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Messages - ShadowSkyle

41
New Project Ideas / Re: Community Mod
June 25, 2012, 11:44:21 pm
Lol. Very true. However, what do we do with the item skillset? Without it, you can't use items. With it, you can't add anything to the class (as items require opening the item inventory, limiting the skillset to items only)
42
New Project Ideas / Re: Community Mod
June 25, 2012, 01:19:40 pm
@formerdeathcorps: I think that will be the first poll we take, seeing where everyone wants the patch to go.

@Neophyte Ronin: I know I've seen several posts in the past about reasons against innate poaching, and flagging each monster and class may or may not be viable. We'll see if the class makes it into the mod and tackle the concept then!
43
New Project Ideas / Re: Community Mod
June 25, 2012, 02:37:56 am
Very nice ideas, and I appreciate the support and offer to help. I'll add those ideas to the collection.
44
New Project Ideas / Re: Community Mod
June 04, 2012, 10:22:19 pm
Interesting idea, Qumon, but I'm not sure that would be easily implemented. In FFTPatcher, the Charge abilities have their own format, different from other abilities. I don't think there's any free spaces to create a new set of Charge skills. Less of an issue with the weapons, but I'd still have to remove weapons to insert those ones.
45
Help! / Re: Staff Lock Up on Attack
June 03, 2012, 04:45:10 pm
Thanks, Glain. Going to start by removing the Cloth Formula Becomes... 'Axe Formula'

Mainly because it's the only ASM I haven't used before.
46
Help! / Staff Lock Up on Attack
June 03, 2012, 03:09:44 pm
Alright, so not an hour into my initial playtest of my new mod, and I get a game crashing bug. Attacking with my Oak Staff locks up the game. (Tried on ePSXe and pSX emulators. Same result) The only thing I've edited about Oak Staff is that it can no longer be dual wielded. And just in case the attack is somehow tied in to abilities, I've edited the blank abilities 0165 - 016E under the abilities tab in FFTPatcher. ASMs being used are:

Random Unit Gear based on Story Progression
Jobs [3A,3B] use unit/wldface [08,09]
Weapon XA Rewrite (nothing edited, just selected for random formula)
Broken/Stolen Items Can Be Bought Back at Fur Shop
JP scroll glitch fix v1.2
No monster breeding
Soldier Office can rename any units (including humans and special characters)
Blade Grasp now only blocks weapons with ID W through W + X - 1 and weapons with ID Y through Y + Z - 1.
Secret Hunt ability isn't needed to enter Fur Shop
Removes permanent brave alteration. (Version 2.0)
Removes permanent faith alteration. (Version 2.0)
Instrument, Dictionary, and Cloth formulas become MA*WP
Cloth formula becomes... 'axe formula' (Note: Overrides changes done to Cloths in the "Instrument, Dictionary, and Cloth formulas become MA*WP" hack)

Update: Ruled out the possibility of it being related to 0165 - 016E. Returned them all to normal and the attack still locked up the game.

Update: Also ruled out that it has anything to do with dual wielding. Staff was returned to original specs and still did not work.

Update: Determined it is caused by an ASM hack. (Ran a clean ISO with only FFTPatcher changes. Attack worked fine. Locks up only when ASMs are applied) But I don't know which ASM it would be.

Update: Narrowed down to 2 ASMs...Time to find out which.

Update: Cloth formula becomes... 'axe formula' is the problem. Removed from my patch and all is well for now.
47
New Project Ideas / Re: Community Mod
May 30, 2012, 08:28:22 pm
Judge concept is cool. Might be able to play with it a bit to make it viable. Shapeshifter, unfortunately, I don't think anyone's figured out how to do it (I think I read a concept about it once that never panned out).
48
New Project Ideas / Re: Community Mod
May 30, 2012, 07:39:59 am
@Jumza: The Chakra formula wouldn't work too well, due to the fact that putting his PA up high would allow you to throw martial arts on him and a Monk's backup abilities, making him really powerful with things such as Wave Fist, while also giving him a more powerful version of Chakra.

The other issus with the class is that we can't make his skills too powerful, or they'll become broken as a secondary. But I will play around with this concept and see what we can do about it!
49
New Project Ideas / Re: Community Mod
May 29, 2012, 09:18:36 pm
So while waiting for this thread to get more active (Have a few promises from others to post later this week), I've been toying around with another patch which is almost complete. The main concept I've been messing around with is the Necromancer. It is an interesting concept, and the ASM I'm using and the abilities themselves just need to be playtested and tweaked for appropriate power.

@Qumar I always did think the Knight needed an altered skillset, however, the breaks were already a really nasty secondary when taken in consideration with guns and dual wielding. Putting an altered skillset on Lavian and Alicia might be fun, though. Would certainly make them more viable.
50
Thanks! And for now it'll be the Enchanter Male/Female, until some better necromancer sprites are made
51
I need formulas 136 and 137 (Dragon Tame and Dragon Care) to target Undead flagged units instead of dragons. Creating a Necromancer class and trying to avoid having to use Seal Evil's speed-based formula for everything.
52
Help! / Re: Necromancer Help
May 28, 2012, 12:50:11 pm
I'll do that. Thanks.
53
Help! / Re: Necromancer Help
May 28, 2012, 12:46:48 pm
Yeah, I have more undead than Ghosts/Skeletons (Plus the abilities need to affect undead humans as well) so option 1 is out. Seal Evil might be the only way I have to go, despite it being speed based, unless someone wants to create an ASM to make formulas 136 and 137 (Dragon Tame and Dragon Care) affect undead. I really don't even know where to begin with ASMs at the moment.
54
Help! / Necromancer Help
May 28, 2012, 07:30:28 am
I've been toying around with a necromancer build, and as suggested in multiple places throughout this forum, I'm using Reis' Dragon-only formulas for some of the abilities. However, I'm not sure how to flag undead units as dragons, as suggested, and can't find any details on this...Could someone please explain how to accomplish this?
55
Help! / Re: Gender Specific Jobs
May 26, 2012, 06:42:17 am
Ok, so I've fixed some problems, found workarounds for others, and am baffled by a couple.

First, the Fur Shop issue, about it not showing up. This was simply stupidity on my part. I completely forgot that it doesn't appear until the third chapter, and not the second. *Resolved*

Second, Dance...While I still don't understand how or why this happened, Dancing abilities do not work as they should (No, I haven't played with them at all in FFTPatcher). When I try to use a dance ability, it comes up with some random target area (Usually just one square away, though it seems to be based on the last action I took with that character). It also seems to repeat that last action. Workaround: if I press right on the D-pad while highlighting the ability (bringing me to the AT list), then go back and select the desired Dance ability, it works as intended. *Workaround, although I'd like to fix it*

Third, Sing...The songs don't always show the name of the ability, but at least they seem to work fine. *Don't care, but would be nice to fix it*

Fourth, portraits in pre-battle menu for custom characters do not show the appropriate portrait. I know the cause, and intend to play around with it after more important issues are resolved. *Don't care, but would be nice to fix it*

Finally, Propositions do not give JP. No idea what's causing this, and it's really hurt the game. Since I took Gained-JP out, this would have been the only option to bypass undesired jobs quickly. No longer being an option, I've temporarily given all jobs innate Gained-JP Up. *Top Priority*
56
Can't wait for the Geomancers and Mediators. And the Monk! No alternate Monk sprites, or anything similar, really. Would love to see Shaolin for the male, or maybe just sprites in a traditional gi for both.

Hmm...not to say this is what you need to do, of course...but here's some ideas for other sprites (Feel free to use any, all, or none, of course).

Squire (Male and Female): Simple clothing, perhaps a tabard would make them stand out as Squires.
Monk (Male): Shaolin Monk
Monk (Female): Wearing a Cheongsam or Kimono
Monk (Male and/or Female): Basic Martial Arts Gi
Monk (Male and Female): Simple brown robes (Like western-style monks)
Summoner (Male and Female): I actually like the vanilla summoners, minus that stupid horn on their heads.
Thief (Male and Female): Dark colors with a hooded cloak.
Samurai (Male): Wearing a Hakama (Like the Vanilla female Samurai) and kimono top, instead of the armored versions already out.
Dancer: Similar to how they are now, but with wider skirts (Like belly dancers).

Just some ideas. I wish I had even one iota of art talent, so I could make my own sprites...
57
Help! / Re: Gender Specific Jobs
May 23, 2012, 08:33:01 pm
But then I'd lose classes. :( And with the already diminished amount of jobs allowed for males and females, that would hurt. But my problem isn't with the jobs. I have an issue with the portraits of my implemented unique characters during the pre-battle screen (a minor nuisance which can be overlooked), Propositions not giving JP and messing up things if I allow special characters to do propositions, and my newest problem that the Fur Shop is not appearing. Aside from these 3 issues, the game works like a charm. Oh...actually, there is one more issue. The 4 Dances I left in the game...at least one of them (Last Dance [others not tested] does not do what it's supposed to (Acts like a basic attack with the message pop-up "Madlemgen." Nothing about the ability is changed inside of FFTPatcher, so this is VERY odd)
58
New Project Ideas / Re: Community Mod
May 23, 2012, 10:08:49 am
This one was emailed to me. Figure I'll post it so everyone can see:

Job Name: Arcane Archer
Job Purpose: Ranged/Magic/Harassment
Job Description: An archer who enchants her arrows with magic to disable enemies.
Gender Availability: Both
Skillset Name: Arcanum
Skillset Description: Magically enchanted strikes used to harass enemies.
Ability Types: Weapon ranged attacks that inflict status effects.
59
New Project Ideas / Re: Community Mod
May 22, 2012, 03:31:41 am
Elric, I hope you're wrong about that. Being that the outline of the game's changes are all based on community input, it wouldn't be possible to show any changes before the first collaboration. There will be constantly posted changes as this patch progresses, but it just isn't reasonable to make said changes without hearing what everyone wants, first.
60
New Project Ideas / Re: Community Mod
May 21, 2012, 11:33:41 pm
Well, this is depressing. Only one person is interested in this? Come on people! Now is the time to get your character submitted into the mod! As no one else is posting, I'll fill in one of my own potential classes:

Job Name: Cleric
Job Purpose: Melee/Magic/Support/Tank
Job Description: Religious unit who supports his allies in the midst of battle.
Gender Availability: Both
Skillset Name: Faith
Skillset Description: Calls upon the power of the gods to administer first aid and magical enhancements to allies.
Ability Types: Weak-Moderate Healing/Buff Spells
Additional Info: Wears armor despite being a casting-based unit. High MP/Moderate-Low MA (Shouldn't be needed for much other than Healing spells, and can always deck the unit out for MA if desired).