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Messages - Stories8106

1
Quote from: BleuVII on September 24, 2016, 05:47:22 pmI know this topic is ancient, but since I had to do the research myself, I figured I'd post my notes.

Hard coding makes it impossible to add any abilities to the Onion Knights. Also, the Onion Set (Sword, Armor, etc.) is affected by hard coded values. But since those are only available via Rendezvous, and you won't be playing that in a hack, it's not a serious concern.

What *I* did is change the Onion Knight to the Arithmetician, giving it the Arithmeticks skill set. This kind of fixes the OP nature of Arithmeticians. Now, if you want to use an Arithmetician, you ONLY get the Arithmeticks; nothing else. I also nerfed them so that they have Move/Jump of only 2. With boots equipped, that maxes out at 3/2 or 2/3. It makes the class much more like the Mime; only great if you know how to use them.

Then, I used the slot originally occupied by the Arithmetician to add in a new class. In my hack, I made a Red Mage with the MP-restoring "Refresh" and "Refreshaga" (Using Formula 54), a Lvl 2 Water/Aero/Quake attack, and a couple of abilities pulled from other classes. The Red Mage gets useless pretty quickly, until end game when they can learn the Planar Magicks (Meltdown, Tornado, Quake (renamed Earthquake)) by being hit with them.


Disregard this whole post. Through bug testing, I've discovered that my idea does not work.

Sorry for the Necrobump.  Blue... What did you end up doing with this?  This was going to be my plan as well.  Did anything work? What went wrong?
2
OK hear me out...

I just had a mental picture of Wiegraf and Gaffgarion, in the same aspect as the upcoming Falcon and Winter Soldier Marvel TV series.  Imagine a buddy comedy / action situation where they don't really like each other but find funny ways to bond over their hatred of Ramza (ala bonding over Steve Rogers)

I'm feeling inspired by the King of Ivalice Idea.

I'll keep an eye out on that and maybe start to learn some of the PSX tools.  I'll put in on my list after I learn how to romhack for the OG Game Boy.

3
Completed Mods / FFT: WotL "Vanilla Bean" Patch
April 12, 2017, 08:45:28 pm
Hey guys! Longtime lurker on this forum.  Was recently inspired by BleuVII's Emergence patch, then started (and finished) my own.

Feeling lazy, so i'll copypasta the changelog into a spoilertag since it covers everything I'd want to say here.  Make sure you use a clean EUR ISO, you know, the one that everyone uses for Eternal's Slowdown PPF.

Final Fantasy Tactics: War of the Lions "Vanilla Bean" Patch Changelog
-------------------------------------------------------------------

Hi. This is my FFT improvement patch that makes the game as close to the way I feel it should have been, but still managing to keep that vanilla feel.

For starters, and perhaps most importantly, Ramza can become a Dark Knight! Well... kinda. My original intention was to finally have  Ramza learn those precious Dark Knight skills from Gaffgarion's crystal. It's possible, but only with ASM hacks for the PSX version.  But this is the far superior PSP version (because the slowdown patch is here, duh) and unfortunately, my hacking know-how isn't good enough to make it happen without premade tools.  So, the next best thing! Ramza can learn Shadowblade and Duskblade on hit during the fights with Gaffgarion.  He almost guaranteed to get hit with Shadowblade at Lionel, but don't worry if you miss out on Duskblade. Chapter 4 Ramza and Orlandeau are now the only player characters capable of learning Dark Knight abilities.

Speaking of Dark Knight, that job class is gone to generics, replaced with the Destroyer.  I really liked the idea of a crazy powerful class that somehow combined magick and swordskills, but there's more on that class later.

Calculators (Arithmaticians) are broken and we all know it. Inspired by FFT 1.3 and FFT Arena, I made the Scholar: a powerful, high level mage who took nearly all the powerful spells from other classes and is the sole user of books as weapons. But! I did keep the rare battle with Arithmeticians completely intact, skillset and all :)

Speaking of items and weapons... Summoners can now only use rods, Mystics can now only use poles.  Treasure Hunter is now 100% of finding the rare item. Getting to these spots was hard enough without the RNG permanently screwing you out of rare items.

For now, I left poaching as is because you can farm.

Some moves were tweaked, some animations were changed, more on those in the Job details section.  Charge time was reduced for a decent amount of abilities, but not too crazy because I wanted to keep the vanilla feel.

Abilities have been heavily re-classed and are now much more in line with where they belong.  More classes have innate abilities.  JP costs have been adjusted for most jobs, although Summoner admittedly hasn't changed much.

Special Characters were tweaked all over!  Mustadio was nerfed, Holy Knights were tweaked, MP was given to all swordskills, and Orlandeau... well... He's the same! OP Orlandeau is vanilla FFT! Cloud's charge times have been reduced, but not tested (yet).  The Materia Blade was buffed pretty heavily. All of Beowulf's ability animations were swapped with the Mystic, and his Vengeance got range nerfed and sent elsewhere. Balthier probably got hit the hardest.  Barrage got sent to the Onion Knight, and his Plunder Item skills removed.  But he's still got some tricks up his sleeve.

Hopefully you get some enjoyment out of this patch.  I put alot of work in, and paid alot of attention to detail on those help screens.  So let me know if I missed something!

And last but not least, I'd like to shout out the inspirations and people who made this possible.

BleuVII for the Emergence patch.  Gave me ideas to steal, the inspiration, and the background on the eboot for this patch

The entire FFT 1.3 team and the FFT Arena team for stolen class and balance ideas.

Archaemic for the PSP slowdown fix, Eternal for the PPF.

FFTPatcher Credit:
-Joe Davidson
-ZodiacFFTM
-Dakitty
-NaXaR
-Raijinili
-Weltall
-aerostar
-element109

FFTacText Credit:
-Joe Davidson
-Gomtuu
-Zodiac


And of course the entire FF Hacktics forum for the knowledge to overcome bugs and glitches along the way.

---------------------
Job Requirements:
---------------------
-Squire (None)
-Chemist (None)
-Knight (Squire level 2)
-Archer (Squire level 2)
-Monk (Knight level 3)
-Priest (Chemist level 2)
-Wizard (Chemist level 2)
-Enchanter (Priest level 3)
-Mystic (Wizard level 3)
-Thief (Archer level 3)
-Orator (Chemist level 4)
-Summoner (Priest level 4, Wizard level 4, Enchanter level 3, Mystic level 3)
-Geomancer (Monk level 4, Mystic level 2)
-Lancer (Knight level 4)
-Samurai (Archer level 3, Monk level 5, Lancer level 4)
-Ninja (Chemist level 4, Knight level 3, Thief level 5)
-Mime (All above jobs level 3)
-Scholar (Priest level 6, Wizard level 6, Summoner level 6)
-Bard (Orator level 5, Enchanter level 5)
-Dancer (Orator level 5, Mystic level 5)
-Destroyer (Knight mastered, Wizard mastered, 20 Kills)
-Onion Knight (Squire level 8)

---------------------
Generic Job Related:
---------------------

------
Squire
------
Fundaments:

Tackle {Random# DMG Increased from 4 to 6}
Stone
Salve {Added Disable / Immobilize removal}
Chant {Range now 2} (from Ramza)
Revive {100% Hit, 15% HP Restored} (from Monk)

Reaction Abilities:

Counter Tackle

Support Abilities

Poach
JP Boost
EXP Boost

Movement Abilities

Move +1
Ignore Terrain

------
Chemist
------
Items:

Unchanged

Reaction Abilities:

Auto-Potion

Support Abilities

Throw Items (Innate)

Movement Abilities

Treasure Hunter

------
Knight
------
Charge:

Given all Archer's Aim abilities

Reaction Abilities:

Parry
Counter

Support Abilities:

Equip Swords
Equip Shields
HP Boost

Movement Abilities:

None

------
Archer
------
Marksmanship:

Tailwind {now affects self} (from Ramza)
Leg Shot (from Mustadio)
Arm Shot (from Mustadio)
Seal Evil (from Mustadio)

Reaction Abilities:

Vigilance (Innate)

Support Abilities:

Concentration
Defend (Innate)

Movement Abilities:

Jump +1

------
Monk
------
Martial Arts:

All abilities the same
Added Focus (from Squire)
Added Steel {now affects self} (from Ramza)
Removed Revive and given to Squire

Reaction Abilities:

Fury

Support Abilities:

Brawler (Innate)
Vehemence

Movement Abilities:

Waterwalking

------
Priest (formerly White Mage)
------
White Magicks:

All abilities the same {Reduced charged time on some spells}
Raise {Restores 50% HP and 100% Hit Rate}
Arise {Restores 100% HP and 100% Hit Rate}
Removed Holy and given to Scholar

Reaction Abilities:

Regenerate
Critical: Recover HP

Support Abilities:

Arcane Defense

Movement Abilities:

None

------
Wizard (formerly Black Mage)
------
Black Magicks:

All abilities the same {Reduced charged time on some spells}
Removed Poison and given to Scholar
Removed Toad and given to Scholar
Removed Death and given to Scholar
Removed Flare and given to Scholar

Reaction Abilities:

Magick Boost
Critical: Recover MP

Support Abilities:

Arcane Strength

Movement Abilities:

None

------
Enchanter (formerly Time Mage)
------
Enchantment:

All abilities the same
Removed Meteor and given to Scholar

Reaction Abilities:

Critical: Quick

Support Abilities:

Swiftness

Movement Abilities:

Levitate
Lifefont

------
Mystic
------
Mystic Arts:

Unchanged {All animations swapped with Beowulf}

Reaction Abilities:

Absorb MP
Mana Shield

Support Abilities:

None

Movement Abilities:

Manafont

------
Thief
------
Steal:

All abilities the same
Removed Steal Heart
Removed Steal EXP

Reaction Abilities:

Reflexes
Gil Snapper

Support Abilities:

Safeguard

Movement Abilities:

Move +2
Jump +2

------
Orator
------
Speechcraft:

All abilities the same
Added Shout (from Ramza)

Reaction Abilities:

Earplug

Support Abilities:

Equip Guns
Tame
Beast Tongue (Innate)
Beastmaster (Innate)


Movement Abilities:

None

------
Summoner
------
Summon:

All abilities the same
Removed Zodiark and given to Scholar

Reaction Abilities:

Faith Boost

Support Abilities:

Halve MP

Movement Abilities:

None

------
Geomancer
------
Geomancy:

Unchanged

Reaction Abilities:

Nature's Wrath

Support Abilities

Equip Axes

Movement Abilities

Swim (Innate***) - Innate, but cannot be learned by Geomancer, must be learned by Ninja
Lavawalking (Innate)
Ignore Terrain (Innate)


------
Lancer (formerly Dragoon)
------
Jump:

Unchanged

Action Abilities:

Reaction Abilities:

Dragonheart
Defense Boost

Support Abilities

Equip Heavy Armor
Equip Polearms

Movement Abilities

Ignore Elevation

------
Samurai
------
Draw Out:

Unchanged

Reaction Abilities:

Shiridori
Bravery Boost

Support Abilities:

Doublehand
Equip Katana

Movement Abilities

None

------
Ninja
------
Throw:

Unchanged

Reaction Abilities:

Vanish (Innate)
Archer's Bane
Sticky Fingers

Support Abilities:

Dual Wield (Innate)

Movement Abilities:

Swim
Jump +3

------
Mime
------
Mime:

Unchanged

Reaction Abilities:

None

Support Abilities:

None

Movement Abilities:

None

------
Scholar
------
Sorcery:

Poison
Toad
Holy
Dark {New ability, opposite of Holy}
Flare
Death
Meteor
Ultima {Still requires learn on hit}
Zodiark {Still requires learn on hit}


Reaction Abilities:

Magick Counter
Magick Boost
Soulbind

Support Abilities:

None

Movement Abilities:

Fly
Teleport

------
Bard
------
Sing:

Unchanged

Reaction Abilities:

First Strike
Cup of Life

Support Abilities:

None

Movement Abilities:

Move +3
Accrue JP
Accrue EXP

------
Dancer
------
Dance:

Unchanged

Reaction Abilities:

First Strike
Cup of Life

Support Abilities:

None

Movement Abilities:

Move +3
Accrue JP
Accrue EXP

------
Destroyer
------
Arts of War:

Break Helm
Break Armor
Break Weapon 
Break Accessory
Vengeance {Range nerfed from 8 to 3} (from Beowulf)
Crushing Blow {MP added} (from Dark Knight)

Reaction Abilities:

Bonecrusher

Support Abilities:

None

Movement Abilities:

None

------
Onion Knight
------
Bravery:

Barrage (from Balthier)
Fira
Thundara
Blizzara

Reaction Abilities:

None

Support Abilities:

None

Movement Abilities:

None

---------------------
Special Jobs:
---------------------
All Special Jobs have had reaction, support, and movement abilities tweaked.
Most Special Jobs have been renamed.

-----
Ramza
-----
-Starts with standard Fundaments
-Ch 2 & 3 can learn on hit Shadowblade & Duskblade from Gaffgarion
-Ch 4 keeps Fundaments and can learn all Dark Knight moves except Crushing Blow.

-----
Agrias / Delita
-----
-Judgment Blade
-Northswain's Strike {Changed to range 1, effect 3 type move, think inverse of Abyssal Blade}
-Hallowed Bolt
-Divine Ruination
-Cleansing Strike {Power boosted to be most powerful Holy Sword technique}

-Delita's Holy Knight class adds Fundaments
-Delita's Ark Knight class adds Holy Swordskills and Fundaments

-----
Mustadio
-----
-Given Knight Rend MP, Rend Speed, Rend Magick, Rend Power Skills {Renamed}
-Removed Original Skills and given to Archer

-----
Luso
-----
-Added Steel, Entice, and Tailwind to Fundaments
-Innate Beast Tongue, Beastmaster, Poach, and Tame

-----
Argath
-----
-Fundaments, minus Tackle, added original Rend Helm and Rend Armor

-----
Orlandeau
-----
-Added the other 2 Dark Knight swordskills

-----
Meliadoul
-----
-Renamed Arcane Swordskills

-----
Beowulf
-----
-All Ability animations swapped with Mystic

-----
Balthier
-----
-Plunder Heart Kept
-Plunder EXP Kept
-Plunder Spell {Cancels any ability currently in charge}
-Plunder Cynicism {Gives Faith}
-Plunder Devotion {Removes Faith}

-----
Cloud
-----
-Charge times reduced
-Materia Blade DMG up




End.


The intention was to make the game the way I wish it was when I was growing up.  Let me know what you think!  Let me know if you find any bugs too!
4
Completed Mods / Re: FFT: Emergence (PSP)
April 11, 2017, 09:59:43 am
Quote from: BleuVII on March 21, 2017, 02:28:36 pm
As for the Treasure Hunter display, I think that is an error with FFTactext. I checked that line multiple times, but couldn't figure out why it was shorted to 2 characters. If any experienced hackers know why, please let me know.


Yeah, I ran into this as well. Not sure why, but you can fix it by finding the code in TacTaxt (4 - Battle, think, and renaming it from "Found **" to "** found!"

That worked for me.
5
Quote from: JohnPaul on June 13, 2012, 10:04:08 pm
I'm only playing the PSP version, not the PSX version, but a few things I've found include

  • Finding items with treasure hunter displays "found **" where the asterisks are the first two letters of the item, not the whole item name.  So finding a golden helm would read "found Go"



Hey Eternal, how did you fix this? I'm running into this issue on my psp mod and not really sure how to fix it.  Tried combing the forums, but no dice
6
Completed Mods / Re: FFT: Emergence (PSP)
March 07, 2017, 01:18:53 pm
Hey just curious... I've noticed alot of double animations going on. For example, whenever I use specific abilities that have has animations swapped. Pulsar Crush, nearly all of the archers abilities too.  Any idea why this is happening?
7
Completed Mods / Re: FFT: Emergence (PSP)
February 01, 2017, 02:05:20 pm
Quote from: BleuVII on January 30, 2017, 09:19:52 pm
Yeah, it's still the Dark Knight. The Skillset you are looking for is "E0 - Darkness". You should be able to copy the skills from "1B - Mettle (Ramza Ch.4)"

It CAN, but right now it doesn't. I did all of my playtesting with the slowdown patch included, but when I rebuilt the ISO I accidentally left the slowdown patch out. I was trying to get it released before my second job entered its busy season and I'd be unable to work on the patch for 3 weeks. In doing so, I made a couple of sloppy mistakes that I hope to resolve just as soon as I have reliable free time again.


I hear you, life can totally get in the way.  As long as the updates actually keep coming and (or) you keep us posted!

I love your idea for a Blue Mage, but it would need a sprite change. Also, I think someone else out there turned the Onion Knight into a Berserker of some sort.
8
Completed Mods / Re: FFT: Emergence (PSP)
January 30, 2017, 04:55:25 pm
Does this include the slowdown patch?