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August 27, 2025, 12:55:30 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Ethereal Embrace

1
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.8
August 14, 2025, 08:46:26 am
Thank you for letting me know! Unfortunately, I apparently have used up all 200 AP value slots for Humes, so I cannot actually give Blue Mage more skills, which does make me sad. But nevertheless, being able to obtain blue magick much easier is a nice enough buff!

I wanted to ask: skills #296 to 31E all have effects and many have descriptions. These skills *are* used in the game, right? They're like unnamed actions that occur in specific game events/fights? I want to know so that I can confirm that I shouldn't touch these skills. I want to give more skills to non-Hume jobs and I'm slowly running out of existing skills that I'm no longer using (mostly Beastmaster and Ultima skills).
2
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.8
August 04, 2025, 11:08:42 pm
Update: I was able to give monsters new skills like giving Lamia Alchemy skills! And it works... but the animation doesn't like it. The Lamia will disappear during the duration of the move. Sadly, I'm no good with modding sprites, so it might be curtains for that idea.

I do have a question, is there any way for me to get rid of the AP Gain clan privileges? If not get rid of them, then simply make them unselectable all the time? I want people to actually use Clan Privileges, so I think it's imperative that I remove these ones and simply boost the AP gain of every quest instead.

My current idea is:
- Story Mission: 120 AP
- Non-Repeatable Skirmish: 60 AP
- Repeatable Skirmish: 30 AP
- Non-Repeatable other (deliveries, dispatch, etc.): 40 AP
- Repeatable other: 20 AP
3
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.7
July 29, 2025, 04:29:03 am
Quote from: Ethereal Embrace on July 22, 2025, 11:31:05 pmOnce again getting this error. It happens when I change a unit's job to something else. Some missions I can do it no problem, other missions I seem to no matter what I do. Changing the name and back doesn't seem to work.
Slight update: it does seem like I can bypass this error by simply deleting that unit and creating a new one, provided that unit doesn't have unique text/event attached to it.

I have just started adding more units to formations, and it's a lot of fun! I specifically want this game to be significantly harder near the end of the game, so this should help make things interesting. Thanks for this feature. :)
4
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.7
July 22, 2025, 11:31:05 pm
Quote from: Ethereal Embrace on July 20, 2025, 05:39:27 amI seem to get this error when I try to edit the units in the quest To Be a Fighter. Editing other quests and other things still seem to work. What does it mean?

Once again getting this error. It happens when I change a unit's job to something else. Some missions I can do it no problem, other missions I seem to no matter what I do. Changing the name and back doesn't seem to work.
5
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.7
July 20, 2025, 05:39:27 am
I seem to get this error when I try to edit the units in the quest To Be a Fighter. Editing other quests and other things still seem to work. What does it mean?
6
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 14, 2025, 10:17:09 am
Quote from: maroon on June 30, 2025, 06:18:15 amcan anyone figure out how to fix it
Ngl, I have no clue how you even got this point. Tbh, the only thing I'd say to do is to start over and do it over again.
7
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 11, 2025, 12:39:16 pm
You are correct, it is because I tried loading my modded one. I've spent a few months on it already so I won't be able to use this editor unless I have entirely rebuild it from the ground up again (which can very well happen, again!).

Being able to mod mission rewards is the last BIG thing I really needed for my mod but there are few niceities I'm interested in modding as well. If you could help out, that would be greatly appreciated.

1. Judge bonus modding, basically a continuation of mission rewards modding. I wanted there to be more varied loot in judge bonuses. This isn't necessary for me to change, but since a majority of early missions already have 3 rewards per, I wanted to mod judge bonuses to be able to compensate. I know you already posted what you know about this above, I'll need to take some time to actually look into down the line. Thank you, for that, by the way.


2. Auction modding, I assume it's just a pool of items listing similar to the mission rewards, how can I mod this? Not a priority, but I do want to highlight some early jobs like animist and fencer some more.

3. Monsters using player abilities. I wasn't able figure out how to grant enemy races the ability to use player skills. I know that some Werewolves can use *some* Fighter skills,so I wanted them to use some more, but giving that race their AP value slot in the skills learning data wasn't enough. So there's something else that I'm missing. Again, not a huge deal as I'm pretty content with monsters as they are buffed in my mod, but it would be nice to make monsters more fun and interesting to fight against!

4. Blue Magick modding, this isn't for me as I've already figured out a very convoluted way to change blue spells. But there is some byte or bytes that determines whether or not Learn activates, maybe you've already found it, but I couldn't figure it out. All I did was replace existing blue Magick and the corresponding enemy skill to match it. Pretty tedious process as I would have to go into every formation to accommodate this change (but I going was doing that already).

But yes, perhaps you've already figured this one out. I'm sure others will benefit from this! I actually personally removed some Nlue Magick as I categorically disagree with the concept of some of them, such as roulette.

5. Changing a job's requirements to unlock does NOT change the description for it in the class change select screen. Do you know how to change this text? I'm sure it's a simple find, but I have found it to be a recurring theme in some FFTA2 mods.
8
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 10, 2025, 09:14:35 pm
I did not do that last part, thanks.

I now have this error lol.
9
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 10, 2025, 05:40:59 pm
I see, that's very convoluted but interesting. Thanks for responding.

I decided to try out the editor but when I try opening the file, I get this error. Any idea what it means?
edit_error.PNG
10
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 10, 2025, 01:32:11 pm
No, I didn't know that, thank you! I knew about the item IDs but I couldn't parse where the number of said items came into it. This is very helpful.

I guess my next question is: is there any way to change judge bonuses for upholding the law in a mission?
11
FFTA/FFTA2 Hacking / Re: FFTA2 Editor v1.3.5
July 09, 2025, 11:47:21 pm
Very nice! It says that using this changes offsets so I won't be able to use this myself. I do have a question though, were you able to find out how to modify mission rewards like loot, if so, how?!
12
Modifying abilities is really nice because anytime you have a broken ability, it can easily be changed to be less broken (usually by adding an MP cost, or outright reducing the damage). But as of yet, there are no tools that deal with passives and reactions. Truth be told, except for Turbo MP, I don't think any of them are broken, HOWEVER, the computer AI cannot dynamically interact with these passives and reactions, making them very broken in the process.

Which is to say, if a unit has Reflex, and the enemy just uses regular attack and misses. Sometimes, it will keep doing regular attack to that same unit. Sometimes multiple enemies will keep doing regular attack on him. This is not good as enemies are using up their crucial turns doing nothing.

Does anyone know any way to change or modify these types of things? I'm willing to learn, I just have no clue where to look.

If there is no way at the moment, then the only recourse is to simply remove the broken passives and reactions. The ones I'm looking at:
- Turbo MP (way too absurd in a game that starts with max MP, BUT it's fun to give this to enemies every now and then).
- Halve MP (this isn't broken until we get to the big boy spells like Ultima, Hastega, etc. One way to deal is to simply increase the MP cost of most spells and better abilities, but at the same time, doing so pressures characters to basically all have Halve MP as their passive as a lot of passives aren't amazing as they are).
- Strike Back
- Magick Evade (what were they thinking)
- Reflex (might keep this one, but I don't know)

Some thoughts on this would be like:
- What if Reflex just rose evasion by an extra 10 points?
- What if Magick Evade rose evasion from magick attacks by 20?
- I don't think you can really balance Turbo MP
- Halve MP is not egregious, but in a game where almost every move costs a significant amount of MP, it feels extremely good.

Other thoughts:
- Counter Magick is problematic as you use full MP cost to activate this, despite only targeting one person. This can be a problem as what if that MP cost is so high that you are unable to perform wanted actions in the next turn? My idea is to either reduce MP cost to half or completely remove MP cost but reduce damage by 1/2.
- One of the problems with removing these abilities is that the game already feels very strapped for unique and interest passives and reactions. Removing these abilities will continue to exasperate that feeling. Counter is the most perfect idea of a reaction ability of all time, however, the game would be boring and stale if every enemy had it.

Being able to making new Action ability effects and parameters, Reactions, and Passives would be a goal but not completely necessary.

Other abilities:
- Doublehand and Charged Attacks are way too weak (+8 ATK)
- Concentrate only boosts accuracy by 5%. This is an overcorrection as in FFTA, it boosts by 20%. I think 10% is a very good compromise.

Clan Privileges:
- I actually don't know too many clan privileges but there is a clan privilege that halves MP, which stacks with Halve MP. Naturally, the only recourse I can think of is to get rid of that privilege.

Does anyone know how I can do that? Keep that privilege from being available to players.

- Bonus AP privileges are really good, however, I've found that I basically do not use any privilege but this one. In a game where privileges are basically required to use, I feel like being very pressured into basically only using these privileges is bad design. So I'm strongly considering getting rid of these abilities.
- It's with that in mind, that I would like to know, is there any way to modify the amount of AP received in a normal mission success? I know it's 80 per story mission, and 30 for anything else. Can I make it 100/50 instead?

If not, that's fine. I can simply adjust the AP needed for every action ability (not passive or reaction abilities though, as I don't know how to modify them, but those don't really need to be changed at all).

EXP Gain:

Sorry if I'm asking too many questions, but I wanted to know if there was a way to reduce the max amount of EXP gained per mission. I know it's 60+bonus EXP, I wanted to reduce it to either 35 or 40 per mission as I decided I wanted to reduce the level cap to 50 (or 51).

Ultima:

Ultima moves are really broken, so I think removing them is a good option.

Alternatively, right now, it's power 95 with 3x damage output (this means that it's generally doing 200 damage with a character with low Magick stat).
I was thinking that power 50 with 2x damage and 2x accuracy is a good compromise. Shouldn't 1-shot everything in sight, but still very good. Should probably have some other drawbacks as well.

So yeah, lots of questions, not all are technical or hacking, just what are your thoughts on some of these topics? Is Halve MP not completely OP? Is Ultima worth keeping? Do you think Bonus AP is bad game design?
13
I tried it out, first by making a spreadsheet recording each of the values of every skill I wanted to modify (just went down the list), and then moved around some key values, particularly the "animation" ones.

There's a lot you can do with these things.

Worth noting is that some animations DO NOT WORK with multiple targets, other animations can work with multiple targets but the animation only happens ones, and then the regular is some animations work with multiple targets and the animation occurs once per person.

Some animations have multiple colors, but generally just enough colors for every relevant version.
14
I recall that there was a tool for modifying animations but I had no idea how to use it. Does anyone know where to find it and any specifics that can help? I already have a text editor so I can use that for the text, I just would like to know how to make new moves for unique classes instead of simply giving classes moves that other classes/races have.

15
Don't know how to change MP recovery into a percentage, but they discuss how to change it into a different integer than 10 here:
https://ffhacktics.com/smf/index.php?topic=12414.0

I personally made the choice to let characters start with Max MP and recover 3 MP per turn.
My ideal system would have been starting with 50% Max MP and recover 5 MP per turn but I don't know how to do that.
16
FFTA/FFTA2 Hacking / Nightmare Bug?
August 04, 2022, 12:07:53 am
nightmare_bug.PNG
This is happening to all the equipment that give skills to special classes, they just show up as "Soldier" even though the skillset hex number should be correct, and they do all properly have those skills in the skillset, and the race AP hex value needed to learn it as well.

I do have a workaround for it, but I would like for them to work as normal. Does anyone have any idea why this might happen? This has happened to me before when using the Nightmare editor in the past, but I don't remember how I handled it then.
17
This worked, thanks!
18
I don't know if this is happening specifically because of my computer/OS or whatever, but any time I try to do anything regarding the Warrior's skillset called "Arts of War", it will instantly and immediately go back to the Soldier's skillset of the same name. This means I cannot make any changes to Warrior skills or even add those skills to a random unit in the formations tab.

What should I do?
19
Tried changing the beastmaster control skills into something different and it didn't seem to work?

Not sure what to do about that. Would really like for them to just have any skill that isn't only controlling monsters.
20
This is very useful stuff, thanks! Let us know if you have any updates on this.

Do you know which unknown deals with displaying damage dealt or healed, like say you were turning Steal Gil into Mug Gil instead. When using the ability editor, the damage is correctly dealt, but isn't displayed iirc.