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 on: Today at 08:54:09 PM 
Started by C1REX - Last post by Emmy
Most of the animations in MT use 01, 2c, 00 on the animations tab.  This is the spell charging animation.

 on: Today at 08:32:21 PM 
Started by C1REX - Last post by C1REX
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.

 on: Today at 07:57:24 PM 
Started by C1REX - Last post by Emmy
Very easy if you don't care about animations.  Just click "learn on hit" and unclick "learn with jp" for each relevant skill, and make a skillset of them.  Note that if you do care about animations, humanoids using monster skills and vice versa can look kinda funny.

 on: Today at 05:27:48 PM 
Started by hihats - Last post by Glain
Yeah, I was about to post a link to that hack.  I designed it for the express purpose of skipping cutscenes (and more!) with the start button!

 on: Today at 04:56:20 PM 
Started by C1REX - Last post by C1REX

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.


 on: Today at 03:08:39 PM 
Started by Chronosplit - Last post by Chronosplit
Sorry that I've been not around, I've been doing the finishing touches and update spam on another project.

Hey, wanna properly transcribe the Apocalypse Now quotes?

I found out through this video that the Deep Dungeons are based on Apocalypse Now, and through Wikia that they have descriptions which look like quotes from the movie.

The descriptions are found under Menu/Options Help, in "WLDHELP.LZW/3. Menu/Options Help", items 144-153.

HORROR's in-game description:Movie quote from WikiQuote:
That certainly came out of nowhere, that's pretty cool.  It shouldn't be very hard to identify the quotes if this is true.  If it all works out properly I don't see why I couldn't do that.

 on: Today at 02:37:00 PM 
Started by Laggy - Last post by C1REX
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.

 on: Today at 12:18:14 PM 
Started by PX_Timefordeath - Last post by Barren
FFT Arena 1.41a Test Patch Live Stream

 on: Today at 11:58:53 AM 
Started by RavenOfRazgriz - Last post by C1REX
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.

 on: Today at 11:51:34 AM 
Started by hihats - Last post by Xifanie
Has anyone tried this? (ASM) Start button skips events, effects, battle and event text, etc.

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