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April 19, 2024, 10:52:54 am

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Messages - 3lric

3441
Why should this be moved to spam? It wasn't spam to begin with.
3442
The amount of work that that would require would take far longer then I'm willing to wait :P

As I said, if the conditions are done right you really wont be using more then a couple events that
would be recycled thru out battles as long as the monster ID's remain the same.

This is an interesting idea, and I intend to look more into it.
3443
Quote from: zaiahboy21 on May 01, 2012, 06:46:51 pm
Everyone on here has major talent but isnt using it to their full potential, atleast i dont think so.


How do you know what our potential is? People like me came here knowing nothing about modding at all and then spent time learning it.
We aren't paid, and no one here knows everything.

Quote from: zaiahboy21 on May 01, 2012, 06:46:51 pm
New movesets and new animations for the moves are key to a more fun and entertaining game. Especially for the swordskills, someone should make new animations for those.


While I don't agree with people who say if you have an idea do it yourself, I equally dislike people who tell people what they NEED to make without
actually offering any kind of help, which you aren't, judging by your excuse of modding not being a hobby or what-not.

Quote from: zaiahboy21 on May 01, 2012, 06:46:51 pm
kokojo, you can shut your mouth loser


You are aware that Kokojo is one of the more likely people to make a patch with the things you are referring to right?
Since he is the only one to date to have a released patch that differs largely from Vanilla FFT, which has all new Jobs
(as do most mods) as well as new events and some new maps.  So to say he isn't doing things to his potential would also be
incorrect. Since this was all done in his free time.

I'm not "downing" you either. But I've seen topics like this before, people who assume that they can just came and say one
thing and have even one person change their outlook on how they are modding.  Fact is, many of us don't know HOW to do things like
make new ability graphics, don't have the time, or simply have no interest when their time could be better spent on other aspects
of modding such as Eventing, ASM hacking, or any of the many other things we do around here.


3444
Quote from: Celdia on May 01, 2012, 11:21:40 pm
Would be a lot more plausible if you did a patch that used the No Random Battles hack and you went in and set everything manually into scripted battles. You could call it "Pokemon Tactics: No Tall Grass".


almost exactly what i was thinking lol
3445
Mercenaries / Re: Mercenaries wont work!!!
May 01, 2012, 07:19:01 pm
lol, he says for now, because LastingDawn came back to IRC a bit ago and said he still intends to finish what he started. But until it actually starts happening. It is still dead.  I think.
3446
Jon, in the shop and inventory screens, you don't see the back of a helmet.. I wasn't refering to something someone would actually wear. I'm referring to Shop/Inventory Icons
3447
As cool as this would be, Celdia is correct, the issue would lay in making a event condition to make this work. Which as long as you always use the same Unit ID's for the monsters in question it
would be entirely possible.

The hard part would be with Random battles, since as of right now we only have the event template for the random battles, but we can't edit event conditions for them.
We came across this issue long ago when Raven & I were discussing using event conditions to make the game end if any main char in Jot5 dies, but the problem even then was the
same :/ no event conditions for Random battles.   

Tho this may otherwise be possible, Raven may have more info. But as far as i know, we don't have the ability to add in conditions to randoms just yet.

Tho i must say the idea is actually quite cool. Gives me an idea for a mini-mod lol.

NOTE: On a plus side, if you were able to setup every monster in random battles with the same Unit ID's (ex: 80-86) you would only have to sacrifice a couple events to turn into Conditions
that make that unit ID disappear should it hit the trigger of being "caught". So if it ever does become possible to edit random battle conditions, it shouldn't be completely impossible to
make this happen and still have some wiggle room left.
3448
haha, yea Glain, Xifanie corrected me on that after I said it. I wasn't aware of most of it since a lot of that is outside my knowledge.

Tho I still can't really see it being useful lol. Because besides the couple features that EVSP has,
it is basically a notepad, with build in map view and command explanations. Tho I suppose for someone who
has never doe anything with events before it could be nice to have it right there in FFTP with everything else.

3449
The edges would need to be cleaned up a bit, but the helmet icons aren't bad, i could see some use for them
3450
@Eternal
If they are randomly present you shouldnt have any issues really :P Or atleast from how i understand it, since they at called are different parts in the event.
Often times Not present or randomly present units will just have a starting location of 0,0 since they are moved via a warpunit command and then drawn to the map
in a location different from their ENTD location anyway (atleast in vanilla anyway)

@Glain
Awesome job on this man! I'm gonna check it out some more today  :mrgreen: Loving all these updates
3451
Fucking finally, have been waiting forever for someone to rip these!
3452
Quote from: Break on April 24, 2012, 08:40:44 pm
Had to create an account just to post how awesome it is that you're taking the time to do this. This site is a FFT kid's dream! Any idea when it's coming out?


Thank you for the kind words Break. Durbs and Joseph Strife are correct, the release was originally planned for March 1st,
but around that time Chapter 1 ended up growing by about 50%. But it's all for the better, We are trying to make sure
everything in Chapter 1 is 100% before release so that everyone can have the best experience possible while playing it.

And once again we appreciate your interest, stay tuned!

-Elric
3453
Ah very good to know Glain! This will definitely help me out a bit
3454
Easy Vent Super Perfect
3455
that may be the case, but all those maps are also viewable in EVSP

and I may have misspoken by calling it flipping out, but my edit was posted more then a minute before you said that :P So there WAS time to see that I fixed my error of delting it by mistake (since I've never intentionally delete a reply and normally edit them when needed)
3456
I was trying to edit it and accidentally deleted it instead and if you look at the one you just replied after, you would see that everything i said in the first one remains in the one i editing and posted again

But way to fuckin flip out over it without even checking first. Bravo on that.
3457
Quote from: Pickle Girl Fanboy on April 24, 2012, 03:25:49 pm
The x and y values of those maps don't correspond to the true x and y values used in the game.  And opening Ganesha (which uses an incredible amount of RAM) every time you want to edit ENTD or Treasures/Traps isn't feasible - does Ganesha even show x and y values?  How would you know where the enemies are being placed?  How do you know you're not placing them on an obstacle, or in a river (if they have Cannot Enter Water)?


Yes they do. I have made over 60 events using these x,y from the main page and they work fine on all but 2 maps. Not sure where you are basing this info off of. Also, the maps clearly show all the terrain. And unless something is unpassable, which is usually more then obvious, they can be places wherever you choose without issue. That why they can choose it.

I guess the main issue is that you for some reason seem to think that the x,y on the main page are incorrect, when they are indeed not. Only Lionel Office is off by -1 x,y and the Pub is off by -1 Y.. That's it

And no Ganesha doesn't show X/Y it shows the map. But for someone that really cannot figure out the levels on the maps we already have (dunno why) that would be an option.

As I said, maybe I'm just misunderstanding the purpose of this. For which i apologize.
3458
Maybe I'm misunderstanding, but wouldn't linking Map ID's to specific ENTD's also only be useful for Vanilla mods?

I mean we already have a map section on the FFH home page that has both the Top and normal map views.
Plus we have Ganesha for anyone that really wants to know the terrain heights.

Like you mentioned, it seems like it might be a bit more work then it is worth. But then again I would say the same
about adding the attack.out editor.  The GUI for that already works quite well, the only thing with attack.out that could use
a easier interface would be the Attack.out Conditions sheet that Xif made, since as of now it is still a spreadsheet,
but even that isn't to hard to manage on it's own.

Something I would like to see tho (for vanilla modders) would be a update to the Resources.zip that would give the correct ENTD names
since some of them aren't actually correct, which has caused some confusion in the help section from time to time.

EDIT:
Quote from: Pickle Girl Fanboy on April 24, 2012, 03:17:37 pm
1. You'd have everything a person needs to hack FFT in one package,


Not really, you would have everything that someone needs to make a vanilla mod. and Not even really all of that... Since most people use thing's like ALMA and such.
To have everything a person needs for a full hack you would also need to implement Worldmap 1.00 and several other tools.
3459
Well that is a direct rip, :P it would still need to be made more FFT-ish
3460
UPDATE!

-Pride finished more things yesterday :D
-Kage finished the sprite he had been working hard on for a while
-Lots of updates to the 2 other sprites we are still waiting on and thanx to Choto and CONMAN they are turning out wonderfully
-NEW Kage & Twin episode 3 is DONE! To be released later today after a favor from Dome :P