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March 29, 2024, 04:54:41 am

Tanking? Expanded Party?

Started by Felipe1989, August 14, 2017, 06:02:19 pm

Felipe1989

Hello community!! I've been wondering if it is possible to create new skills, and classes because of them. I've been toying with what is already in game trying to tweak it to my liking but a little help is apreciated. My main concern would be tanking, because I like the idea of drawing aggro to a really beefy character to soak damage for the party. That would totally change the flow of battle, and I would be forced to bring more enemies and hopefully one more ally to the battlefield. Is any of this possible. Thanks in advance!!
  • Modding version: PSX

Lionheart537

Well you can edit existing classes and add new custom formulas to abilities to make them function differently. As for adding completely new without changing/losing existing classes, it can't really be done.

For battles and story events the game is limited to 9 diffirent character sprites at any one time, so having more than 5 player characters in a battle would recquire editing the enemies of that encounter to share jobs more so than they already do; i.e. having 15 enemy Knights is fine, but 1Knight, a Priest, 3 Goblins, etc, etc. would cause graphical issues.

Hope this helps but there's plenty of info across the wiki and forum if you search for it!
  • Modding version: PSX
It's not much yet but check out my spriting thread!
http://ffhacktics.com/smf/index.php?topic=11772.0
Here's a look at my vanilla mod thread, progressing one step at a time!
http://ffhacktics.com/smf/index.php?topic=11785.0

Emmy

Expanded party = no, unless you figure out a fix to uprooting guest slots for player characters (hack that currently exists is buggy, but if you get good with asm, you might be able to fix it).  There is also a hard limit of 16 sprites, 9 spritesheets on the battlefield, which there's no way to change this.  So if you want to have for example, 5 player characters and 3 guests, that leaves you with a max of 8 enemies who all have to share the same spritesheet.

Creating new skills is definitely possible.  MT's skills are about 70% custom, and there are a lot of defensive skills.  Feel free to use/modify my asm, though keep in mind many of these are written for MT and require other custom code as a result of this. 

http://ngplus.net/index.php?/files/file/33-monster-tactics-asm-pack/
  • Modding version: PSX

Felipe1989

Well, I've been trying to tweak generic jobs to include a tank that does just that. But I think people will lose interest in using other classes like in other RPGs and just bring a tank, a priest and a bunch of archers lol. To make it work I've been playing around with the berserk status. I think making an AoE berserk ability will be the closest I can get to resemble aggro drawing.
  • Modding version: PSX

Lionheart537

http://ffhacktics.com/smf/index.php?topic=10381.msg220610#msg220610

Haven't tested it but this spreadsheet might allow you to change the ai's status priority. You could make any status drive the ai crazy and bullrush the afflicted unit. The downside is that would only be a player advantage as your units won't mindlessly rush like that when the ai uses the ability.

That spreadsheet could be helpful in other ways though.

An alternative is to yes, use a short range berserk ability to funnel the enraged unit towards the tank casting said ability. Plus side on this is it's less work and allows the ai to make use of it as well.
  • Modding version: PSX
It's not much yet but check out my spriting thread!
http://ffhacktics.com/smf/index.php?topic=11772.0
Here's a look at my vanilla mod thread, progressing one step at a time!
http://ffhacktics.com/smf/index.php?topic=11785.0