Final Fantasy Hacktics

Projects => Completed Mods => Topic started by: on December 31, 1969, 07:00:00 pm

Poll
Question: How the system system?
Option 1: Good idia. I like this. votes: 2
Option 2: Nope. I dont like this. votes: 1
Title: Turn based FFT V0.9(For now on this projet is finished.)
Post by: SolidSnakeDog on October 10, 2009, 09:42:00 am
Since i lack the ASM hacking ability, this projet is now *Half Completed*...(I did about all i can do to this point)
But to really call this complete, this need a few ASM hacks....and this is where i hit a wall.
(I don't think anyone will help me with the ASM hacks at this point anyway.So thats means this projet will stay *Half-Complete*)

I may still update for further balancing and bugs that i can fix W/O ASM hacking, but don't expect the next updates to have alot of changes like before.
Still...if you hapend to find a nasty bug or something fell free to tell me.

Say, if you want to take this hack and doing your own projet with it, fell free to do so.(Just give me the credits)

This is not because i don't want to finish this, i just can't complete it fully since ASM hacking is out of my league.  :cry:
BUT having the Attack command unlimited range alone will help ALOT and that the biggest thing needed right now.[/spoiler]
Few begimer/Advanced tips :
-Carefull of bombs there can completely wipe you if your are not carefull.
-Frist Aids/Energy Drinks works well used with classes having high MA.
-Protect/shell/haste 2 is very effective in this hack.
-Make a thief early to not get under-equiped by mid chapiter 1.(Or you can always play this the hard way if you wish.)
-Monk Chacra is good for healing some HP/MP for all the party at once.
-Use the attack cmd in an skill set if the regular attack is at 0%
-Note that Acumulate gives +2 PA.This may be usefull if your using a monk using basic skill. PA add chance to revive using *Revive* and stronger Healing using chacra and of course, higher attack power.
-Arch mage can use some of the best spells...if you got eneuf MP to use em. One of em is Cure 5. Healing even more that Cure 4 but has no CT and gives regen to all your party. There aslo got a secret skill that can be learned form a rare monster during chapiter 4.
-Level up at less once before each story line fight to not get underleveled later.

[attachment=0:izmej1it]Turn Based FFT v0.9.PPF[/attachment:izmej1it]
[attachment=7:izmej1it]Turn based FFT v0.8.PPF[/attachment:izmej1it]
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Post by: MiKeMiTchi on October 10, 2009, 01:33:28 pm
Can you post some screens for us please?
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Post by: SolidSnakeDog on October 10, 2009, 02:14:02 pm
Guess i can. Hang on there will be done in about 30 min..

Edit : Okay. done. Guess i should have done that sooner so people know what to expect.
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Post by: SolidSnakeDog on October 11, 2009, 05:33:11 pm
You all are neutral on this it seems...no good comment about this after 2 days...  :(
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Post by: philsov on October 11, 2009, 06:25:07 pm
is english your first language?

what in the world is this doing in the help section?

But... basically you set the range of all abilities to infinite and reduced the move stat down to 0?
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Post by: SolidSnakeDog on October 11, 2009, 07:41:05 pm
1.Actually the Title was different (last one was : Is the new battle system was a good idia?)
But the new title make this inapropriate for HELP section now...and cant delete it myself... (Sigh let us delete the posts we made ourself please...)
2.Something like that...looks simple but the regular ATTACK command is HARD to modifiy (Still has the height problem like cant attack if the taget is 2 or more panel above and 3 form below...so i put *ATTACK* in all skills for a work around. Odd thats work fine in a skill set...will try to fix that if i ever do a hack like this. Unless this is hard coded.)
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Post by: MiKeMiTchi on October 12, 2009, 09:08:59 am
Yes, i see, that is a new TBS.

from Tactical Battle System to Turn Based system, right?

Hmm.. this should be improved by the use of events\event hacking.
Haven't tested it out yet, so I'm not sure.

QuoteSigh let us delete the posts we made ourself please...

Tell that to the moderator.
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Post by: SolidSnakeDog on October 12, 2009, 11:56:03 am
QuoteHmm.. this should be improved by the use of events\event hacking.
Haven't tested it out yet, so I'm not sure.

You mean using the event compiler/decompiler tool ?
Not sure...idk much about using it.
Or do you mean something esle?

Oh well tell me later.  :)
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Post by: LastingDawn on October 12, 2009, 03:24:12 pm
You know, this is a Fully original idea! I really like it! It's unique and does bring to mind some interesting possibilities, keep up the good work! This has a future.
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Post by: SolidSnakeDog on October 12, 2009, 05:46:26 pm
Quote from: "LastingDawn"You know, this is a Fully original idea! I really like it! It's unique and does bring to mind some interesting possibilities, keep up the good work! This has a future.

Thanks LD thats mean a lot to me. Guess i will make this after all.
Time to get busy  8)

There just one thing that bugs me...ITEMS! The throw range are hard coded so using items will be harder.
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Post by: Sephirot24 on October 12, 2009, 07:24:38 pm
I like your idea a lot. You want to make it work like a normal, numbered FF right?

First thing I'll say is that setting everyone's move to 0 will not be enough. You'll have to remove every item which gives +1 move like shoes. EDIT: also every ability which gives + move like Move+1, also teleport and teleport 2. And jump too, remember you can jump horizontally. Also you'll have to manually change the position of most units. How will "throw" or "item" work for instance? You'll need an ASM hack that makes throwable items go through obstacles, not only walls but also other units.

Anyways, keep working on the basic functions and when you get them down (or at least most of them) you'll be able to spot flaws on this project easier.
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Post by: SolidSnakeDog on October 12, 2009, 08:23:37 pm
Quote from: "Sephirot24"I like your idea a lot. You want to make it work like a normal, numbered FF right?

First thing I'll say is that setting everyone's move to 0 will not be enough. You'll have to remove every item which gives +1 move like shoes. EDIT: also every ability which gives + move like Move+1, also teleport and teleport 2. And jump too, remember you can jump horizontally. Also you'll have to manually change the position of most units. How will "throw" or "item" work for instance? You'll need an ASM hack that makes throwable items go through obstacles, not only walls but also other units.

Anyways, keep working on the basic functions and when you get them down (or at least most of them) you'll be able to spot flaws on this project easier.

Dont worry. All the move/jump+teleport ect was removed before i ever read your comment. And im now planning to change the items that give move/Jump to something else. (Maybe Giving HP or MP boust...or an Initial status or something.)
Yeah...i will need a ASM hack for the items...and for *Throw* too.  :evil:
Guess i will ask for it in the ASM topic and hope i get lucky to find someone to help about this.

Oh...and i cant position how i want : Your team has fixed starting point.
but I CAN for most enemy units. (Unless the story force em to do something, in that case i will not move em)

And...i cant really kill the treasure hunting in the DD so a single special units (Beowolf probably) Will be able to move to get em.
(Or making a special controlable quest that has move-find-item in the DD...even better for me)
But for now i need to do much more stuff before...one thing at a time  8)

EDIT : Did an quick update so all battles are playable now not just the frist one. And made some balance changes.
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Post by: MiKeMiTchi on October 13, 2009, 10:52:33 am
Screens look promising.
But yeah, as I've said before, work on the event editing. :)

ex., when it's Ramza's turn, and choose to attack, he jumps to his enemy or moves forward to attack
then goes back to his place. Are you doing that? Sorry, I haven't tested your patch yet.
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Post by: SolidSnakeDog on October 13, 2009, 11:10:02 am
Just a regular attack (Think FF2/3/4/5) but not moving foward or backward. Dont really want em to jump to attack,i pefer seeing the weapon slash.  
But once i get more experience at event editing i will try something different. But i never used the event editing so this will take time before i can do something like this.  :(
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Post by: MiKeMiTchi on October 13, 2009, 11:13:42 am
Yes, take your time. :(
I'm having a hard time with them myself.
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Post by: SolidSnakeDog on October 13, 2009, 11:24:44 am
I got an idia...if i use the theif stealing animation but add in an *Sword strike* in the prosess...guess this will do the trick!

EDIT : Ugh...cant get it right...
There attacks always stay in place....not moving in and slash at the same time. Any idia?

EDIT2 : IDK how the fuck this hapened, but attacking using attack in the skill set will make you use the fists istend of the weapon. Was working fine before....shit. I Dont have a glue what caused this. The regular attack animation work fine...but not the ones in the skill sets...  :evil:  :x
At less the dammage stayed normal...so this wont affect gameplay.
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Post by: Vanya on October 13, 2009, 01:05:23 pm
Make sure you have 'weapon strike' checked or it will default to fists.
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Post by: SolidSnakeDog on October 13, 2009, 01:13:21 pm
So...that what hapened. Must have clicked it by accident..  :)

EDIT : By the way. The starting generic was changed but fogot to put em back to normal before posting.
(Even if this was a mistake...this may speed up the testing at less  :wink: )
Aslo i am thinking of changing the chemist/ninja jobs cause there dont work too well in this.)
Now working to put the right description for all the abilities...
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Post by: Rythe on October 14, 2009, 04:45:57 am
I think this is a pretty good idea in theory. It's just probably going to be a little difficult to pull off. By putting an "Attack" command into every skillset, some jobs lose an ability, and some might not be able to pull it off properly. An ASM hack to make every weapon hit anywhere on the map is vital. Item isn't too big of a deal if you're not planning on using them on enemies. Just place all your allies certain formations so items can fly freely between them. There's a utility somewhere that will let you edit a 5x5 grid where you place your units before battles. You could even change the maps for story battles if you so desired. Throw can be fixed, too. Give every class a move of 9 and Innate: Don't Move. Then change all equipment that grants immunity to Don't Act and every spell that cancels it. Voila, Throw range of 9 and still no moving!
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Post by: SolidSnakeDog on October 14, 2009, 05:15:13 am
Giving 9 move and inate d'ont move...good work around till someone make a ASM hack to fix throw completely.

About the formation battle... yea but some battle got 2 formation to set up in an fight. (Making it hard to revive 2 guy dead on the other side) and you probably can't throw items at em cause there are way too far form you. Priests is much more reliable that items for now. Be sure to use em.

Rythe says : Then change all equipment that grants immunity to Don't Act and every spell that cancels it.

Dont you mean Don't move?
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Post by: Rythe on October 14, 2009, 05:27:22 am
I'm pretty sure that utility that edits battle maps will let you change how many squads you have. I can't say for sure since I can't find the thing anywhere.

EDIT: Found it! And yes, it does. You can change the number of units you can place up to 5, so no worries there. The utility is the ATTACK.OUT editor.

I...I knew that I said Don't Act...<_<

Yeah, I meant Don't Move. Whoopsie!
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Post by: SolidSnakeDog on October 14, 2009, 05:33:21 am
Thats ok  :gay: )

Aslo...by givin the permanant Don't move status on anything will have an other great effect : Not needing to chose wait after each action!    :)
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Post by: SolidSnakeDog on October 14, 2009, 05:23:50 pm
Alright! v0-2 is out! Look at my frist post to see what is changed :)
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Post by: Sephirot24 on October 14, 2009, 08:20:12 pm
You're making very good progress!! I'd advise you to hide your V0.1 and V0.2 changes with a spoilers mark.
Keep this up. What happens in battles like Wiegraf 2 where Ramza moves after defeating Wiegraf, before he becomes Velius... do ailments heal? Is there any battle in which, by some event or whatever, you heal from ailments? Also, can you even cure Don't Move from an unit if it has it innate? I know that you removed/altered every ability that cured Don't Move... but if a unit dies, does it heal?
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Post by: MiKeMiTchi on October 14, 2009, 08:23:05 pm
Re-post this to the New Projects section. :)

Yeah, add version changes w/ spoilers.
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Post by: Vanya on October 14, 2009, 09:36:54 pm
Quote from: "Sephirot24"Also, can you even cure Don't Move from an unit if it has it innate? I know that you removed/altered every ability that cured Don't Move... but if a unit dies, does it heal?

A job's innate status overrides absolutely everything.
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Post by: Cheetah on October 14, 2009, 11:05:22 pm
Should this thread just be moved to the Project Section, or should the author just restart his topic in the Project Ideas thread?
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Post by: MiKeMiTchi on October 15, 2009, 03:08:17 am
I think he wants it to be moved.
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Post by: SolidSnakeDog on October 15, 2009, 07:15:42 am
Quote from: "MiKeMiTchi"I think he wants it to be moved.

Yeah. i do  :wink:
(Once i get how to make .PFF files  :gay:


NOTE : I may be away for a few days because this week there are many stuff to do in the game : *Real life* Be sure to post the bugs and i will fix em all wen i came back.  Later guys.  :wink:
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Post by: Asmo X on October 15, 2009, 11:49:44 am
You dont need to let anyone move in the DD. Just make all the DD items War Trophies
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Post by: philsov on October 15, 2009, 12:05:35 pm
DD exits?
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Post by: Asmo X on October 15, 2009, 12:07:00 pm
yeah....that
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Post by: Skip Sandwich on October 15, 2009, 12:16:34 pm
for DD exits, how about making a controlable guest 'explorer' unit, that can move around the dungeon for the party, but cannot contribute to the battle himself?
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Post by: MiKeMiTchi on October 15, 2009, 12:19:32 pm
Quotefor DD exits, how about making a controlable guest 'explorer' unit, that can move around the dungeon for the party?

But when can you get that unit's turn?
critical quick?
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Post by: Sephirot24 on October 15, 2009, 05:49:44 pm
You'd get his turn normally.. when CT reaches 100. He'll be wasting lots of turns, but you'd have to keep an eye out for him because those baddies will be wanting him dead too.

An innate Don't Acted character I guess.
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Post by: SolidSnakeDog on October 16, 2009, 09:08:50 am
QuoteFor DD exits, how about making a controlable guest 'explorer' unit, that can move around the dungeon for the party, but cannot contribute to the battle himself?

Yeah a controlable guest using Move-Find-Item is the best idia to me.
Puting war trophies in will let you get has many rare items has you desire...so this is better to put a quest Just for the DD items. (And exits)
He may have a few skills for *Self Survival* But nothing really great.

G2G now.. don't have much time lately.  :wink:
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Post by: SilvasRuin on October 17, 2009, 03:03:59 am
Keep Transparent the same as vanilla and make the DD guest Innate Transparent.  Since there's no movement, the status isn't nearly as abusable as it was.
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Post by: SolidSnakeDog on October 17, 2009, 08:10:49 am
Guess that will do it.
But probably not soon cause for some odd reison my emu keep crashing after i chose a MEM card to load...i had to start over form the begining...   :gay:  :wink:
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Post by: SolidSnakeDog on October 19, 2009, 12:30:34 pm
Okay. the version 0.3 is now ON!
This add the much needed text edit.(!!!) And minor bugs fixes.
Hope you enjoy the new text.
This is my frist PPF file i ever made so if there is a mistake tell me.

EDIT : Guess this is about time to find a better name for this projet.
Any good names in mind guys? Im not good at naming things... :oops:
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Post by: MiKeMiTchi on October 19, 2009, 06:59:58 pm
FFT - Turn Base\Battle System :)
or FFTTBS for short, for the moment.

Oh btw, editing BATTLE.BIN's text first would be advisable.
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Post by: SolidSnakeDog on October 20, 2009, 11:41:23 am
Curently im trying to learn and use the ATTACK.OUT editor for party placement.
Gonna take some time homever...
Be sure to posts bugs and overpowered skills in the mean time.  :shock:  :x  
Guess i will be forced to give a mobile controlable quest unit having Ramza's ID...
Or maybe using the event editing tool to bypass this. But i never used it.
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Post by: Aquablack on October 21, 2009, 08:44:18 pm
In the psp version killing all enemies auto-ends that battle, though it played Ramza opening the gate in what I believe to be a separate event.
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Post by: SolidSnakeDog on October 21, 2009, 10:07:06 pm
At less the PSP users will not be affected by this...but i will fix it so this is possible to past that battle on the PSX.
I am almos done removing all the 2nd squad formations. This will make it easyer to use items on the party.
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Post by: MiKeMiTchi on October 21, 2009, 11:19:43 pm
skip that battle.. :P
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Post by: Sephirot24 on October 22, 2009, 12:17:11 am
Can't you just change the Winning Conditions to "defeat all enemies" ?
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Post by: SolidSnakeDog on October 22, 2009, 02:09:59 pm
Not that simple. Well...for me that is. I never used event compiler-decompiler
But i know how to skip it homever but i am not totally sure if this is a good idia
but this still may be good for an temporaly fix at less...
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Post by: SolidSnakeDog on October 23, 2009, 03:48:59 pm
Okay. The v 0.4 is on. This is an minor update but will help a lot. But the floodgate still need to be fixed...(Sorry don't have much time lately)


NOTE : Look like i am almos at max at the progress of making this better.
I really need the ASM hacks to continue to progress. At this point, the only thing i can do is bugs fixing and rebalancing. (Well...thats the next step in my book anyway)

In the next update i will put a quest unit in the DD and at the floodgate battle...but for the rest i need the much needed ASM hacks. See main topic to know what i need if you want to help.


EDIT : Speaking of balance...i am planning to give all low tier spells no charge time to give the mages a little buff up. There keep dying at frist turn most of the time.  :shock:
The game is extremely hard if you use mages and very easy if you use knights...this need to be looked into.
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Post by: Gotwald on October 23, 2009, 08:03:00 pm
You could make all spells with no charge time, increase MP cost by a small amount, and make ethers slightly cheaper and available from the beginning of the game.
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Post by: Skip Sandwich on October 23, 2009, 08:14:46 pm
yeah, the charge time mechanics only work because of the ability to move around and hind behind terrain or your allies to lessen the chance of being hit midcharge, with movement taken away, charge time is useless
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Post by: Kokojo on October 23, 2009, 08:27:06 pm
Why don't you just line up enemy and friendly units ? That could solve your problems... But it would be effing Long.

If not, check this out, I could probably do it for you one day.

http://www.ffhacktics.com/forum/viewtopic.php?t=1961 (http://www.ffhacktics.com/forum/viewtopic.php?t=1961)
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Post by: Zaen on October 23, 2009, 09:23:34 pm
I say rebalance the magic system so that the damage and MP aren't broken, and then just give the stuff no charge time. Also, lining them up isn't the best idea, as that takes away all the strategy left from magic hitting everything on an equal height, as I saw for some abilities.

Plus, you could make magic slightly stronger than physical attacks. This balances out because magic costs MP, and if you make it costly enough, it's used in moderation instead of all the time. So either you make MA slightly higher, or magic's Y or whatever value slightly higher, it could work.

Or.. you could give small charge times for the higher magic, like 2, 3, or 4.
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Post by: SolidSnakeDog on October 24, 2009, 11:43:50 am
Quote from: "Kokojo"Why don't you just line up enemy and friendly units ? That could solve your problems... But it would be effing Long.

If not, check this out, I could probably do it for you one day.

Well...long but not imposible. i think i aleardy made a small step in that direction by removing the 2nd formation in all story battles.

Placing enemies next to each other will be more troble that it worth.
Well at less there can use items on each other if this is done.
But if you want to take the time to do this this will be userfull.

For now i will buff the mages up. There really a pain to use.

I think i will remove the Charge time for anything but the best spells like meteor/fire 4 and a few other that can affect all enemies/allies will still have a CT but will be cast much faster. And giving em about 50% higher MP cost to most spells. But i think the damage is fine for low tier spells but spells like Fire4 and other will probably be a bit weaker.

Guess i will start there.

EDIT : Aslo noticed the battles are very short right now...TOO short.
My idia to that : Doubling the Base HP % for all class so the battles last a little longer...what do you think?

If you got a better idia to make em longer tell me and i will think about it.
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Post by: Kokojo on October 24, 2009, 12:34:08 pm
Hahahaha Sorry to sound like a hero...
What I said is I could make it so that the Sluice battle can be won by killing all units.
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Post by: SolidSnakeDog on October 24, 2009, 01:05:30 pm
Quote from: "Kokojo"Hahahaha Sorry to sound like a hero...
What I said is I could make it so that the Sluice battle can be won by killing all units.

Ah ok! Well...please do. This will help me alot. Thanks in advance.
But...if you need to modifiy the Attack.BIN file to do that TELL ME right away. Because the formation i removed will revert back. So i can send you the file if needed. But i think you dont need it anyway...just in case.
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Post by: Kokojo on October 24, 2009, 01:08:36 pm
attack.bin ? Attack.out. That's the one il need to edit...
Don't you mean battle.bin ?
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Post by: SolidSnakeDog on October 24, 2009, 01:10:40 pm
Ah damn...
Yes...i used ATTACK.OUT for the formations so...
Guess i need to sent you the file..

How can i send you the file anyway? Never done that on this site...gonna try via PM..

Well...i can't send it via pm. I just noticed. Is there an other way?


EDIT : Ok im done Removing the CT form most spells and add more MP cost to compensate...now i will test the mages now. (Alright mages! Show me what you got!)
Like i say before, the battles are too short so i will probably double the HP % for anything...unless there is a better way.
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Post by: Kokojo on October 24, 2009, 01:31:47 pm
Attach it here.
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Post by: SolidSnakeDog on October 24, 2009, 01:39:59 pm
Can't belive this worked...all i did was puting in .PPF and i was able to submit it. Here is it!
Just change it back to ATTACK.OUT

EDIT : Tested the mages after buffing em and now i find em great to have.
Now i wonder if i should give 100% accuracy to all supporting skills and spells like RAISE/PROTECT/HASTE ect...the MP cost is higher so you don't want to waste MP missing a support spell. What do you think?
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Post by: SolidSnakeDog on October 24, 2009, 10:07:22 pm
I am very happy to say : The V0.5 IS NOW OUT! (ZOMG THIS WAS FAST)
This was going so well to the point i made this update in one day...phew.
See the changes at the usual place.

But um...don't expect an other update soon.
I did almos all that i had planned. The only thing missing is...the ASM hacks. But be sure to post the imbalances and bugs i will make an update form time to time to balance/fix em.

Sugestions is of course welcome.

EDIT : ...the damn spikes and germinas boots is STILL here...Sigh.
My mistake...i removed all the flags and fogot to save each time...
3 times in an row actually. (Guess i am save blind...)  :shock:
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Post by: Zaen on October 25, 2009, 12:09:53 am
Instead of just doubling % for HP, why not do something like 130% or something? Maybe 150% at most. That won't make stuff unnecessarily long, but it'll keep it decent in time.

But yeah, I can't wait to try this when I have more time. I'm probably gotta get to it when more is updated. As for the item dilemma, Couldn't you make at least the items into abilities? There's around 14 unused spots I usually put extra abilities into. You could just make them into spells for the chemist so they instantly cast it upon others, making them free with silence not affecting them? This would still allow for auto potion, as you could just stock on the highest available potion, but it takes away item limits. Temp work around, possibly.

EDIT: As for the attack issue.. I have an idea. Just give every weapon arc and 255 range? You don't need an ASM for unlimited range.
Like I said for the items, just a temporary work around until the ASM for going through walls happens.
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Post by: MiKeMiTchi on October 25, 2009, 05:54:44 am
The item skillset's range is limited.. :)
*I think.
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Post by: SolidSnakeDog on October 25, 2009, 11:10:10 am
Well puting weapon having ARC type will not make em pass walls...and the monk only attack form 1 square away. Ouch...
Attack in skill set is a must for monks.
Well...i did not actually double the HP %. This was a bad idia.
I buffed most of the equipement a lot and balanced em at the same time. This aslo made the battles longer just like i wanted.
Item into abilities...kay but i think the Item set is hard coded...but will make a few test if this is possible.
If this work, i will change the Chemist class to medic...having new costom skills to compensate for the hard to use items.
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Post by: Zaen on October 25, 2009, 03:07:14 pm
It's not hard coded. You just set Action Menu to Default, and use the unused slots for the item abilities.

Also, I understand that Arc doesn't go through walls, but it can bypass most obstacles by height. It's not a permanent fix, but it's so that walls can't screw everyone over. Monks are a problem either way, so I have no clue.
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Post by: SolidSnakeDog on October 25, 2009, 03:51:58 pm
Guess i will completely change the skill set for chemists...
Here the idias i got for the new skills :

1-Frist-Aid (in place of potion)
2-Advanced Frist-Aid (in place of HI-Potion)
3-Emergency Frist-Aid (in place of X-Potion)
4-Body Care (Heal poison/don't act/Petrified ect...but don't cure stop/slow)
5-Mental Care (Heal Berserk/confusion/charm ect..)
6-Advanced Care (Heal Zombie/Death sentence/Vampire/Frog..ect Not too sure about death sentence...)
7-Energy drink (In place of Ether)
8-Strong Energy drink (in place of Hi-Ether)
9-Hero drink (In place of Elixir. Will use Chacra formula and heal a set HP/MP)
10-CPR (In place of phoenix down)


Do this looks fine? Or if you have a few idias about this do tell!  :wink:
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Post by: Zaen on October 25, 2009, 05:15:59 pm
I dunno if Death Sentence should be curable. It's more of something that can be prevented, but not cured. I like it otherwise. I assume a higher Y value for Hero Drink, right? Looks great, very medic-like.
Instead of Pick Me Up, how about CPR? That is more of a revival term.
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Post by: SolidSnakeDog on October 25, 2009, 05:33:36 pm
CPR? LOL funny skill name yet this IS a good idia.
Well in an game i played there is a potion : Pick Me Up that can revive allies. But yeah...that not the right name i agree.
Guess this is better that death sentence can't get cured. After all, the original chemist aslo can't cure it.

Alright time to do my favorite thing...making costom skills!

EDIT : Should i edit the slot that have *Telemprt 3 send/arrive
Summon demon/Summon angel effect set?

Oh...because nobody can move, i will use the Teleport send/arrive slots
 :wink:
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Post by: Zaen on October 25, 2009, 07:38:48 pm
Good idea. I usually edit the Summon Angel/Demon ones, as well as every slot below Parasite EXCEPT the last blank one which contains attack. I think changing that could fix all your problems.
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Post by: SolidSnakeDog on October 25, 2009, 09:37:44 pm
CHEMIST SACRIFICE!  :ban: this class form the game!!! And the mediator will take his place has a medic istend.
So this give me more slots to add costom abilities by using the old mediator skills. (Aslo..mediator looks a bit like a medic... :(

I know this sucks in an way. But the chemist really IS the fun killer in this...i think anyone who played this knows it.

That it for now...if u wanted to keep an other mediator skill before i move to something esle tell me right now before this is too late.
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Post by: Zaen on October 25, 2009, 10:07:23 pm
Always issues.. dang. Invitation... You could give it to squire, and call it Tame. Make all classes immune to it, so you can only invite monsters. That might work.
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Post by: SolidSnakeDog on October 26, 2009, 09:07:28 pm
I given medic Invite and Tame and made the JP cost much higher for em.
Testing this new class right now and there is an (unfixable?) bug.
I changed the name Mediator to Medic for anything in the text editor.
But once in battle,this revert back to *Mediator* so i cheaked all the lines in the Text editor
but all the names was fine, but the game seems to ignore it.

Aslo this need much more testing before i let the new version out. (i keep finding new bugs each few minutes...
particulary about the new skills i made.)

Not on purpose but still fine, HP,MP restored depend on MA. (Higher MA means stronger heal but is weaker that the cures spells)

At 4 Magic power, Medic kit heals 24HP, Adv Medic kit heal 48HP
Exp Medic kit heals 72. But the Cures spells is still more powerfull. (Provided your faith is high...)

Works the same way for skills that restore MP.
having 4MA the skill heal : Energy drink restore 12 MP.
Hi-Energy Drink restore 20MP

But i had to remove the skill that restore HP/MP at the same time because the only formula using this is Chacra and you need Martial arts for it to work proprely. Besides, this will make the skill PA based...so i had to scrap it.

Aslo, I did a weird animation for the energy drinks...seen like there charging the potion before throwing it.  :shock: I find it funny and let it stay that way. (Energy potion FTW!)

I have a felling that the next update will be a gem...

EDIT : Just did the frist story battle using the new class and i must say...this was fun i really like this new class. Aslo i taked a few screen shots at the same time to remplace the current screen shots in my main topic...i will update em soon because there are REALLY out of date...

EDIT 2 :

Umm...not many is commenting lately...what sup?
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Post by: Zaen on October 27, 2009, 11:52:05 pm
Busy week. I've been gone all day the last 2 days.

I could fix the animations for the medic abilities. I just need to know what slots they're in.
This sounds good, the progress is rather impressive, I have to say. As for the Mediator not changing names... did you use Quick Edit in TacText? That covers all areas, so you don't miss any.
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Post by: SolidSnakeDog on October 28, 2009, 11:39:39 am
No need. I know whats causing it. But seeing the Energy drink get *charged* and used after...idk but this fit in, in a way.
I did used Quick Edit and anything is fine. I even looked at all the others manually to find the problem but anything was fine.
Maybe i just need to patch over a clean ISO...this may be the problem. (If this do not fix the problem i don't know what esle to do to fix it...hope this works.)

EDIT : Guess that was the problem after all...
The name is now showing the name correctly. Good thing.

Got a new problem relating to Auto-Potion...
This skill do not trigger anymore...maybe you can't use it if this is outside of the chemist job...
Can you guys help me find a fix for that so i can actually finish the next version?
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Post by: Shade on October 28, 2009, 03:16:40 pm
Did you have potions with you, if not too bad since you can't use it without it.
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Post by: SolidSnakeDog on October 28, 2009, 03:23:17 pm
I did have potions. But this still not working at all.
Thats...very weird to say the less.  :?
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Post by: Zaen on October 28, 2009, 03:51:16 pm
So.. you had potions, but it doesn't use them? Maybe it's because you changed the chemist skillset.

Also, Question. Since you put in the Medic, what use is the chemist slot for? You could possibly make an introductory mage, or something. Like a Cure, a non-elemental Fire/Ice/Bolt 1? It makes more sense for a beginning magic class than a chemist. Although, if you want it to be used, like squire isn't, it should have some perks to it. I dunno, just spewing out ideas. :P
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Post by: SolidSnakeDog on October 28, 2009, 04:02:26 pm
Quote from: "Zaen"So.. you had potions, but it doesn't use them? Maybe it's because you changed the chemist skillset.

Also, Question. Since you put in the Medic, what use is the chemist slot for? You could possibly make an introductory mage, or something. Like a Cure, a non-elemental Fire/Ice/Bolt 1? It makes more sense for a beginning magic class than a chemist. Although, if you want it to be used, like squire isn't, it should have some perks to it. I dunno, just spewing out ideas. :wink:
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Post by: Zaen on October 28, 2009, 11:00:20 pm
I turned it into a druid-like class. I gave it Bio 1-3, all having poison for the effect. I compiled the multiple other bios into 1 for each tier with all the statuses. Then I put in Parasite, an altered Grand Cross (Earth elemental, slow, poison, blind randomly, while doing moderate damage), and Midgar Zolom. I then inserted Melt, Quake, and Tornado, which I also individualized. So Melt did the highest damage, staying the same. Tornado had long range, infinite Vert, and slightly lower damage, while Quake was the weakest of the 3, having large AoE and 4 vert. I also gave a heal around the caster ability like what the trees have.

Druid can equip Poles, Spears, Helmets, Hats, Robes. I also gave it high PA, and 115 MA mult with 40 for growth. It comes with slightly less HP than an Archer, due to growths, has average Speed, and high MP to compensate the ability costs. So 130 Multiplier, 7 growth.

I've been tweaking this for quite a while, to explain how well thought out it is.
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Post by: SolidSnakeDog on October 29, 2009, 09:11:09 am
Not bad...i will look into it and add what is best suited for this hack.
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Post by: Zenius on October 29, 2009, 09:31:13 am
I actually like Zaen's idea a lot
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Post by: SolidSnakeDog on October 29, 2009, 12:21:08 pm
Alright...0.6 is UP!! (Finally...this hack is actually getting fun to play now)
And thats a crasy update too..cheak out the changes and you will know what i mean.  :gay:

ASLO YOU NEED TO START A NEW GAME! if not some weird stuff hapends.
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Post by: philsov on October 29, 2009, 01:09:43 pm
regarding auto-potion, HOW did you change potion, specifically/in full detail?
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Post by: SolidSnakeDog on October 29, 2009, 01:21:03 pm
Quote from: "philsov"regarding auto-potion, HOW did you change potion, specifically/in full detail?

1.I changed the chemist class to Medic by killing the chemist class and made the mediator take his place.

2.Chemist skills set was unchanged.

3.Auto-potion was gived to Medic

4.The only thing i changed about potion is the cost.

5.The Chemist was removed form the game but keep Auto-Potion in his skill set.

6. (May not matter but) I removed all items excluding the potions,hi-P-X-P form all shops.

I think Auto-potion only works if the skill is in the Chemist skill set.(Not 100% sure but if this is true...this skill is screwed  :evil: )
Giving Auto-potion to an other class made it bugged.
Auto-Potion is Probably hard coded like the items. I hit my units having Auto-Potion set form Medic skill set but never actually used auto-potion.
I aslo had potions...make me wonder wy this is not working..
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Post by: philsov on October 29, 2009, 01:34:11 pm
Quote1.I changed the chemist class to Medic by killing the chemist class and made the mediator take his place.

Can you expand on that?  You changed the stats on the "Chemist" job (right below squire in fftpatcher) to reflect those of mediator and changed the text?  Or something else?

QuoteI think Auto-potion only works if the skill is in the Chemist skill set.(Not 100% sure but if this is true...this skill is screwed  )

Huh.  I'll do some fiddling with it over the weekend.
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Post by: SolidSnakeDog on October 29, 2009, 01:47:21 pm
Yes i changed the text. (For mediator not chemist)
Chemist require lv 8 chemist to unlock. So i did not have touched the chemist below the Squire, but the Mediator that is below thief.

EDIT : I think now. I know wy this is not working.
Because some generic have Auto-potion unlocked for chemist but this class can't be used. At the same time i did not learn Auto-Potion the medic has...but still able to use it right at the begining.
I will do a quick Fix and make the version 0.6a RIGHT NOW.

EDIT 2 : kay. This should have fixed most problem relating to
Auto-Potion...and the bug relating having it unlocked in the chemist set. Fixed*

EDIT 3 : The starting generics likes to equip the corupted skills and Maintenance and throw item...thats is very weird.
Remove anything and put the *Real* Skill set after you can use the formation screen.
After you can play like normally.
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Post by: Zaen on October 29, 2009, 08:33:34 pm
You could fix that by putting all skills for chemist really high. Like 2500 JP each.
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Post by: SolidSnakeDog on October 29, 2009, 09:02:49 pm
I put em at 9999JP AND put 0% chance on learning so this completely fixed the problem.
The next version will mosly be bug fixing.
Alright now to play the game completely and fix anything worng and make the bug fixed version.

But don't expect any update till i beat the game completely.

By the way the next step will be making the useless skills (Yes Throw stone..im looking at you!) into something usefull.
If you find an ability that is completely useless be sure to tell me so i don't miss it. (And maybe giving me  dias for the right ability to remplace the useless one.)
And i don't know what to do to the Ninja class...the skill set is very hard to use. (And thats the only hard to use class right now...)
But i can't simply kill this job...this is the most used job. (FFT having no ninja is just WORNG! I am sure you guys agree.)
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Post by: StarScythe on October 30, 2009, 01:51:19 am
this sounds like a great idea? just a thought, but why have a moving unit in the DD? Why not just have the items as the rewards for winning the battle? using that method would also encourage players to fight the harder battles in the DD, as each seperate option for each level could have unique rare items to earn. im thinking specifically of masamunes and chirijiridans. The only thing youd have to figure out is a way to get the levels to advance. Maybe an ASM hack that ties advancement to winning the battle?
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Post by: Zenius on October 30, 2009, 05:35:06 am
Because if you make rare equips as war trophies, you can just beat the battle over and over and get yourself multiple pieces of said rare equipment
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Post by: SolidSnakeDog on October 30, 2009, 11:23:03 am
Quote from: "StarScythe"this sounds like a great idea? just a thought, but why have a moving unit in the DD? Why not just have the items as the rewards for winning the battle? using that method would also encourage players to fight the harder battles in the DD, as each seperate option for each level could have unique rare items to earn. im thinking specifically of masamunes and chirijiridans. The only thing youd have to figure out is a way to get the levels to advance. Maybe an ASM hack that ties advancement to winning the battle?

You ASLO need a mobile unit to find the *Exit* to the next floor.
Aslo that Unit is using Move-find-item so there is no need to
change the *War trophies.*

Aslo...in a story battle, there is aslo a quest having Ramza's ID
just for opening the flood gate to clear the map.
(So you are not stuck if you play on the PSX)
Someone was supposed to do a fix about this, but i have not heard of him for some time so i did a work around...

EDIT : Minor edit to the changes in 0.6 so you know Zaen given me a general idia for the new High Mage class.
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Post by: SolidSnakeDog on October 30, 2009, 03:35:06 pm
Okay.I think There is an other class thats needs to be changed : Geomancer.
This may be not be hard to use but using it is just...weird?
Any idia for what job style will suit in, or is this is alright to leave this class at is?

Just needs a few tips before i do anything to it.
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Post by: Skip Sandwich on October 30, 2009, 04:55:22 pm
I don't think Geomancer has to be changed that much, just make sure that all the starting spaces for battle position represent the predominant terrain type. Then it'll work like the geomancer from FF3, or like Mog from FF6
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Post by: Zaen on October 30, 2009, 06:58:46 pm
Quote from: "Skip Sandwich"I don't think Geomancer has to be changed that much, just make sure that all the starting spaces for battle position represent the predominant terrain type. Then it'll work like the geomancer from FF3, or like Mog from FF6

That.
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Post by: SolidSnakeDog on October 30, 2009, 07:17:53 pm
i will change this class to Holy Swordman. This seems the best thing to do....
...
...
...
...NOT!

Kay. This class will stay at is.  :wink:  
Last thing ..
What's is best for the Geomancer skills Taget style ?

1.Hit all enemies in the same Height. (Currently)
2.Hit all enemies. (Will be weaker but status will make up for it)
3.Hit one enemy. (Will be stronger)
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Post by: Jumza on October 30, 2009, 07:56:04 pm
#3 i see that to be better for killing things like bosse's
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Post by: Skip Sandwich on October 30, 2009, 09:05:17 pm
#2 geomancy is all about weak AoE + status
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Post by: SolidSnakeDog on October 30, 2009, 09:42:01 pm
After some thinking i will go with option 2.

Elemental are not made for killing strongs thing.
(More used to cause bad status.)
By chosing 3, This will make it like a Black magic spell but no MP cost.
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Post by: mav on October 30, 2009, 09:43:40 pm
Definitely go with option 2. The key here is to retain the uniqueness of each job/skillsets, while adding new elements to the game.
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Post by: Zaen on October 31, 2009, 01:10:50 pm
#2
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Post by: SolidSnakeDog on November 01, 2009, 01:27:15 pm
*Bug fixing progress*

Kay just finished testing completely chapiter 1. The biggest bug i found was the archets on dorter.
Now to completely test chapiter 2...


EDIT : Not sure about you but Spin Fists is overpowered to me. By the end of chapiter having 70 brave, this do 30-36 dammage to all enemies.
So using it few times will make you win using no effort.
Need a few tips cause i am not sure what formula to use for it.

Aslo mages may be a bit too powerfull early. Doing 60-120 dammage using tier 1 magic is a bit too much...

Should i reduce the power of the frist 2 tier spells a bit?
or alright at is?

EDIT 2 : Retardio actually do 6 dammage by using attack in the skill set!
Yeah! He will make me win the game! Go retardio!!

Bah...this is just about changing the Guns formula...easy fix.  :wink:
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Post by: SolidSnakeDog on November 02, 2009, 06:54:33 pm
I am a bit bored of making this now...so i will take a short break. (A week or 2 or something)
After that i will continue and come back in fury with a massive bug fix update. (And a few idias you guy may have given during that time)
During that time you may want to post idias on how to remplace the useless skills and new costom skills to remplace em.
Or something you think i need to look into.
See you later.
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Post by: Zaen on November 02, 2009, 09:17:34 pm
I've noticed everything is Vanilla (looking in patcher, especially Jobs) Stat wise, meaning some classes tend to be unbalanced... like Archers sucking. This could also explain why wizards are so crazily powerful.. 140 MA multiplier seems more fitting. Archers could get either a PA boost or bow WP boost. Also, this means weapons need to be rebalanced as well, seeing as a 40 WP Chaos Blade isn't gonna fly when it can hit everything on the board.

 I could try balancing some stuff out and get my numbers to you for a fix. Possibly a spreadsheet if I feel like going out of my way a bit. ;)
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Post by: SolidSnakeDog on November 03, 2009, 03:36:01 pm
I know the weapons are badly balanced.
But for the archets i can give em a buff up.

I am planning to :

1.Giving +1SP to daggers. (Or initial haste? maybe not.)
2.Giving +1MA to Rods. (Probably.)
3.Reduce the Mage MA%.
4.Giving Archets a buff up.
5.Debuffing the most powerfull weapons. (Giving em a permanant negative status or simply reduce the WA for em.)

I need some Idias to how to buff the folowing weapons because my idias for em are very vague :

Bows/Cross bows (Auto-Protect is nice. Idia by SilvasRuin)
Guns (Chance to add Darkness and or Don't act?)
Books (Maybe make em cast a spell on hit or something...)
Harps (Give positive buff to allies?)
Staffs (+1MA for the weak Staffs and stronger one having Initial faith?)
Silks (I REALLY don't know about this one...)
Spears (I think there are alright at is. But feel free to give idias)
Well...that about it for now.


Zean says : I could try balancing some stuff out and get my numbers to you for a fix. Possibly a spreadsheet if I feel like going out of my way a bit.

Not really needed, but this may speed up the balancing quite a bit.
But this is up to you. If you really wants to do it be my guest.  :wink:
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Post by: SilvasRuin on November 03, 2009, 04:18:25 pm
Since bows and crossbows are traditionally backrow weapons, and now they no longer have that advantage...  Always Protect?
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Post by: Gotwald on November 03, 2009, 06:36:43 pm
You could give bows/crossbows initial transparent so they would get momentary protection.
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Post by: SolidSnakeDog on November 03, 2009, 10:46:49 pm
Quote from: "Gotwald"You could give bows/crossbows initial transparent so they would get momentary protection.

Even if the idia is not bad , i will need to scrap it. Wy?
Because you can attack the enemy units using Transparant normally.
So this will only help the player.

Auto-Protect for most ranged weapon may be a good idia...after all in most FF you can swicht form back and front row.
So i may add auto-protect to most ranged weapons. (So this is like there are fighting in the back row. but will probably not use it for mages i may give em shell istend.)
And may add Initial Protect for Spears

Yeah...this will make this a bit closer to an regular FF this way.
What do you think?
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Post by: Zaen on November 03, 2009, 11:14:44 pm
It sounds good. But instead of Protect for Spears, why not +1 PA? Also, Books seem like they should cast a spell. You could go with the 1.3 spells, or possibly toss it up a bit. Tossing it up would be the best idea.
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Post by: SilvasRuin on November 03, 2009, 11:19:09 pm
Hm... well if you could ASM hack either Defense Up to lower Str or Attack Up to increase physical damage received then you could utilize those to emulate rows.  Hrm...  Nevermind, that is a bad idea.  I can't think of any way you would make bows and crossbows exempt from that.  I suppose Auto-Protect is the way to go for ranged weapons to simulate the back row.  I favor giving Auto-Protect to Mages too and balancing their hp around that, but that's just a personal preference.

Another personal preference is letting White Mages equip bows.  If Mages aren't given Auto-Protect, then Bows would be even more desirable on them.  I feel you could create a good strategic choice between bows and staves (or whatever you ultimately give them).

I'm not too comfortable with the idea of giving Dragoons Initial Protect.  I mean... they tend to be front line fighters, even if their attacks are "ranged."  The reason of course is their armor.  When they aren't up in the air, they should soak up damage for the others, traditionally.
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Post by: SolidSnakeDog on November 04, 2009, 09:15:05 pm
Guess i can make the spears a bit stronger so equip spear will actually get used.
White mages equiping bow? Not sure about that...  (*Rosa slaps me in the face*)
Actually!...i will make em equip Crossbows. So you will have the choise of using a staff giving MA or a bow to reduce damage to the healer.

By the way my break is half done so i will get back to it in a week.
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Post by: Zaen on November 08, 2009, 01:07:21 pm
Here's what I've noticed from the first few fights. The game itself seems overall easier, as you don't worry about movement. I think a remedy for this would be to have higher level enemies, so Party Level + X. Also, minor typos like Frist instead of First. My only gripes so far. Regardless, I love how this is going so far, it's the best of FF# and Tactics... basically an FF5.  Without the World Map. And no Bartz... or Galuf.


Suggestion: ENTD for a battle where you recruit Galuf! GENIUS.
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Post by: SolidSnakeDog on November 08, 2009, 04:56:36 pm
Yeah..this is easyer in a way.
But puting enemies at party levels will be a ripoff of 1.3. (I am trying not to use anything form 1.3 to keep the hack unique unless many want it that way.)
Well...i may multiply the base level of enemies by 1.5 so lv 10 will be lv 15.
And giving em Higher job level to the class there are using. May aslo add a few twist about enemies using Haste 2/Slow 2 later in the game...

Adding Galuf heh?
I don't see wy not...each unique hacks needs a carecter representing it.
Galuf is a perfect choise. But sadly...i don't know how to actually change a generic name...but i know what sprite i will use.
I will Probably use the complete simon sprite or the boss in 1.3 that only take 1 dammage form all attack. Don't rembermer his name...ah well.
Maybe not in the next update,
but someday i will add him once i know how to edit names.

My break is almos done. In a few days i will resume this projet.

(PS : Thanks for showing me this typo by the way xD)
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Post by: SolidSnakeDog on November 11, 2009, 02:05:46 pm
Alright my break is over! Expect to see a update soon.
Once i made most enemies harder, i will post the next update.
May be today or tomorow.  :wink:

The wait is over...this is the biggest update i did yet!
Many stuff was done and now the story line battles is much harder that before.

I Hope you guys like it.
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Post by: Zaen on November 11, 2009, 08:24:07 pm
I like the changes. I'll try to get to this in my free time... which is becoming almost non-existent.
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Post by: SolidSnakeDog on November 15, 2009, 08:28:01 pm
I now need new idias to keep this projet going. I am almos totally out of idias...the only 2 thing i have for now is changing some useless abilities like throw stone,Wage fist and some other to something more userfull and doing something to better balance the weapons like harps/silk and books.

But for the other things i need a few tips.
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Post by: Zaen on November 17, 2009, 10:59:11 pm
Harps could heal and add a status effect(or hurt and cause a status effect), and silks could... I don't know on silks, since there's virtually no charge time. Books could possibly do something similar to 1.3, and proc spells of some kind, whether it be damage spells, or status effects, but that's creeping up on Harps.

Example: Monster Dictionary could do a monster skill, Battle Dictionary could do a Knight's break skill, or a ruin. Something like that.
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Post by: SolidSnakeDog on November 18, 2009, 04:39:53 pm
How about this : Harps will hurt and can cause one of the folowing status : Darkness/poison/silence/slow and more. (But don't cause extreme status like death/petrify/Charm/Stop ect...)
For the books because an oracle uses it, it should cause bad status but do less dammage. (This time, you have a chance to do many effect in an attack unlike an harp. Like causing Darkness/poison/silence in an single attack. But the dammage will be weaker that daggers.) But your idia aslo good...guess i gonna need votes for it.

For Silks.....maybe adding multiple positive status on allies but will not heal/Hurt em. (Don't make much sense but i really don't know what will fit it....removing OIL maybe? But again this is useless.

Start voting guys! What is better, Book causing Random bad statuses or the idia Zaen got? This will be up to your guys.
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Post by: Vanya on November 18, 2009, 05:53:50 pm
I think the harps should cause negative status and books should cast specific spells.
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Post by: SolidSnakeDog on November 28, 2009, 11:07:21 am
Okay...This projet is on hold for now. Just too much stuff to do lately.
I was expecting more comments after 10 days...what's up?
Anyway idk how much time this will be on hold but i will probably not work on it anytime soon.
I don't mean this is *DEAD* just saying i will take a long break and geting stuff done and going back to this once i'm done.
Later all.
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Post by: Zaen on November 28, 2009, 08:01:44 pm
Well, the poll failed, and I still haven't figured out anything for silks/carpets/rugs.
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Post by: DarkxFatal on December 15, 2009, 05:37:02 pm
Sorry if this was already answered but the problem for the 'Attack' command and how you needed it's range to be..well..infinite?

Couldn't you give every weapon a 255 range?..THen Monks would be useless...

You could give them the option to equip something like..Knifes...or Axes..Or Flails..Better yet, Poles. Poles seems like a 'Monk' type weapon, no?
Title:
Post by: SolidSnakeDog on December 15, 2009, 09:29:37 pm
Quote from: "DarkxFatal"You could give them the option to equip something like..Knifes...or Axes..Or Flails..Better yet, Poles. Poles seems like a 'Monk' type weapon, no?

Hmm...make monk equip a few stuff hum?
But again the attack there are using in there skill set fixes the range problem.

I may make em able to use some weapons later.

==========

By the way, what do you guys think of the enemies ?
Are there too hard/easy ?
Or a particular battle needs to be looked into ?


On other note : Here my idia on harps and silks.

Harps will be based form FFV so there will deal damage and got a chance to add a random negative status.

Silks will be a support weapon (Like the healing Staff) and add one random good status like Protect shell regen and heal at the same time. (Like the reversed version of harps...like dancers are reversed to brads)

Guess that it for now.
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Post by: ShinHadokenman on December 22, 2009, 06:06:37 pm
Yeah I like the idea for silks there are three silks right?
So why not give each silk there own support abilities like one for healing, one for good status, and the last one for removing bad status.
And if you do that the two that arent ment for healing try to make them heal like 1hp so when they cure/give status they arent counter attacked for it
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Post by: SolidSnakeDog on December 22, 2009, 07:47:23 pm
I respect your idia. but there are fewer and fewer slots for costom effects sadly.
The 2 silks you can buy at shops will heal and add Randomly one random positive status.
The rare one will heal nicely and istend of adding one good status, this will add multiple random good status in an single stroke.

On an side note : IDK wen i will start working at it again not before next mouth for sure. But i will work back on it soon.
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Post by: Zaen on December 23, 2009, 01:48:05 pm
That's fine, this patch is looking to be great. I'm gonna be playing it a bit more soon, maybe after I get my college apps done.
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Post by: ShinHadokenman on December 23, 2009, 05:52:51 pm
I'm glad I was able to help you guys out.
 As for spears you could give them the chance to add slow when they connect. (Just throwing Ideas out there)
Well I respect/love this project so waiting isn't a problem.
If I get any more ideas do you want me to post them?
Title:
Post by: SolidSnakeDog on December 23, 2009, 07:10:33 pm
Of course you can post em. All idia are welcome good or bad. The more there is the better the chances i will use some of em.
Idk about spears causing slow...thats a bit weird to me lol
I aleardy add more AT to spears so equip spear may actually be used.

On an side note : There is a little surprise quest that may pop up during the story line. (in 2 of the story fight i think)
Some battles was nearly imposible during testing (Gafgarion 2 fight..ugh) so i had to add...something to compensate to not get overkilled in the frist turn. (Even worse after i doubled the enemies levels)
Don't worry he is far form being overpowered, he is more like a tank that anything esle. So u don't end up having 1-2 of your party member dies before even taking a turn (and at this point..you can just lose)

EDIT : I updated the main topic. This really was out of date.
Title:
Post by: ShinHadokenman on December 24, 2009, 02:31:09 pm
I had an explanation for spears casting slow but the more I thought about it the dumber it seemed cause it would apply to every weapon.
I had a thought If silks give buff/healing then shouldn't harps do the opposite inflict bad status to the enemy/poison.
I like the idea of the weapons doing the opposite of the actual class i think it balances them out.
Title:
Post by: ffta707 on December 24, 2009, 04:28:52 pm
someone could probly work an asm for the items btw.

I just tested it and it looks great.... but when you get orlanduea you will kick ass lol. Unlimited range sword skill.
Title:
Post by: SolidSnakeDog on December 24, 2009, 05:17:45 pm
Quote from: "ffta707"I just tested it and it looks great.... but when you get orlanduea you will kick ass lol. Unlimited range sword skill.

like always :P
Still...im thinking about making most of the enemies harder once u get orlando so even by having him, you will still have a chalenge.


I am planning to buff the monster up again by giving em new abilities and changing the broken conter to something that actually works.
So fighting monsters actually get interesting.
Title:
Post by: SolidSnakeDog on December 24, 2009, 07:24:36 pm
Alright the v 0.8 is finally done. Now the weapons are much more balanced.
See the changes in the main topic.
Monsters will aslo thanks me for this update.
Title:
Post by: Zaen on December 24, 2009, 08:24:36 pm
Ooo, I like giving Monks Flails and Poles. It's kinda like giving them nun-chucks and bow-staffs.

Plus, you could just nerf Orlandu a little.
Title:
Post by: ShinHadokenman on December 26, 2009, 02:41:46 am
Wow thanks for using my idea it makes me feel useful lol
Title:
Post by: SolidSnakeDog on December 26, 2009, 01:20:14 pm
Quote from: "ggx2rking"Wow thanks for using my idea it makes me feel useful lol

Anyone can be userfull of course  :wink:
Only thing i need is idias and here i go!

Kay now we are on the last few Steps...now i need to fully play it. (Doing Anything and all there can be done in the game.)
If all goes well, the next update will be called....1.0!
This may take a few weeks but this will be worth it.

By the way i still have 5 slots for costom abilities.
If you got idias on costom skills be sure to tell me. (And plz give details like : The effect used, what the ability do,The element..ect.)
I may add something to ramza current skill set maybe.
Id aslo like to remplace throw stone to something more fitting.
Was planning to change dash too but the 100% hit make it userfull so this stay for now.

EDIT : i add a few tips in the main section...no much but may be nice for the new people wanting to try this out.

Got 3 idias and 1 question here.

1.If there a way to remove(or hide) the *DM* icon above all units?
2. I am planning to give Delta/Algus innate EXP UP so there stay userfull a little longer.
3.Giving Medic skills a small MP cost. (You can just spawn the best healing skills all battle long. giving it a small MP cost will make it a bit less abusable...for you and the enemy's.)
Like 1 MP for Frist kit /3 Mp for Adv kit/6 Mp for expert kit for exemple.
4. Making the DD enemies have ??? stats.(And change a few of em) Tell me if this would be a good idia.
Title:
Post by: ShinHadokenman on December 27, 2009, 01:51:26 am
For the 5 ablities what class are they going too?
Title:
Post by: SolidSnakeDog on December 27, 2009, 11:31:08 am
One of em will probably go to white mage. (Probably Regen 2)
But idk for the others. Just tell what kind of ability you think will be userfull.
Title:
Post by: ShinHadokenman on December 27, 2009, 01:22:51 pm
If this was already asked I'm sorry but is this psx only?
Because I have wotl.  I was waiting for you to finish this before I actually played it.
Sorry for the annoyance.
Title:
Post by: SolidSnakeDog on December 27, 2009, 01:34:00 pm
Because there are no ASM hacks in, you can play it in the PSP.
But the new abilities and classes in WOTL may not work proprely sadly.

EDIT : Cheak out the new screen shots now.  :wink:
Title:
Post by: ShinHadokenman on December 27, 2009, 11:53:35 pm
Hmm It didnt work for me when I patched it
I'll just have to unearth my psone and use the swapping method
Title:
Post by: ffta707 on December 28, 2009, 01:27:14 am
Well, I thought about the swordskill, kick ass thing. And really, everbody has a swordskill, being the attack really/ just no anime. So generally it should stay pretty balanced automaticly.
Title:
Post by: SolidSnakeDog on December 28, 2009, 06:19:43 pm
I will simply give a MP cost to sword skills.And Weaken Holy explosion. (Holy explosion do full dammage to all enemies for free? Fail.)

Because Sword skills is more or less unique, i need a few idias about the tageting style.
Here the current tageting style and the MP cost i will give em in the next update :
Statis Sword : One taget (normal damage like the original cost 4MP)
Slip Punch : One taget (Normal damage 8MP)
Crush Punch : One taget (Normal damage 12MP)
Lightning Strike : One taget (Normal dammage 16MP) (Should i make this one to hit all enemies? if so this will cost about 32 MP And crush punch damage.May have a CT for balance issues.)
Holy Explosion : All enemies (Do the same damage that crush punch do.May Costs about 40 MP. May aslo add a short CT for balance issues.)
Night Sword : One taget Cost 8MP
Dark Sword : One taget Cost 0MP
Sword skill that breaks equipement will probably stay the same.

If there is anything worng feel free to say it.
Title:
Post by: Zaen on December 28, 2009, 08:33:45 pm
You could give Dark Sword a small MP cost so there's not the broken cycle with Orlandu of Holy Explosion until you run out, then Dark Sword for free. Make it 2 or 3 MP so you have to be more wise when using the skills.
Title:
Post by: ffta707 on December 28, 2009, 09:30:49 pm
Hell ya i'd make dark sword cost mp, simply because it could beet the fuck out of any type of knight. Plus think about it - by using dark sword, you are hitting them 0 mp cost, but gaining as much damage as dark sword does, coulld be around 64 65 or even 100 mp damage, you absorb it, then use more powerfull swordskills, so i think dark sword should cost as much mp as it does damage, or just completely trash the skill. Once you run out of mp, all you have to do is use the free of mp dark sword, then use all your skills till you run out like zaen said. ( after i wrote this i read her post lol) lol. Once again i love this patch alot, and your an intellegent guy. You should come up with some pretty cool origional shit man:)

EDIT: Also, if you think about it. Even making the ability cost 3-4 mp, its not doing much. Her is my reaasoning:

If your best swordskill cost 10-20 mp then.

Dark sword, 0 mp cost, gains mabe 64 or above in damage.

use swordskill/ 20 mp, use darksword---64 mp gain, which would give you enogh mp for thrree more 20 MP! swordskills.

I say get rid of the Absorb part of the formula, and just have mp damge. And even, still make it cost mp since other swordsmans// like weigragh or wat ever the fuck.... Uses mp, you could completely ruin  that guy lol;}

Another EDIT:
Really, i'll be glad by the way, if you need any help to help you. Your project grew on me alot:)
Title:
Post by: Zaen on December 29, 2009, 01:29:23 am
I was thinking 3-4 because that's what it costs for Spell Absorb for Oracle, and the cost of Swordskills seems kinda low at 4-20. I usually set them at 8, 13, 17, 25 and 35 with Night Sword at 10. Maybe 6 MP?
Title:
Post by: SolidSnakeDog on December 29, 2009, 01:39:04 am
Maybe i should just totally remove sword skills form the game and giving sword skills users new costom abilities to remplace em...this will be easyer to not make the skills broken.
Maybe aslo change a few class names...remplacing the *Holy knight* to *Paladin* and giving skills that the paladin uses.
Dark knight to...hmm this can stay the same. But uses the *Evil* skills that do the opositive effect that the Paladins have.

In short : Changing the Sword skills classes to an other special class using new costom made skills.
This is rather a big change so i will need a few votes before doing something like this.
Title:
Post by: Zaen on December 29, 2009, 02:45:27 pm
Well, you could keep Night Sword, but change Dark Sword. Change it to the Oracle formula and change the percentage.
Title: Re: Turn based FFT V0.8 (New screen shots)
Post by: SolidSnakeDog on January 08, 2010, 11:50:20 am
Progress is very slow lately. This will take longer that expected to get the next update sadly.
Mainly because i dont feel too well lately and i don't really have the will to continue this. (For now)

I think i need a few testers for now on. Not a must, but this will speed up the progress alot if anyone wants to help. (Maybe even a lest play/review video on youtube but im probably asking too much there.)

My current progress for the next update is about 1/4 to give u an idia.
That it for now. Later all.
Title: Re: Turn based FFT V0.8
Post by: SolidSnakeDog on January 19, 2010, 09:59:44 pm
Well...this is very quiet around here lately...too quiet to my liking.
Guess no one wants to help after all...im sad :(

Anyway the progress are geting along...slowly. About 2/5 done. (Yeah...i don't have much time lately but by saying this u know this projet is not death yet.)
Aslo the next update will have a few ASM hacks in. (Removing starting items for exemple)

This may seems weird but i need some *bad* comments.
Like telling the most boring things about this hack, so i can keep on improving it so many more can enjoy it.
Title: Re: Turn based FFT V0.8
Post by: Kokojo on January 19, 2010, 10:39:05 pm
Well well... Then send me a Pm, il fix the Sluice bug for you.
Title: Re: Turn based FFT V0.8
Post by: SolidSnakeDog on January 24, 2010, 05:50:13 pm
Ok...seems like i did eneuf changes to actually post 0.9.
But before that...i am hesitating a bit about some of the new stuff like :

-Given Algus/Delta EXP-UP/JP-up inate so there stay userfull longer.
-Dark Sword now cost 6MP and absorb 25% of the taget max MP.
-Poison/Regen/Protect/Shell lasts longer. Sleep time is reduced.Confusion now wear off overtime. (Poison is actually worth using now.)
-Steal sucess rate was improved a bit.
-Ramza got a new skill = Cheap Slash (This is like a normal attack but got a chance to add a bad status.Darkness/poison/silence or Slow.Cost 6 MP.Can be learned at Chpt 2. Cost 400 JP evadable.)
-Ribbons and 2 other acc is no longer limited to female. Aslo the HP/MP boust was reduced. Perfumes is still for female only.

What do u guys think?
Title: Re: Turn based FFT V0.8 (Need a few tips before updating.)
Post by: Zaen on January 24, 2010, 09:23:20 pm
I like these changes. Dark Sword isn't overpowered, now. Status effects each have their uses, steal isn't a pain now, and Ramza has a decent attack skill.
Ribbons and etc becoming accessible to all was great idea.

I really would test this out if I had the time, but I'm too busy for the next months to come. It's really a great project, too. More progress than most at this point.
Title: Re: Turn based FFT V0.8 (Need a few tips before updating.)
Post by: SolidSnakeDog on January 25, 2010, 09:18:37 pm
Glad you like the idias.
I always got a feeling that Ramza skill set needed a little more offence, so i given him this skill.

One thing about bosses : The bosses are lame so there gonna get a very big buff all around in the next update. (Including some new skills. Sadly not costom ones, because i only have 2 more spaces for costom make skill and i want to save em for later.)

Guess in an few days i will update it after a bit more testing. Expect the update later this week  :)

EDIT :

I will aslo submit a *Tester version* patch soon.
This Tester version will let you get all jobs and skills right at the begining of the game (And near unlimited MP so you can try out all abilities costing MP and stuff.)

EDIT : Finally the v0.9 is now avalable. Alot of thing got changed (Maybe too much?)
I aslo add some ASM hacks in, Look at the main post to know what there are.
I hope you guys enjoy this new patch
Title: Re: Turn based FFT V0.8 (Need a few tips before updating.)
Post by: SolidSnakeDog on January 28, 2010, 10:24:13 pm
What's hapening?
Not a single download after 5 days...
Is there something THAT bad with the changes?


EDIT : 5 Feb

Still not a single download/Comment after almos 2 weeks?  :cry:
I don't see any use continuing this for now.
Because this projet is so unpopular lately, this will be on hold for now on...
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: SolidSnakeDog on April 13, 2010, 06:38:00 pm
I now realise that i did almos anything that i can do by myself at this point.
Too bad that no one was willing to make the ASM hacks and i don't have a glue on how to to ASM hacks proprely.
Im not asking for help now. (no one will anyway)

Well in the end i came up with a good idia, but the ASM hacks i needed is what prevented my projet to be how i wanted it.
Im sad leaving it like that. But i may still update it for bug fixing and balance it but that all i can do in my state.

Sorry for falling you ffhacktic..i wanted to give you a decent projet but i laked the power to do it.

If someone esle wants to take over to fully finish this,just do so. (Will probably not hapend homever)
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: ShinHadokenman on July 11, 2010, 04:23:52 pm
I havent been around for a long time it makes me sad to see this project discontinued. I wish I knew how to asm hack I'm sorry about this It was such a good idea too.  What did you need the ASM hacking for like what needed to be fixed
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: SolidSnakeDog on August 19, 2010, 08:10:32 pm
Quote from: "ggx2rking"I havent been around for a long time it makes me sad to see this project discontinued. I wish I knew how to asm hack I'm sorry about this It was such a good idea too.  What did you need the ASM hacking for like what needed to be fixed

I am late but anyway.

Basiquely i needed 3 kind of ASM.

1.Giving attack unlimited range (And ignore walls)
2.Same has frist one but with items. (Not needed but this would make an new class. think chemist in ff5)
3.Same has frist one but with ninja throw.

So close yet so far.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: teresap989 on October 08, 2010, 10:24:35 pm
It sounds good. But instead of Protect for Spears, why not +1 PA? Also, Books seem like they should cast a spell. You could go with the 1.3 spells, or possibly toss it up a bit. Tossing it up would be the best idea.




__________________
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Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: ffta707 on October 09, 2010, 01:07:03 pm
Remove the chemist from the game, and make another job use "Artificial" Items (Make abilities that use the same effect as Item). That could solve one ASM hack, but with the sacrifice of a job.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: SolidSnakeDog on October 10, 2010, 02:12:21 am
Quote from: "ffta707"Remove the chemist from the game, and make another job use "Artificial" Items (Make abilities that use the same effect as Item). That could solve one ASM hack, but with the sacrifice of a job.

Thats wy i changed mediator job to *Medic* actually.
it is almos the same, but Healing get better if your MA is higher.
but because it can be abused (lv 3 frist aid/CPR(Revive) right and left all battle long)
I given it an small MP cost to limit the healing abuse. (Aslo fixed the AI using *unlimited* healloop in the progress  :(
After the last update, after 2 weeks, there were not a SINGLE download at that time so i had given up this hack at that time.
Sigh...to think that this hack was almos finished. the ASM hacks is whats holding this hack for being the way i want it.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: Zenius on October 10, 2010, 04:34:23 am
I want to play this.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: Mari on October 10, 2010, 09:03:32 am
I'd certainly play a further release.

I'd like to try demos of quite a few patches, right now, but I just don't have the time.
But if you ever manage to get a demo out there that has a chapter or two out there I'm sure I could make some time to play every once in a while.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: ffta707 on October 10, 2010, 11:49:50 am
I'm not opposed to a turn based style, simply because it is like playing a regular Final Fantasy RPG, with a 3-D and somewhat tactical engine. It's a simple, yet very effective patch, and I will certainly play it.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: Pride on October 10, 2010, 01:57:03 pm
I believe most of your asm problems can be fixed via the patcher with a bit of creativity. You'd have to play around with Attack.OUT and the entd to figure out how to place the units where the walls wouldn't be a problem. A bit tedious. You could give each class a base attack using DMG_Weapon formula, make it cost no JP, MP, etc. The problem would be guns since they are bugged with the dmg_weapon formula, but the zodiac's hack could stop them from being used with the new 'attack' ability. And for throw... What about giving each job a high move but with innate status don't move?
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: ffta707 on October 10, 2010, 03:40:01 pm
Tedious, but in a technical way not tedious (Compared to ASM). Good point pride, you'll just have to be creative, as pride said. I'll try to help as much as I can. I'm going to read over your ASM's.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: Zaen on October 11, 2010, 07:40:45 pm
Just change the Attack skillset to have two abilities.

One for all weapons except guns, the other for guns. Then just make it so that one forbids guns and the other requires guns. Then, just set the formula. Or... just make 3, and require one of the magic guns for the 3rd.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: ffta707 on October 11, 2010, 08:10:42 pm
There, that's a start, or a finish. Go from there SSD. I want to play it! I think you should add some custom sprites, and even jobs (If you have time) to spice things up a little.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: Zaen on October 12, 2010, 01:36:52 pm
Actually... my fix would require 3 separate for magic guns, but whatever. It should work. What's wrong with 5 attack commands? lol
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: ffta707 on October 12, 2010, 03:58:08 pm
Ha ha, that's what I want to know.
Title: Re: Turn based FFT V0.9(For now on this projet is finished.)
Post by: EpicSolidSnake on December 14, 2010, 01:04:01 pm
Too bad i forgotten my pass and my other email wont work anymore...(no idia wy)
Yeah...i am SSD actually.I changed my computer lately and i was using auto login all the time so over time, i forgot the pass...and the email don't seem to work anymore, so i can't recover my accont...

Anyway, back on topic.

Again, i am way late... oh well.

Pride : I believe most of your asm problems can be fixed via the patcher with a bit of creativity. You'd have to play around with Attack.OUT and the entd to figure out how to place the units where the walls wouldn't be a problem. A bit tedious. You could give each class a base attack using DMG_Weapon formula, make it cost no JP, MP, etc. The problem would be guns since they are bugged with the dmg_weapon formula, but the zodiac's hack could stop them from being used with the new 'attack' ability. And for throw... What about giving each job a high move but with innate status don't move?

I aleardy did the max move and don't move status part.
And yeah, setting units in an way so the normal attack work normally on all maps seem like a good idia.(But takes forever to do and require insane testing)
For monks i just add the *attack* in the skill set for monks, because fists only got a range of 1.

It is hard to do in some map, like the one that enemies show up form an event and other things like that. (Think of the frist boss for exemple. And aslo in most maps, Ramza is forced to be in one particular square, and so are some enemies.

This fix will probably not be possible for all maps sadly...

   
ffta707 : Tedious, but in a technical way not tedious (Compared to ASM). Good point pride, you'll just have to be creative, as pride said. I'll try to help as much as I can. I'm going to read over your ASM's.

I realised something, even by ASM hacking, i don't think thats actually possible to make the thrown items ignore walls and unlimited range, same for the normal attack.
if it is possible, it will take weeks to find out the right code. Do it if you like, but i don't think it is worth that much troble. (But id say it will get this patch much more playable the way i want it to.)

   
ffta707 : There, that's a start, or a finish. Go from there SSD. I want to play it! I think you should add some custom sprites, and even jobs (If you have time) to spice things up a little.

It has 2 new job actually, but the chemist is scraped because it is hard to use.(And hard-coded)
For sprites...don't expect anything too fancy, since i don't make em. (I might use some form this site, but thats about it.)

But im not even sure i can actually finish this. (Mosly because of the lack of free time i have lately.)

Zaen : Actually... my fix would require 3 separate for magic guns, but whatever. It should work. What's wrong with 5 attack commands? lol

I don't quite get this part...bit more info on that? I think i have an idia but not 100% sure about this.

Aslo, i figured how to make videos now. So those *Screens shots* will get remplaced by a vid probably. (A video is much better that screen shots!)
...oh right...i will need to make a other topic since i can't do anything here anymore...sigh.