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Started by Leonarth, July 16, 2018, 12:14:58 am
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Quote1. How did you change the formula for the "Capture" ability?
Quote2. Although you removed it on the hack, monsters still were added to the Monster Bank. What did you do for that? (I tried checking the "Enable Capture" box on AIO's Job Editor, but it did nothing :p)
Quote3. Do you know how to make an universal "Control" (and also a "Morph") ability that affects all monster Jobs, instead of having one ability for each monster class ([Control] Goblin, [Control] Panther, etc.)?
Quote4. While testing the "Enable Capture", I happened to visit the Monster Bank and the instead of the monster battle sprites, it only showed the shadow at their feet (screenshots attached).
Quote from: bcrobert on May 18, 2020, 09:18:14 amFor Control you may have to use my Ability Effects nightmare module (not the main Abilities module, the other one). I'm not sure if AIO supports changing targetable race, but I'm 99% sure that one of my modules covered it. Basically you would be looking for the targeted race and just changing it to target all monsters. (The function already exists for effects like Sidewinder, no need for coding.)
Quote from: Leonarth on June 07, 2020, 06:26:11 pmI'm not sure what Morpher thing you are talking about in particular but everything I made is on github.https://github.com/LeonarthCG/FFTA_Engine_Hacks
Quote from: Leonarth on December 25, 2018, 11:24:57 amSmall Christmas update, today I decided to make something I always wanted as a kid, as a kind of gift to my child selfWhen I was a kid I heard from my cousins that morphers could transform into monsters and use their abilities, to me that was the coolest thing I had ever heard about this game so I started training a Nu Mou just to see it, once I had a morpher I found out I also needed a hunter so I had to get one of those too.When I finally figured out how to capture a monster I was extremely disappointed by the fact that after "transforming" morphers would look like they were late to school, waving their arms and sweating, nothing to do with what I had imagined, they only transformed for abilities and then immediately went back to looking silly.So here I am, 15 years latter, fixing the issue and making my imagination into reality:This will be included as an option for the job/ability assignation rework.In case it's not clear yet, this engine hack makes morphers actually transform into monsters, changing their aspect and their movement types.Morphers will still use the same palette they were using before morphing so player morphers will always be blue or green.I call it: Morphing Morphers Morph.
Quotewhat if the Morpher's monster form has a unique palette not used by any monster variants?
Quote from: Leonarth on June 08, 2020, 05:57:06 amThat was available before I even made the post you quoted. It's on GitHub like everything else.
Quote from: Leonarth on June 08, 2020, 05:57:06 amA unique palette for each one? Impossible, there's only so many palettes you can use at once (16) and all the slots are already pretty much taken, and even if they weren't if you wanted a unique palette for each monster you would potentially need a slot for each Morpher you can have in your team, which is unreasonable.However, if you wanted to have a green or purple version of a monster you wouldn't need a new palette at all, those colors are already available, what you want is new graphics that use those colors. You can do that for your hack, I have no interest in including it. I think it makes no sense to do, a hack can easily include a new monster type that uses those colors anyway which makes it no different compared to just using one of the already existing ones for the Morpher.
Quote from: Leonarth on June 08, 2020, 05:57:06 amIf you want to learn more about how the GBA works I recommend reading http://www.coranac.com/tonc/text/
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