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FFTA2 mod proposal (help needed)

Started by chocolatemoose, June 26, 2020, 04:07:17 pm

chocolatemoose

June 26, 2020, 04:07:17 pm Last Edit: June 26, 2020, 06:17:48 pm by chocolatemoose
        There are a lot of things I like about FFTA2: the variety, the sheer amount of content, the plot - I kid, I kid - but there are a number of things that strike me as less than ideal that I'd like to remedy. These include:

        • The MP system punishes magick jobs and rewards physical ones
        • Some of the jobs are too unbalanced
        • Many of the jobs have a muddle of abilities, out of which you only need to use one or two; the rest are wasted
        • While I'm no fan of hardtype mods, I find this game is too easy, even on Hard mode

        At a global level, here are the changes I'd like to make:
        • MP starts at max
        • No MP regen (MP Channeling/Half MP clan privileges removed)
        • All skills cost MP
        • Magick spells have a range of no less than 4
        • Debuff abilities' accuracy and damage vary by the severity and MP cost of the debuff
        • Ultima is mostly gone
        • Heavy armor-wearing jobs have 3 move
        • Increase damage dealt by poison from 10% HP per turn to 20%
        • Rebalance job stat growths to remove clear-cut winners and losers
        • Increase monster stat growths to roughly net out to characters stats + equipment and buff elemental resistances
        • Rebalance equipment so that mages' weapons give higher magick, not attack (unless someone can tell me that this will be too broken; I don't know what the damage formulas are)
        • Playable characters have inherent elemental resistances and weaknesses

        I've played around with Lennart's job and ability editor tools and I'm pretty sure I can use them to tweak stats and existing abilities, but I'm 100% clueless about a lot of things. I'm posting these questions up top, including how to:
        • Make MP start at max and remove the related clan privileges
        • Rename jobs/abilities
        • Assign abilities to different jobs
        • Assign animations to abilities
        • Change poison's damage
        • Disable Items for jobs other than the Alchemist (I'm hoping to let the Alchemist use items with range, and was hoping it would be eaiser to set the abilities with range and disable Items for everyone else so they can't use it with range)
        • Give the Alchemist a list of actions similar to what Eternal's done for his Gourmand job under an A ability
        • Make some abilities require a specific weapon type (or not)
        • Is there a flag to control whether an elemental skill gets a boost from Geomancy?
        • Has anyone tried to use the Summon Pack ability by a controllable character?
        • Is it possible to use a knockback effect more than once for an ability; i.e. knocking a unit back 3 spaces as opposed to 1? Related: is it possible to implement the inverse of the Yowie Draw In?
        • Is it possible to implement the inverse of abilities like Leap (Move +1) and Buckshot (Range +1)? I.e. range down, move down
        • Is it possible to implement an ability that changes AoE?
        • I wanted to build a class around smash gauge mechanics, but the only effect I saw in Lennart's editor is steal smash gauge. Does anyone know if it's possible to implement abilities like fill smash gauge X%?
        • On a related note, it would be awesome to edit opportunity commands, but I'm guessing those are harder and in the realm of R- and P-abilities

        If it were written code I could probably figure it out, but there's something about hex code that I have a really tough time grokking - I've watched some tutorials and still don't get it. I'd like to offer up thanks in advance to anyone who can help me with these problems. I'd also like to thank this community for inspiring me with the mods you've produced. Special thanks to Eternal, Rfh, DeSegretjin and Zeke, whose mods this shamelessly rips of-I mean, borrows from in many places. Another influence in general has been BTB at NG+. His posts on game design are well worth the read.

        Outside of the global changes mentioned above, this is mostly a vanilla+ mod. I preferred to tweak, unless, in my opinion, a job or ability was untenable or undifferentiated enough. I nerfed some abilities and buffed others. I also did a lot more musical chairs - moving abilities one from job to another - than creating new jobs and abilities. There are physical jobs that specialize in every element (similar to the Raptor for wind).

        A draft of the proposed changes for jobs and abilities is below. If an ability isn't mentioned, it is unchanged. Nothing is final and I welcome your feedback. Next steps for me are to come up with MP cost, range, AoE, power, accuracy for the abilities, and then start mathing out stat growth changes. I also haven't spent a lot of time on reaction and passive abilities.

Humes: nothing
Viera: weak: fire; resist: ice
Bangaa: weak: ice; resist: fire and water
Nu Mou: weak: water; resist: holy and dark
Moogle: weak: earth; resist: lightning
Seeq: weak: wind; resist: earth
Gria: weak: lightning; resist: wind

Specific jobs may confer additional elemental resistances or weaknesses, like white mages will be resist holy and be weak to dark, so a Nu Mou white mage would be holy immune and dark weak. Note that I have yet to test this with equipment (what would it look like if a holy-weak job equipped a chameleon robe?), so this may not work in practice.

  • Soldier
    • Rends deal damage
    • Removed Gauge, Provoke and Mug Gil
    • Added "Grenade", "Frag Grenade" and "Hyper Grenade", which deal a fixed amount of small. medium and large damage, respectively with range
  • Thief
    • Consolidated all Steal Loots into one ability
    • Changed Steal Gil to Mug - deal damage along with stealing gil
    • Removed Steal Items and Steal Limelight
    • Added "Steal HP" - drains target's HP
    • Added "Steal MP" - drains target's MP
    • Added "Steal Heart" - deal damage and attempt to charm target
    • Added "Mug Time" - deal damage, haste user and attempt to slow target
    • Added "Mug Status" - deal damage, grant user a random buff and attemps to give a random debuff to the target
  • White Mage
    • Removed Arise and Refresh
    • Added Protect, Shell and Holy
  • Black Mage
    • Tier 1 spells have an AoE of 1
    • Tier 2 spells have an AoE of 2
    • Tier 3 spells come with a chance for a status ailment: Fire - berserk, Ice - delay turn, Lightning - blind
  • Archer
    • Renamed "Focus" to "Charge"
    • Scrapped skill set because it was undifferentiated and other jobs did it better (e.g. Fusilier)
    • New skill set is elemental arrows, one for each element, single target, weapon range. Not compatible with Geomancy
    • I'm not sure how useful this class will be
  • Paladin
    • Cover now increases the user's defense and resistance
    • Removed Parley and Defend
    • Added "Healing Smite" - deal damage and heal the user
    • Added "Divine Smite" - deal damage and cast regen on the user
  • Fighter
    • Rush has a chance to immobilize
    • Aurablast has a range of 3 and deals half damage
    • Air Render has a range of 2
    • Removed Beat Down and Air Blast
    • Added "Fury" - deal damage, raise attack and berserk the user
    • Added "Pummel" - attack twice, but user becomes immobile and loses evasion for the next turn
  • Parivir -> Cursed Blade
    • Moved part of the skill set over to the Spellblade job (Viera). I originally planned to put the Cursed Blade on the Viera and move the Spellblade to Hume, but thematically I think this makes more sense. I'm open to arguments in the other direction
    • New skill set is Curse. Job focuses on powerful abilities that also damage the user, specifically physical ice abilities
    • "Icic-hell" - deal ice damage in a range, blind and silence the user
    • "Muramasa" - deal strong damage, immobilize and poison the user
    • "Stormbringer" - deal strong damage but lose 20% of user's HP
    • "Stormbringer EX" - deal strong damage but allies lose 10% of their HP
    • "Glacial Strike" - deal 2x ice damage, slows the target and the user
    • "Ice Tomb" - deal heavy ice damage around the user and stop the user
    • "Last Stand" - increase all stats and doom the user
    • "Tenacity" - restore HP relative to the number of debuffs the user has and remove most debuffs
    • Added Blood Price
  • Ninja
    • Changed AoE on veils to 2 (black magick-sized)
    • Changed Oblivion to "Ice Veil" - deal ice damage with a chance to inflict addle
    • Removed Throw
    • Added "Elude" - increase user's evasion and become invisible
  • Illusionist -> Warlock
    • Scrapped skill set because it felt too easy to cheese and too close to the Scholar, while the Scholar is at least more difficult to set up (but can come with greater benefits
    • New skill set is Sorcery. Job focuses on powerful abilities that require Focus (Prime) to use
    • "Focus" - gather the user's energies
    • "Ultima" - ultimate ranged magick attack, deals 3x damage
    • "Meteor" - deal magick damage to all foes
    • "Full Break" - lower target's attack, defense, magick and resistance
    • "Destruction" - chance to destroy target's weapon, armor, helm and accessory
    • "Charon" - cast death in a wide range and KO user
    • "Cessation" - inflict stop on one target with perfect accuracy
    • "Devil's Due" - reduce all allies' HP to 1, raise all their stats, grant them reraise and quicken
  • Blue Mage
    • Changed Bad Breath to inflict toad, silence, poison and sleep
  • Hunter -> Beastmaster
    • Scrapped skill set because the Hunter never had much going for it outside of Sidewinder and Ultima, the latter of which is gone
    • I consolidated the Control skills into one and focused the other abilities around monsters
    • Job still uses greatbows
    • I'm considering having the debuff abilities deal damage or have a higher accuracy with monsters
    • "Control" - control monster unit
    • "Tame" - charm target monster unit
    • Toadsong
    • "Summon Pack" - if there's a way to make this work for controllable characters
    • "Tranquilizer Dart" - deal damage with a chance of sleep
    • "Seal Ability" - inflict addle to target
    • Renamed "Hunting" "Poach"
    • Sidewinder
  • Seer
    • Refocused the skill set around white magic while trying to keep it distinct from the White Mage
    • Removed Cura, Esuna, Raise, Blizzara, Fira and Thundara
    • Added Unicorn - only restores HP, does not remove debuffs
    • Added Astra
    • Added Phoenix - revives units at 1 HP
    • Added Holy
    • Added Kirin
    • Added "Zam!" - deal a moderate amount of non-elemental damage
    • Renamed "Recharge" "Mist Charge"

  • Fencer
    • If Checkmate successfully applies Doom it also hastes and quickens the target
    • Reduce Nighthawk's range from 4 to 2
    • Removed Piercing Blow and Shadowstick
    • Added En Garde
    • Added "Parry, Riposte" - cross-counter
  • Green Mage -> Space Mage
    • Scrapped skill set since it felt undifferentiated. New skill set is Space Magick
    • Job focuses on space-related effects (remember when Time Mages were Space-Time Mages?)
    • Uses rapiers
    • "Gravity" - draws in targets
    • "Repel" - pushes back targets (see question above)
    • "Teleport" - teleports targets to random positions on the field
    • Renamed "Gravity" "Quarter"
    • Renamed "Graviga" "Demi"
    • "Farsight" - increase range of target's next attack
    • Kept Leap and Tranq
  • Elementalist -> Mist Walker
    • Scrapped skill set since it felt undifferentiated
    • New skill set, "Mist", focuses on MP-related abilities
    • Added Matra Magick and Rasp
    • "Mist Charge" - Restores MP to the user
    • "Osmose" - absorb MP from target
    • "Imbue Mist" - share user's MP with target
    • "Mist Overload" - restore all allies' MP to max, reduce user's MP to 0 and KO user
    • "Ethereal Attack" - deal magick HP and MP damage to target
    • "Convocation" - deal magick damage to target based on user's max MP
  • Red Mage
    • Uses maces and hammers instead of rapiers
    • Removed Silence and Magick Up
    • Added Sleep and Geomancy
[/li]
[li]Spellblade
  • Mostly refocused around the Parivir's elemental blades
  • Spellblade abilities have a range of 1, deal 1x damage (down from 2x on Parivir), but are compatible with Geomancy
  • Added Hoarfrost Blade, Shimmering Blade and Skyfury Blade
  • "Zephyr Blade" - wind elemental attack, may cause silence
  • "Dust Blade" - earth elemental attack, may cause blind
  • "Drowning Blade" - water elemental attack, may cause sleep
  • Removed Poison, Sleep, Confusion, Oil, Slow and Doom Blade
  • Kept Main Blade and Stun Blade
[/li]
[li]Summoner
  • Changed Carbuncle to cast berserk
  • Ifrit has a chance to silence
  • Shiva has a chance to immobilize
  • Ramuh has a chance to confuse
  • Maduin has a chance to blind
  • Removed Unicorn, Kirin and Phoenix
  • Added Chocobo Rush (considering giving it a chance to inflict teleport)
  • Added "Beezlebub" - deal AoE damage with a chance to inflict poison
  • Added "Bahamut" - deal strong non-elemental damage
[/li]
[li]Assassin
  • Uses knives instead of katanas and greatbows
  • Changed Aphonia to "Garrote" - deal damage with a chance to silence
  • Shadowbind now also makes the user invisible
  • Removed Ague, Oblivion, Rockseal and Ultima Masher
  • Added "Hamstring" - deal damage with a chance to immobilize
  • Added Vanish, Beso Toxico and Sneak Attack
[/li]
[li]Sniper -> Marksman
  • Scrapped skill set because it was forgettable outside of Doubleshot, which was too easy to abuse
  • New skill set focuses on equipment breaks. It's niche, but consistent
  • "Aim" - increase user's accuracy
  • "Arrow Rain" - deals 0.5x damage in an area
  • Helm Shot, Armor Shot, Weapon Shot, Accessory Shot - can destroy those respective equipment
  • Added Lightning Strike
  • Kept Marksman's Spite
[/li]
[/list]

  • Warrior
    • Removed Rend Power, Rend Magick and Rend Speed
    • Added "Rend Defense" - deal damage and lower defense (Power Crush)
    • Added "Rend Resistance" - deal damage and lower defense (Mind Crush)
    • Added "Rend Evasion" - deal damage and reduce target's evasion to zero
  • White Monk
    • Aurablast has a range of 3 and deals half damage
    • Removed Air Render
    • Added "Pummel" - attack twice, but user becomes immobile and loses evasion for the next turn
  • Dragoon
    • Jump has regular accuracy. To imitate the ability historically being a defensive one (by taking the user off the board), it now grants the user bulwark and delays their turn
    • Lancet now absorbs HP and MP
    • Wyrmtamer now charms dragons
    • Removed Fire Breath, Ice Breath, Thunder Breath and Bangaa Cry
    • Added "High Jump" - Jump with a longer range and lower accuracy
    • Added "Far Jump" - Jump with even longer range and lower accuracy
    • Added "Lightning Dive" - Jump with lightning damage
    • Added "Thunder Lance" - lightning damage in an area (probably linear, 3 spaces)
    • Added Attack Up P-ability
  • Defender
    • Aura now only casts reraise on self
    • Removed Hibernate, Defend, Mow Down, Rend Weapon
    • Added Nurse and Block!
    • Added Cover, which now increases the user's defense and resistance
    • Added "Shielded Blade" - deal damage and increase the user's defense and resistance
  • Gladiator
    • Rush has a chance to immobilize
    • Removed Beat Down, Fire Soul, Blizzard Tackle, Thunder Assault and Ultima Sword
    • Added Fire Breath, Ice Breath, Thunder Breath and Cross-Counter
    • Added "Fury" - deal damage, raise attack and berserk the user
  • Master Monk -> Oracle
    • Scrapped skill set. Felt overpowered and forgettable outside of Pummel, which continues to exist with drawbacks, and Cross-Counter, which continues to exist
    • New skill set, "Mysticism", focused on stat debuffs
    • Inner Focus now increases user's accuracy
    • "Weaken" - deal magick damage and lower targets' attack
    • "Distract" - deal magick damage and lower targets' magick
    • "Shadow of Doubt" - deal magick damage and lower targets' defense
    • "Hypochondria" - deal magick damage and lower taregts' resistance
    • "Snare" - deal magick damage and lower targets' speed
    • "Suggestion" - deal magick damage and lower targets' resilience
    • "Ruin" - deal non-elemental magick damage (not sure about whether to keep this or kill it. Leaning towards kill
  • Bishop
    • Changed Aero and Water to Aerora and Watera
    • Removed Pilfer and Break
    • Added Astra
    • Added "Stonera" - moderate earth damage
  • Templar
    • Piercing cry now dispels units in addition to lowering their speed
    • Removed Attack Up, Discipline, Silence and Soul Sphere
    • Added Blood Price
    • Added "Ethereal Shield" - gives targets reflect and raises their resilience
    • Added "Seal Glaive" - deal damage with a chance to silence
    • Added "Holy Lance" - deal holy damage in an area (probably linear 3 spaces)
  • Cannoneer
    • Buckshot comes with an increased range, rather than increase the range of the next attack
    • Scope attacks with increased accuracy, rather than increasing the accuracy of the next attack
    • Mortar blinds the user as opposed to immobilizing them
    • Removed Potion Shell and Ether Shell
    • Added "Barrage" - attack twice but user cannot move next turn
    • Added "Ethereal Cannon" - deals magick damage to target
  • Trickster -> Psychic
    • Scrapped most of the skill set. Outside of using it for ranged Ultimas it wasn't that useful
    • New skill set is "Tarot"
    • I originally intended to give this job Ruin/Ruinra/Ruinga non-elemental magick damage, but then hit on the tarot theme. I'm still open to removing some of the ailments because too many can present false choice and working the ruin spells back in
    • This job is female
    • "The Fool" - deal magick damage and can inflict blind and silence
    • "The Magician" - deal magick damage and can inflict toad
    • "The Lovers" - deal magick damage and can inflict charm
    • "The Hermit" - deal magick damage and can inflict immobilize
    • "The Hanged Man" - deal magick damage and can inflict doom
    • "The Devil" - vanilla Tenacity, damages target equal to number of debuffs inflicted on target
    • "The Sun" - deal fire magick damage and can inflict addle
    • "The World" - restore all allies' and foes' HP to max

  • Beastmaster -> Geomancer
    • Uses Axes and Hammers
    • This is mostly the Gria's Geomancer job with a couple changes
    • Added Magick Frenzy
    • Added "Water's Embrace" - magick attack that can inflict toad, use only on water terrain
  • Time Mage
    • No changes
  • Alchemist
    • Removed most of the skill set because it was undifferentiated and not that useful
    • Kept Transmute
    • Added Mirror Items
    • Added "Alchemy" - I'd like this to work like the Gourmand job: consume an item, turn it into something else (see question above)
    • Alchemist should be able to use items with range (see question above)
  • Arcanist -> Dreadmancer
    • Refocused skills, "Dread", around non-gimmicky dark magick
    • Removed Gravity, Graviga, Lv. 3 Dark, Lv. 5 Haste and Lv. ? Shadowflare
    • Added Dark, Darkra, Darkga, Doom
    • Added "Undying Love" - charm an undead unit
  • Sage
    • Removed Blind, Aero, Water, Scathe, Ultima Blow
    • Added Break, Astra, Flare, Rasp
    • Added Sleep, which deals reduced magick damage
  • Scholar
    • Made the Scholar a pure-play elemental damage job
    • Removed Study, Force, Natural Selection and Mad Scientist
    • Added "Flare Star Tome" - fire damage to all units
    • Added "Ripping Gust Tome" - wind damage to all units
    • Added "Eldritch Tide Tome" - water damage to all units
    • Added "Sacred Shining Tome" - holy damage to all units

  • Animist -> Merchant
    • Scrapped skill set, was fairly subpar
    • New skill set, "Haggle", is still gimmicky, but somewhat more useful
    • Ideally this job would have a bribe ability that would let you pay to remove foes from battle, but I doubt that's moddable without heavy work
    • "Sheep Count" now "Technical Specs"
    • Kept 100% Wool - only the finest quality
    • Added Gil Toss and Weapon Toss
    • "Sales Pitch" - lower targets' resilience, raise user's attack and magick
    • "Sold!" - quicken target
    • "Sell Dinner" - completely recover target's HP; charms foes
    • "Fleece" - deal damage and steal gil
  • Moogle Knight
    • Moogle Guard, Moogle Shield and Moogle Aid have a larger AoE
    • "Moogle Attack" is now Rush with a chance to immobilize
    • Removed Moogle Rush, Moogle Disarm and Ultima Charge
    • Added "Holy Lance" - deal holy damage in a range (linear, probably 3 spaces)
    • Added "Physical Breakdown" - deal damage and lower attack and defense
    • Added "Magick Breakdown" - deal damage and lower magick and resistance
  • Fusilier -> Sniper
    • Consolidated the Fusilier skill set with the Archer skill set debuffs
    • Removed Fireshot, Iceshot, Boltshot and Confushot
    • Added "Armshot" - deal damage with a chance to disable
    • Added "Legshot" - deal damage with a chance to immobilize
    • Added "Aim" - increase the user's accuracy
    • Added "Sleepshot" - deal damage with a chance to put the target to sleep
  • Juggler -> Gambler
    • Moved most of the Juggler skill set around to other jobs
    • New skill set, "Gamble", is mostly the Tinker skill set without the downside. There's a 50% chance of a skill working. If it works, then the effect will process (perfect for buffs, normal debuff accuracy for debuffs)
    • Uses cards
    • "Wager: Debuff" - random debuff on enemies
    • "Wager: Buff" - random buff on allies
    • "Wager: Sleep" - sleep on enemies
    • "Wager: Full Cure" - full cure on allies
    • "Wager: Barrier" - protect and shell on allies
    • "Wager: Poison" - poison on enemies
    • "Wager: Haste" - haste on allies
    • "Wager: Recharge" - restore MP to allies
    [li]"Double or Nothing" - doublecast (works on gamble, black magick, time magick and song)
[/li]
[li]Tinker -> Engineer
  • New skill set, "Tinker", has physical fire attacks
  • "Oil Bomb" - deal damage and apply oil
  • "Molotov Cocktail" - deal ranged fire damage in an area
  • "Flamethrower" - deal fire damage (probably fan-shaped)
  • "Incendiary" - deal fire damage, knock target back and berserk target
  • "Flashbang" - deal damage with a chance to blind targets
  • "Land Mine" - set Sten Needle traps adjacent to the user
  • "Tunnel" - teleport the user to a different location
[/li]
[li]Chocobo Knight
  • No changes, will probably change chocobos' elemental resistances
[/li]
[li]Flintlock -> Drill Sergeant
  • Scrapped skill set. Prime was not a good mechanic on the skills, which weren't impressive even without Prime
  • New skill set, "Shout", focused on stat buffs
  • "Ten-Hut!" - removes debuffs in a small area
  • "Charge!" - attack up in a small area
  • "Take Cover!" - evasion up in a small area
  • "Focus!" - magick up in a small area
  • "Hustle!" - move up in a small area
  • "Eyes Peeled!" - resilience up in a small area
  • "Find Their Weak Spot!" - critical up in a small area
  • "Aim!" - accuracy up in a small area
[/li]

[/list]

  • Berserker -> Hellion
    • Refocused skill set, "Rage", around physical earth attacks
    • Kept Furore, Earth Render (Ground Shaker), Hone Senses and Scream
    • "Throw Sand" - deal damage, chance to inflict blind
    • "Gaia's Cross" - deal damage in four cardinal directions, chance to inflict immobilize
    • "Smite of Rage" - deals damage, raise the user's attack and lower the user's defense
    • "Stone Strike" - does earth damage, may petrify target
  • Ranger
    • Uses bows and greatbows instead of knives
    • Removed Mirror Items
    • Added "Surprise Attack" - deal damage, bypass defense and R-abilities
  • Lanista -> Dark Knight
    • Refocused skill set, "Darkness", around more typical dark knight skills
    • Removed Block!, Strike!, Charge!, Sword of Light and Razzle Dazzle
    • Added Lifethread Blade and Withering Strike
    • Added "Infernal Sword" - deal damage and restore user's MP
    • Added "Unholy Sacrifice" - deal dark damage in a range and lose 50% of user's max HP
    • Added "Memento Mori" - increases the user's attack and magick and dooms them
  • Viking -> Buccaneer
    • Scrapped skill set. The job just never worked for me; Seeq aren't cut out for hybrid or magick jobs
    • New skill set, "Yo ho ho", focused on physical water damage
    • Uses guns and sabres
    • "Pillage" - deal damage and attempt to steal loot
    • "Plunder" - deal HP and MP damage and restore user's HP
    • "Dueling" - allow user to attack twice next turn
    • "Evasive Maneuvers" - increase the evasion of the user and surrounding units
    • "Why is the Rum Gone?" - raise the user's attack and haste the user, lower the user's defense and resistance
    • "Aqua Shot" - deal water damage with a chance to inflict poison and sleep
    • "Water Cannon" deal water damage in an area
    • Kept Tsunami, no longer limited to standing in water tiles
    • Dual Wield

  • Raptor
    • Removed Power Crush, Mind Crush, Soul Crush and Speed Crush
    • Added Blast Wave and Overpower
    • Added "Air Blast" - deal wind damage in a fan shape with a chance to teleport them
    • Added "Delay Strike" - deal damage and delay target's turn
  • Ravager -> Idol
    • Scrapped skill set. It was too one-trick pony around sneak attack
    • New skill set, "Perform", focused on status ailments. I originally wanted to build this job around smash gauge mechanics, but per my question above, I'm not sure if this is possible
    • Uses instruments
    • "Me!" - steal smash gauge from targeted enemy
    • "The Power of Love" - charms targets (higher accuracy for male targets)
    • "Stop! In the Name of Love" - stops targets
    • "Toxic" - deal damage with a chance to inflict poison
    • "Tainted Love" - drain target's HP
    • "Crazy" - deal damage with a chance to inflict confuse
    • "Encore" - magick frenzy
    [li]"Love Me Two Times" - doublecast (works on song and green magick)
[/li]
[li]Geomancer -> Green Mage
  • Moved Geomancy to the Nu Mou Beastmaster
  • Job is the black mage for the off elements: earth, wind and water
  • Tier 1 spells have an AoE of 1
  • Tier 2 spells have an AoE of 2
  • Tier 3 spells come with a chance for a status ailment: Stone - immobilize, Wind - Confuse, Water - Poison
[/li]

[/list]

  • Heritor
    • Adelaide grants reraise (probably just to self)
  • Sky Pirate
    • Razor's Edge increases user's accuracy and critical
    • Shadow Stalk deals MP damage equivalent to the number of times user used steal (Life of Crime for MP)
    • Flee increases move and evasion
  • Agent
    • No changes
  • Dancer
    • Haven't spent too much time on this one
    • Might make the debuff dances doublecast-able
  • Bard
    • Haven't spent too much time on this either
    • Making songs doublecast-able should be sufficient
    • Considering making Soul Etude only heal HP and not remove debuffs

Zeke_Aileron

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmMP starts at max
This is doable in Hex Editing.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmAll skills cost MP
This is another one that is doable in Hex Editing and or using Lennart's editors.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmDebuff abilities' accuracy and damage vary by the severity and MP cost of the debuff

The Accuracy for Debuffs is wonky at best since it uses the normal Debuff Accuracy modifier from the editor and the Unit's Resilience to lower the accuracy against them plus Holy Water also giving a Resilience Buff to even futher decrease the Debuff Accuracy against them, using the normal accuracy modifier makes Resilience completely useless as a job stat cause then it'll rely on the Unit's Evasion stat instead assuming you don't use "Perfect on hit".

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmIncrease damage dealt by poison from 10% HP per turn to 20%
Buffs and Debuffs can't be changed similar to the R- and P- skills.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmPlayable characters have inherent elemental resistances and weaknesses

Playable characters? Assuming you mean every unit has resistances and weaknesses which is doable, however they're based on whatever Job they have set.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmHeavy armor-wearing jobs have 3 move

This is something i've been wanting to add into my Mod since i thought Heavy Armor jobs supposed to be slower, but i'm probably going to do something else instead of this being a Job Inherent thing.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmNo MP regen (MP Channeling/Half MP clan privileges removed)

It's 100% possible to make MP Regen not happen with Hex Editing; however, for MP Channeling and Half MP privileges, i have yet to actually disable these from Hex Editing, it's Possible, but for someone like me that Hex edited a Mod and still is Hex Editing, it's a bit of a dilemma.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmDisable Items for jobs other than the Alchemist (I'm hoping to let the Alchemist use items with range, and was hoping it would be eaiser to set the abilities with range and disable Items for everyone else so they can't use it with range)

Items is a Standard Ability Set, so it can't be disabled from all Jobs, Plus Items can have range use, but since they can only be changed in the editor, every unit has access to the range changes regardless of their job, so it can't be changed for just 1 job, it'd be cool though, but nope atm.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmGive the Alchemist a list of actions similar to what Eternal's done for his Gourmand job under an A ability

This is doable if you re-assign the way "Mirror Items" works btw.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmMake some abilities require a specific weapon type (or not)

Doable in Lennart's Editor, you just need the Weapon Hex to make the ability require a specific weapon.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pmHas anyone tried to use the Summon Pack ability by a controllable character?

Using "Summon Pack" on a Ally Unit still summons a Hostile Wolf unit that will attack your party units regardless, lol.

  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

rrs_kai

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pm
  • Heavy armor-wearing jobs have 3 move
Melee units with 3 move are not very useful.
I wanted to give heavy equipment negative SPEED, but FFTA cannot display negative numbers (even though they work).
Can FFTA2 display negative numbers?

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pm
  • Increase damage dealt by poison from 10% HP per turn to 20%
Eternal's FFTA:GG has this. Even Regen works better.
I'd like to know how to do this too.

Quote from: chocolatemoose on June 26, 2020, 04:07:17 pm
  • Rebalance equipment so that mages' weapons give higher magick, not attack (unless someone can tell me that this will be too broken; I don't know what the damage formulas are)
It is a good idea and NO, it is not broken.
  • Modding version: Other/Unknown

chocolatemoose

June 30, 2020, 11:12:39 pm #3 Last Edit: July 01, 2020, 11:04:29 am by chocolatemoose
Quote from: Zeke_Aileron on June 29, 2020, 02:03:54 pmThis is doable in Hex Editing...

Thanks for the responses! I have a few follow up questions for you, thanks again in advance:

  • How do I make the units start at max MP change in a hex editor?
  • If it's difficult to disable the MP channeling/regen clan privileges, is it possible to instead set MP regen to 0, or remove the clan trial?
  • How can I set MP regen to 0 (apart from the clan privilege - I think it's okay to ask players on this forum to avoid the clan privilege if it's too hard to implement)
  • How do I reassign how Mirror Items works?
  • How do I reassign abilities from one job to another? I was looking at Lennart's editor and for example, "Defend" has a race/index of hume/AD and bangaa/78, but then I looked at "Cover" and it has a race/index of hume/4E, so that index doesn't refer to the job. Should I use the FFta2TextEditor.jar that was included in the modding package?
  • How do I edit equipment for FFTA2? I tried opening the rom file with Nightmare 2 that was included in the hacking suite and it didn't seem to work.
  • How do I bind animations to abilities if I want to switch them up?

chocolatemoose

Quote from: rrs_kai on June 30, 2020, 01:36:19 pmMelee units with 3 move are not very useful

Can you help explain why this is the case? Heavy armor-wearing units are usually quite tanky, you can put them in the range of enemy melee units to draw fire and they get very strong beat sticks. Plus, even if their primary skill set doesn't have any ranged abilities you can usually give them ranged skills as a secondary (e.g. paladin/fighter, any bangaa melee/white monk). Since most mages have move 3, it's probably a matter of time before you can walk up to them and smash. The only potential weak spot would be against a ranged unit using light armor (4 move), assuming they can hit hard enough with physical weapons, or if there was a job that focused on weapon-range magick damage that you could put as a secondary skill set on a ranged physical unit. That could make for an interesting job.

Maybe there's a rock/paper/scissors to explore among heavy/light/magick armor, or tank/ranged/mage?

Zeke_Aileron

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I make the units start at max MP change in a hex editor?

You can make Units start with Max MP by Hex Editing by looking for these Hexes:

Start with Max MP
BD180: B8 03 C4 E1
BD18C: 00 10 A0 E3
BEC44: BA 03 D5 E1

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmIf it's difficult to disable the MP channeling/regen clan privileges

It's currently only Possible to make MP Channeling do nothing as a Clan Privilege by editing the Hex Index by looking for this:

MP Channeling bonus
00321E30

Change whatever you find in there to 00 to make the Clan Privilege do nothing, so pretty much if you have this active and a player tries to use MP Channeling, they'll essentially be playing a battle that's slightly harder with no clan buff.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmis it possible to instead set MP regen to 0

MP gained per turn
00321DC0

If you're used to how Hex Editing is, you can edit the amount of MP gained per turn from 99 to 0.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I reassign how Mirror Items works?

Pretty much reassign it to any Job like it's a normal ability; however, if you want to reassign it and edit the abilities from within Mirror Items, you'll need to be able to Hex Edit and or use DeSgeretjin's all in one Text, Command List, and Enemy Formation Editor, which btw is much easier to use if you don't know how to Hex Edit.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I reassign abilities from one job to another?

DeSgeretjin's all in one Text, Command List, and Enemy Formation Editor, Very easy to use editor.

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I edit equipment for FFTA2? I tried opening the rom file with Nightmare 2 that was included in the hacking suite and it didn't seem to work.

It's easier to use the Nightmare Module.... if it works properly...; however, if you know how to Hex Edit, you can Hex edit every single Equipment piece by looking up their Hex Indexes and change them manually which is a pain btw....

Quote from: chocolatemoose on June 30, 2020, 11:12:39 pmHow do I bind animations to abilities if I want to switch them up?

For this one, the only way that i know of right now is well you guessed it, Hex editing :) , You look through the Animation table from Lennart's Notes and find the Hex index of the Ability you want to Change up, Be warned though, changing the animation of a skill can also make units that aren't familiar with that animation in/from Vanilla FFTA2 can potential break the game or freeze.

Lennart's Table/notes of Hex Indexes and Such require Hex Editing knowledge, so it's a bit hard to understand at first, but once you get used to looking through Hexes and finding what changes what, it'll get easier over time, trust me once you know how to Hex Edit FFTA2, you can essentially know how to mod whatever you want to try out in the game.

Hex Editing is the way of life, but a painful life at that as well.

:thisisfine:
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

chocolatemoose

July 01, 2020, 11:06:45 pm #6 Last Edit: July 01, 2020, 11:59:56 pm by chocolatemoose
Quote from: Zeke_Aileron on July 01, 2020, 03:48:18 pmStart with Max MP
BD180: B8 03 C4 E1
BD18C: 00 10 A0 E3
BEC44: BA 03 D5 E1

Bear with me because I'm really clueless when it comes to hex editing.

The first part of that line, the "BD180" - does that refer to the offset? And then the 4 hex codes after, "B8 03 C4 E1", does that imply that I should change the code I find starting at BD180 to those characters?

Similarly, for the MP channeling offset? 00321E30, when you say change it to 00 are you referring to the hex code that's found at that offset?

Quote from: Zeke_Aileron on July 01, 2020, 03:48:18 pmIt's easier to use the Nightmare Module.... if it works properly...;

I tried to use Nightmare to open the FFTA2 rom but I get an error message saying "an unnamed file was not found." Have you run into this before and do you know of a way to solve it? I seem to be able to load the modules in Nightmare just fine, and I can play the rom just fine. (EDIT: I solved this by... changing the name of the rom. Wat.)

Quote from: Zeke_Aileron on July 01, 2020, 03:48:18 pmYou look through the Animation table from Lennart's Notes and find the Hex index of the Ability you want to Change up

Where can I find the table and notes?

Zeke_Aileron

Quote from: chocolatemoose on July 01, 2020, 11:06:45 pmThe first part of that line, the "BD180" - does that refer to the offset? And then the 4 hex codes after, "B8 03 C4 E1", does that imply that I should change the code I find starting at BD180 to those characters?

Yes.

Quote from: chocolatemoose on July 01, 2020, 11:06:45 pmSimilarly, for the MP channeling offset? 00321E30, when you say change it to 00 are you referring to the hex code that's found at that offset?

That is the offset number, by searching for it, you get the Hex index, you change the hex index from whatever number it is to 00.

Quote from: chocolatemoose on July 01, 2020, 11:06:45 pmWhere can I find the table and notes?

Eternal's post of the attached notes.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

rrs_kai

Quote from: chocolatemoose on June 30, 2020, 11:23:34 pmCan you help explain why this is the case? Heavy armor-wearing units are usually quite tanky, you can put them in the range of enemy melee units to draw fire and they get very strong beat sticks. Plus, even if their primary skill set doesn't have any ranged abilities you can usually give them ranged skills as a secondary (e.g. paladin/fighter, any bangaa melee/white monk). Since most mages have move 3, it's probably a matter of time before you can walk up to them and smash. The only potential weak spot would be against a ranged unit using light armor (4 move), assuming they can hit hard enough with physical weapons, or if there was a job that focused on weapon-range magick damage that you could put as a secondary skill set on a ranged physical unit. That could make for an interesting job.

Maybe there's a rock/paper/scissors to explore among heavy/light/magick armor, or tank/ranged/mage?
Your argument is correct.

Here is my reasoning:
The AI generally targets units with lowest defense/resistance. If your heavy unit needs to draw fire, he needs to be the only one in range.
FFTA/A2 do not have any draw-attention or zone-of-control skills. So, defensive units are mostly the least preferred.

Order of preference 1. Offensive >>> 2. Heal/Support >>> 3. Defensive
Also, defense is half as good as attack because of the damage formula.

I like defensive units a lot. So much so, that I started a mod just to buff the defensive units to become viable. I named it FFTA:DE "Defender's Extend" because I liked the bangaa Defender; although the AI, smartly and sadly, almost never targets a defensive bangaa.
  • Modding version: Other/Unknown

chocolatemoose

Quote from: rrs_kai on July 02, 2020, 12:42:20 pmHere is my reasoning:
The AI generally targets units with lowest defense/resistance. If your heavy unit needs to draw fire, he needs to be the only one in range.
FFTA/A2 do not have any draw-attention or zone-of-control skills. So, defensive units are mostly the least preferred.

This is part of my reasoning behind lowering heavy armor equip jobs' move to 3 and making 4 the minimum range for spells. It should help keep mages at a distance while you march up your tanky characters. If tanks are the only ones in range, then the AI won't have a choice. The really "hard" fights are ones where the enemy targets all of your units, so a more defensive-oriented unit could be helpful.

I think my proposal for the Defender should give it more utility than before. Ideally Cover would apply to all units within an AoE, or the game would have a decoy-like skill.

chocolatemoose

Quote from: Zeke_Aileron on July 02, 2020, 04:06:47 amEternal's post of the attached notes.

Unfortunately the file is no longer available at that Sendspace location.

I downloaded the FFTA2 updated table.tbl file in one of the subsequent posts and opened it with Goldfinger, but all it seemed to do was to fill in some of the #s with characters. I wasn't sure what to make of it or how to use it.

Zeke_Aileron

Quote from: chocolatemoose on Yesterday at 12:06:26 amI think my proposal for the Defender should give it more utility than before. Ideally Cover would apply to all units within an AoE, or the game would have a decoy-like skill.

AOE Cover actually breaks the game, i've tried this with my Mod before, lol.

Quote from: chocolatemoose on Yesterday at 12:14:54 amI downloaded the FFTA2 updated table.tbl file in one of the subsequent posts and opened it with Goldfinger, but all it seemed to do was to fill in some of the #s with characters. I wasn't sure what to make of it or how to use it.

You're missing some other stuff here as well...

I've attached the spreadsheets and an updated GF table, so hopefully these help....
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

rrs_kai

Yesterday at 01:19:39 pm #12 Last Edit: Yesterday at 01:44:59 pm by rrs_kai
Quote from: chocolatemoose on Yesterday at 12:06:26 amThis is part of my reasoning behind lowering heavy armor equip jobs' move to 3 and making 4 the minimum range for spells. It should help keep mages at a distance while you march up your tanky characters. If tanks are the only ones in range, then the AI won't have a choice.
Fair point.

I was just comparing tanks to fast-moving offensive classes.
  • Modding version: Other/Unknown

chocolatemoose

Quote from: Zeke_Aileron on Yesterday at 03:12:25 amAOE Cover actually breaks the game, i've tried this with my Mod before, lol.

You're missing some other stuff here as well...

I've attached the spreadsheets and an updated GF table, so hopefully these help....

Thanks, Zeke. The excel sheets make more sense now, but I'm not sure how to use the GF table. How is it different from the regular rom's hex?

chocolatemoose

Quote from: rrs_kai on Yesterday at 01:19:39 pmI was just comparing tanks to fast-moving offensive classes.

I agree with you. The remedy I'm going to try and pursue is to turn those classes into glass cannons