Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by Zeke_Aileron, August 18, 2017, 03:58:48 am
Quote from: Valdrigr on August 18, 2017, 02:20:40 pmI am very interested in this project, since I love FFTA2 a lot. If you actually want some help, I'm trying to learn about modding, but I'm a complete beginner, to be honest, so I'm not sure if I can be of any use to you. I'll try to learn about some of the things you said you don't know how to do.Also, good luck with this, I'll be waiting for future updates!Now, a quick question out of topic:Do you know any NDS emulator that has Fast Forward without frame-skip?
Quote from: Bonesy on August 18, 2017, 09:30:47 pmno$ and desmume are basically the only ones until melonDS or medusa exit alpha
Quote from: chocolatemoose on August 19, 2017, 11:27:24 pmLooks like you're off to a promising start! I look forward to playing it once you've made more of the job changes.Can you give the Gria and Seeq more jobs by removing some of the other classes out there (like monsters)?As far as the locked jobs, most don't come too late (the big exception is Geomancer, as well as Seer, Ravager and Lanista, to a lesser extent). If there were a way to edit the quests to make them show up earlier that could do it.
Quote from: Valdrigr on August 22, 2017, 03:44:18 pmI spent the last few days reading a lot about Hex Editing, and I can only think that there's a boolean value for every single clan privilege that makes them available, but since you can't just make it false, the best option would probably be removing the Titles (Master Hands and Master Explorer [hoping that there's some way to do this]), but this would ask for a rework to the Clan Trials system (unless you'd like to leave it like that for these 2 specific Trials). Sadly, I don't know how hard or possible it is, since some game aspects can't be changed.Also, which tools are you using other than Job/Ability Editor by Lennart? I'm kinda lost about where I should/must start by myself.
Quote from: Valdrigr on August 22, 2017, 05:30:38 pmI am using both, they're pretty good to do some changes to the game battle machanics. I had some fun changing skill effects: Thunder could stop; Illusions would deal less damage, but cost less MP; Tried to make haste an AoE spell, but it would cause a stupid glitch, só I gave up and fixed Hastega; War Dance also had Magick Up but cost was increased, etc... But other than these little buffs/nerfs, I couldn't do some REAL changes, like the Beastmaster's Control skill on Rfh's FFTA2 Redesigned (he condensed every control spell in a single one, and then removed the others from the skill set, in case you don't know about it). Sadly, there's nothing like FFTPatcher to mod FFTA2 yet... And I wish I had more interest in FFTA, but just like you, I don't think it is as good as other FFT's.
Quote from: Valdrigr on August 22, 2017, 06:17:25 pmI know you can do the Control stuff with the ability editor, but I think you need some hex editing to actually remove or add skills to a skill set, don't you?
Quote from: Eternal on August 22, 2017, 07:06:09 pmZeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!
Quote from: 4Strings on August 22, 2017, 07:32:06 pmLooks great! (Long-time Lurker here...)For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.Just a suggestion, and great job again!
Quote from: Zeke_Aileron on August 22, 2017, 07:44:22 pmActually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)
Quote from: 4Strings on August 22, 2017, 08:03:42 pmI see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything. You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?
Quote from: Eternal on August 22, 2017, 07:45:19 pmBear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind.
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