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Messages - tealFOXY

1
Rewriting the four "ancient" classes into unique jobs for unique characters such as Meliadoul, Rafa, Malak, Beowulf, Rad, Alicia, and Lavian. I fear they may turn out overpowering and break the game, thus, they should be left to unique characters.

Rad, Alicia, and Lavian will most likely not have the constellation classes in the end more than likely. They're unique, but not THAT unique.

Also thinking about replacing Rods and Harps with Fans (Japanese folding fans) and Whips.
2
How does one alter the animation used? I'm fine with the current set animations, I just have some abilities on Mediator skills that do Speak animations. I have no idea how to navigate the "Animations" bar of the FFTPatcher... It's all just a bunch of blank checkboxes.
3
Byakko concept art.

4
They're posed to be very difficult to nab. They require fairly high job levels.

I want to add their origins to their outfits and spells. Each constellation stands for an animal and season, so I'll throw that into the mix of things when I get there. I'm not sure how you mean "style".

EDIT: Concept art of a female Seiryu.

5
(Sorry for DP)

Again, I haven't forgotten about the project. Work has kept me busy and prevented me from being able to make progress on the patch, but it's still definitely on my mind!
6
I don't have any questions for now, but this is just a notice!

If you haven't been paying attention to the first post, make sure you change that if you're curious on updates. I'm changing the jobs as the process continues, so if you want to know, or put in your opinion, please do put it in! I love alternate perspectives!
7
Formula question:

Is there a formula that exists for a reduction in Brave + Status Ailment %? I tried doing the "-Brave (y) + hit f(ma+x)%" in thinking that it would be able to manage both Brave reduction and an "Add Haste". Is this possible? I've tested it, but can only manage -Brave.
8
I would like for there to be a large amount of classes, yes. 20? Maybe. Maybe not. We'll have to see as the patch progresses and my ideas come and go.

I definitely want a large, diverse cast of jobs! It makes it much more fun to explore and play through the classes. I'm trying to make every job have a double edged swords, or are double edged swords themselves to make the classes not as basic.

@Raven, Vertical Fixed makes a lot of sense now, but Threshold still is a bit odd. :o
9
This explains a lot. I actually didn't notice the scroll bar on the abilities... I was able to fix what was wrong with Refresh and Anti Seal! I also found the Auto Target. Couldn't understand what you guys were talking about earlier. I feel quite silly...

However some checkboxes, again, are vague.
- Vertical Fixed/Threshold?

One thing I've noticed is that I replaced Invitation with a new spell. Dark Offering takes up that slot. It will always add "(person) has Joined!" after any successful hit, but I've taken off the infliction of Invite. Is it hard coded that way?

Actually it's just that really...
10
Refresh error. FIXED


Anti Seal FIXED
11
Alright, so I got the enemies to learn all the abilities that I wanted to test, so that's awesome, however, I'm testing Necromage abilities, and most involve death/undead. (Or something of the sort.) Is the reason why a lot of hit rates show up as 00% because they're immortal? I'll actually just go test that right now to see.

EDIT: Confirmed. Immortal prevents Undead and (instant)Death.

For 2, I don't see an "auto" check box in my FFTP.

Current Abilities:

Conjuror: Nature's Grace skillset
- Meditate: Restore small amount of MP.
- Stone: Weak rock attack. (Eff 1)(Chance for slow)
- Aero: Weak wind attack. (Eff 0)
- Aero: Decent wind attack. (Eff 1)(Chance for confusion)
- Refresh: AoE Esuna with small heal. (Not working for some reason. [Cannot find target/cannot execute]) FIXED
- Vitabreeze: AoE heal with regen. (If heal hits, regen hits. (About 70%))
- Pheromones: Sleep spell. (Eff 2)
- Green Cure: Cure. Tiny bit stronger than vanilla cure. (Only hits one/ eff 0)

Necromage: ??? skillset
Altering to become a versatile character. Necromages can be odd healers through inflicting undead on party, and casting death on them for full health restoration. They can also inflict undead, and then seal enemies alternatively.
- Dark Offering: Deal fair damage at the cost of 25% HP of attack dealt. (Ex/ 40 dmg done = 10 dmg taken as well.)
- Soul Crush: Instant death. Low hit rate. (Only hits one.)
- Infectious Symbol: Zombie + Poison (Only hits one.)
- Anti Seal: Similar to Mustadio's Seal Evil. (Not working, even with Mustadio's Seal Evil formula. It will at least let me find targets, but all are at 0%/impossible, even when undead. Looking into.) FIXED
- Black Inferno: Dark + Fire attack. (Eff 1)
12
After some testing and experimenting,  I've run into these problems.

For some reason, after I patch my test copy of FFT, it won't allow to actually view updated changes to the game... Or maybe it does and I'm doing something wrong. I've loaded some games with no luck on seeing changes. I usually have to reset the game and start a new game. What makes it more annoying is that when I set abilities to "Basic Skills", most characters can't use most of the new abilities since they haven't learned all of Basic Skills yet. They only know the slot associated. Is there a way to fix that in the ENTD?

(Example: Alicia knows "Throw Stone". I replace "Throw Stone" with my "Aero" ability. Alicia CAN use Aero. I replace "Dash" with another one of my abilities, but Alicia never learned Dash. Alicia cannot use the new ability because she never learned the slot.)

Also, is there a way to alter names in FFTPatcher without going between Excel and the program? I noticed that when I replace the Abilities.xml in the .zip that the names do change when I do a "New Patch", but I lose all my data that isn't names such as formulas, MP Costs, etc. Am I doing something wrong? Should I not be importing the new names like the way I have been doing?

Also, how do I make a "Self" range target? I've been using the "0" range, but I know there is a self range somewhere. I also believe that I haven't figured out abilities that will target all party members and only party members, such as "Galaxy Stop", but that's for opponents. You get the idea.
13
Alright, so I just used Test 1. I'm starting with my Conjurer abilities, so I replaced Yin Yang (Since that's not going into that patch) with my new abilities. I made one of them an "Oracle" with "YinYang" which is now Conjuration abilities. How can I execute my battle? I patched a vanilla version of the game, but I saw no changes to the Oracle.

By the way, again, thank you for all the help. It's really awesome!
14
I haven't altered any formulas. I've only just associated the (what I believe to be is) correct formula with the abilities I'm changing. So if the FFPatcher doesn't change anything in game, what does it do?

Run a test battle in ENTD? I couldn't find a name similar to that, unless it's Event something. I'm still not quite sure what the word "event" is used as. I thought of events as story cut scenes and such.

15
Alright. I've edited a few effects, names, and the associated formulas. Is there a way to give this a minor test?
16
That works! Thanks.

And to the second point, evading with motion would be a melee sword swing evade as to evading fire, right?

Also, now that I've got these abilities editable, how does one put them back into the patcher? Sorry about these questions!
17
How does one rename a command/item in the editor if I may ask? I haven't been able to locate a tutorial on the Patcher or a readme.

EDIT: Also, some buttons are vague and don't really explain what they do. ie/ "Evade with motion" checkbox.

Thank you!
18
Thank you Jumza. That should help out in that department.

Well, I guess I should head over to find the Patcher. I believe I saw all the tools in some threads, but wasn't sure where to start. Abilities definitely sound like a good starting point. Finer details like spriting will have to come later.

I'll take a look at the starter to cut down some time. Thanks a bunch!

As for question 4, Intimidate would probably force an enemy to set his AI to "Fight for Life" for mainly the target who inflicted it upon them, thus, the Tank class. This is all my idea, and I have no idea how to do it (yet) or if it's even possible.
19
1. UI is User Interface. I don't know what could actually be done about this, but I like refining and polishing things... Just making em' pretty. I can't do too much since I want the nostalgic look of Vanilla FFT.

2. I suppose the core of it would be class/jobs. I might throw in a side quest/story/etc in the mix, but that's another time.

3. The temporary logo was assembled by me, yes. I didn't create the background element, merely just added it. (FFT WotL)

4. I wanted to add the two that I mentioned in my ideal classes. There could be modifications to some of the current ones as well. Are there any in particular that the community as a whole likes/dislikes/thinks that need an update?

(5.) Yes, the character is Asuka from the Tekken series. Tekken is one of my favorite games, and Asuka is one of my favorite characters in the series.

Thank you for your questions!

My question to anyone reading this is... If I really am going to try to make an attempt at this, where does one start out on a project like this?
20
New Project Ideas / Final Fantasy Tactics Remix XVI
July 01, 2013, 04:24:16 am


(Temporary logo)
I'll try to keep this thing sweet n' simple, because ain't nobody got time for a text wall.

Currently working on
- Jobs/Class Abilities
  - Conjurer Complete until further review.
  - Necromage Complete until further review.
  - Cadet Complete until further review.
  - Field Medic Trying to reinvent this "Chemist" character.
  - Warrior Complete until further review.
  - Ranger (Was Archer) Figuring out Charge errors.
  - Thaumaturge Complete until further review.
  - Brawler
  - Sniper
  - Arcanist

I still need to...
- Think of new abilities.
- Conceptualize outfits and general looks for each class.
- Sprite jobs according to concepts.
- Fix animations for abilities. (Effects are [mostly] correct. Animations have been unedited.)


What?
This version of FFT would include a major overhaul in jobs, items, and abilities. These are the goal items, and more will be added onto them. Earlier jobs will be changed to be a bit lower powered, but still maintaining an interesting role in the field. The game takes influence from Final Fantasy XIV (ARR), and other iconic Final Fantasies past. General modifications will be made as well. Other influences include things such as ancient legends, stories, and myths in names of abilities and jobs.

Changes would include things such as:
Item edits: Appearance, name, and general modifications to stats.
Jobs: New sprites, new abilities, etc.

Current Job Ideas

Red: Melee, Physical, etc.
Blue: Magic, Spells, etc.
Purple: Mix of magic and physical.

1. Cadet: Basic trainees getting in touch with battles.

1. Field Medic: Basic medics with a keen eye for alchemy and sustaining the team.

2. Conjurer: (LV: 2(+?) Field Medic) Conjurers call upon the elements of water, wind, and the earth in nature to aid their team to a healthy victory. (Somewhat like a Geomancer for healing.)

2. Thaumaturge: (LV: 2(+?) Field Medic) Thaumaturges specialize in the dark arts of the elements around them. They are capable of dealing great destruction with spells.

2. Ranger: (LV: 2 Cadet) Archers rely on their sharp eyes to hunt down the enemy from long distances. (May also have a team buff or two. Will update/alter from vanilla.)

2. Warrior: (LV: 2 Cadet) Warriors are some of the first in, and the last out. They're vital for attracting and absorbing damage. (New status ailment, "Intimidate"?)

2.5. Arcanist: (LV 3 Conjurer + Thaumaturge) Arcanists hone in on manipulating curses and spells to boost their team through support, and degrade the opposing team with dark symbols.

2.5. Pirate: (LV 3 Archer + Warrior) Pirates are cunning tricksters in the battlefield, are masters of causing a great ruckus with their gunslinging abilities, and other trickeries to deal chaos confusion, and plundering.

3. Daitoku: Daitokus are masters of sustaining life forces of themselves as well as those around them. They are crucial for keeping the team safe and wound-free until the end of the battle.

3. Necromage: These mages call upon life and death forces to alter the dynamic of the battlefield. (New "status ailment"(?) Control [Take control of dead/undead as guest?])

3. Brawler: (LV 2-4 Warrior) Monks are masters of multiple forms of martial arts. They know how to hone in their power into punches and the mind. (Slight rework from vanilla. Mainly keeping Chakra.)

3. Sniper: (LV 2-4 Archer) Snipers deal killing blows at very specific parts of the body. Their precision and damage comes at the cost of movement and speed.

3.5 Dragoon: Revamp of Lancer.

3.5 Sage: -Info to come-

4. Seiryu: -Info to come- (Magic mastery)(Versatile [but MP expensive] class)

4. Byakko: -Info to come- (Ferociousness and style.)(Hard Assault/"DPS")

4. Suzaku: -Info to come- (Agility, stealth, and grace)(Quick Assault/"DPS")

4. Genbu: -Info to come- (Defense)(Tankish)

5. Fujin: (Female class)

5. Raijin: (Male Class)

(For those curious, Byakko, Suzaku, Genbu, and Seiryu are derived off of the four "Symbols" in Chinese astrology. Each has an element, season, and role.)
The list goes on. It is something that needs to be thought out... or ideas will just come over time!


Battle dynamics: Higher difficulties, more tactical gameplay(?)
Monsters: "New" enemies (Cactuars, etc), more challenging monsters.
Quests/Events?: Possibly throw in a new mission or two?
UI(?): I am a huge sucker for designing UI's, so maybe there could be an update or two?

I'll try to post stuff as I think of it.

Also!: I wanna know what you guys want from a Final Fantasy Tactics that you haven't seen before. This patch isn't limited to XIV ARR. It's inspired by it, but it isn't meant to be a carbon copy of it in FFT form. What are some things that you guys look for in an FFT patch?

---

I'm still thinking about it a lot and how I can incorporate elements of XIV into Tactics. I mainly specialize in the creative department of art really. I've started doing some sketches using XIV armors, robes, etc into the Final Fantasy Tactics art style. I will have to post them as they come through.


This image I did about a month ago. Completely out of curiosity to see if I could mimic the style.

---

I probably should post later as I think about the project more, but I was getting a little excited and wanted to share this with you all. If you guys have any questions about this, feel free to ask! I'm new to this, and would love to learn more about this. To be honest, I have wanted to do this sort of a thing (make a spinoff/remix) since I was a little kid!

Thank you for your time!