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 1 
 on: Today at 08:45:33 AM 
Started by Windows X - Last post by Windows X
You're right. Innate reaction will be enforced during Battle and learn after battle. I'll change to support/move abilities only now. I'll probably need to move some abilities to balance things out a bit.

As for dual wielding gun with Sword for range, I think it's acceptable glitch to exploit as seen in a few games I've played before. They can equip with only Pistol which is a basic gun to gain range instead of two powerful swords. Not that I encourage them to do so though.

 2 
 on: Today at 07:04:30 AM 
Started by Windows X - Last post by Windows X
Really? I thought having multiple reactions will randomly allow which one to trigger. I'll test it in details. Maybe I'll change to support and move abilities only. Thank you. :)

Regards,
Keetakawee

 3 
 on: Today at 04:48:40 AM 
Started by Windows X - Last post by Nyzer
Innate Reactions, in my experience, prevent the player from equipping their OWN learned Reactions. (Possible workaround: no learnable Reactions - they only exist as innates. They might still appear equipped after changing Jobs until entering battle though.)

Allowing weapons with different ranges to be Dual Wielded can result in stuff like swords having gun range. (Possible workaround: remove all Equip Weapon Type abilities, and never allow any Job to equip more than one kind of dual wielding weapon.)

 4 
 on: Today at 04:42:37 AM 
Started by Xifanie - Last post by Nyzer
Nothing??

... says the one-post rando?

Mods like these take quite a lot of time, and given that they're incredibly unlikely to ever turn around and provide any RL benefits they're a lower priority than - for example - bill-paying employment, raising a family, dealing with long-term health & medical concerns, and so on.

Sorry (not sorry) that this concept for a free fangame hasn't progressed quickly enough for your liking. Feel free to step up to the plate and show us how it's done yourself, though.

 5 
 on: Today at 01:26:45 AM 
Started by Eternal - Last post by Eternal
Thanks! I actually scrapped this idea a little bit ago because I felt it was too gimmicky and not solid enough. I also came up with this idea recently after playing FFXIV and being inspired by the White Mage's Rescue ability.

Introducing the War Medic. Replacing the Berserker, the War Medic gives Seeq a healing job that can still dole out the pain. Similar to the Moogle Hero but with less emphasis on magic and defense, the War Medic is all about getting up close to the enemy and pummeling them to death, all while being able to rescue allies in need and heal them when they need it most. Combat Clinic, Maim and Mend, Blast Wave, and Sinew are all based on Physical attack, meaning they can be boosted by Sinew (for a large, temporary boost next turn), or by Doc's Code (which grants a smaller, permanent Attack Up which can also stack with Sinew). Doc's Code allows the user to buff up and get close to the target, or run away if the situation calls for it. Berserkers will likely have reduced HP from their current pool, to make them a little less tanky.

Thoughts?

SCREAM         ->            RESCUE
Draws an ally towards the user and bestows Regen.

HONE SENSES      ->            SANCTUARY
Removes all debuffs from surrounding units.

FURORE         ->            LURE
Draws an enemy towards the user and reduces its Defense.

GROUND SHAKER   ->            COMBAT CLINIC
Restores a large amount of HP to a unit close to the user.

SMITE OF RAGE      ->            MAIM AND MEND
Damages adjacent enemies and heals adjacent allies.

INNER CALM      ->            BLAST WAVE
Deals physical damage to units in a line and knocks them back.

HELM SMASH      ->            DOC'S CODE
Makes the user invincible until their next turn and bestows Attack Up.

SMASH         ->            SINEW
Damages an adjacent enemy and bestows Focus on the user, increasing their next physical attack damage as well as Combat Clinic and Maim and Mend.

 6 
 on: December 12, 2017, 08:26:26 PM 
Started by Chronosplit - Last post by Chronosplit
A few years back I put out a patch for FFTA on RHDN that basically contained a whole lot of the All in One editor's capabilities.  It was me just learning the ropes in hacking and it showed pretty badly.  However, there were bits and pieces of that which could still find some use so I decided to upload a pack of them.  These patches should be useable in most FFTA hacks for those of you who would like a little tweaking to your start, the only exception being those that radically alter starting jobs around (and Hume jobs at all in Marche's case; it would only alter that specific patch however).

Alternate Party: remixes the beginning party in a way that shakes things up a little, but keeps the original's versatility.  I believe it goes like this:
Montblanc>Animist (also edits the tutorial battle with the Bangaas, just to change Montblanc's class and starting gear.)
Bangaa>Warrior
Nu Mou>Black Mage
Viera>White Mage
Human>Archer

Equipment is the best equal I could manage to the original party.

Marche Jobs: sets Marche's Job to what name it states on the patch from the start (any Hume job), but with equipment to match the low level of Marche's original kit.  So the weakest weapon is given, Cuirass is switched to Leather Garb/Feather Hat to replace the shield when needed, etc..  Other than that, he basically behaves like any recruited character in that he knows no abilities of any other jobs.  A couple of things to note:
-The beginning battle was used to make this change like with Montblanc (you can use both this and Alternate Party at the same time), however the text in this event is unchanged.
-Blue Mage also gives you Goblin Punch, because you have no abilities and you'd be getting it in the first scenario anyway.
-Illusionist unfortunately has the Firewheel Rod, due to it being the earliest weapon with an ability attached.  At least Paladin doesn't have a Knightsword...
-For some unknown reason Marche's innate Combo ability is hard to fandangle.  He starts in the tutorial battle with Combat Combo, and keeps it on the map.  However I have also given Marche his class's combo ability, and once you go to his ability menu and choose that Combat Combo goes to the grave (unless you teach it to him as a Soldier later, of course).

 7 
 on: December 12, 2017, 08:13:17 PM 
Started by PX_Timefordeath - Last post by TrueLight
FFT Arena 1.42A - The 12 Matches of Christmas (Holiday Marathon Special)

 8 
 on: December 12, 2017, 06:33:27 PM 
Started by Xifanie - Last post by mleimnek
Nothing??

 9 
 on: December 12, 2017, 02:26:06 PM 
Started by Mercilec - Last post by CONMAN
You should open your rom with fftpatcher.  Under the entd tab, you will find a list of battles.  When you highlight the guest units, you will see a box marked "control".  Check that box... Save/patch and you are good to go.

 10 
 on: December 12, 2017, 12:26:46 PM 
Started by Mercilec - Last post by Mercilec
Hello, i wasnt sure where i should open this topic..

As the title says, im looking for a hack that doesnt have suicidal NPCs.
In games i like to have full control of whats going on in battle.

thx in advance.

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