• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 28, 2024, 06:28:06 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vanya

3941
Old Project Ideas /
April 07, 2008, 04:01:51 pm
First-aid is called Heal on the PSP. It cures poison, blind, and mute.
Vigilance is called Caution on PS1. It reacts to physical damage by placing the user into defend status.
3942
Spriting /
April 07, 2008, 02:30:12 pm
That middle red gradient seems a little too grey-ish.
3943
Old Project Ideas /
April 07, 2008, 02:28:55 pm
Actually, I originally thought of making it raise more brave and extending it's range a little. Also, what if you group together your warriors in formation and have them all use it simultaneously? Ever seen the front line of a medieval battle in a movie like 'Braveheart'? I'm open to suggestions, of course.
3944
Old Project Ideas /
April 07, 2008, 02:13:26 pm
LOL! I hadn't thought of that. =)

OK, so I'm redesigning the Squire into a Warrior. Here's what I have so far:

-Equipment-
Knives, swords, axes, flails, staves, pole-arms, and crossbows.
Shields, helms, hats, clothes, shoes, gloves, rings, and capes.

-Battle Skills-
First Aid - *unchanged*
Provoke - 20% chance to +Berserk, single target. R:3 AoE:0.
Battle Cry - +1 Brave, self and surrounding allies. R:0, AoE:1.
Throw Stone - *unchnged*
Wild Swing - Use weapon to strike all surrounding targets. R:0, AoE:1.
Mighty Strike - An attack with increased power, but slow delivery. R:1, AoE:0, CT:1.

-Abilities-
Vigilance
Equip Axes
Defend
Move+1
Jump+1

I'm basing it on all the different Warrior jobs that have appeared throughout all the FF's with a focus on FF1 and FFTA. Any skills or abilities that are being made available earlier that in the original will be balanced by either powering them down or increasing costs.

What do you guys think?
3945
PSX FFT Hacking /
April 06, 2008, 01:24:22 am
Isn't that Hashmal? No, wait. It's Adramelech.
3946
Old Project Ideas /
April 06, 2008, 01:17:50 am
The only one I know of for sure is the one used y Seal Evil, but of course, that depends on the unit being UN-dead.
3947
Old Project Ideas /
April 05, 2008, 03:08:45 pm
I agree. It should probably be the most expensive spell for the Alchemist to learn.
3948
PSX FFT Hacking /
April 05, 2008, 01:29:48 pm
What about all those skills in melon's editor that have FFFF in the graphics list? Accumulate's effect, for example, can they be used or moved?
3949
Spriting /
April 05, 2008, 10:51:40 am
I don't think it's the length of the middle arms so much as that they look like they're too close together. Compare to the last frame. Maybe just make the hands look like they're to his sides instead of on his thighs. =0
3950
Spriting /
April 05, 2008, 12:46:41 am
Indeed, pretty sweet. The middle pose look a little off, though.
Are you using Malak as the base?
3951
Old Project Ideas /
April 05, 2008, 12:45:43 am
About the Mime job. From what I've heard there's currently no way make it stop mimicking, right? But if you give it a different skill set can the Mime use it or does the mimicry override the it?
3952
Old Project Ideas /
April 04, 2008, 06:44:48 pm
From what I can see it does look like the items and normal skills share the same formula list. Now if I could just get around that graphics glitch it would be perfect.
3953
Old Project Ideas /
April 04, 2008, 01:33:54 pm
Yes! That part actually works fine as far as I can tell.
3954
Old Project Ideas /
April 04, 2008, 06:55:47 am
Well... I had no problem setting up the Alchemy skill 'Create Potion'.
I gave it  a range of 4, vertical 4, area 0, CT 1, MP cost of 4, used formula 48 (same as Potion).
I set the AI Behavior box and the one next the same as the potion, and lastly, I set the attributes like the cure spell.
However, the effect graphics glitch when I try to cast it. Any ideas what might be wrong?
3955
PSX FFT Hacking /
April 04, 2008, 06:16:38 am
I'm definitely going to drop the ghost thingys, especially since I'm making Beowulf into a Mystic Knight (Actually I prefer the term Mage Knight).

What I'm thinking, though is that if the data in the effect files is organized neatly there's probably some specific byte(s) for the caster's pose. It would make sense to do it like that. Tracking that info down would greatly increase our flexibility.
3956
Old Project Ideas /
April 04, 2008, 05:37:47 am
That would be great! I'd love to eliminate the math and aim skills in order to create some more interesting abilities for new classes.
3957
Old Project Ideas /
April 04, 2008, 03:55:48 am
I was thinking of doing an Alchemist, but I don't see how I could. what I'm thinking of is making new spells that have the same graphics and effects as the items. Could that be done?
3958
The Lounge /
April 02, 2008, 04:54:39 pm
Miami,FL. =P