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Messages - Jingle

1
FFTA/FFTA2 Hacking / Re: Status probability
January 07, 2013, 09:14:27 pm
Oh well, so it's kind of working to consider them "half" a normal status effect.
Thank you very much for the information, Ethereal, this is really helping me.
2
FFTA/FFTA2 Hacking / Status probability
December 09, 2012, 12:34:16 pm
I was always concerned with this: how can I know the probability a status will be inflicted by a damaging skill? I am restarting to work on my mod these days and I want to be precise with balancing calculation about Spirit Magic, Ninja Skill, Beso Toxico and so on. For my previous mod I normally just considered it 50% of normal status hitting effects, because they need to hit normally and only after it you know if the status will hit (even if it is not half the probability than a normal status). I think I will probably end up considering them "half a status", for easier calculations, but, still, I wanted to know exactly what is going on with the math there.
Is it based on status evasion? Probably. Is it based on the position (front-lateral-back)? I'm not entirely sure. Is there any value written in the skill to know how much is the probability for the skill itself? I'm pretty sure these skills seem to be normally inflicting statuses more than 50% of the time

Also I read somewhere that Sheep Count has a better status probability than Sleep, but I cannot find any confirmation of this, and by testing, it's just the same, every status skill (just status, without damage) seems to have the same probability perfectly based on status evation (50% from the front for normal characters)
3
FFTA/FFTA2 Hacking / Re: Editing Skill/Spell Damage
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.
4
FFTA/FFTA2 Hacking / Re: Editing Skill/Spell Damage
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/