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Messages - C1REX

41
PSX FFT Hacking / Re: Testing characters.
June 03, 2017, 05:09:05 am
Got it :)
The easiest way was to copy the correct entry from the right event. There is more than 1 Mustadio or Agrias so I just find the one that already has "join after event" ticked and copy/paste where I want.


New problem - Mustadio and Beawulf join as guests  :roll:
Is it a wrong ID or there is no way to play them early in the game?
42
PSX FFT Hacking / Re: Testing characters.
June 02, 2017, 02:18:28 pm
When Mustadio is a guest he simply not giving me an option to join.
When I use a different sprite then they do give me option to join but change snipe for a different skillset.
I often get a bug and all guest look like Ramza.

I will try to post screenshot with my problems later today
43
PSX FFT Hacking / Testing characters.
June 02, 2017, 01:09:01 pm
Hi,

I'm working on a very simple vanilla mod. I would like to test jobs with various skills but have some trouble.

I managed to add guest zodiac monster from dd who join my party no problem. Super cool.
I however have some serious problems to add Mustadio or anybody with working snipe skills.

How to create a good testing ground for all special jobs at the beginning of the game? Is it possible to chave special jobs like Mustadio earlier just for testing?

Cheers,
Kris
44
PSX FFT Hacking / Re: Chemist with throw skill?
May 31, 2017, 06:08:10 pm
Is it possible to change one of the chemist's items so it will do damage or add status?
45
PSX FFT Hacking / Playable Zodiac Monsters.
May 31, 2017, 06:05:35 pm
Hi,

Some noob questions in preparation for my mod.

I recently mixed up my save files from different mods and one of the errors was the final boss from DD in my team. I think it's cool and wondered how to use FFPatcher to add Velius and DD boss to my team after defeating them?

Also is it possible to have final boss in the team?

Cheers,
Kris
46
PSX FFT Hacking / Chemist with throw skill?
May 30, 2017, 06:46:30 pm
Hi,

Is it possible to add throw ball to chemist skill set?
47
OK cool I may use other sprites then. Probably Mediator or Calculator. I may also give Monk an extra one.

Huge thanks for the animation tip :)
48
Is there an easy way to make it look OK? Let say Choco Cure, Eusena, Choco ball to look like a spell?
It would be a mime sprite so it looks funny already.
49
PSX FFT Hacking / New job with monster skills?
May 29, 2017, 12:56:20 pm
Hi,

Was thinking about changing mime into a Monster Hunter job. It would use monster skills mostly.
Is it possible? I also want to make most of them learnable on hit only.

Cheers,
Kris
50
Looks like an excellent patch!!!
I like the improvements and rebalance.

Excellent idea about keeping the story at about the same difficulty but adding some extra very hard battles. Sounds like perfect mod to have both - fast paces story mode for newcomers and people who are coming back and extra challenge after beating the game.
51
I'm thinking of doing my own simple patch focused mainly on job/skills changes. Nothing too big but too make the game more fun to play. Same story, similar difficulty but rebalancing so you can use less popular skills and jobs very early in the game.

1. Changing jobs progression tree. Making the less popular classes available much earlier and Knight as a final melee job.
I would like to make Dragoon, mime, ninja, calculator, geomancer completely different classes. Oracle and Mediatior would be combined into one. Mediator sprite would be used for a new job.

2. Ramza would have unique skills of a leader/paladin with some of area effect. Like PA+1/MA+1/SPD+1/Innocent etc with area effect like draw-out with heavy mp cost. Ultima would be a very powerful spell worth the trouble.

3. Mime would be a completely different class and available early. It could learn some of the monsters and boss skills. Best ones could be learnt only on hit.

4. I like the idea to make the Knight more fun to play with completely different skills. Something like elemental attacks and less popular Sword skills.

5. Thief would be Steal focused. All steals would be 100% but with mp cost and charge time. Can carry two daggers. Total damage very similar to Squares but way more fragile. Available very early.

6. All Status would be 100% but balanced with high  mp cost, charge time and duration time. Charm for example would be 100% but last 1 turn only and heavy mp cost.

7. Dancer and bard would be available early. Their skills would be 100% accurate but would be balanced with mp cost and damage.

8. Lancer would be available earlier with a skill to throw spear - stronger than jump.

9. Almost any skill would be learnable on hit to reduce jp grinding in the game.


All specials would be rebalanced to be more useful.

Mustadio would be more like a sniper. 100% Death sentence (Critical wound) skill would added for non boss kills. Very high jump base. Range improved even further.

Agrias would gain some defensive skill to make her more defense oriented.

Orlandu would have skillset a bit limited to remove less popular skills.

Miledau - would be boss oriented job. Skills would do PA-1/MA-1/SPD-1 and one standard damage and one HP% damage skill. Very good on bosses but not so great on standard fights.

Agrias would more defense and magic oriented. Not like weaker Orlandu clone.