Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: on December 31, 1969, 07:00:00 pm

Poll
Question: Would you like to see this done?
Option 1: Yes! votes: 35
Option 2: Not interested. votes: 13
Title: Shuushin; A Japanese Fantasy Rework
Post by: Lydyn on September 20, 2008, 01:52:52 pm
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Post by: Archael on September 20, 2008, 02:05:28 pm
No, unless it is a new storyline & new event patch
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Post by: Lydyn on September 20, 2008, 03:20:49 pm
Not really skilled enough to do new stories anyways ... so that's out.
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Post by: Archael on September 20, 2008, 03:22:06 pm
I think people want to play new content instead of more standard FFT patches

same old
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Post by: Lydyn on September 20, 2008, 04:34:50 pm
If that's the case, I guess I'm old news and this won't get much interest. Oh well.

Edit: Or maybe a couple are interested! I just need some time to think of some ideas and how to translate it into the FFT engine...
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Post by: boomkick on September 21, 2008, 12:46:23 am
Well, some class ideas.

Ninja- Deals in instant death and quick kills. Insanely weak in HP, but high magic, power, and agility (move jump speed and evasion).

Juggernaut- Extremely strong, but an idiot in magic. Can take a ton of damage, but weak against all sorts of magic. Usually wields a large blade (Knight Swords).

Aura Blade- Wields a sword and usually deals aura damage. This should replace the samurai skillset. I have another idea for the Samurai.

Samurai- His skill is called Draw. He does melee attacks ranging from slow (charge) to quick strikes (ranged strikes) to jump slashes (1 skills that is basically Jump from Lancer). He has no magic attacks. But he has high magic and can use a magic secondary.

Anti-Demon- A Dark Elemental class that deals in Dark Magics. No attack power at all. Has Lifebreak and some other Dark elements.

Life Balance- He deals in risky business messing with the Yin and Yang of life. He destroys that balance in order to twist in his needs. There are sometimes mistakes, so death can come from healing.

ill come up with some ideas later for you.
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Post by: Lydyn on September 21, 2008, 02:59:18 am
Oohh! Those are some great ideas! I've already thought of a nice skill for Ninjas now... :) Just to find some time in the mornings or afternoons for this.

Edit: Sorry if I little slow about this. Still got driving lessons and role-play stuff to deal with.
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Post by: Lydyn on September 24, 2008, 12:59:44 am
For those few who are interested (sorry, don't really have the time to keep up on all the neat new features and such) ... what about this as a general layout for the classes?

Squire -> Swordsmen (Knows basic techniques)
Chemist -> Alchemist (Knows the basics of mixing herbs in battle)
Priest -> Zougeiro Mage (Channels energies from the great spirits to smite the mortal dead [undead] and heal the living)
Wizard -> Wu Jen (Masters of the four basic elements; Fire, Air, Earth, and Water)
Knight -> Guardsmen (Knows advanced techniques involving the spirit)
Archer -> Mercenary (Knows advanced techniques involving physical attacks)
Monk -> Monk (Master of spirit energy; Ki)
Thief -> Bandit (Master of physical and looting skills)
Oracle -> Ten'on Weaver (Master of the fifth element; Heaven)
Time Mage -> Void Disciple (Master of the intangible sixth element; Void)

More later.
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Post by: boomkick on September 24, 2008, 01:33:54 am
Lancer -> Dragoon (Master of the Spear a flight (Jump) attacks)
Mime -> Copycat (copies the powers of his allies)
Mediator -> Bad-Mouth Master (Deals damage and effects with bad words)
Dancer -> Succubi (charms eneny and presides over darkness)
Bard -> Banshee (Screams deal damage)
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Post by: Ryonin on September 24, 2008, 09:04:01 am
It amuses me that the Onmyoji, one of the three strictly asian classes, is being replaced.
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Post by: Lydyn on September 24, 2008, 08:14:54 pm
Quote from: "Ryonin"It amuses me that the Onmyoji, one of the three strictly asian classes, is being replaced.

... ???

Quote from: "boomkick"Lancer -> Dragoon (Master of the Spear a flight (Jump) attacks)
Mime -> Copycat (copies the powers of his allies)
Mediator -> Bad-Mouth Master (Deals damage and effects with bad words)
Dancer -> Succubi (charms eneny and presides over darkness)
Bard -> Banshee (Screams deal damage)

Actually, I may not include Mime ... or I may do what I planned with Zodiac Crisis; change it (have to look up how I did it).

As for the others, they're too similar to Vanilla FFT, though I may end up either making Lancers stay the same unless I can get rid of the Jump.
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Post by: Vanya on September 24, 2008, 10:08:29 pm
Onmyouji = Oracle / Mystic

Look it up on wikipedia to find out why they cast spells with little ghosts in them! =)
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Post by: Lydyn on September 25, 2008, 12:09:35 am
Ah, yeah ... though I believe Ying and Yang is more of a Chinese concept, not Japanese, which is what I'm more leaning towards right now. I see the irony though. :P
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Post by: Lydyn on September 26, 2008, 03:11:27 am
Could use some help on this though. Having trouble with Dash at the moment. I keep changing it to FFFF (Regular Attack) and making it match the Weapon Break skill and such, but it still makes the unit tackle someone ahead of them, but without damage or an effect (I assume because it's FFFF).

Any ideas?
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Post by: LastingDawn on September 26, 2008, 07:39:40 am
Yin-Yang is highly ingrained in both cultures, there is no such thing as an "Onmyoji" in Chinese, the closest thing Might be a "Wu Xeng" (sp?) Both basically mean the same thing as "Sage" or "Mystic". In any case about Dash... it's a possibility you might want to change the animations associated with the skill.  To do that, look up the "Animation Skill Links" in which this should follow.

Quote[04:09] <Zodiac> x00   
[04:09] <Zodiac> x01   
[04:09] <Zodiac> x02   
[04:09] <Zodiac> x03   Walk
[04:09] <Zodiac> x04   Fast Walk
[04:09] <Zodiac> x05   Slow Walk
[04:09] <Zodiac> x06   Stand
[04:09] <Zodiac> x07   Stand
[04:09] <Zodiac> x08   Stand
[04:09] <Zodiac> x09   Null Float
[04:09] <Zodiac> x0A   Fast Float
[04:09] <Zodiac> x0B   Slow Float
[04:09] <Zodiac> x0C   Run
[04:09] <Zodiac> x0D   Fast Run
[04:09] <Zodiac> x0E   Slow Run
[04:09] <Zodiac> x0F   
[04:09] <Zodiac> x10   
[04:09] <Zodiac> x11   
[04:09] <Zodiac> x12   
[04:09] <Zodiac> x13   
[04:09] <Zodiac> x14   
[04:09] <Zodiac> x15   Anti-Clockwise spinning (loop)
[04:09] <Zodiac> x16   Critical
[04:09] <Zodiac> x17   Defend  
[04:09] <Zodiac> x18   Dodge
[04:09] <Zodiac> x19   In pain (loop)
[04:09] <Zodiac> x1A   Dead
[04:09] <Zodiac> x1B   Raise Hands
[04:09] <Zodiac> x1C   Level Up (loop
[04:09] <Zodiac> x1D   Job Level Up (loop)
[04:09] <Zodiac> x1E   Jump
[04:09] <Zodiac> x1F   Flying
[04:09] <Zodiac> x20   Pick on ground
[04:09] <Zodiac> x21   Charge
[04:09] <Zodiac> x22   Charge
[04:09] <Zodiac> x23   Frozen Walk
[04:09] <Zodiac> x24   Bow
[04:09] <Zodiac> x25   Dance (not the Dancer's)
[04:09] <Zodiac> x26   
[04:09] <Zodiac> x27   
[04:09] <Zodiac> x28   Sing
[04:09] <Zodiac> x29   Dance
[04:09] <Zodiac> x2A   Charge Spell
[04:09] <Zodiac> x2B   Chant Spell
[04:09] <Zodiac> x2C   Found Item
[04:09] <Zodiac> x2D   
[04:09] <Zodiac> x2E   
[04:09] <Zodiac> x2F   
[04:09] <Zodiac> x30   Frozen Walk
[04:09] <Zodiac> x31   Frozen Walk
[04:09] <Zodiac> x32   Vanish
[04:09] <Zodiac> x33   Found Item
[04:09] <Zodiac> x34   Horizontal Jump?
[04:09] <Zodiac> x35   Bow then Stand
[04:09] <Zodiac> x36   Bow
[04:09] <Zodiac> x37   Struck
[04:09] <Zodiac> x38   Struck
[04:09] <Zodiac> x39   Raise Hands
[04:09] <Zodiac> x3A   
[04:09] <Zodiac> x3B   Vanish
[04:09] <Zodiac> x3C   Teleport From & Teleport To
[04:09] <Zodiac> x3D   Upper Strike
[04:09] <Zodiac> x3E   Middle Strike
[04:09] <Zodiac> x3F   Lower Strike
[04:09] <Zodiac> x40   Upper Strike
[04:09] <Zodiac> x41   
[04:09] <Zodiac> x42   
[04:09] <Zodiac> x43   
[04:09] <Zodiac> x44   
[04:09] <Zodiac> x45   
[04:09] <Zodiac> x46   
[04:09] <Zodiac> x47   
[04:09] <Zodiac> x48   
[04:09] <Zodiac> x49   
[04:09] <Zodiac> x4A   Quick Attack Stand
[04:09] <Zodiac> x4B   
[04:09] <Zodiac> x4C   
[04:09] <Zodiac> x4D   
[04:09] <Zodiac> x4E   
[04:09] <Zodiac> x4F   
[04:09] <Zodiac> x50   
[04:09] <Zodiac> x51   
[04:09] <Zodiac> x52   Spear
[04:09] <Zodiac> x53   Bow?
[04:09] <Zodiac> x54   Bow
[04:09] <Zodiac> x55   Gun
[04:09] <Zodiac> x56   Book Strike
[04:09] <Zodiac> x57   Harp Strike
[04:09] <Zodiac> x58   Upper Weapon Guard
[04:09] <Zodiac> x59   Middle Weapon Guard
[04:09] <Zodiac> x5A   Lower Weapon Guard
[04:09] <Zodiac> x5B   weapon strike???
[04:09] <Zodiac> x5C   weapon strike???
[04:09] <Zodiac> x5D   weapon strike???
[04:09] <Zodiac> x5E   weapon strike???
[04:09] <Zodiac> x5F   weapon strike???
[04:09] <Zodiac> x60   weapon strike???
[04:09] <Zodiac> x61   weapon strike???
[04:09] <Zodiac> x62   weapon strike???
[04:09] <Zodiac> x63   weapon strike???
[04:09] <Zodiac> x64   Flip Switch on ground
[04:09] <Zodiac> x65   Raise Hands
[04:09] <Zodiac> x66   Raise Hand & Take a Breath
[04:09] <Zodiac> x67   Spin Fist
[04:09] <Zodiac> x68   Quadruple fist strike
[04:09] <Zodiac> x69   ???
[04:09] <Zodiac> x6A   pushing out hands for a second or two
[04:09] <Zodiac> x6B   ???
[04:09] <Zodiac> x6D   Stand Down
[04:09] <Zodiac> x6E   Attack
[04:09] <Zodiac> x6F   Dance Pause
[04:09] <Zodiac> x70   
[04:09] <Zodiac> x71   Steal
[04:09] <Zodiac> x72   Steal Heart
[04:09] <Zodiac> x73   Draw Out
[04:09] <Zodiac> x74   Raise Hands
[04:09] <Zodiac> x75   Jump
[04:09] <Zodiac> x76   Land (and Jump before?)
[04:09] <Zodiac> x77   ???
[04:09] <Zodiac> x78   ???
[04:09] <Zodiac> x79   ???
[04:09] <Zodiac> x7A   
[04:09] <Zodiac> x7B   
[04:09] <Zodiac> x7C   
[04:09] <Zodiac> x7D   Goblin Punch
[04:09] <Zodiac> x6C   ???
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Post by: DarthPaul on September 26, 2008, 11:33:54 am
i understand what you mean but oriental isnt chinese its persian
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Post by: Ryonin on September 26, 2008, 11:43:27 am
Err...  Persian is persian. I've never heard anyone use "oriental" when they were talking about anything that's specifically persian.

http://en.wikipedia.org/wiki/Oriental (http://en.wikipedia.org/wiki/Oriental)
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Post by: DarthPaul on September 26, 2008, 11:47:08 am
persia doesnt exist anymore many people refer to japan and china as the orient but the orient is iran iraq afghanistan etc and dont trust wikipedia cause anyone can edit it hence the commonly used to refer to china and japan
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Post by: Vanya on September 26, 2008, 12:01:35 pm
QuoteFrom Referance.com:

Usage of term
In time, the common understanding of 'the Orient' has continually shifted eastwards; as Europe learned of countries farther East, the defined limit of 'the Orient' shifted eastwards, until it reached the Pacific Ocean, in what Westerners came to call 'the Far East'.

Initially, the "Orient" referred primarily to the cultures and countries of what are now considered the Middle East. For example the Three Kings of the Orient in Christianity were not from China, Japan etc. This particularly included regions that used to be known as Persia, Mesopotamia, Asia Minor, and Egypt. As awareness of other Asian countries grew in European consciousness, the term often came to mean South Asia, Southeast Asia or East Asia. By the late 19th century, the term usually referred to China, Japan, Korea and surrounding nations while the British colonists frequently used it when speaking of India. Remnants of the older conception of the Orient still exist in the English language in such collocations as Oriental studies (now largely replaced by Asian studies), Oriental rug and Oriental harem. It has taken on a specific usage since the publication of Edward Said's influential book, "Orientalism" (1980).

The whole thing is kind of silly to argue. The current meaning is the most important as it is what we choose to use commonly. Don't forget that language is dynamic.
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Post by: DarthPaul on September 26, 2008, 12:11:14 pm
i understand that language is dynamic but common usage is not what the word actually mean and my chief example is the "n" word used to mean dirty stupid and retarded but now people think its a bad term for black people thats where i say NO
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Post by: Vanya on September 26, 2008, 12:21:57 pm
That may be the case with "Nigger", but that particular situation is ironically very retarded and stupid. The evolution of the word orient has a logical course though. And if you get down to the pure semantics of it orient means 'the East' and oriental means 'from the East'. This means different things to different people. Technically, for us in the Americas the Orient includes all of Europe, Africa, Asia, and Australia. But this is totally off topic.
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Post by: DarthPaul on September 26, 2008, 01:27:05 pm
yea i guess i get your point and nice pointing out the irony there  :lol:
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Post by: Lydyn on September 26, 2008, 04:55:32 pm
Quote from: "LastingDawn"In any case about Dash... it's a possibility you might want to change the animations associated with the skill.  To do that, look up the "Animation Skill Links" in which this should follow.

O.o Um, a lot of thanks for this, but I seem so far beyond anyone due to my absence and business ... I haven't a clue how to use this. Or much of anything else that's new for that matter ...
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Post by: Asmo X on September 27, 2008, 12:43:55 am
Quote from: "darthpaul"i understand that language is dynamic but common usage is not what the word actually mean and my chief example is the "n" word used to mean dirty stupid and retarded but now people think its a bad term for black people thats where i say NO

What the fuck is this shit?
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Post by: Lydyn on September 27, 2008, 12:33:25 pm
Okay, since everyone is more busy with arguments about proper terms rather than lending a helping hand, maybe changing the formula to that of Repeating Fists will help...

Edit: ... nope, he's still tackling. >.<
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Post by: Skip Sandwich on September 27, 2008, 12:48:48 pm
yeah, the animation that the character does is hardcoded, so even if you set the effect to say, Fire, he'd still tackle. one of the excell forms on the forums, I think the one for tracking ability name changes, lists what animation each skill slot calls on.
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Post by: DarthPaul on September 27, 2008, 01:26:25 pm
Quote from: "Asmo X"
Quote from: "darthpaul"i understand that language is dynamic but common usage is not what the word actually mean and my chief example is the "n" word used to mean dirty stupid and retarded but now people think its a bad term for black people thats where i say NO

What the fuck is this shit?

it was an example in an argument that is over and buried a stalemate was reached and we're done....DONE

why not just change from spin fist animation to the spin fist move?
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Post by: Lydyn on September 27, 2008, 02:30:59 pm
... not sure what you mean honestly. LastingDawn said something about Animation Skill Links, but I didn't see anything in there about how to change them. So, I guess Tackle will stay Tackle for now.
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Post by: Vanya on September 27, 2008, 06:29:11 pm
read up on this:

http://www.ffhacktics.com/forum/viewtopic.php?t=888 (http://www.ffhacktics.com/forum/viewtopic.php?t=888)
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Post by: Lydyn on September 27, 2008, 07:06:30 pm
Quote from: "Vanya"read up on this:

http://www.ffhacktics.com/forum/viewtopic.php?t=888 (http://www.ffhacktics.com/forum/viewtopic.php?t=888)

Yeah, I've skimmed through all five pages and I still don't see anywhere where it explains how to edit Animation Skill Links, only what certain ones do and such. :(
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Post by: DarthPaul on September 27, 2008, 09:43:11 pm
play around with it thats how you discover stuff
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Post by: Vanya on September 27, 2008, 10:58:25 pm
I think on pg3 Zodiac posted a list of the offsets of each of the skills. Just look at the values and you'll be able to figure out what pose corresponds to what.

I also put in an explanation of what each of the 3 byte per entry control. byte 1 is post part 1, byte 2 is pose part 3, and byte 3 is text displayed after using the skill.

I'm going to add a lot of info on this to the wiki when I have some time. In the mean time I'll show you 2 important values:

$012C00 = Standard spell-casting pose with spell energy color determined by the spell's element.

$070000 = Standard weapon attack pose. Works in conjunction with the weapon strike check box in the Patcher.

Hope this helps. =)
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Post by: Lydyn on September 27, 2008, 11:35:47 pm
Sorry, those numbers mean absolutely nothing to me. Hex editing, I assume? I've never really played with hex editing ... which I guess kind of makes me lame and far behind anyone else here in terms of doing things.
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Post by: Vanya on September 28, 2008, 02:11:41 am
Here:

http://www.ffhacktics.com/forum/viewtopic.php?t=700

I put together a small tutorial about Hex editing! =)
It's really very easy.
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Post by: Lydyn on September 28, 2008, 12:59:29 pm
Quote from: "Vanya"Here:

http://www.ffhacktics.com/forum/viewtopic.php?t=700

I put together a small tutorial about Hex editing! =)
It's really very easy.

Okay, I kind of see what's going on now, but ... I'm still a bit confused, sorry. >.< For example, when I open BATTLE.BIN, I see this for the first & second line;

Quote00000000 || 88880680888806808888068088880680 || ................
00000010 || 94880680948806809488068094880680 || ................

This part makes no sense to me relating to any of the lists provided with things like;

Quotex2CE10
x2CE13 Cure
x2CE16 Cure 2
x2CE19 Cure 3
x2CE1C Cure 4
x2CE1F Raise
x2CE22 Raise 2
x2CE25 Reraise
x2CE28 Regen
x2CE2B Protect
x2CE2E Protect 2

I mean, I understand hex counting fairly easily, but these two 'tables' don't mesh well at all and the Readme for the hex editor doesn't really explain much.
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Post by: Vanya on September 28, 2008, 02:52:47 pm
x2ce13 is the address or offset of the 3 byte entry for Cure.

If you go to x2ce13 you'll see this: 01 2c 00.

The line starts at 2ce10.
01 is at 2ce13.
2c is at 2ce14.
00 is at 2ce15.

The next entry is at 2ce16.

See? BTW what program are you using?
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Post by: Lydyn on September 28, 2008, 03:10:41 pm
WindHex and what you said doesn't make much sense to me either. Sorry for being so difficult ... I'm a very visual learner.
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Post by: Vanya on September 28, 2008, 05:40:07 pm
Quote from: "Lydyn"
Quote00000000 || 88880680888806808888068088880680 || ................
00000010 || 94880680948806809488068094880680 || ................

The numbers all the way on the left, "00000000" and "00000010", are the starting addresses of those two lines.

Like in any number system the leading 0's don't have to be typed. Thus, the offset of the first byte of each of those lines is "0x0" & "0x10". The "0x" tells you that we're talking about an offset. OK?
Also, it can be written without the first 0 as in "x0" & "x10", but that isn't proper.

The value stored at 0x0 is "$88". The value stored at 0x1 is also "$88".
When writing a hex value you put a "$" in front of it or an "h" after it. Thus, $88 is the same as 88h, OK?

So when I tell you that the skill animation at 0x2ce13 is 012c00. It means that the three bytes at that address are 01, 2c, and 00.

In WinHex, you load battle.bin.
Click on the 'Search' menu.
Go down to 'Go To Offset' and click on it.
The dialogue box that pops up has a space marked 'File Position'. In that space type "2ce13" and press enter.
It will jump down to line '0002ce10' which will be highlighted, and the cursor will be on the number '01'.
Next to it will be '2c', and next to that is '00'.
Those 3 numbers are the skill animation value. If you change it to "$070000" the cure spell will make the caster use their weapon instead of the normal spellcast animation.
Try it and see.
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Post by: Lydyn on September 28, 2008, 05:55:11 pm
[Scratches out.]
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Post by: Vanya on September 28, 2008, 05:56:26 pm
Wasn't done typing yet... read the whole thing now.
I'm adding this to the tutorial, too. In case anyone else needs detailed explanations like it in the future. =)
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Post by: Lydyn on September 28, 2008, 06:10:04 pm
So, I go to Attack [x2D25D] and I see the three bytes are [000000]. So I then search Dash [x2CFC9] and see [046A00] ... so to make it look like Attack, I'd change it to [000000] in the hex editor, save and then import it into the image file via CDMage?
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Post by: Vanya on September 28, 2008, 06:27:58 pm
Exactly!! =D
But, I'd recommend using 070000 instead. Attack uses 000000 because the main attack routine handles the caster animation on its own. 070000 is used by all the skills that use weapon strike animations. =)
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Post by: Lydyn on September 29, 2008, 06:13:14 pm
Wow, thanks so much Vanya! :D That opens up so many possibilities for skills now. Now only if I knew how to edit text more effectively ... then it'd feel more like a real patch, heh. As far as I remember, FFTacText didn't edit WORLD.BIN or BATTLE.Bin correctly, but otherwise worked just fine ...
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Post by: Vanya on September 29, 2008, 06:20:58 pm
That's easy. The Hex tutorial has a table file posted. Download it and open it along with Battle.BIN and World.BIN and it will display all the text on the right.
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Post by: Lydyn on September 29, 2008, 07:10:20 pm
Apparently I'm opening the files in either the wrong order or in the wrong way, because I'm seeing letters, but no readable text. What I'm doing is opening BATTLE.BIN and then Opening Table File -> Table 1 or Table 2 with the table file you had provided.

Edit: Oh wait, I might've found something. I went to search for text and it found "Holy Knight" for me with some other stuff. Assuming I've done this right now ... what are the exact limits on editing text this way?
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Post by: Lydyn on September 29, 2008, 07:35:27 pm
Also to those who are interested;

Mediator -> Ten'on Master (Has mastered the Heaven Arts and also has access to the secret summoning arts.)
Summoner -> Void Master (Has mastered the Void Arts and also has access to the secret summoning arts.)
Geomancer -> Daichi Disciple (This martial artist has advanced from mastering his own self to mastering the world around him, providing both fearsome attacks and powerful protection.)
Lancer -> Spear Master (The spear is often misunderstood, but the Spear Master has learn the secrets of the lance.)
Samurai (Master of both his blade and himself, the Samurai is capable of fearsome spiritual and physical attacks.)
Ninja (Usually without honor, these stealthy warriors are masters of the assassination arts.)
Calculator -> Sutamina Weaver (A master of energy, both elemental and spiritual.)


More Later about the Bard and Dancer.
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Post by: Ryonin on September 29, 2008, 07:50:10 pm
Might want to shorten Ninja to  "Often without honor, these stealthy warriors are masters of the assassination arts."

The "most often" seems unnecessary, and doesn't read very well since it's  the second time you use "often" in a very short description. Another option would be to substitute the word "frequently"
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Post by: Cyberblade on September 30, 2008, 08:22:06 am
Sounds cool =o.
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Post by: Vanya on September 30, 2008, 02:43:21 pm
Quote from: "Lydyn"Edit: Oh wait, I might've found something. I went to search for text and it found "Holy Knight" for me with some other stuff. Assuming I've done this right now ... what are the exact limits on editing text this way?

The limit is that you can't spill over into another text block. If you go over you'll screw up the first entry of another list or mess up some important game code. Also each word in a list is separated by a "#". If you have left over space just add spaces to the end of the last word on the list before the terminating "#". =)
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Post by: Lydyn on October 04, 2008, 01:39:48 am
'k, I'll see what I can do later on, thanks Vanya. :D Just spent a couple days upgrading to Vista and so forth and it's finally working, so I'm going back to working on this.
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Post by: Lydyn on October 04, 2008, 02:08:39 pm
Hey, Vanya ... is there any way to increase blocks in WORLD.BIN and BATTLE.BIN?

For example, let's say Knight looks like this;

||Knight||Monk||Archer||
Is there any way to change it so it moves that block over some spaces to give more room to edit text? Like;

||Knight____||Monk||er||

Otherwise I might have to give abbreviations to all the classes in battle for the time being.
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Post by: Vanya on October 05, 2008, 08:33:36 pm
Well, basically the size of the blocks is arbitrary. The game has pointers to whole sections of code rather that individual pointers to each entry. You just have to make sure there's a '#' between blocks and that the entire section doesn't spill over into the next. =)
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Post by: Lydyn on October 07, 2008, 11:54:39 am
All right, thanks once again Vanya! :D

Also, for everyone in general who's interested, I need some ideas for the Ten'on Weaver, mage of the heaven arts. I don't want it to be just an upgraded Zougeiro Mage (Priest), though it can have some similar abilities, I want it to be unique in itself.

So, does anyone have any ideas?
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Post by: Vanya on October 07, 2008, 12:01:08 pm
No problem! =)
I'd say have some similar spells to Z Mage like you said, but also adapt some of the summon spells to have similar effects as those spells, too.
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Post by: Lydyn on October 07, 2008, 01:55:26 pm
Well, I was going to transfer a lot of summon spells to the Ten'on and Void Masters ... but, I suppose there is enough summons to give the Ten'on and Void Weavers a few of the lower-end summons.. could have some holy-damaging spells too I suppose?
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Post by: Vanya on October 07, 2008, 03:08:10 pm
yeah. and now that we can edit the effect gfx you can be more creative about what you do with spells. =)
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Post by: Lydyn on October 12, 2008, 01:01:11 am
Wow... has anyone figured out how to change Jump to something else yet? I tried changing the skills and it's not working like I want them too. Instead, it's using weapon range (which is not checked) and having an absolute 00% chance of hitting.

For that matter, does the Ninja's Throw and the Samurai's Draw Out have the same problems as this? If so, I'll have to rethink all three classes unless there's a work-around.
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Post by: Vanya on October 12, 2008, 03:37:45 am
I have heard something along those line. There's no work around that I know of either. I haven't looked into it directly though.
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Post by: Lydyn on October 14, 2008, 12:31:11 am
Well! This is dumb ... seems like I won't be able to change the Lancer or Ninja class, so the best I can do until then is edit their Growths and Multipliers and mess with Spears and Ninja Swords. I was looking forward to really editing Ninja though. *Sigh*
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Post by: Vanya on October 14, 2008, 07:38:45 am
Drag... =/
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Post by: SentinalBlade on October 14, 2008, 09:49:44 am
Been having the same problem for months, Lydn,  ive even begged zodiac to look for that instruction in his ASM doings...

Weird thing~

If you look at elmdors sword spirit, and set its action menu from katana inventory to default, it works fine, unlike the samurai draw out. same with the Assassins throw ability
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Post by: Lydyn on October 14, 2008, 11:19:26 am
That is weird ... I wonder what in the code does that. Oh well, at the very least ... I can still edit the Samurai's abilities, since I am able to change the forumlas, graphics, and attacking animation - so that's good. I hope I can anyways.
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Post by: Vanya on October 14, 2008, 12:38:51 pm
The only problem there is that I think that the actual consumption of the sword happens regardless of the formula you use.
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Post by: Lydyn on October 14, 2008, 01:28:49 pm
Quote from: "Vanya"The only problem there is that I think that the actual consumption of the sword happens regardless of the formula you use.

Yeah, I figured that might happen, but there's no working around that right now. *Shrug* Oh well. It's easy to imagine that the ones I'm changing to Damage: Weapon (25% Chance of casting [Blank]) would just be the same as the others ... drawing out the spirit in the sword, and it creates stress on it and it can break.

Either way, Lancers, there's nothing to do with them really. They're staying the same, but I had a wonderful idea! I'm changing Bard/Dancer both to the Ninja, even giving the male/female versions unique abilities! ^^
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Post by: Lydyn on October 14, 2008, 04:05:36 pm
Apparently, Vanya ... I didn't understand the text editing, sorry. =/

What I did was edited the BATTLE.BIN, changing it from;

##Squire#Squire#
Squire#Squire#Ho
lyKnight#

To;

##Swordsmen#Swor
dsmen#Swordsmen#
lyKnight#


The result ended up with Ramza's class being perfectly displayed as "Swordsmen," but Delita ended up as a "ly Knight," Algus a "Arc Knight" and all generic Squires as "Chemists" and the generic Archer as "Monk."

Sorry for not understanding this very well. First real time with hex editing. Would this mean I'd have to come up with shorter named like I did for the skills, so it works correctly?
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Post by: Lydyn on October 16, 2008, 01:54:58 am
Hey everyone that is interested in this! I'm calling for anyone interested to beta test with me on this (since my time isn't unlimited). If anyone has free time and is interested, I'm looking for any sort of bugs (animations beings weird, things not working as they should), balance issues, or suggestions about what can be done.

Things that aren't included in v0.10 Beta are;

• Boss class changes
• ENTD Changes beyond Chapter 1 (though all random battles have been searched through to exclude the two monsters)
• Poaching
• Text Changes
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Post by: Vanya on October 16, 2008, 02:21:00 am
Quote from: "Lydyn"Apparently, Vanya ... I didn't understand the text editing, sorry. =/

What I did was edited the BATTLE.BIN, changing it from;

##Squire#Squire#
Squire#Squire#Ho
lyKnight#

To;

##Swordsmen#Swor
dsmen#Swordsmen#
lyKnight#

The result ended up with Ramza's class being perfectly displayed as "Swordsmen," but Delita ended up as a "ly Knight," Algus a "Arc Knight" and all generic Squires as "Chemists" and the generic Archer as "Monk."

Sorry for not understanding this very well. First real time with hex editing. Would this mean I'd have to come up with shorter named like I did for the skills, so it works correctly?

You have to keep the same number of #'s or everything will be shifted oaround. See how there used to be 4 Squires, but you only typed 3 Swordsmen?  Eventually you will have to shorten or rename some jobs. I save a lot of space by using the term "Paladin" instead of "Holy Knight"=)
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Post by: Lydyn on October 16, 2008, 11:38:59 am
Ah, thanks, that makes a lot more sense now. :)
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Post by: Vanya on October 16, 2008, 01:27:43 pm
glad to be of help =)
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Post by: Lydyn on October 16, 2008, 01:54:17 pm
Minor Fix: Bandits couldn't use Pilfer (Gil Taking) due to incorrect boxes being checked. Now they can. The new patch is uploaded on the first post for either of those who may beta test now or any that have already downloaded it.
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Post by: Lydyn on October 17, 2008, 12:03:54 am
Minor Fix: I lowered all the physical classes PA Growth by 10 and added 10 to the Multipliers. Same with casters and MA, only I did it by 5 each and not 10.

Edit: Also, if anyone is helping me test this, let me know if you experience odd things with Geomancer/Daichi Disciple. For some reason, my Bandit has Daichi Disciple unlocked without even having Monk unlocked.
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Post by: BeoulveBlack on October 17, 2008, 10:02:01 am
one thing that i feel will balance a tactics patch the best is to re-calculate the growth constants and the multipliers.

i feel that high multipliers are a bane to balanced gameplay and here's why:


-this will control too much shifting around jobs trying to get abilities (like a monk with teleport or a wizard with draw out and blade grasp) without crippling the class' effectiveness. here's the example: if you were to spend 20 years as a monk, you couldn't class change into a wizard the next day and have MA rivaling a wizard of 20 years, now could you? higher growth (low "C" values) and lower multipliers for human classes fixes this

-this method renders lv up/ lv down trick useless; your stats will be horrible of you do this!

i will be implementing this in my patch

-this makes it work
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Post by: Lydyn on October 17, 2008, 11:58:34 am
I've done this actually, though maybe not in the same way. What I did is started with a whole new system where squires start out with;

HP Growth || HP Multiplier || MP Growth || MP Multiplier || SP Growth || SP Multiplier ||
10        || 100           || 10        || 100           || 100       || 100           ||

PA Growth || PA Multiplier || MA Growth || MA Multiplier
60        || 100           || 60        || 100

From here, I used (generally) this table to figure out the rest of the classes;

Tier 1 - 0 (0 Growth)
Tier 2 - +10/+5 Multiplier on 2 (-2/-1 Growth)
Tier 3 - +10/+10 Multiplier on 2 (-2/-2 Growth)
Tier 4 - +15/+10 Multiplier on 2 (-3/-2 Growth)
Tier 5 - +15/+15 Multipler on 2 (-3/-3 Growth)


Of course, it's not 100% like this, as I've figured the physical classes needed a little more PA and the magical classes a little more MA to create more of a difference between the two. Also, Monk's HP was bumped up a little as well. For the most part, if I bumped the Multiplier, I also lowered the growth ... so for the most part, if you want high HP for your character, you'd train in monk. If you want the highest MP, train in Calculator.

Also, if you paid attention, most Draw Out skills are switched to PA, not MA anymore ... and Samurais have either one of the higher or highest PA growths and multipliers.

By the way; Minor Fix! I went through the Level Sim and re-did all the PA/MA growths and multipliers. I just realized the way I did it would end up with 28 PA Samurais and 32 MA Calculators ... O.o
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Post by: Lydyn on October 19, 2008, 12:20:07 am
Update; Okay, I updated the special classes, items, item levels, ENTD changes up 'til Zalmo, R/S/M abilities and maybe some other sutff I've forgotten about. The list on the first page is updated.
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Post by: Lydyn on October 19, 2008, 07:14:34 pm
All right, anyone testing this or whatever will have to wait a little for the minor bugs. Such as, this patch ... Elemental and Draw Outs use MP, but it won't actually consume it in battle. The newer one has CT added onto it ... but since I'm working on the new Lich monster, you'll have to wait unless you want to fight a ton of them at a time ... but you don't. Trust me. ;)
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Post by: Lydyn on October 20, 2008, 11:57:15 pm
Uploaded Shuushin Beta v0.11! New changes; Liches, Boss Battles, Poaching, some item reworks, all random fights! Wee! Though there still might be some bugs here and there.
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Post by: Lydyn on October 24, 2008, 03:13:41 pm
All right... assuming there's no one here to help me with testing this, where is a good place to ask for some Beta Testers? GameFAQs a good place? Because of so many changes to the game, it's difficult testing this myself.
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Post by: Vanya on October 25, 2008, 07:20:40 pm
GameFAQs and maybe ROMHacking.net's board. =)
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Post by: The Damned on October 25, 2008, 11:21:16 pm
If you still need beta testers, Lydyn, then I should be available for awhile.

It depends on how far you would want me to go.
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Post by: Lydyn on October 26, 2008, 12:10:44 am
That'd be great. I mostly looking for general things, but I can do that myself as it is ... it'll just take a while. Major specific thing I'd ask for is testing out the Lich, making it a bit more... balanced and such. You may need to learn how to play with the new classes a bit before hand though, since it's a bit of a different game.

The Lich feels like I'm making a new Zodiac Monster from scratch, without using the 'usual' abilities. If you're interested, send me a PM.
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Post by: The Damned on October 26, 2008, 03:31:01 pm
Hmm...I was just playing around with my "Blood Suck" "patch" and discovered that apparently if you try to add an Element, like say Earth in your patch, to Throw Stone, it doesn't seem to take.

I'm not sure how to fix it if you want to, though thankfully it's not something major.

(If you're curious, I tested this by changing Throw Stone to Earth in FFTPatcher like you did and then making it so that Earth Clothes are available from the start. I used Throw Stone on Ramza with Earth Clothes on and he was predicted to take damage instead of being healed.)
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Post by: Lydyn on October 26, 2008, 03:34:11 pm
Must be the formula it uses. *Shrug* Yeah, it's not a big deal for Throw Stone anyways... any major (like Earth spells) work just fine with Earth Elemental. Thanks for mentioning it though. :)
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Post by: Archael on October 26, 2008, 05:20:22 pm
Some formulas ignore any element that is assigned to them
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Post by: The Damned on October 26, 2008, 08:33:26 pm
Yeah, I remember you (?) having this problem with assigning Dark to Demi or something similar. It's not surprising, just something I noted, especially since I felt that Throw Stone being Earth was a sensible decision on Lydyn's part and something that I would probably mimic.
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Post by: Lydyn on October 26, 2008, 08:48:52 pm
I was having trouble with that too. Yeah, it's just based on all the formulas ... luckly, I threw Demi away for players. Always hated the --% damaging spells in player hands, ever since I realized you can do 999 damage to them with relatively little planning - especially in mine.

As a side note, Queklain is not a bitch, lol. I had to have a very specific set-up for my guys to stand up against him (new version, not posted).
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Post by: Archael on October 26, 2008, 09:15:17 pm
You don't have to worry about Demi doing 999 man, Demi's formula does not ignore element flags...
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Post by: Lydyn on October 26, 2008, 09:35:01 pm
Well, it doesn't fit anyways, except for bosses. No biggie.
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Post by: The Damned on October 26, 2008, 11:36:31 pm
Oh, good. I dont't have to wait for someone else to postlike I thought I would have. I hate double posting, so I was going to wait until otherwise to report in.

So far, I've logged in about an hour and a half in your patch, Lydyn--ePSXe says otherwise, though, since I have it sped it up to high hell AND frame-skipping. The patch is...interesting, though I haven't even gotten past Mandalia Plains since I was trying to get Gained JP UP and Move +1 AND Zougeiro Mage.

Speaking of Zougeiro Mage, I think that's my only major gripe with the patch so far: not being able to heal (outside of suicidal Wish) until you get Zougeiro Mage, which you won't have for at least the first two battles. Hell, I almost lost at Mandalia, twice, because Ramza has died and then almost crystallized twice. You might want to switch out all Items from the first Chapter, especially since Alchemist is the last obtainable class, and move all Mantles up so that you don't get Rushed to death, especially from behind.

My opinion on Rush is somewhat ambivalent: It's rather useful, but perhaps it's too useful for Squires, at least so early on. I mean, with Best compatibility, I'm pretty sure you can OHKO (and get OHKO'd by) the computer with Rush at Magic Gariland City, which means you're forced to pretty much have someone crystallize since you can't raise anyone until after Igros. (It's pretty difficult to slow down the battle when no one has any means of healing [without damaging themselves].)

Rush working with distance weapons like Crossbow also kind of weirds me out because, to paraphase Skip Sandwich, crossbows shouldn't gain more power by having their trigger hit really hard. (Longbows, yeah, but Guns and Crossbows, no.)

With regards to other "Basic Skill" (I'm also kind of annoyed at having to keep thread open to know what I'm actually using, but that's relatively minor), we talked about the Throw Stone already, though it seems like you boosted the damage anyway in the way that LastingDawn did. (Or at least I seem to be doing more damage than I remember ever doing with Throw Stone early on barring Accumulate BS.)

I would also like to mention that it seems rather pointless to make Heal have the Water Element when there's no way for it to be strengthened--at least, I'm assuming it's still 100% because I haven't had to use so far. Maybe you could make it so that it actually heals a bit too since that would help mitigate getting rushed down (horrible double pun not intended) while not allowing you to be as careless as items sometimes allow.

Outside of that, I haven't really done anything with the other classes yet.

However, I did notice, when I opened your patch with FFTPatcher see if the names have changed, that for Holy Wind and Holy Fire, you kept the AI Behavior as Target Allies and Learn on Hit, which I don't think you would want (or at least I assume you don't want since both do damage and both of those behaviors are left over from when they were Protect 2 and Shell 2).

I think that's it for now, outside me asking what I probably should have asked already: When do Lich monsters start showing up if I may know?


(P.S. With regards to Magic Gariland City Academy scene, the male Chemist-made-Squire changes back when turning his head to face Delita. The female Chemist looks like hodgepodge between female Chemist and male Samurai until she turns to move, which is when she transforms into her "appropriate" new sprite.

Also, now that I remembered it, you might want to get rid of Weapon Guard if everyone seems to have it Innate already. Defend would be a good replacement if you didn't mind moving it down.)
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Post by: Lydyn on October 27, 2008, 12:00:11 am
Lost at the plains? Really? Huh... I didn't have much trouble with it, which is why I didn't think much of it. Let's see ... I can give Heal the ability to heal some HP, but not too much. Mostly, the whole ideal was that magic was the main source of healing ... making it that much more rare and taking more thought in using it.

I won't officially post it until I uploaded it, but how's this look?
Heal: Heal: 30 HP, Cancels: Darkness, Silence, Berserk, Poison, Slow, CT: 2, MP: 6

With Rush, it's a spiritual technique, like most of the physical attacks that need MP to cast. More often than not, the ideal is that one is adding spirit force to the blow or use their spirit in order to augment the attack in some manner. If it becomes a real problem, the best I can do is restrict it to a range of one ... but I'd rather not do that. Rush is powerful early on, but I've never seen any One-Hit-KOs.

Throw Stone wasn't changed in any way except adding earth. Not sure what to tell you. :P And I didn't even notice Protect 2/Shell 2 (Holy Fire/Holy Wind) had "Learn on Hit," thanks for pointing that out.

Last, but not least ... that sprite glitch is quite unavoidable at the moment, since those times the squire turns into a Chemist, it's a scene sprite sheet, not the battle/formation sprite.

Oh, and Lichs... well, with the current version posted, it's at the end of Chapter 2 - Yuguo Woods. Though you may not see them until Chapter 3, still ... since it's placed in "Yuguo Woods - [Direction] 4" which means that specific random may not occur until Chapter 4. When you feel ready, I can put a specific patch for you to encounter Lichs early on - hell, I'll just give you the lastest version with edited randoms for that Lich testing.

Edit: There is no innate Weapon Guard. I may do that later, I may not. Not a huge concern right now, in my opinion.
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Post by: The Damned on October 27, 2008, 12:19:47 am
Quote from: "Lydyn"Edit: There is no innate Weapon Guard. I may do that later, I may not. Not a huge concern right now, in my opinion.

Hmm...I think got confused since Squires can equip Shields now, but I could have sworn that I deflected an attack with a dagger when I didn't have Weapon Guard on.

As for Mandalia, I didn't lose. I almost lost the rescue Algus story battle because of Ramza, and then I almost lost a random battle after that for the same reason. However, I didn't lose, which is why I said my opinion on Rush is mixed at the moment.

As for Yuguo, doesn't that place not even appear until the end of Chapter 3? Do you mean Araguay? Or did you move up its appearance somehow?

(And yeah, Protect 2 and Shell 2 had Learn on Hit. I'm pretty sure all the highest end spells except for Reraise were Learn on Hit in vanilla.)
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Post by: Lydyn on October 27, 2008, 12:23:02 am
Oh, damn, you're right... it's at the end of Chapter 3, lol ... well, you won't see them until Chapter 4 then, mostly - if at all. Which is good.
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Post by: Lydyn on October 27, 2008, 12:43:43 pm
Shuushin v0.12 Beta is now posted! Thanks 'The Damned' & 'Asmo' for fixes and suggestions and thanks to minor suggestions from 'Zodiac,' I redid some of the Lich skillset. :)
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Post by: The Damned on October 27, 2008, 01:41:19 pm
So...er, do you want to download the latest version or keep on trucking through the one I have right?

(It's not like I'm very far. I have another random battle to go before I feel like destroying Dorter Trade City.)


P.S. I don't know why I didn't say this earlier, but I disagree with Soul Strike's existence. Stupid Shock-esque moves.
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Post by: Lydyn on October 27, 2008, 04:48:07 pm
Probably best you download the newest version, has enough changes to the Wu Jen.

And yeah, a lot of people hate those moves apparently ... though I don't see why. Any time I've used it in Shuushin at least, it was either lower or equal to any other abilities or I risked death. Seriously. If it turns out to be unbalanced in my patch, I'll replace it with something else. Or if you or anyone else has a better suggestion for a Ninja art, feel free to post it.
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Post by: The Damned on October 27, 2008, 05:46:42 pm
Will do for the download, especially since I just beat Sand Rat Cellar.

I'll try Miluda's first battle out before downloading it since I want to see if I can beat it Miluda in one go in both betas.


As for disliking Shock-esque attacks, I think it's largely because the punish you for dealing damage when that's the easiest way to win. Hell, sometimes it's the only way to considering the amount of status immunities that people may have. That combined with range and, in your case and vanillia, being unable to evade, much less counter the attack, makes it all the more unbalanced.

Of course, since it's available to generics, I could see it going both ways to point where the game might be really stupid once I get Ninja unlocked for two or more of my generics.

I can think of other skills to add besides that are Ninja-esque, but I'll try and wait to suggest them until after I've got Ninja unlocked.

(Of course, part of my reserve is that the one that I would most like to see, since it's an infamous ninja move [at least in video games], doesn't seem like it would work due to the way that Jump is....)
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Post by: Archael on October 27, 2008, 05:48:07 pm
If it's based on Shock!, you can make it Evadeable (M) and lower its hit % Q

Shock is strong as hell to be a 100% attack

just a suggestion
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Post by: Lydyn on October 27, 2008, 06:15:43 pm
Well, it's already marked as Evadeable, and it's range for Ninjas is only 2 panels, regardless. It shouldn't work against Undead, to say the least, unless the formula ignores elements. Haven't tested. Guess we'll see how abusable it'll end up being.

And I can add 'Jump'-like attacks ... to a degree. I can change skill animations and change one to the Jumping on. In fact Yuuhi (sp) is a Jumping Attack (Monk).
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Post by: The Damned on October 27, 2008, 11:08:44 pm
Quote from: "Lydyn"And I can add 'Jump'-like attacks ... to a degree. I can change skill animations and change one to the Jumping on. In fact Yuuhi (sp) is a Jumping Attack (Monk).

I've been hit by Yuuhi about four times already and it looks more like a blueish Wave Fist (irony) that has close ties to Icewolf Bite than any jumping animation. At least with the older beta.

As for Jumping, I meant something that managed to utilize the Jump aspect, since I thought that it made you leave the ground; it figures that I was wrong and have come to realize through testing that it just makes you invincible, so now I'm pretty sure my idea won't work since you can't force the opponent to Jump with you.
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Post by: Lydyn on October 27, 2008, 11:28:04 pm
Uh ... did you import the BATTLE.BIN? It changes Spin Fist to the Jump animation ... and yes, it uses a downward blue scratch-like effect, but with jumping.
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Post by: The Damned on October 28, 2008, 12:15:00 am
I'm pretty sure it did that automatically for me considering all the random battles are different.

It may just be my computer, but I'm pretty sure the Monks aren't jumping to attack. It's more like you said except they extend their hand in a punch like with Spin Fist or Wave Fist or Earth Slash or whatever.
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Post by: Lydyn on October 28, 2008, 12:56:57 am
Import the posted BATTLE.BIN! ... otherwise the new animations would appear. It's in the original post there. You need to import it before patching the ISO. Unless you're okay seeing them punch the air and seeing a downward slash. :P
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Post by: The Damned on October 28, 2008, 01:12:48 am
I honestly could have sworn I did, but knowing me, I probably did it wrong even though I read the guide.

Just PM me with how you do it exactly when you have the time since I'm probably not going to get anything else done until I get back from work tomorrow, which is now four hours later since I got called to work a full day.

(Lame.)
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Post by: Archael on October 28, 2008, 08:59:00 am
hey

you should try distributing the patch as a .ppf

it will patch every change made to the iso, including battle.bin changes, in one go

it's very convenient for more complex patches that have sprites, battle.bin changes, etc etc

that way people dont have to PATCH ISO, import the sprites, and the battle.bin, etc etc
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Post by: Lydyn on October 28, 2008, 12:45:47 pm
.ppf? ... Mind elaborating, please?
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Post by: Archael on October 28, 2008, 01:14:17 pm
go look at the 1.3 topic that has the actual patch in it and apply it

it's the best way to see first hand how it works
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Post by: Lydyn on October 28, 2008, 01:17:02 pm
Well, I figured it was a program that'd apply all the changes, but ... how do I make a .ppf file?

Edit: Uh, I can't apply v1.3 anyways. "PSX_fftv13021.pff features an unknown encoding method!"
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Post by: Archael on October 28, 2008, 01:24:50 pm
???

Are you having problems downloading the .ppf file?

Just grab the .ppf and the ppf o matic program that applies it to ISO

that's a weird error, never heard of that one before
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Post by: Lydyn on October 28, 2008, 01:27:10 pm
Wrong PPF-O-MATIC version ... still, do you mind explaining how I make a .ppf file for other people? There's no readme that explains this and nothing in the program seems to do it.
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Post by: Archael on October 28, 2008, 01:29:45 pm
sure

google ppf studio

it works like this:

you tell it what the original, vanilla FFT ISO is

and then you tell it what the modified, patched ISO is

it'll compare the differences between the two and generate a .ppf file

ta da
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Post by: Lydyn on October 28, 2008, 01:37:51 pm
Okay, that is pretty freakin' awesome ... too bad I don't have a hosted little folder-site like you. :P Thanks though!
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Post by: Archael on October 28, 2008, 01:55:27 pm
no you dont have a hosted little folder site like me

that's totally irrelevant

I'm just trying to help you out

do you meet all people who try to help you with snide jealousy remarks?

thats the last time u get help from me, sir
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Post by: Lydyn on October 28, 2008, 01:58:42 pm
... whoa. :shock: You took that totally the wrong way, seriously. Sure, it'd be nice to have one, but ... really, I was just kidding. If I was that intent on getting one, I'd just ... get one. I'd find something. Seriously, there was no snide jealously remarks from my end. Sorry if you took it the wrong way.

Edit: ....
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Post by: Archael on October 28, 2008, 01:59:07 pm
mmmmmooooooomyyyyyyyy!!!!!
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Post by: Archael on October 28, 2008, 06:15:44 pm
it was a joke
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Post by: Lydyn on October 28, 2008, 06:45:48 pm
I caught that now. Ya jerk. :P Well, got a step further with text changes, thanks to SentialBlade!
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Post by: Lydyn on October 28, 2008, 08:53:50 pm
Need name suggestions for;
• Pitfall (Adds Shell, Shell 2 GFX)
• Water Ball (Heals, Water Ball GFX)
• Carve Model (Adds Protect, Protect 2 GFX)
• Local Quake (Adds Haste, Haste 2 GFX)
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Post by: The Damned on October 28, 2008, 09:35:18 pm
Assuming these are for the same class (Geomancer) and that you largely want to keep with Japanese names, I would personally suggest, in order, four names that keep with the nature theme (and are slightly based on color of the spell): Shiroumi, Aomizu, Shiroyama, Aokaze.

It's been four years since I've had to use my four years of Japanese, but I have a dictionary right in front of me that breaks down kanji, so that should translate to White Ocean, Blue Water, White Mountain, Blue Wind.

The last one is kind of forced, but I have OCD when it comes to symmetry apparently.
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Post by: Lydyn on October 28, 2008, 10:10:17 pm
It can be either Japanese names or English. Like I have Earth Slash and such for the Guardsmen. Those work though. :)
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Post by: Lydyn on October 29, 2008, 01:33:42 pm
Will be updated.

Next major update includes a huge overhaul of the Random Encounter system, making monster enemies rare and human enemies much more common. Other changes may include text changes and tweaks to abilities/classes.

Mandalia Plains - 100%
Sweegy Woods - 100%
Zeklaus Desert - 100%
Lenalia Plateau - 0%
Fovoham Plains - 0%

Araguay Woods - 0%
Zirekile Falls - 0%
Barius Hill - 0%
Zigolis Swamp - 0%
Barius Valley - 0%

Grog Hill - 0%
Yuguo Woods - 0%

Bervenia Volcano - 0%
Doguola Pass - 0%
Finath River - 0%
Bed Desert - 0%
Germinas Peak - 0%
Poeskas Lake - 0%
Dolbodar Swamp - 0%
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Post by: The Damned on October 29, 2008, 07:00:12 pm
Okay, so I'm getting sick of ePSXe on this desktop of mine. I think I'm going to take your advice and switch, but that means between all the cleaning and the oher stuff I'll be doing, I probably won't play again until Saturday or Sunday. It depends on what happens for me on Friday anyway considering I know someone's whose birthday is Halloween.


Anyway, before I forget, I would like to point out some things that still seem to wonky that I've noticed so far--just before this post, I finally got around to destroying Miluda--or things that are at least questionable. Please keep in mind that this all pertains to the older

  • First and foremost, magic seems to be too powerful. I can understand wanting to make MP more important to the point of needing even for some physical attacks--you were correct in that I wasn't seeing Yuuhi correctly--to be used. But right now, it seems like a Wu Jen and Void Disciple kind of destroy everything, especially once you get Lightning. (I didn't realize how big the range was for Lightning. That skill causes Don't Move as well? Well, I'll probably end up whoring that until Thief Hats become available for the enemy.)
  • You actually made White Staff even more useful since now it and Oak Staff due the exact same thing. You might want to up its weapon power or something and reduce the cost by at least half to make it actually useable, something that it still wasn't in 1.3.
  • The redone Repeating Punch for Monks doesn't cost MP, then again it doesn't really seem to have much incentive for use compared to Yuuhi, which has the added benefit of being better version of Wave Fist.
  • Ninjas appear before other classes in Sweegy Woods seems kind of odd.
  • For some reason Poison doesn't seem to animate properly past hitting one target. This may be just because I have ePSXe on frame-skip considering that it's been really slow ever since I started testing things with FFTPatcher last week for some reason. So, yeah, I'm not entirely sure about that.
  • I still say items should be replaced by something else in the shop in Chapter 1 considering Alchemist is the last class you get.
  • Holy Fire and Holy Wind need to be WAY slower. It's not like they do massive damage compared to the Wu Jen raping people, but they seem to go off before any other ability, which seems really odd for non-attacking spell class. I mean, wasn't that the whole point of nerfing Holy?

Other than that, you might want to add the new JP needed for things in the first post, but that's all I can think of.
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Post by: Lydyn on October 29, 2008, 07:26:57 pm
Quote from: "The Damned"• First and foremost, magic seems to be too powerful. I can understand wanting to make MP more important to the point of needing even for some physical attacks--you were correct in that I wasn't seeing Yuuhi correctly--to be used. But right now, it seems like a Wu Jen and Void Disciple kind of destroy everything, especially once you get Lightning. (I didn't realize how big the range was for Lightning. That skill causes Don't Move as well? Well, I'll probably end up whoring that until Thief Hats become available for the enemy.)

I based all of the formulas off of either [Element] 1-4 or the Summons. You might be right, I'm not sure myself ... you probably are. Mind suggesting how to make it better? Take a look at the formulas for me? Saying it's too powerful is rather vague... I don't have a good idea on how much to lower them.

Quote from: "The Damned"• You actually made White Staff even more useful since now it and Oak Staff due the exact same thing. You might want to up its weapon power or something and reduce the cost by at least half to make it actually useable, something that it still wasn't in 1.3.

You talking about White Staff or all staffs?

Quote from: "The Damned"•The redone Repeating Punch for Monks doesn't cost MP, then again it doesn't really seem to have much incentive for use compared to Yuuhi, which has the added benefit of being better version of Wave Fist.

I wasn't sure what else to do with that attack, really. It's basically a better version of Rush.

Quote from: "The Damned"• Ninjas appear before other classes in Sweegy Woods seems kind of odd.

Uh, yeah ... that's been changed with the above post as well. I have a system at the moment. Think of those Ninjas as a "place holder."

Quote from: "The Damned"• For some reason Poison doesn't seem to animate properly past hitting one target. This may be just because I have ePSXe on frame-skip considering that it's been really slow ever since I started testing things with FFTPatcher last week for some reason. So, yeah, I'm not entirely sure about that.

That's your emulator. I haven't seen any problems with it.

Quote from: "The Damned"• I still say items should be replaced by something else in the shop in Chapter 1 considering Alchemist is the last class you get.

"Something else?" Like... what? Nothing? :P I'd be fine with that, really.

Quote from: "The Damned"• Holy Fire and Holy Wind need to be WAY slower. It's not like they do massive damage compared to the Wu Jen raping people, but they seem to go off before any other ability, which seems really odd for non-attacking spell class. I mean, wasn't that the whole point of nerfing Holy?

Ah, you're probably right. Fixed in the new patch.
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Post by: The Damned on October 29, 2008, 07:43:10 pm
Yeah, real powerful is a vaguery, but I haven't even thought about formulas for my patch, so I don't really feel comfortable giving you suggestions. I'll it over and try and compare damage before getting rid of my emulator, but I can promise nothing unfortunately.

Same with BiFocus Attack.

Oh, and with regards to items, I was talking about White Staff only and perhaps just getting rid of items completely and making some more of the basic weapons available. (Personally, I just realized how odd it is that you have Asura really available before Sticks or Spears when Oracles and Lancers are available before Samurai.)
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Post by: Lydyn on October 29, 2008, 07:46:51 pm
Anything like 75% as powerful as they are now or only as half as powerful would be fine to help me with the magic formulas. I'll mess with White Staff and add the basic spear too ... the idea was because Ramza can use Katanas in Ch. 1 so it's best to make them available, yes? :)
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Post by: The Damned on October 29, 2008, 08:01:20 pm
Oh, in that case, I would say that half as powerful would be closer to the mark, but maybe too far. How about a compromise of 60%?

I forgot about Ramza being a Samurai now.

Speaking of which, you really text change some of the more necessary things for the next patch if you even up text changing anything at all. (Or did you do it for the new beta already?)

Speaking of the newer beta, it's on the first page? I ask because the file is exactly the same size as the old beta when I was expecting it to be at least one KB bigger.
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Post by: Archael on October 29, 2008, 08:02:15 pm
remember magic has faith in the equation, WP doesn't

straight up nerfs to magic Q need not be overdone
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Post by: The Damned on October 29, 2008, 08:04:47 pm
Uh...I think a slight nerf might be necessary when I can do 100+ damage in the first half of Chapter 1 without weaknesses being taken to account. I know that Strength probably accounts for like 15 HP of that, but still....

Similarly, Voldemort7, you have to remember that M-EV is a lot harder to get than P-EV, especially so early on in the game. So 100~ 100% attacks > 40-50 70% attacks.

(This reminds me, Lydyn, would it also be possible to put on the first page exactly what weaknesses you changed for monsters, because as far as I can tell, they're the same.)
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Post by: Lydyn on October 29, 2008, 08:07:27 pm
I'll go with 75% for now due to what Archeal said ... I do agree that because of redone growths and multiplier that magic probably needs a tone down. The new beta won't be in until I finished all the random encounters ... since I made monsters more powerful by enough - unless you want me to PM it over anyways?

I'll probably be doing text changes, the final glitch the shop messages is still there though - but I don't think this impacts the amount of Gil read to the right of the item.

Edit: Uh... well, I was debating that. I really find it more exciting that you don't know the weakness, but there's isn't a huge change. Mostly things like Goblins are weak against Water now since Ice/Blizzard is water-based.
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Post by: The Damned on October 29, 2008, 08:09:30 pm
Er...no. The "new beta" I was talking about was the one that you wanted me to download. I was merely asking if it's already in the first post because the link to seems to go to download that's still 504 KB in size.
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Post by: Lydyn on October 29, 2008, 08:10:24 pm
Whichever one is posted is the most up-to-date besides mine. I suppose it won't hurt to patch it up again, just in case.
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Post by: The Damned on October 29, 2008, 08:15:11 pm
Quote from: "Lydyn"Edit: Uh... well, I was debating that. I really find it more exciting that you don't know the weakness, but there's isn't a huge change. Mostly things like Goblins are weak against Water now since Ice/Blizzard is water-based.

Ah, that perhaps explains some of the rapage that I was doing with All1 and All 2 to them.

Okay. I'm fine with being kept in the dark since that's only instance where I really care.

Considering I kind of raped Miluda with magic in two hits for the first time ever, magic could probably stand to take the hit to both power and casting time for a lot of moves.
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Post by: Lydyn on October 29, 2008, 09:03:18 pm
What do you think of replacing Soul Strike with Fire Jujutsu? Like a Fire Breathe attack?
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Post by: Skip Sandwich on October 29, 2008, 09:18:42 pm
I see the All series of spells contain, apropriately, multiple elements, and cost more mp then regular spells. However, multiple elements makes a skill WEAKER, because the way elements stack favors defense. i.e. if the defender halves any of the incoming elements, all the damage is halved, if they absorb any of the elements, all damage is absorbed, if they are immune to any, no damage is recieved, and if they are weak against one but absorb another, they will actually absorb 50% more hp then normal. The only modifiers that cancel out are weak and half. Also, I see that the ice spells are listed as being slightly more powerful then the others, which makes little sense to me, since if anything earth should be slightly more powerful, because of the existance of the Float status that grants earth immunity to any unit.

anyway, i'm just noting this based on your writeup in the first post, I haven't actually played the patch up to this point (mostly because anything beyond using a FFTPatcher file or a .ppf file is completly beyond me)
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Post by: Lydyn on October 29, 2008, 09:56:13 pm
Hm. Gives me the idea of omitting Feather Boots, but otherwise I think it's fine as it is. Since you'll be encountering mostly humans now, I'm quite content with some monsters absorbing/halving some of the "All" spells (they'll be renamed later). So, in most situations, those spells will be more powerful. Earth is range because it has the least resistance in traveling, but I assume you were mostly going for balance issues. ;)
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Post by: Skip Sandwich on October 29, 2008, 11:28:16 pm
personally, i'd say that the All spells would be better represented by being NON-elemental, representing the perfect balance of all 4 component elements. In this way, you have consistant damage with the all spells, but when faced with an opponent with an elemental weakness, you can hit that weakness with an elemental spell for more damage. Basicly, the all spells would then deal more base damage, but the elemental spells would be superior when able to hit a weakness. (and of the elemental spells, the earth spells would be slightly stronger for the same mp cost, but not quite as strong as the all spells)
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Post by: Lydyn on October 29, 2008, 11:39:03 pm
I'm sort of torn at the moment, so I'll leave them as it is. I do like the idea of it as it is now ... but I also see what you're saying. I suppose if The Damned is able to tip the boat one way or the other, I'll probably go that way (especially since he's played it).
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Post by: The Damned on October 30, 2008, 12:10:31 am
Well let me kill the suspense now by saying that I largely agree with Skip Sandwich as per usual: the All spell series should probably be non-elemental and if any of the elemental spells are going to be asymmetrically (grr...) more powerful than others, it should be the Earth series.

(I mean, we all know that Kwame was the most competent Planeteer.)

I didn't really bring up earlier because, so far, the only absorption issue that's come up are Bombs who get destroyed by regular "Ice" and, slightly later, All 2.

That said, I think you should actually not only keep Feather Boots (and Earth Clothes, since you either have to keep both or get of both, not one or the other, though perhaps you could get rid of nerf Earth Clothes), but change Ice Shield to "Absorb: Water, Halve: Ice, Weak: Fire" and give "Absorb: Wind" to something.

Since we're talking about the All set, primarily, I have to say, in keeping with my OCD about symmetry, that I find odd that the All series gets four spells and everything else only get three. I kind of mess being able to inflict Poison with Wizards. (Hint hint.)
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Post by: Lydyn on October 30, 2008, 12:38:24 am
Well, all right, I'll take elements off of the "All" spells. As for earth and ice, I'm keeping it. It seems more reasonable that earth traveling through earth (since float cancels it, it must be coming from the earth - coupled with the new GFXs) would be able to hold up longer until it needed to be discharged. And a block of cold ice shattering on your head with points in them and the pieces having the chance to cut you? Yeah. I know where you're coming from, but this feels more in theme and makes more sense than having Blizzard at range.

And if I got rid of Feather Boots, why would I need to get rid of Earth Clothes? Ice Shield already absorbs Water, but there's nothing that cancels water, only earth. Wouldn't it be more balancing if I got rid of them? I think so.

For the combination spells, I think you'll have to live with it. ;) The combination series is more or less three anyways. The forth one is the ultimate form of all of the series.

Edit: Actually, Burning Geyser, Storm Lance, & Lava Rush are only two elements. They probably shouldn't be non-elemental... Fusion will be though.
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Post by: Skip Sandwich on October 30, 2008, 12:50:42 am
yeah, nothing cancels water, but absorb is a lot better then cancel anyhow. Besides, feather boots are useful for maps with a lot of water/lava, and a lot more reasonable then equiping Walk on Water/Lava. They also effectively grant Jump +1, which is often overlooked, and in some maps can allow characters to become untouchable by non spear/stick melee attacks when standing on certain panels. So they (and by extension the float status) have a lot of use outside of simply granting immunity to earth.

Anyway, I totally missed the bit about the earth spells having greater range then the other spells, with that in mind, you really need to keep the feather boots, range 6 is crazy long range, when taking into account possible movement before or after the cast begins.

On the subject of symetry, the orignal All spells were unsymetric anyhow, with the water element appearing twice before the final super combination spell. I would be better if you had two lesser combinations (fire + water and wind + earth OR Fire + Earth and Wind + Water) and then the final combiniation of all 4, and then simply nothing else (if the former two lesser combinations are used, they should be non-elemental, otherwise, the elemental flags fit). there's no rule that you HAVE to use every available ability slot in a skillset, after all.
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Post by: Lydyn on October 30, 2008, 12:56:04 am
I was never going for symmetry with the combination spells though, so it doesn't bug me that water is used twice. If you have a suggest for a replacement for either of them, go right ahead - though I'd like a GFX to couple the suggestion. Shake Off is Burning Geyser, MBarrier is Storm Lance, and Snake Carrier is Lava Rush.
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Post by: Lydyn on October 30, 2008, 01:15:28 am
Quote from: "Lydyn"What do you think of replacing Soul Strike with Fire Jujutsu? Like a Fire Breathe attack?

Bumping this too, since I really do want an opinion on this.
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Post by: The Damned on October 30, 2008, 01:22:10 am
Quote from: "Lydyn"
Quote from: "Lydyn"What do you think of replacing Soul Strike with Fire Jujutsu? Like a Fire Breathe attack?

Bumping this too, since I really do want an opinion on this.

I wouldn't mind it, but the only reason I'm also not that much in support of it is because we already have two versions of Fire Breath, both of which are still around, and the only status element that it could possibly add would be Oil, which still doesn't work for us.

Maybe you could have a ranged skill with multiple random hits that could add various status or at least Poison since I can't get that in my Wu Jen.


P.S. I don't understand what attacks you're referring with your GFX question.
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Post by: Lydyn on October 30, 2008, 01:28:09 am
GFX = Graphic Effect. As in, Burning Geyser (or All1) looks like Shake Off, Storm Lance (All2) looks like MBarrier, and Lava Rush (All3) looks like Snake Carrier.

And yes, but no Fire Breathe for the player (unless they invite monsters at Chapter 4). The random hit idea doesn't seem to suit a Ninja/Assassin very well though (changing their name, by the way now).
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Post by: The Damned on October 30, 2008, 01:42:30 am
Quote from: "Lydyn"GFX = Graphic Effect. As in, Burning Geyser (or All1) looks like Shake Off, Storm Lance (All2) looks like MBarrier, and Lava Rush (All3) looks like Snake Carrier.

And yes, but no Fire Breathe for the player (unless they invite monsters at Chapter 4). The random hit idea doesn't seem to suit a Ninja/Assassin very well though (changing their name, by the way now).

I know what GFX stands for. I just didn't know you had changed the name of the All spells already.

As for the no Fire Breathe for players, isn't Reis still this? You have Holy Dragon on the first page still and as far as I can tell, that event is still currently in the game, so unless you meant generics....

Still, in that case, I feel like giving them just Fire Breath would be kind of random without something to balance it out, but the other Breaths don't really make sense.

As for the random hits, I guess you're right, but it's the only way that I can think of to do multiple hits to one unit outside of Two Swords.
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Post by: Lydyn on October 30, 2008, 01:46:19 am
Oh, right Reis... hehe. Well, Fire Breathe Jujutsu seems to fit the Ninja/Assassin mold. I guess if not, then I'm not sure what to replace Soul Strike with - if at all.
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Post by: The Damned on October 30, 2008, 01:58:14 am
No, Fire Breathe should be fine. I'm just being iffy about it because all my other suggestions are currently unfeasible.

However, I thought of a way that you could differentiate Ninja's Fire Breathe from Reis's and dragons': Ninja/Assassin's* version have a chance of adding Blindness since Oil doesn't work.


(I'm curious. If you're calling Ninja "Assassins" now, then what are you going to call Celia and Lede?)
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Post by: Lydyn on October 30, 2008, 02:16:14 am
Blindness would work just fine. ;)
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Post by: Skip Sandwich on October 30, 2008, 08:12:10 am
using the formula for the spell Death, but setting it to cancel status instead of inflict it, allows one to make an offensive skill that only works if the target already has another status, like Oil, which I used when testing this out. this opens up the possibility of "set up" and "finisher" skills. For example, a "guard crush" attack that cancels defending, or something like the '100 Gs' spell in FF6 that cancels float and deals 'falling' damage. thought i'd share this here because its an interesting possiblilty to play around with.
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Post by: Lydyn on October 30, 2008, 07:28:21 pm
... ;)
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Post by: Lydyn on October 31, 2008, 05:54:11 pm
Doing text changes now! v0.13 will be posted... soonish. Text changes can be a pain - especially item descriptions.
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Post by: The Damned on November 01, 2008, 05:09:02 pm
In the wake of Skip's awesome suggestion, while I was working on the changes to my own patch yesterday and thinking about it earlier this morning, I had a realization about how you could maybe change the BiFocusAttack that currently isn't really worth using:

You can make it hit multiple times through random hit, like one of those cliche animation "Fists of Fury" attack that Repeating was supposed to emulate anyway but failed to do so.


This reminds me that I'll try and download other emulator later today.
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Post by: Lydyn on November 01, 2008, 05:33:02 pm
I think I'll change it to the Shockwave formula with a higher Y variable (since I've already renamed it again to "Focused Attack" making it worth using. It'll have MP cost now because of this, but be counterable just like normal attack (thus making it worthwhile to use Yuuhi or Kinonai).
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Post by: Lydyn on November 01, 2008, 11:24:31 pm
Shuushin_v013_Beta.ppf is up for download! Feel free to update and so forth at will. It was quite the overhaul that includes some sprite changes and text changes. Just follow the directions at the bottom of the first post and have fun. ;)
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Post by: Disco_Peach on November 02, 2008, 03:16:04 pm
Fire Breath should work just fine, Lydyn ;). Remember that it's a skill of my Shinobi class. I'm gonna make it kick ass.
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Post by: Lydyn on November 02, 2008, 10:37:25 pm
I went with the Stop/Do 33% HP combination. It provides a unique twist. By the way, I uploaded the fixed v0.13 Beta - You will want to download it! It does some important fixes I couldn't do a couple days ago.
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Post by: Skip Sandwich on November 02, 2008, 11:16:07 pm
I thought I should mention that I posted a more detailed review of the oddities with formulas 0D, 0E, and 35 on Lydyn's Misc. Patching Tips and Tricks thread. Among other things, I mentioned there that they are all affected by the Undead status, no matter what else you set for them, so they will always heal/harm the undead, regardless of what they are set to cure/inflict.
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Post by: Lydyn on November 03, 2008, 02:12:44 pm
Minor Update;

• Murasame & Masamune are uncounterable now (the pervious result was that an ally would hit you if you cured them while standing next to him. It wasn't fun)
• Focused Attacked reduced to 20 MP
• Kinonai MP costs bumped up to 15 MP

Also, the text is up for download so I removed the original list of changes, to give more room for screenshots. See the original post. ;)
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Post by: Lydyn on November 04, 2008, 05:12:09 pm
Please, anyone playing this, let me know if there's anything else major that needs fixing in this patch. It's very possible I'll be using this as a base for another.
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Post by: The Damned on November 13, 2008, 08:21:34 pm
Okay. So I finally started to play the newest Beta of Shuushin.

Sorry about taking so damned long to get into it. I've been selfishly trying to see the early extents of my own patch and I just got done with that yesterday.

Anyway, I made sure to take pictures now how you told me to. I just now realized, however, that I have no way to post the pictures, especially since it seems I would have to post them individually if I wanted to use the IMG tag.

Solutions?


Broken EDIT: Apparently the solution is to travel backwards in time.
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Post by: Lydyn on November 13, 2008, 08:39:35 pm
Photobucket. ;)
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Post by: Xifanie on November 13, 2008, 10:35:48 pm
You can also simply post them as attachments.
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Post by: The Damned on November 13, 2008, 10:48:17 pm
Thank you Zodiac.

So, right now, I'm right before Sweegy's story battle. I've mostly been taking what I felt to be a sufficient amount of pictures to make up for me taking so long to actually start playing. The first ten or so merely noting changes and the much of last half or so is just showing the shop anomalies that I think you've been taking about in addition to two of the new random battles.

EDIT: Hmm...it seems really tedious to upload them, probably because they're Bitmaps. It might be my drive too. I guess I'll just try Photobucket or whatever....

8 Is ENOUGH EDIT: Oh, so 8 is the limit. I was wondering. I'll just add the first eight to other post.
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Post by: BloodyBlade on January 25, 2009, 09:54:18 pm
Revive this patch
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Post by: BloodyBlade on February 16, 2009, 02:00:06 am
Lydyn update please!
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Post by: Asmo X on February 16, 2009, 02:06:38 am
This patch is finished.

Dom should there be a thread for finished projects so they they don't slip down the topic list?
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Post by: the red wire on July 14, 2009, 12:46:05 am
Quote from: "Asmo X"This patch is finished.

Dom should there be a thread for finished projects so they they don't slip down the topic list?

Grand idea
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Post by: vinz on June 14, 2010, 06:22:17 am
Quote from: "boomkick"Well, some class ideas.

Ninja- Deals in instant death and quick kills. Insanely weak in HP, but high magic, power, and agility (move jump speed and evasion).

Juggernaut- Extremely strong, but an idiot in magic. Can take a ton of damage, but weak against all sorts of magic. Usually wields a large blade (Knight Swords).

Aura Blade- Wields a sword and usually deals aura damage. This should replace the samurai skillset. I have another idea for the Samurai.

 

It makes me interested to see that Aura blade..