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 1 
 on: Today at 02:17:44 AM 
Started by Zeke_Aileron - Last post by Stormlag
Not really an issue (because it might not be possible) but its more fitting for the Agent class to have the Blue mage sprite and the Parivir sprite be the Duelist. Parivir has the wandering Samurai look (Ghi) and Blue Mage looks like a Noble that uses guns. (sorry for this geeky suggestion)

Also, I don't really use often Speed Clan Bonuses but I think removing it would make the "Master Hands" Clan Trial really hard (haven't beaten it without at least Speed ^3 (and super luck from Hestia) in all my playthroughs, I don't know if its possible later on)

I'm excited on your take on the Bangaa classes and I didn't know about that Keeper No mou class being scrapped from player use at all... KEWWLL


 2 
 on: Today at 12:35:43 AM 
Started by tithin - Last post by Elric
Why resurrect this. Not a single one of these people is even around anymore... The thread was last posted in over 8 years ago.


 3 
 on: Today at 12:10:02 AM 
Started by tithin - Last post by Knox
That was obviously me... and i stand by that statement. (not that i remember anything about it or that i even said that LOL )

 4 
 on: December 15, 2017, 11:27:33 PM 
Started by RavenOfRazgriz - Last post by RavenOfRazgriz
Is there any version of these editors for the PSP?
As far as I know, there's no differences between ATTACK.OUT on the PSP.  If there is, they're not documented anywhere that I know of.

If there are differences and someone bothers to document them, I can add a PSP Mode to this program if it needs one, as I did with EasyVent Editor Super Perfect 2.0.

 5 
 on: December 15, 2017, 10:41:02 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.

Ah that's very nice, if your friend has anything interesting to say i'm open to listen for some new ideas  :) , Oh yeah the rod requirement is definitely going to be in the mod since i still lack the ability to remove Clan Privileges, i have to do a lot of ability reworking for Luso's Unique Job, the Gria's New Job, the Seeq's new Job which is replacing Ranger into another Physical related Job for them or just remove the Mirror Items ability and make a new ability for them and keep Ranger as is, changes to make Agent as a new normal Job for Humes(will have Parivir's sprites, so essentially Fusiliers, but for Humes.)

I have Agent's and Tactician's stats settled in, i'll most likely release the next patch update when the new Gria Job is implemented completely along with the newer version of the Luso update altogether, which is going to be great.

 6 
 on: December 15, 2017, 09:38:05 AM 
Started by Zeke_Aileron - Last post by Stormlag
I'm simply in awe. I don't really use Ultima Shot too often to mind and at times I find it too weak or too mp expensive to use. The Rod requirement is definitely a good way around the Illusionist combo. I think Julian is the guy who posted about the job mod. I'm getting excited already... I even got a friend to play this and has positive views about this mod.

 7 
 on: December 15, 2017, 07:28:04 AM 
Started by RavenOfRazgriz - Last post by JpHeitor

Is there any version of these editors for the PSP?

 8 
 on: December 15, 2017, 07:01:01 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!

Everything within Mirror items is getting changed into unique abilities requiring the said items still for the Gria's new job class which will "Mirror Items"(new name is not revealed yet) and 7 unique action abilities.

I already implemented the unique units abilities in the current build i'm working on to see if it's good.

I might make the Illusionist's action abilities requiring a "Rod" weapon equipped to use them to cancel out the cheesiness of that Hume combo skill set, so certain ability combos won't work.(Most likely will)
Like for instance, you can equip the entire "Hunter" skill set and use all the abilities in it as any Job, but you can't use "Ultima Shot" without a Ranged weapon equipped, and in this case ranged weapons tend to be weaker than melee weapons in this mod to fluctuate weapon use in formations, same for classes that use abilities with "Shot" in it's names.

Blue Mage is no longer a job in this mod, something else takes it's place in the current build, i updated the main OP with a bit more information on that, and i also want to make every ability viable in the right situation.

The pace i'm working on for the mod is pretty steady since some stuff i had to actually learn like job assigning, like if i wanted too i can make the Nu Mou's Keeper Job class available to the player:
, i'm also able to freely edit a job classes prerequisites which can be a minimal of 1 to a max of 3 jobs needing 1-8 abilities mastered, i also learned how to completely remove a Job's prerequisite so you don't have to go through the game's story to do the mission to unlock said Job. which i learned do this from this post: http://ffhacktics.com/smf/index.php?topic=11815.0 thanks to the person who wrote it.

 9 
 on: December 15, 2017, 05:02:52 AM 
Started by Zeke_Aileron - Last post by Stormlag
- I like the Blue Mage but I'm not fan of learning some of its tedious mostly not useful techs. I don't really mind not having the job (maybe me becoming lazy because of wanting 100% techs on characters. Personal preference please ignore hahaha).
- Seeq's Mirror X-Potion should be removed or be nerfed a bit for reasons that it becomes more powerful than other skills in the game.
- I like changing the Geomancer's skills cause they are pretty much useless(my play through)
- I guess you should remove the Illusionist job from the Humes simply because of the Seer/Illusionist combo (Recharge or Mp Channeling/Illusionist Skill) and yes I admit on using it... :( Probably while we can't remove MP channeling yet.
- Frimelda should Dual Wield (Blademaster) I think and Vaan with Strike back... Don't actually know what to give Adelle though thinking Reflex("Instinct") just suggestions. :)

I like the plans you have! This is great man. Yeah just do it at your pace we'll still be here!!!
 

 10 
 on: December 15, 2017, 01:27:18 AM 
Started by Ryuji Rheiko - Last post by Nyzer
C'mon, dude. I dunno if there's a tutorial (or if it's even possible to do) but, either way, don't make posts like this.

Make the topic name descriptive. Not "help me please" - go for something like "How to add custom sprites?"

And this is the FFTA 1 and 2 board. Which one are you looking to edit? Because that makes a massive difference. You should specify that. (Preferably in the title.)

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