am asking suggestions

---Scenario---
Doublesword and ranged holyblade (seventh heaven is buffed) are powerful and feel like no-brainers.

*edit* the questions blelow are no longer appropriate until negative speed on equipment can be properly displayed (it still works) so answer the new question at the end.

To append this I want to introduce the concept of "weight WT" from tactics ogre. This will be done by adding negative speed to equipment stats. I find that by giving a higher WT to katana/bow/greatbow/knightswords/maybe guns slows down the fast and powerful classes like Ninja/Sniper/Assassin/Hunter/Paladin and makes them glass cannons.
Thieves can totally dualwield daggers as they are small and light.



a)I only want to add WT to weapons just to give double sword/ranged holyblade a minor nerf. This also gives monsters nice little speed advantage.
b)I do not want to add WT to other equipment (like armour,hat,shield,accessories) as it just makes for not only tedious balancing but also makes the morpher even more uber (dont equip anything on him as he uses monster stats). It gives the monsters a greater speed advantage but that be done by raising their speed growth anyway.


I have decided to simply make Katanas much weaker but also boost magicpower and speed slightly. This should make ninjas and assassins less powerful and only be used for their speed. Also helps by allowing mages to be turned into ninjas for the debuffs and magic boost.
Likewise knightswords will be boosting DEF and RES with lowered attack.

Question: Will the above rebalance make double sword/holyblade less powerful?
Start your answer with a "Yes/No/Its not worth the effort" and then state your reasoning from the next line. Anything and everything is appreciated.
285
Quote from: Darthatron on September 21, 2014, 10:43:47 am
Eternal is using the new version of AIO which is full of bugs and breaking ROMs. It will be released to the public ASAP. I recoded the whole thing so a lot is missing and a lot is broken. Text editing is (somewhat) functional.

There's a lot of info on the ROM on this wiki: http://datacrystal.romhacking.net/wiki/Final_Fantasy_Tactics_Advance

I am using AIO version 0.7.7.1...you have done a great job on this.
Does this version support skill name changes like FFTA:GG has in it (like how sleep-> lulluby).

On a side note, to make patches you use a patching software like LunarIPS and use the clean-ROM and modded-ROM to obtain the patch. Is this the proper way of doing it?
286
FFTA/FFTA2 Hacking / FFTA: Revisited 2.0 Beta
September 21, 2014, 02:20:39 pm
FFTA: Revisited 2.0 Beta

Introduction
FFTA: Revisited is an enhancement hack of Final Fantasy Tactics Advanced that aims to capture the spirit of the original with many added improvements and difficulty changes. Most of the improvements are gameplay changes to jobs, skills, stat growths, enemy formations, tougher monsters and bosses. Read the documentation for a full list of changes.
Have fun, report if you find any bugs. All criticism is accepted :)

Features Overview
Missions
All the 300 missions can be completed much quicker because the mission items that were required are now removed. The player does not need any of them to finish the entire game (some remained because they recruit specific units).  Treasure hunts also changed not to give quest items.
All the story missions are slightly harder. Boss missions are meant to pose a challenge and they give great rewards. Side missions are to be completed with less than 6 party members. Clans have better equipment and abilities. Monsters have better stats and movement.
Rewards
All missions now reward two weapons. Removal of mission items means early access to powerful weapons. Missable equipment like Gastra Bow, Materia Blade, Rubber Suit, Galmia shoes, Zeus mace and Iceprism were added as rewards. All the story missions give much more AP. Goblins and Thundrakes no longer become extinct.
Equipment
Re-balanced nearly every piece of weapon, armor, hat, shoe, gauntlet in the game. Some 1-Handed weapons that were too strong got normalized and 2-Handed weapons got a well deserved power increase. Shields give evasion and defense or resistance. Short Bows add some speed, but are less powerful than Great Bows. Broad Swords add some defense, while Great Swords add status protection. Gauntlets give evasion or magic while, while Shoes give jump and movement or speed.
Jobs
All jobs of a race now share the same base stats. This means a newly recruited Ninja is the same as a Soldier, which makes Marche and Montblanc as good as any other unit. Extensive stat and skill changes to make every job usable and have some niche. Please post your suggestions if you find that any job is inferior/could be improved.

How to apply patch
1-Download the .zip file and extract it.
2-Start the included NUPS.
3-Click "Apply an UPS patch to a file". Another window appears.
4-Select a clean US FFTA rom and the .ups file and then click "Patch". A message appears showing success.

FFTA Revisited Documentation
https://docs.google.com/spreadsheets/d/1MjqOJdqyY_1azzn9dQikp5GXCB3QTM0INVOgfDwc8ro/edit?usp=sharing

Credits
Darthatron
   AIO editor
   Text editor
bcrobert
   Nightmare modules
   FFTA notes
Sephiran
   Shields fix
Leonarth
   Skip intro cutscene and battles
   Missing weaponand skill animations for all playable jobs
   Manual unit sort
   Custom Names
   Morphing changes appearance to monster
   HP and MP go till 4 digits
   Stat variance and fixed level ups
   Steal shoes

Eternal, Darthatron, bcrobert, dck, Leonarth, and the FFH community

Known Bugs
Monsters sprites are invisible in the Monster Bank. This is a visual bug and does not affect anything.

To Do
Change existing abilities
Add some abilities to monsters
Implement zero starting MP and 10% MP regen (stats already adjusted, will be implemented in the next patch once abilities are reworked)
Change law sets
Change story battle rewards and thrown items list
Change clan battles and post-game missions
Remove [Enhance element] from all equipment, move to accessories for better customization
Remove [Absorb and Null element] from weapons, move to shields
Remove [Null multiple status] from anything other than Ribbon, move to shields
Equipment and Skill descriptions (ongoing)
Update tool tips for skill descriptions (ongoing)

Changelog
16 Aug 2021 2.0 Beta - Added extra weapons for all jobs, added new enemy variations, changed all story battles
04 Jul 2020 1.061 - Removed Leoanrth's hacks because of a bug with Feather shoes, Galmia shoes, and Fairy shoes
03 Jul 2020 1.06 - Removed Reflex, Strike back and Shield bearer. Increased difficulty. Improved Support and Reaction abilities for monsters
13 Jun 2020 1.05a - Updated files to fix the Judge Reward, which was previously not working
06 Jun 2020 1.05 - Implemented Leonarth's engine hacks as an option
19 Dec 2018 1.0 - Redid from scratch and renamed mod to FFTA: Revisited
287
RP Forum / Re: Roll to dodge!
September 21, 2014, 07:09:21 am
Quote from: Kokojo on September 21, 2014, 01:51:09 am
I also want to note when I get such a roll as a 5 or 6, I roll another dice to decide what's gotten. Example, the +2 to one selected roll this round was gotten with a 6 on the secret dice.

Just making sure there is no favoritism~


Nice

Quote from: Kokojo on September 21, 2014, 01:51:09 am
This is RTD, most things don't make any sense.

Well, so much for spongebob..but...but...you gotta have more respect for a guy who can wear square-pants cause dragons can't do that.
288
RP Forum / Re: Roll to dodge!
September 20, 2014, 10:13:18 pm
>summon spongebob squarepants and ask for his golden spatula

I wanna throw the spatula for 9999 damage
289
RP Forum / Re: Roll to dodge!
September 20, 2014, 06:46:59 am
>wake up and cast pig on the dragon
290
I've used the AIO (its awesome Darthatron) and can better explain my posts

Quote from: Eternal on September 20, 2014, 12:40:46 am
-Black Robe giving Innate: Geomancy... that's weird. No item in FFTA gives an innate ability. Do you mean it can still be learnt from it?

When a character equips blackrobe they act as if they have geomancy skill equipped....i.e. making antilions weak to all elements insted of only fire, being able to damage fire shield equipped units with fire spells...etc.
It does not teach geomancy.
this together with MOGPOW+(equipped s.ability) my blackmage can OHKO low RES characters and 2HKO most of the game with blizzara.
monsters are best dealt with status effects IMO

Quote from: Eternal on September 20, 2014, 12:40:46 am
-Fire is technically the weakest element in terms of Power. Always has been in GG, likely always will be simply because it has such a large AoE. I might buff it slightly, but it doesn't sound like an error to me, anyways.

-ara spells have 40pow and -aga spells have 50pow in vanilla FFTA
I expected firaga to have 40pow (equal to blizzara) but its 37pow

Quote from: Eternal on September 20, 2014, 12:40:46 am
Adrammelech sprite bug is known already. It's frustrating since his frames are so limited, meaning I can't give him any Thunder abilities. :(

What do you mean by "cant give him any thunder abilities"??? His skillset shows Thundaga and Flash arc, though he didnt use thundaga.

Quote from: Eternal on September 20, 2014, 12:40:46 am
Thieves are downright gamebreaking as they are now. Especially with Steal HP.

Yup. They were and still are.

Quote from: Eternal on September 20, 2014, 12:40:46 am
Stealing an enemy's gear is hugely crippling, and Thieves Gloves make them downright overpowered, IMO.

The reduced evade rates mean that one can steal from most characters at 80% accuracy from the front. Thief gloves (if they worked) are plain overkill.

Quote from: Eternal on September 20, 2014, 12:40:46 am
-What do you mean about Whirlwind/Swallowtail?

Below is the AIO of whirlwind (its the same for swallowtail). Notice that whirlwind damages the elementalist 9h below but does not damage marche who is beside him, you shouldn't be able to target her in the first place.

*edit*
I am posting this here since the AIO 0.7 thread is old and Darthatron is the moderator here (is there any active thread where I can post this?)
1)Can skill names be changed in the AIO? if so how?
2)Can you also edit the skill descriptions from the AIO? or is there any other program which Eternal was referring to as "this requires use of Darthatron's new tools" that can be used for the editing descriptions
Is there any documentation/wiki where I can read about the AIO and other tools?...I only found FFT and FFTA2 on this sites wiki
291
The Lounge / Re: Hi
September 18, 2014, 12:12:53 pm
Quote from: Jumza on September 17, 2014, 05:39:55 pm
*cringe*

Welcom rrs_kai
I hope you continue to make incredibly long discussions about FFTA related stuff, it really helps people like Eternal :)

Thanks
292
Quote from: Eternal on September 18, 2014, 01:01:29 am
Sorry, the post is being delayed for about another day or so- things have been crazy today! Keep posting the bugs though, I'm going to use this topic as a reference for the next update!

I sincerely hope that I am not imposing on people to put more effort, for this mod and website are outcomes of free will and interest. Take your time sir, its for the better.

I registered here just to share my opinion and to congratulate your efforts and I found one bug. Never before have I found bugs or participated in forums so actively, but if listing bugs means contributing to the progress of this mod then its certainly better than sharing opinions because....well....opinions are opinions and are biased.

All in all what I want to say is that I want to see this mod get a 1.0 release and be a part of it.

Quote from: Darthatron on September 18, 2014, 05:50:27 am
Eternal, if you can compile a list of bugs which are my problem, I will get around to fixing them.

I do archive the list of bugs which I find...I can sort them and then post/PM them if you like.
293
Quote from: Kaijyuu on September 16, 2014, 10:04:51 pm
Stick them all up on imgur as an album and link to that.


Thanks to Kaijyuu for imgur suggestion. Also I was waiting for your post Eternal since this may delay yours; but please post it.
http://imgur.com/a/i0QSL is the link to the album (zoom the web browser if the images are too small, they are 240x160).

Before starting this post I am requesting for the complete doccumentation of FFTA:GG which includes all changes made to moves, equipment, skills...etc. This makes testing behaviour of bugs easier. (the black robe bug took me nearly an hour to narrow down because I had discovered that Mirage vest also had a bug in the process).

Interesingly the same save state can be used for FFTA:GG and vanilla FFTA...which is how I am checking equipment bugs.


::: Bugs :::

-When samurai equips a katana he can't equip a shield even with shieldbearer. Are they 2H as Silver Auron said, because the ninja on Mission: Antilaws (Ezel) has two Murasame equipped.
-The 'katana:Osafune' shows a learnable skill for samurai but he does not learn it.
-Dragoons can't use lancet unless a lance is equipped (this was not the case in vanilla FFTA).
-The fighter in Clan:Banisa has 'Aim' secondary but doesn't know any Aim skills.
-The mediator skills change direction of target if successful. Marche (who already was slowed) was facing west and got inflicted with sleep changing direction to south. His turn came and speed got reset and he turned to his original direction i.e. west (still asleep).
-When gun equipped mediators use aim:arm/aim:legs they became invisible and game gets stuck waiting for the animation. Doesn't happen if they don't have a gun equipped.
-Fortune Ring should null sleep/doom but it also prevents slow.
-Mirage vest now halves lightning.
-Black robe which enhances elemental magic and also gives innate geomancy.
-Absorb MP works even when asleep, even if the target doesn't wake up (like poisoning after sleep).
-Last:Berserk isn't working (it shows the animation but target doesn't get berserked).
-Scream shows 50% accuracy although it always works.

Below are bugs for which images are available as [numbers] which indicate the image number in the album.
http://imgur.com/a/i0QSL is the link to the album  (zoom the web browser if the images are too small, they are 240x160).

Quote from: SilverAuron on September 15, 2014, 12:33:15 pm
Totema using themselves, if it was not for the  invisibility glich it would be awesome AND make a LOT of sense.


-I fought Famfirt and he used his 'Calamity' about 5times..no freezes/invisibility there.
[1] Adrammelech dissappeared the 3rd time he used Flash arc (it had thundaga animation). He did not have a spell which imitates his 10JP totema skill.
[2,3] Whirlwind/Swallowtail's vertical tolerance during targeting does not match the tolerance of the actual move.
[4] Samurai skills use his MAG.POW and RES for damage calculation instead of WP.ATK and DEF.
[5] Samurai skills have infinite vertical tolerance.
[6,7] Mogknight dissapears after using revive. After that when he used moogle lance the animation never happened and the battle stuck there waiting for the damage calculation to happen.
[8] Mediator dissappears when using gun.
(help:aisenfield has 4 moogles. The mediator dissappeared after using a gun and mog knight dissappeared after using revive. The game proceeded smoothly and froze exactly after saying mission:cleared.........WHY NOW).
[8] Hit the same mediator using air blast with a mog knight in between and he did not counter even tough it highlighted COUNTER.
[9] Saving after (5 resets) finally clearing the mission (with invisible mediator) displays the save file with messed up text; it loads properly but the text does not go away.
[10,11,12] The last picture shows my bangaa's equipment and he did zero damage to the bomb, granade and firedrake. Can anyone tell me why because bombs/firedrakes are immune to fire and grenades are immune to ice. Also my equipment does not have elemental affinity (as of vanilla FFTA).
My guess for the above was bugged equipment; one ice-elemental and other fire-elemental (effectively nullifying all damge to bombs and grenades) but was proved wrong when I hit a character equipped with fire shield for non-zero damage.


::: Inconsistencies :::

-The elemantal spears now have the same attack power but their cost in the shops is not changed.
-I suspect that the above may also apply to the elemental blades (flametongue, airblade) but I don't have them unlocked (in the shop) yet.
-Although lightning and fire spells are 1 level weaker then ice spells, firaga is weaker than blizzara.
-The 'Satyr flute' has +1 move; in vanilla FFTA only growth equipment (from tourneys) gave movement bonus. Is this an intended change?


::: Rare bugs :::

Mission: Antilaws (Rescuing Ezel the first time)

-The samurai has secondary item. I stole his armour and he used draw weapon, and put away his sword as well. He keeps doing it every turn, never bringing out any weapon.I have never seen the AI put away items in vanilla FFTA, never knew it was possible (I know they requip).
I suspect this is happening because the original unit never had item secondary and hence doesn't have a virtual inventory mapped to bring out weapons from.
I tried reproducing this on other units using aim:weapon but didn't happen. So probably only that samurai didn't have a mapped virtual inventory.

-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.
Yes, this happens everytime I steal from Clan Dip's templar.
I cannot say if this only happens to templars because only they have diamond armour and bolt shield together. Also, it may not be dependant on the position of the item in the characters inventory as both the aforementioned templars have them equipped in different item slot positions. (Should've taken a picture of this on the second templar) Clan Dip uses slots 3&5 whereas the babus's templar used slots 2&3 (IIRC).

*edit*
The templar's s-ability is Half MP, he needs Shieldbearer to equip a shield.

::: Thoughts :::

-Summons need more vertical tolerance, kirin has 1h and ifrit 2h tolerance. Summons avoid friendly fire (but kirin targets enemies) and are 100% accurate. How about removing vertical limit to alleviate their high MP cost (they do appear from the sky).
-The game feels much less rewarding to fight missions out of the main story. I was Lv.22 when fighting the first totema. I have unlocked the new classes long ago but didn't have equipment to learn new skills.
-Characters level up very quickly because enemies are always a level or two higher than the party. This makes me wonder if clans ever reach Lv.50 because in vanilla FFTA they stopped at Lv.48
-Is it possible to increase all missions that give 40AP->50AP and 80AP->100AP. This makes it much less time consuming to learn skills because 40AP out of 50AP means two battles anyway. The reduced AP costs are great, but grinding for abilities can lead to unexpected level gains (am currently Lv.45 doing Nono's Jagd missions).
-Will concentrate be nerfed? because it still gives the 20% boost to status moves. Wasn't this one of the reasons why assassins were overpowered in vanilla FFTA.
-Will damage spill be introduced for manashield.
-Evade rates being lowered is nice but things like twister (AOE HP halving) is powerful and accurate; thieves have no need for thief gloves or concentrate for most part.
-I know I've said this before but 'earth heal' (heals the same as cure but has no AOE and costs more) seems incompetant to 'cure' either MP cost reduction or power up (to cura level as its still single target) would be appreciated.
294
FFTA/FFTA2 Hacking / Re: Raise the Level Cap
September 17, 2014, 01:00:08 pm
I am interested in this idea of raising the level cap to Lv.99 and probably halving the stat gains.

It solves the issue of rapid leveling in FFTA:GrimGrimoire and also makes level advantage much less of a problem.
I want to see outcome of this idea (just level cap and half stat growth, not sure about doubling the exp gain) and if it changes/balances any aspect of the game.
Quote from: Darthatron on September 16, 2014, 08:12:00 pm
The tedious part is then changing the stat-growth so stuff like the Blade-Biters and Jelly's don't become useless late-game when they hit 999 defence too early.


One thing I can see is that Lv.3 expose (99/3) would be more of a problem than Lv.5 death (50/5) because both of those skills hit all units on the map in FFTA:GG.
295
The Lounge / Re: Hi
September 16, 2014, 10:41:36 pm
Quote from: Elric on September 16, 2014, 10:36:29 am
Toshiko is usually the one to post the picture he posted, but he posted it first.
That's as deep as it goes.

Oh ok. Thanks for having me here :)
296
Quote from: SilverAuron on September 16, 2014, 11:36:20 am
Yes I know but when I respoded originally, you wrote Diamond, enche the edit.

I did not edit that sentance...I do remember typing adamant because diamond gear is not rare, but oh well.
Also nice idea on Clan Dip drops...this makes me wonder if their drops were the same in vanilla FFTA. I do remember obtaining a swordbreaker at Lv.7 from a clan battle.

On another note, FFTA:GG force levels your characters, just beat Adramelleah at Lv.38 (was probably Lv.20 in the original)
All I wanted was new weapons for newer classes, but at this rate my Montblanc may not become a Mediator as I need one more gun (shops only have two)...experimenting is not as rewarding as vanilla FFTA.

Sure FFTA is easy, but on my first playthrough (first srpg) I liked that most missions could be beat with almost any class combination...but first timers are not the target audience for mods, although my second playthrough was a breeze.
The job point mechanic in FFT solves this (removing the need for equiement) but can be abused to no limit.
The skill point mechanic in Tactics ogre psp maybe a more fitting alternative for it is not as easy to abuse.

How about making it so that there are 2 or 3 basic ability teaching equipment for every class right from the game beginning so that all classes can be unlocked at any point (I like that you added greatbows). My bangaa remained warrior for near 35levels, recently changed to dragoon to unlock templar. Its not that basic classes are inferior, far from it (warriors/bards/soldiers are much better now)...but having so many new classes and not being able to toy with them feels underwhelming.
Adding ability teaching equipment maybe not be as easy for some weapons teach skills to multiple classes.

Also can anyone tell me if attaching 10screen shots (240x160) is acceptable?
297
Quote from: SilverAuron on September 15, 2014, 12:33:15 pm
You could in vanilla too, so I'l assume you were talking about adamant (EDIT: looks like you did XD),no, I only have one BUT I still got it before unlocking plate mail in and iron armor in the shop, so yeah. Also It seems like clan dip tends to drop better equipment all around (got the 4 steal equop knives from them almost immediatly after unlocking clan wars).

By adamant I mean Adamant Amour (heavy armour) with 58DEF IIRC (the paladin in Clan Dip has one equipped) not Adaman Gear (clothing). In vanilla you could only get one, post game and it was the strongest armor bar the growth armour (Peytral).

Quote from: SilverAuron on September 16, 2014, 09:19:20 am
Either do story missions until you unlock them in shops OR fight clan dip and savestate/reload the last hit untill you get it.
You might need a few tries but you should get it pretty quickly. I got all 4 steal equip weapons (not immediately sold) from them as soon as they appeard on the map ;).
I don't know if the chances are the same for every random, but they seem, to me, to drop more awesome stuff more often.

Nice idea...though most of my drops were mithril weapons (claw, staff, saber).
I tried using aim:weapon and failed in reproducing one of the two bugs. The other one went well, needed steal:armour and could be reproduced.

Also I have taken screen shots to better present my posts and would like to know if its okay to attach around 10pics in the same post which makes the post very long.
298
I have found a few more bugs, some rare ones as well. By rare I mean things that have only happened once (difficult to reproduce).

I want to test these rare bugs and so am in need of a SWORDBREAKER to learn steal:weapon.
Any ideas on obtaining this ASAP?
I just beat babus (an hour long battle) and have also unlocked the first tier of upgrades in the shop.....if that helps.

Ah, I got an idea...I'll test it with aim:weapon. Interestingly, discovered something just by typing a post; nice.
still steal:weapon would be convenient as it is more accurate.
also not interested in using gameshark and/or codebreaker or any cheats.

*edit*
I tried using aim:weapon and failed in reproducing the one of the two bugs. The other one needed steal:armour and could be reproduced.
299
The Lounge / Re: Hi
September 16, 2014, 07:16:43 am
Quote from: Toshiko on September 15, 2014, 11:25:44 pm
I'm a Toshiko. And he... curiously... attached the image instead of using the welcome emote...

WELCOME TO FFH WHERE ALL YOUR DREAMS COME TRUE

so....was he only referring to TOSHIKO the person to respond to this thread? or is there more to this?
or, is TOSHIKO a character that has the same personality as me?
300
The Lounge / Re: Hi
September 15, 2014, 11:13:48 pm