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Suggestions

Started by VincentCraven, October 31, 2007, 07:40:46 pm

VincentCraven

December 05, 2007, 09:20:42 am #140 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
The game treats special base classes the same as Squire for unlocking purposes IIRC. If I find otherwise, I'll let you know.
I changed jobs and that has made all the difference.

Kourama

December 05, 2007, 11:35:26 am #141 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
In regards to making new sprites I don't believe it too hard to create new ones. Just take pre-existing ones and modify them. I created a pretty nice Blue Mage by just modifying the Calculator sprite.

Unfortunately my comp had a pretty bad error and I'm waiting for my CD to get it fixed again but when I do I will post it on here and see what people think.

VincentCraven

December 05, 2007, 07:21:52 pm #142 Last Edit: February 07, 2008, 07:56:47 am by VincentCraven
Oh man, just think of the work if we had to make a game from scratch. [Shudders]
I changed jobs and that has made all the difference.

Kourama

December 05, 2007, 07:24:43 pm #143 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Yeah I couldn't imagine doing that although I'm sure custom made programs are used to make that process easier.

Zozma

January 21, 2008, 09:52:37 pm #144 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
suggestions? i didnt read everything here but what about a magic sword other than the temple knights juiced up oracle skills?

physical attack combined with the elemental magics like firesword, ice sword etc... would it be possible to create those skills with the existing gfx we have at hand and still show the sword slash animation as well?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

VincentCraven

January 21, 2008, 10:02:05 pm #145 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Magic Sword requires the ability to make new formulas. We do not have that ability yet.
I changed jobs and that has made all the difference.

Zozma

January 23, 2008, 09:59:43 pm #146 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yeah i figured as much, still.. if it ever does become available i think itll be a fine idea.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

VincentCraven

February 02, 2008, 07:48:22 pm #147 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Assuming that I can change the axe and flail formula in the future, what should each be based on? I was thinking about making flails and axes having the same formula, except for axes being dependent on brave. If axes are changed to be random, but with a smaller range, I still want them to be better than swords for things like Battle Skill.

Oh, and Karsten: you said you were working on your own patch right? Which equips did you change into the 'Fury' equipment? Or did you just put in a Berserker class? Either way, I'm not sure whether I should make them all appear late or stagger them.
I changed jobs and that has made all the difference.

Asmo X

February 05, 2008, 09:13:05 pm #148 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Would it be possible to have flails increase in damage every time you hit something? I sort of like the idea of a weapon that gains momentum like that.

karsten

February 06, 2008, 02:19:39 am #149 Last Edit: December 31, 1969, 07:00:00 pm by karsten
Quote from: "VincentCraven"Assuming that I can change the axe and flail formula in the future, what should each be based on? I was thinking about making flails and axes having the same formula, except for axes being dependent on brave. If axes are changed to be random, but with a smaller range, I still want them to be better than swords for things like Battle Skill.

Oh, and Karsten: you said you were working on your own patch right? Which equips did you change into the 'Fury' equipment? Or did you just put in a Berserker class? Either way, I'm not sure whether I should make them all appear late or stagger them.

my post here got deleted? :/ i had a list of all the changes i made :(

whatever, i made a berserker out of mime. start berserk, always berserk. high multiplyers, added inherent attack up and any ground. i was unable to have it equip anything tought.

VincentCraven

February 06, 2008, 07:44:01 am #150 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Quote from: "Asmo X"Would it be possible to have flails increase in damage every time you hit something? I sort of like the idea of a weapon that gains momentum like that.

So, you mean to say that by the end of the battle, flail would be doing tons of damage? If so, that's really complicated.


And for some reason, my last couple of posts died too. >.<
I changed jobs and that has made all the difference.

Asmo X

February 06, 2008, 09:22:51 am #151 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Shame. But really, won't you come to a point where changing the weapon formulas isn't actually helping to distinguish them? I feel like there might have to be some sweeping changes to some categories. Like ones that hit multiple targets or some strange ones that might do a positive status plus damage. A weapon that hits for big damage but "enrages" the opponent adding PA+1 would be interesting.

VincentCraven

February 07, 2008, 07:54:10 am #152 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
My problem with axes and flails is merely the ENORMOUS range of damage they can do. Here's what I was thinking:

 Knife - PA:Sp based, weak w/ negative status effects, adds speed to user
Nj swd - PA:Sp based, medium power
 Sword - PA based, medium w/ several having elemental attributes
 Lance - PA based, medium w/ 2 range but requires 2H
Kn swd - PA:Br based, strong but requires 2H, adds positive statii to user
Katana - PA:Br based, medium (w/ chance to cast respective DRAW OUT skill?)
   Axe - PA:Br based, strong but unstable dmg  ([PA*Br/100]*[WP-F], F= 1...5)
Hammer - PA based, medium but unstable dmg and casts skills (like power break)
   Rod - PA based, weak w/ strengthen:element, can cast magic on hit
 Staff - MA based, weak w/ strengthen:holy (White Magic is now holy elemental)
 Stick - MA based, medium w/ 2 range but requires 2H
   Bag - PA based, medium w/ unstable damage, grants stat boosts
 Cloth - PA:MA based, medium w/ 2 range but requires 2H

 RANGE WPNS
   Gun - WP based only, very long-range <woot magic gun for faith based wpn!>
LngBow - PA:Sp based, medium w/ long-range but requires 2H
  Xbow - PA based, medium
  Harp - PA:MA based, weak w/ negative status, adds positive statii to user
Dctnry - PA:MA based, weak w/ random spells on hit


I suppose there isn't much variety; however, don't forget to factor in class availability!
I changed jobs and that has made all the difference.

Asmo X

February 07, 2008, 10:49:40 pm #153 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Yeah that doesn't sound too bad. Ninja sword kind of gets the bone though. Katana sounds pretty darn good but Im guessing you'll restrict that to Squire and Samurai right?

Pixy

February 08, 2008, 06:26:51 pm #154 Last Edit: December 31, 1969, 07:00:00 pm by Pixy
Hm, what about the supportive Draw Outs? Or would you just leave those out?
*is FFTRamza*
no, I mean what I said. Perhaps if I said it in Japanese it'd become magically better for you. - philsov

VincentCraven

February 08, 2008, 10:51:45 pm #155 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Even thought its only a 25% chance, that may be too good for katana. Supportive Draw Outs cause a problem with previous plan. Maybe the user will get the respective Draw Out? (Murasame adds Regen to user, etc.)

What exactly does 'gets the bone' mean? Ninja swords will be just purely offensive. Considering they are partly based on Speed, Ninja will do lots of damage with them.
I changed jobs and that has made all the difference.

Asmo X

February 08, 2008, 11:02:52 pm #156 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Yeah never mind what I said

Also, I can't remember: did you change the Mediator's and other relevant skills so that there is no way to increase brave?

VincentCraven

February 09, 2008, 09:08:52 pm #157 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I was looking for a change in the brave cap first, but until I can do so brave/faith changing is out. (still can do faith/innocent statii)
I changed jobs and that has made all the difference.

Asmo X

February 09, 2008, 10:37:52 pm #158 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Honestly, I think it's a good idea to not be able to change brave or faith, especially if you're going to have weapon power partly based on one of them. It also gives the player an incentive to look for good units in battle or at the soldier office.

VincentCraven

February 11, 2008, 07:31:22 am #159 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Perhaps if I just find the 'change after battle' boolean, I can just turn that off. Then we could have +/- 30 brave and faith skills.
I changed jobs and that has made all the difference.