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Messages - Xifanie

4021
News /
April 13, 2008, 09:43:20 am
As long as you don't say you're sorry I don't care.
4022
News /
April 13, 2008, 08:03:49 am
Quote from: "Zozma"that "edit" buttin is a VERY nice feature... i cant even begin to think of how many times i've already used it.
Yeah, some people still believe we're on GameFaqs or something.
4023
Bugs and Suggestions /
April 13, 2008, 08:00:03 am
Selection? Don't think so... you can change pretty much what you want for story battles though, it should be in the Map topic and hopefully in the next FFTPatcher release.
4024
Archives /
April 13, 2008, 07:26:51 am
QuoteMace of Zeus: WP: 0, W.ev: 15. Formula 4F: Dmg_(CasMaxHP-CasCurHP) Hit_(MA+X)% (Shock)

Nononono, I only noticed that but don't ever use a formula with X or Y in it! it will almost always be extremely weak. Plus that's not Shock's formula. :P

don't use 4F
4F Dmg_(CasMaxHP-CasCurHP) Hit_(MA+X)% NS

Because if you always only have MA% to hit the target, that's going to be pretty annoying.

use 43 Instead
43 Dmg_(CasMaxHP-CasCurHP) NS

Or even 52 for that matter... Caster won't be in AoE so it doesn't matter.
52 Dmg_(CasMaxHP-CasCurHP) 100% Add Status CasterInAoE: DmgSelf_(CasCurHP) NS


QuoteDragon Rod: WP 9, W.ev 10. MA+1, PA+1. Formula: Tail Swing: Damage = PA * (1..15) (50% chance of knockback)
This won't work either... the real formula is 37 Dmg_(Rdm(1..Y)*PA).
And in our case it will always be Dmg_(1*PA); no knockback.

QuoteMusk Rod: WP 8, W.ev 20 Formula 2C: DmgMP_(X)% Hit_(PA+Y)%
Always 0MP damage, else Miss. If you want to damage MP, you'll need to cast a spell because all the other formulas for MP Damage uses X & Y % as well.
This is your only alternative: 2F AbsMP_(PA*WP) NS.
4025
News / Quotes & double posting
April 12, 2008, 11:32:16 pm
As the phenomenas are going too popular, I just want to make things clear.

Quotes:
You should definitely avoid quoting very long posts. If you want to do so, at least cut down the text to an acceptable amount. Else it makes loading time longer and same for scrolling way down & up. That goes for you too karsten.  <img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" />

Double/Triple/Quadruple post:
So, basically you're sorry to do it but you still do... THERE IS AN EDIT BUTTON if you feel so bad about it. Else, just don't say you're sorry as there isn't anything wrong with it.
Editing should be used if no one has seen your post yet, for corrections or for pointing out something of low importance.
Else just make a new post and if you're still sorry, well I'm sorry for having my pants on then.
4026
Spriting /
April 12, 2008, 08:14:51 pm
Simon's in there, as well as two other Priest and a pigtailed little girl. Those are the only ones not used and only Simon is easily accessible for your party. We'd have to modify the links somehow to use the rest.
4027
Archives /
April 12, 2008, 08:11:34 pm
Oh yeah, I know this topic is going real fast, but I wanted to say that I really like the idea of later shields having nearly the same block power as the first one; Unless it's blessed with magic, it shouldn't increase your reaction speed by 500%. >_>
4028
Archives /
April 12, 2008, 08:07:51 pm
Isn't it harder to move with a spear than a sword? and even in full armor? I suggest high jump, as it's their specialty, but only 2 move.

That would pretty much force you to use chocobos with them.
4029
Spriting /
April 12, 2008, 08:04:21 pm
You couldn't edit the arms so that it looks good on casting the way you want.. the game uses a few different files addressing the position of each body part at each animation and it's not very editable without screwing up all the other sprite sheets using the same file.
4030
PSX FFT Hacking /
April 12, 2008, 07:54:17 pm
I suppose this was changed in the PSP version.
4031
Spriting /
April 12, 2008, 07:53:14 pm
He just replaced a currently existing generic job (I haven't seen the video though).

If his unit turns back to what it was previously on attacking, that means he didn't use shishi sprite editor.  :wink:

All we have to do is take the corresponding sprite in UNIT.BIN and change it. I have never done this tough, as I don't have a program to do that and manually would be a real pain.
4032
PSX FFT Hacking /
April 12, 2008, 07:44:18 am
from the BGM it seems to only affect raw HP/MP.
4033
Archives /
April 11, 2008, 07:28:47 am
As humans are gigving them new skills via Monster skill, why not make them human skills?

Like bombs could have fire... whoever with a MA that high it would hurt a LOT. :/

However I don't know how messed up will look the animations.
4034
PSX FFT Hacking /
April 11, 2008, 07:12:43 am
Yeah... they would.
4035
Archives /
April 09, 2008, 09:43:18 pm
Quote from: "NeedsMoreNoise"Are you not planning on eventually incorporating the Berserker class in place of Mime?

Me? No. Karsten? Don't know but he can't replace mime with anything right now.

I doubt those axes would make berserkers very strong or even useful... their AI is kinda stupid.
4036
Archives /
April 09, 2008, 09:24:31 pm
Only the Geomancer and squires can equip axes... none are strong armored fighter. For the other jobs you'd have to sacrifice the shield slot, and a support ability. I think that's a good price to pay. And by the way, spells have high chance to hit.. the axe's only advantage is that there is no wait... pretty much like beowulf's spell but with evasion considered and attack range.

And yeah obivously "/" = OR. If I meant and, I would've used ",".
4037
Archives /
April 09, 2008, 09:02:33 pm
Axes:
with formula 2D; WP*PA damage, 100% add status
Battle Axe: 8WP 100% Add Blind/Silence/Slow
Giant Axe: 12WP 100% Add Confusion/Don't Move/Don't Act
Slasher: 16WP 100% Add *Cursed

Forced 2 Hands

*The Cursed status would block and cancel all possible positive status, using the Dark/Evil looking status in FFTPatcher.

I really want some weapons to have 100% add status and crossbows might be good too but it's pretty hard to recover from an axe smash don't you think?
4038
Old Project Ideas /
April 09, 2008, 08:52:58 pm
There are always 16 palettes for every sprite sheet no matter what.

Also if you want to know how exactly your sprite will look like in game, make sure your palette RGB values are a multiple of 4.
4039
Archives /
April 09, 2008, 07:45:31 pm
Quote from: "NeedsMoreNoise"Just an idea:

What about making all equipment take away different amounts of speed, sortof like Tactics Ogre? Heavier equipment would decrease more, while things like certain clothes and daggers would take away 1, or even nothing. Players could make equipment decisions based on that, so even weapons with lower attacks might be used.

I thought about that but the bonus stats are unsigned...

As they are unsigned that means only positive values which means from 0 to 255. If it were signed, it could have been from -128 to 127.
4040
PSX FFT Hacking /
April 09, 2008, 07:06:32 am
you're supposed to be able to change the skills' gfx for all skills... doesn't FFTPatcher allow that?

And I'm afraid there probably won't be anytime that we'll be able to edit those skills...