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March 28, 2024, 04:48:27 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Topics - Dormin Jake

1
The Lounge / Woohoo Graduation
December 19, 2008, 01:13:35 pm
I'm receiving my Bachelor of Arts in English today, and my diploma is going to be partially written in Latin!  I'm so excited about this last part.  Magna cum laude, alea iacta est, veni, vidi, vici, et cetera, ad infinitum, ad nauseum, e pluribus unum hell yeah.

Four and a half years of college down, like 8-10 years to go!  *flexes*

On an unrelated note, damn it takes lots of schoolin' to become a professor.
2
PSX FFT Hacking / Status Effect Priorities
November 27, 2008, 10:47:01 am
Hiya.  I'm making a Time Orb accessory to replace Sentiemson, and it's supposed to render the wearer temporally and spatially unstable, represented by Always: Haste, Initial: Slow, and Initial: Transparent.  The interaction between haste and slow worried me a little bit, but in my testing it always acted the way I intended it to: the unit started off slowed, then gained permanent haste.

My question: is there any way to determine, with certainty, the priority that certain status effects take over others?  Like Faith/Innocent, Poison/Regen, Haste/Slow?  I know the casting of one tends to cancel the other if the target isn't immune, but what if a unit starts with both?  Just wondering if someone else has already tried this out.

This is all part of my master plan to "perfume" both sexes:
Chantage ("Life Gem") - Permanent Regen
Cherce ("Raincaller") - MA+1, Strengthen and Absorb Water and Wind
Sentiemson ("Time Orb") - like Sentiemson but with initial Slow
Salty Rage - PA+3, Permanent Silence and Innocent (Bracer's now PA+2, so this is the biggest boost you get)

Also Happy Thanksgiving to all 'Mericans!  To all non-'Mericans, have an exceptionally pleasant day and good fortune in all your endeavors!
3
Alternate title:

Elidibs and His Fightin' Lucavi/Espers/Scions/Totema/Zodiac Beasts

This is personal patch stuff here, but I thought I'd share some of what I'm doing, maybe return some of the massive amounts of creative inspiration I've gotten from this board.

Basically, I've always liked Elidibs but found the encounter with him somewhat underwhelming.  You learn from Magic City Gariland that he is a legendary Wizard, you stumble upon him in a cave, steal his Zodiac spell, he blows up, end of that guy.  I decided I wanted to make his presence as a kind of ominous secret boss a bit more tangible throughout the game.

So:

Rarely, on certain battlefields, some random encounters will generate a high-level, immortal-flagged guest Wizard named Elidibs that bears the Serpentarius zodiac sign.  The guest will have mastered Black Magic and be awesome all around.  It'll make those occasional fights easier, but the wtf moment would be worth it.

Throughout the first nine levels of Deep Dungeon, more of these Elidibs Wizards would show up (this time fighting the party), betraying the fact that they are puppet/astral projection/whatever things rather than THE Elidibs himself.

The scripted Elidibs fight at END will have Serpentarius Elidibs supported by six more Wizards, rather than the usual crap-ton of Apandas.  Each of these six will represent puppet versions of the six Zodiac beasts that did not make it into Vanilla FFT (using FFXII to fill in blanks: Mateus, Famfrit, Chaos, Shemhazai, Zeromus, and Exodus), each with a custom skillset.

Once Elidibs is defeated, his spirit remains, and END becomes sort of an arcane sanctum for him to continue his spellwork.  One of the battles that becomes unlocked would pit the player against a random number of Elidibs Wizards (maybe 6-8?), each equipped with one of the Zodiac skillets and carrying the appropriate Zodiac sign.  Lots of big flashy spells getting fired off at once, basically.  It would also mean Zodiac would be learnable in more than just one battle, as one of the wizards would be sure to pack Dark Cloud.  But it'd also be interesting to see the sorts of interaction that the various Lucavi have with one another.
4
Spam / Sort of Halloween-ish
October 02, 2008, 01:59:57 pm
This is something I found on GameFAQs a few years ago.  Came across it while cleaning out folders.  It involves skellingtons, so maybe it's marginally related to Halloween?  Maybe just Dia de los Muertos specifically, but that's fast approaching too.

From: Pickthank | Posted: 10/20/2004 9:07:40 AM

For Halloween: A naive Living Bone encounters a professional Bone Snatch at a club.

Living Bone: [Polka Polka]
Bone Snatch: [Allure]
Living Bone: Zodiac? Last Dance?
Bone Snatch: [Shake Off]
Living Bone: Maiden's Kiss?
Bone Snatch: Innocent?!
Living Bone: [Shock!]
Bone Snatch: [Dark Whisper]
Living Bone: [Look of Fright]
Bone Snatch: [Tail Swing]
Living Bone: [Look of Devil]
Bone Snatch: [Invitation]
Living Bone: [Caution, Don't Act]
Bone Snatch: Fairy?
Living Bone: [Defense UP] Insult!
Bone Snatch: [Persuade, Steal Heart]
Living Bone: [Melt]
Bone Snatch: Rich?
Living Bone: [Eye Drop]
Bone Snatch: Negotiate
Living Bone: [Face Up] Short Charge?
Bone Snatch: 5
Living Bone: 3?
Bone Snatch: 4
Living Bone: Solution
Bone Snatch: [Gil Taking]

[Break...]

Living Bone: [Don't Move, Mute]
Bone Snatch: Lose Voice? Chicken?
Living Bone: Protect
Bone Snatch: Magic Ruin!
Living Bone: Carbunkle! Parasite! Death!
Bone Snatch: Pooh--! [Move-Find Item, Throw Item]
Living Bone: [Catch, Equip Shield]
Bone Snatch: Please Eat
Living Bone: [Lick]
Bone Snatch: [Bite, Scratch]
Living Bone: [Gather Power]
Bone Snatch: Slow!
Living Bone: Quick! [Concentrate]
Bone Snatch: [Praise]
Living Bone: [Finish Touch]
Bone Snatch: [Sudden Cry]
Living Bone: [Yell, Shield Break]
Bone Snatch: Stop!
Living Bone: Holy...! [Sunken State, Despair]
Bone Snatch: Difference?
Living Bone: Nightmare, Death Sentence
Bone Snatch: Cheer Up, Cure
Living Bone: Wish
Bone Snatch: [Silence, Equip Change, Dash]
Living Bone: [Wave Around, Braver, Reflect] Gained Exp UP
5
PSX FFT Hacking / Using Blue Magic with Math Skill
July 10, 2008, 09:43:33 pm
Okay, so I've deleted my original post on the subject of Blue Magic, because I figured out what I was doing wrong, so nevermind any of that.

I'm using Math Skill as my skillset for Blue Magic.  How can I use any of my abilities in battle?  I'm always getting the error message that I haven't learned any 'combo abilities,' and thus cannot use any of my correctly learned blue magic.

Is there something I can do to make my abilities usable?  Do I have to flag them as Math Skill abilities?  Will monsters still be able to use them naturally if that is the case?

I'm embarrassed  :?.
6
Stupid question: is there any possible way to play my ISO on my PSX/PS2?  I've got an emulator, but the graphical capabilities of my computer aren't the best and my chair isn't very comfortable, so I'm thinking my immersion will be somewhat impeded without DualShock sticks under my thumbs.

Appreciated!

Otherwise, public scourging is allowed, as I R ignorant.
7
PSX FFT Hacking / AI's method of choosing abilities
July 02, 2008, 07:58:51 pm
When you encounter an enemy unit in battle, how exactly does the game determine what skillsets and abilities that unit carries?  Does it come with a random amount of JP that the AI can then spend on random abilities within the unit's base and prerequisite classes or what?

The reason I ask is because I'm curious if lowering the JP costs on all the abilities in my personal patch will allow for more diverse enemy skillsets.  I'll likely restrict my own ability selection so I'm not hurling Ramuhs, Earth Slashes, and Wiznaibuses (Wiznaibi?) at the first Dorter battle, but I would like to see enemy Wizards able to cast spells in excess of Fire 2 by midgame, if at all possible.

Any thoughts?  I'm trying to avoid playing with the ENDT.  I'm comfortable knowing my limitations.
8
PSX FFT Hacking / Customizing unused abilities
June 19, 2008, 09:40:14 pm
I've checked around the site somewhat aimlessly, and have so far failed to find a good list of unused abilities that I might use to make new/custom abilities from.  Does anyone have such a list lying around?  Or, if such a thing exists, could you point me in its should-have-been-obvious direction?

I know I can use things like Small Bomb for new sword skills, and that, after I shift the monster abilities around a bit, I'll have a few others to work with, but I was especially wondering about the blank slots, such as those that appear under Parasite in FFTPatcher.  I've heard that messing around with some of these blank spells result in game crashes, but which ones specifically?  

And one more question: are there any plans in motion to create an easy-to-use text editor for simpletons such as myself?  Granted, my gameplay concerns currently outweigh my aesthetic ones, but it doesn't hurt to ask, right?

Thanks in advance for your answers, I'm very grateful.