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Topics - Myrmidon

1
Spriting / Metal Giant
February 20, 2018, 03:28:27 pm
Now for more things nobody ever asked for; Worker 8 recolours.

Now, on top of classic steel, you can pulverize, destroy, compress and dispose with copper, gold, cobalt, and rusted bronze plating instead of classic steel!

first attempt at recolours, had to do portraits blind, since Shishi wouldn't show me the bloody things.  Kudos to the Chocobo thread ( http://ffhacktics.com/smf/index.php?topic=8321.0 ) where I totally stole palletes from, plus a few extra colours here and there to fill gaps
2
Spam / Mortis - a game about the unspeakable.
October 27, 2013, 03:13:46 pm
ok, here goes.

Making a game (RPGmaker, lame, I know, but whatever) that explores death.  Why we fear it, why we strive for it, our thoughts on the matter, why we mourn, and so on.

Issue is, I need a little help.

Party consists of 4 characters - a hero(silent protag), a good influence, a bad influence, and a neutral influence.  Kinda like the Laharl/Etna/Flonne trifecta.  I may cut the Neutral Influence just to keep with that mentality.

What I need for help, is someone with a sense of morbidity - I need ideas of why people would want to die.

The world, as it stands now, is full of immortals.  According to the game's lore, someone actually created an elixir of immortality, and in his infinite wisdom, added it to the water supply.  As such, people are incapable of dying.  Some characters will be upwards of 500 years old because of this.  Some will want to die.  Your character (and his entourage), will be "blessed" with the curse of mortality.  They can die, but they will be the only ones in the world capable of killing.

Later into the game, a group of "Heroes" sets forth to kill you.  Both teams, of course, will be on the side of good, but you will always be seen as powerful villians - after all, you're KILLING people...something that hasn't been done in centuries.

From a gameplay mechanic, each person the player kills will earn him Karma (which will affect available events and endings), and an equippable "Soul" which will allow for a class change.  Each suggestion put in needs 3 things:

Who am I killing?
Why do they want to die?
What is the theme of the class I attain?

The main 3 are Warrior, Cleric and Wizard, respectively.  Theif is the neutral, and might be cut, so each soul will grant different classes to whomever it's attached to.  Eastern + Warrior, for example, will make a Samurai, but Eastern + Cleric makes Geisha.

Here's what I've got sofar.

Nomad, Lonliness, Drifter classes
Pirate/Monk/Sorcerer

Old Man, Old Age, Eastern classes
Samurai/Geisha/Ninja

Cook, Boredom (wants to cook the only thing he hasn't - human.  wants to die to autocannibalize), food service classes
Butcher, Waitress, Chef

Partier, alcohol poisoning, party classes
Frat Boy/Illusionist

Clown, Sadness, entertainer classes
Strongman/Fortune Teller/Fire Breather/Knife Thrower

Anyone reading all those over will notice that some are legitmate reasons to want to die, whereas others are ridiculous.  Clearly, netting all the classes blindly will lead the player towards a bad ending.

I've got the game half-plotted, I just need the coup-de-gras.  8-10 viable and decent classes to have the party parade around as...killing innocent bystanders in a world where death has been forgotten.

(please, feel free to call me a sick fuck for even thinking of this game - I already think of it as myself).

If anyone's interested, I can post my script for the first few minutes of gameplay to get a feel for the world that they might be contributing an idea or two towards.
3
Help! / New Sprites
September 17, 2013, 06:41:21 pm
ok, I know that there's only so much "room" to work with in the rom (or whatever), so here goes:

am I limited to 16 monster classifications, or can I have more?  can I, say, have 2 of every monster type instead of 3, or is there not enough room for more sprites?

How about character sprites? I want to make the following into custom jobs:

35 Chemist
36 Priest
37 Wizard
38 Oracle
39 Oracle
3D Knight
3F Archer
42 Wizard
44 Time Mage
46 Oracle
47 Summoner

These are, form what I can tell, primarily the Undead versions of said jobs (though I have no idea what's up with there being so many oracles).  3D and on even have "special" job commands.  I can condense the abilities I'm using by a fair amount (there's really no need for 2 Seals, and 3 Dash commands) and give some monsters human skills to make it semi-viable...not to mention that, if these are Invite-proof, they're essentially NPC-only classes which would add a touch of flair to random encounters, boss fights, or even a little surprise in Deep Dungeon.

Which addresses my main concern: room.

is this viable? do those spots (like 3D Knight) redirect to their basic sprites, or is it a separate, yet identical sprite?
4
Help! / Tempo and status effects
September 03, 2013, 10:53:19 pm
I saw a list a while back on here about status effects, and how they affect the tempo of combat.

Things like "Death Sentence" and "Haste" being inherently "better" than, say, "Blind" or "Slow", and affecting time taken to resolve battles, etc.

I can't find it anywhere, but does anyone know what this list is offhand?  I recall it separating things into 3 tiers of effectiveness, and that's about it.  I want my patch to basically have lesser statuses easier to access, and to balance out greater statuses.

ex: Stasis Sword is good because of the status, but bad because of range.  I want to nerf the status to a "lesser" one, and increase range - basically, rebalancing all Agrias' abilities with each other.  Basically, giving lesser statuses to damaging attacks, and saving better statuses for non-damaging things.
5
New Project Ideas / Lion's War Tactics
August 26, 2013, 12:47:28 am
ok, so here's my plan, and project - to take the Final Fantasy out of Final Fantasy tactics.  Leave it as simple "War of the Lions, the Zodiac Brave story"

Why? because there's nothing relating to FF anyways except a few passing refrences...well, there's only a few passing refrences anyways to bind any given FF game to any other, but...whatever...

I also intend to redo faces so people look more...unique... (I'm sorry, but there are way too many noseless fair-skinned blondes in Ivalice, and it's hard for my wife to keep up).  This may get kicked to the curb, though.

I'm also planning on changing the jobs...mostly to amuse myself.  As a secondary, though, it always bothered me how little elements play into things.  Seriously - when did you ever consider a Coral Sword over an Ancient Sword if you weren't planning on kicking some Squidlarkin ass?

Damage is taking a serious overhaul.  Weapons and spells are going through rigorous reworking to each be within a certain specified damage output.  Average hit is aimed to be ~100 before modifiers late-game.  HP is scaling back to match - don't expect to see anyone with 999HP (except maybe Worker 8 - still working on this)

Extra base classes may be recruitable!  We all know people come form all sorts of walks of life...as such, (room allowing), I may be creating extra, Invite-only PCs to be recruited at various points in the game.  Since, y'know, not everyone started out as a squire.

Monsters being reworked to be more in-balance with humans.  Each monster will have all 3 abilities, plus a Beastmaster ability.  Monsters will also have more innate abilities, including taming, poaching, teleporting, and various skills to make them more adept at their skills than other monsters with the same skills.

(for example, Mindflayers will have innate Tame, as they have a habit of keeping slaves.  Beholders, however, have innate Concentrate, making their Mind Blast more accurate than a Mindflayer's)


Barehand changed - PA*9
Swords changed to Mageswords - (PA+MA)/2*WP
Kngihtswords now just PA*WP
Katanas changed to PA*WP
Axes formula changed - Bare PA*WP
Hammer formula changed - MA*WP
Book Formula Changed - MA*WP, now basically an X-Bow for mages
All weapons now either Doublehand, or 2Weap capable.  No more equipping 2 Excaliburs - This will help control damage output.
Only Daggers and Ninjato 2-weapon capable.
New Weapon: Rugila Blade.  Equippable to Ramza only.
Perfume now "Souls", and mage-only.  Souls give amazing abilities, but at steep costs.
Charms added - basically like hats, but for mages.




Basic Units


Basic unit. 
A cross between Squire and Ubersquire...though Ubersquire's going to get its own set of buffs.  Trying to make the basic skills a little more useful.

Eq: Axes, Knives, Knightswords, Hats, Clothes, Rings, Armlets, Cloaks, Boots




Basic unit.
Condensed a little bit, and removed Remedy.  Because screw remedy.  I'm also making the class a little more magically inclined, statistically.  Items can now debuff as well as buff, so more careful use of items is advised.

Eq: Dagger, Staff, Rod, Hat, Charms, Clothes, Rings, Armlets, Robes, Souls, Cloaks, Boots

Innate: Throw Item




Basic Unit.
Yes, 3 basic units.  Why?  Because I wanted to.  Acrobat is, essentially, a nerfed Ninja.  Innate 2-hands, but no good 2-handed weapons. Why? Because I'm evil.  Also: Basic Unit.

Eq: Gun, Pole, Dagger, Hat, Clothes, Rings, Armlets, Robes, Cloaks, Boots

Innate: 2-Weapons






Paige L2

Basic Dragoon, but reinvented.  Made it a light armour class instead to give access to hats and armour to boost speed to make Jump more reliable.  Also, I didn't have any better ideas on how to make this class viable, what, with the jump command being a huge handicap to work with.  I'd also like to make Jump work with sticks AND lances (it makes sense, and puts Female's MA growth to work).

Eq: Lances, Sticks, Sheilds, Hats, Clothes, Rings, Armlets, Robes, Cloaks, Boots




Adept L2
OK, back to classes that require descrptions in their abilities.  Wizard is same-ish, but a little reinvented.  I took a few cues from DnD's Wizard, to be honest.  So sue me.

Eq: Rod, Dagger, Hats, Robes, Clothes, Rings, Armlets, Robes, Souls, Cloaks, Boots




Acrobat L2

Orator, but with a few less crappy skills.

Innate: Monster Talk

Equip: Daggers, Hammers, Hats, Clothes, Rings, Armlets, Robes, Souls, Cloaks, Boots






Paige L3, Adept L3

Something a little more offense minded.  It honestly bothered me that Priest had a (comparatively) decent PA, but no PA-based weapons.  Meant to be able to hold his own.

Eq: Staff, Hammer, Hat, Robes, Clothes, Rings, Armlets, Robes, Souls, Cloaks, Boots




Paige L3, Acrobat L3

Inspired by FFTA's archers, and the fact that Poach is amazing on ranged weapons.  Not much to say on the Hunter.

Innate: Poach

Equip: Bow, Crossbow, Knife, Hat, Clothes, Rings, Armlets, Robes, Cloaks, Boots




Acrobat L3, Adept L3

Best known for curses and stealing, both got put into one class.  Curses use the Monk's Doom Fist formula, so I can make the best of the class' innate skills. Martial Arts also means I can make a mixed class without investing in PA growth very much. Don't care that the weapons may never get used.

Innate: Martial Arts

Equip: Dagger, Staff, Hat, Clothes, Robes, Rings, Armlets, Robes, Souls, Cloaks, Boots






L4 Druid, L4 Theurgist

Equip: Hammer, Staff, Hat, Clothes, Rings, Armlets, Robes, Souls, Cloaks, Boots




L4 Halberdier, L4 Theurgist

Eq: Knightsword, Sheild, Helmet, Armour, Rings, Armlets, Robes, Cloaks, Boots




L4 Halberdier, L4 Hunter
Equip: Mageswords, Staves, Sticks, Books, Hats, Clothes, Robes, Rings, Armlets, Robes, Souls, Cloaks, Boots

Innate: Ignore Weather, Waterwalk, Lavawalk




L4 Hunter, L4 Barrister

OK, I needed something to use in place of Samurai...something that used an item to attack - why not a gunner?

Eq: Gun, Sheild, Helmet, Armour, Rings, Armlets, Robes, Souls, Cloaks, Boots




L4 Barrister, L4 Gypsy

Equip: Crossbows, Lances, Hats, Charms, Clothes, Robes, Rings, Armlets, Robes, Cloaks, Boots




L4 Gypsy, L4 Wizard

Eq: Dagger, Pole, Cloak, Hat, Charm, Robes, Rings, Armlets, Robes, Souls, Cloaks, Boots






L3 Necromancer, L3 Theurgist, L5 Barrister
Equip: MageSword, Dagger, Staff, Hat, Clothes, Robes, Rings, Armlets, Robes, Souls, Cloaks, Boots




L3 Wizard, L4 Druid, L5 Elementalist

A warrior class based on MA instead of PA.  has Warrior-like HP, MP and Speed growths

Eq: Hammer, Magesword, Shield, Hats, Charms, Robes, Rings, Armlets, Robes, Souls, Cloaks, Boots




L4 Hunter, L4 Vanguard, L4 Mageslayer

Focuses on using weapons with different damage formulas from normal.  All attacks use weapon range & restrictions.  Einherjar class consists of Viking and Valkyrie - both gender specific, and both with their own equipment options.  They share a movepool and stat growths, however.

Valkyrie Equip: Bow, Lance, KnightSword, Charm, Helmet, Armour, Rings, Armlets, Robes, Souls, Cloaks, Boots
Viking Equip: Axe, KnightSword, Sheild, Hat, Helmet, Armour, Rings, Armlets, Robes, Souls, Cloaks, Boots




All Tier 3 classes at L3

Innate: Deft Fingers, Perfect Aim, Concentrate, Beastmaster

Equip: All Weapons, Armour, Accessories

Mimics allied monster skills.  Monsters' stats are going to be scaled down to be a little more "realistic", so no more 23MA monsters.  Monster Skills, as such, will all be scaling skills that would actually work decently if a human uses 'em.  As with any mime replacement, equipment will be destroyed post-battle.








To be filled out more as I have the time to do so, and learn more about hacking and such.  Yes, I fully admit that some of these are technically notes, but I haven't had the chance to find the right formulas yet.  Any critiques would be appreciated, and may help me finish this project faster.
6
Help! / Stat Growths
August 25, 2013, 04:13:03 pm
Is there a way to make a MA stat growth scale with level, to make, say, a single fire spell be worthwhile the entire game?

for example, having MA rise every few levels at a seemingly ridiculous rate, so it can keep up effectively with weapons?

also, is it possible to make it doable in such a way that an oak staff with doesn't outpower Excalibur incredibly quickly.

would high base damage be better, as it means spells would be ridiculous earlygame, then balance out lategame?
7
Help! / New characters
July 16, 2013, 10:11:24 pm
ok, planning on giving custom jobs and classes to:

Rad
Lavian
Alicia
Boco (replace with Human)
Byblos (replace with Human)

All different classes.

I know I can replace Malak (dead), Balmafuma, Simon, and Gaffgarion, but what else can I work with?

I'm blindly assuming that I can replace Byblos (since he's demon rather than monster...likely wrong on this, but meh), but in general, are there enough unused/replacable sprites to accomplish this?
8
Help! / sprite types
July 13, 2013, 10:18:57 am
I know Type1 and Type2 aren't interchangable, but what about MON?

can I take a human sprite and set it as a monster?

for things like, making something look humanoid (like a cloaked figure), and making it a golem instead of a person.
9
PSX FFT Hacking / Jump Request
July 05, 2013, 12:16:20 pm
so much for trying to keep this simple...

Request ASM for Jump to get extra damage with Sticks as well as Lances.  Kudos if it can be mixed with the "putting Jump bonuses into the battle formula" code I saw a while back.

Also Also, if possible, a merging of "Lavawalk", "WaterWalk" and "Ignore Weather" into one ability...such an ability might actually get used, as opposed to all 3 seperately.
10
Help! / Equipment Positions
July 05, 2013, 12:02:35 pm
ok, I know that you can't change, say, an accessory into a weapon, because it'd be hard-coded to be a Knightsword that goes on your ring finger at that point...

...what about Balls and Shurikens, which don't go anywhere?  can I safely mod one/both of them into a weapon/armour/whatever?

can I mod Sheilds into weapons, since they're hard-coded for "hands"?

also also: can I change a Sheild into a Cloak so I can give things like mages something to have in their off-hand (a-la FF1's Procape)?
11
PSX FFT Hacking / Weapon questions
June 25, 2013, 12:13:51 am
ok, did a quick search, and didn't find anything - just ASM hacking.

can I change the weapon formulas from DMG_(weapon) safely?

I want to do things like setting Staves to go off MA, and switching Daggers to the Throw formula and such, but I'm worrying about buggering things up.  Will I?

also, is there a way to remove the randomness from Axes and Flails?  I hate that, and it's about the only reason I don't use them...

also also - I know I can't replace a Sheild with a Mantle (coding for position, etc.) but replacing a weapon with a weapon is fine, right?  I can remove Harps (fsck harps) with books, and such?  If so, does this extent to Shurikens/Balls, since they're weapons too?

...this is all without ASM hacking, BTW - I don't wanna jump in headfirst, get in over my head, and lose interest.

...I wish FFT Patcher didn't have so many blank spaces...it'd make this all SO much easier.  even if it came with a readme and a GOTO for extensive details, it'd be easier...
12
The Lounge / here I go! YEARGH!
June 22, 2013, 03:29:28 pm
FFT enthusiast who stumbled on this site thanks to Rebirth.  glad I did.

currently learning the ropes, trying to get my wife to run through my favourite FF game.

gonna take all the "Final Fantasy" out of the game (she hates when a series slaps its name onto something haphazardly), and fix the face sprites so I can get my wife to enjoy the game.  (she finds them too generic and unrecognizable, so I'm gonna spice 'em up a bit).  the former shouldn't be too too hard, given that there's not a lot that's linking it back to FF games...
13
Help! / berserker!
June 22, 2013, 10:11:04 am
ok, I'm looking to change either Regenerator or Eq Axe into a self-inflicting Berserk status...is there an easy way to do this using FFTPatcher?