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Messages - Ethereal Embrace

61
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 21, 2012, 12:43:06 pm
I remember Darth was discussing how we wanted Red Mage's doublecast to NOT affect Summoning magic.  This may be the solution.
62
Excellent job!   :mrgreen:

I'm going to see this for myself.
63
FFTA/FFTA2 Hacking / Re: FFTA Job Editor [beta]
March 20, 2012, 11:19:21 pm
I kinda found a minor bug/thing.  When I changed the game to make it so that everyone recovers 10 % of max Mp, at that time, I could reverse it.  But now, I don't know why, but I cannot.  Everything else in the misc editor part works just fine, except for this.
64
FFTA/FFTA2 Hacking / Re: Skill Effects Listing
March 20, 2012, 11:17:46 pm
Do you guys know which byte these effects refers to?
65
Quote from: Eternal248 on March 08, 2012, 05:39:43 pm
Now this only affects the duration of a unit currently under a status, and not the status itself, right? i.e, if I do this, I can make Protect last 10 turns on Marche, but for everyone else it'd only be 3?

That's what I was thinking about.  The way the data was presented suggested that was referring to a current battle, meaning it would only pertain to 1 character, and not the status as a whole towards everybody - which is what I was hoping for.
66
Quote from: Eternal248 on March 08, 2012, 01:40:59 pm
Whoa, status duration extension was something I was really hoping could be changed. Thanks for the finds- these are great!

How would one be able to do that?
67
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 08, 2012, 04:59:53 pm
That list would certainly be helpful.  Another thing, I haven't checked myself, but what determines a move's range to be weapon and not a numerically fixed value instead?  I'm particularly interested in replicating the effect of Earth Render except that I would prefer it have a limited range of either 4 or maybe 5.
68
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 08, 2012, 03:33:14 pm
So it is unclear as to what determine an ability's affect (healing, damage, magic damage, status)?  That to me seems to be the most important bit of info we need to get to truly change this game.
69
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 08, 2012, 03:19:50 pm
Looking at the data in http://datacrystal.romhacking.net/wiki/Final_Fantasy_Tactics_Advance:Abilities, I found out that the unknown between aura/area and power should be the height factor.
70
FFTA/FFTA2 Hacking / Re: Editing Skill/Spell Damage
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.
71
FFTA/FFTA2 Hacking / Editing Skill/Spell Damage
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.
72
FFTA/FFTA2 Hacking / Re: FFTA:ClassChange
December 13, 2011, 12:41:25 pm
I personally don't like the idea of getting rid of supports and reactions: it allows for so much customation.  I will, however, concede to the point that it makes things very difficult to balance, but it's more fun with them, in my opinion. 

But Magick Counter is one the dumbest things to exist in FFTA2: full mp cost to target only one person, and that the spell they use will like be either resisted or absorbed (see Flan).  Magick was just really dumb in general, when it came to FFTA2.
73
I always thought it was dumb to have bosses resist every element - that solely targets mages and weakens them significantly.  It's bad enough that they have to wait before they can use stronger spells (which are already not worth the amount of Mp they take:  i.e. 4* Mp = 5/3* Damage).  It's also basically telling me that, if you are going to do a boss battle then "unless you're an idiot, don't use offensive mages."
74
FFTA/FFTA2 Hacking / Re: FFTA Job Editor [beta]
November 06, 2011, 04:45:20 pm
Amazing update.

Did you ever get a chance to fix the Ribbon/Shield bug?  I'm also wondering about one of the enemy level hacks, the one based on highest level in the clan.  I at first didn't have a big qualm about it, but then I remembered that there are the 6 special characters (Eldena, ect.) that start out being 7 levels above your clan average, therefore, allowing one of them to join the clan would invariably mean a HUGE challenge for the rest.

Also, I don't quite understand the meaning of the "Enable level scale on all battles" hack.
75
Quote from: Eternal248 on November 06, 2011, 12:49:58 pm
We can always just change Matra Magic, you know. :P

This is true.  Make it have status effect accuracy at the very least.
76
Quote from: Zaen on November 06, 2011, 12:41:17 pm
How about the same MP regen, but half MP at the beginning? Then Matra Magic isn't ridiculously OP in early portions of the battle.

That's actually what (1/3 instead of 1/2) I wanted to do but I have no idea of how that would be possible.
77
Quote from: UltimagaWeapon on November 06, 2011, 01:43:20 am
I like the idea of no MP Regen but full MP at the beginning.

I can't say that I agree.
78
I guess I'm okay with recycling laws but every other turn seems like huge hassle maybe ever 4-5 turns.  I wanted there to be an in-battle equip skill like the one that Chemists have, but say that you break a law and that you lose that equip for the battle (therefore, unable to gain the AP for that skill, if any), then you couldn't use that option.  If I'm correct, there is an equip weapon option that anyone can use in battle as long as they aren't equiping one at the moment.

Quote from: Pickle Girl Fanboy on November 05, 2011, 10:56:06 am
Law cycling sounds great, but battles are already incredibly slow as it is, including waiting on judges to move around.  Having a law roulette every few turns could make a random encounter last almost an hour.


That's why I have a VBA and hold the space button when it's not my turn.
79
Actually, yellow cards can also reduce stats.
80
Quote from: GeneralStrife on November 02, 2011, 06:20:02 pm
Laws were so annoying, I've never seen anyone want them to stay (until now)

Perhaps they realized just how easy this game is.  I'm literally buffing all the monsters' stats by a good margin and they're still no big threat.