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Always fashionably late to the party.
Lionheart537 [Posts: 118]
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  • [August 10, 2017, 04:41:35 AM]
Re: Modding and game balance questions/job and ability ideas.
« Reply #80 on: August 10, 2017, 04:41:35 AM »
The vanilla only plans equipment up to level 50 or so, right? Expanding the cap is a good idea but I don't think it necessary to plan as far as max level 99. Kudos to the dedicated people that grind to that level, God love them. Isn't lv67 more appropriate? If you really want more gear/ have the space just add several equal level options with preferences to specific builds. I like Emmy's point of keeping equipment from being linear upgrades. Not constantly but occasional, staggered bonuses that let "lower" gear compete with higher, at least for another tier or two. As for the specifics of how to go about it that's a personal decision, status immunities, buffs, etc. Having clear flaws to balance an item can work, but i'd say limit the use of that method.

I've been plaing Celdia's patch recently and two changes to weapons have engrossed me: whips and crossbows, specifically crossbow's occasional double attack. I'd love to steal implement these myself. Although i'd prefer the crossbow second attack proc to be Genji Glove's effect and perhaps make it innate on Katanas as a weak 2H weapon with chance of double damage, outclassing other 2H with elemental/status affinity and even moreso with the unique Genji Glove.

EDIT: Read over 1,000 times! I hope other modding hopefuls like me are learning alot here too! Thanks again for the great opinions and discussion everyone!

    • 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
    nitwit [Posts: 198]
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    • [August 10, 2017, 02:54:46 PM]
    Re: Modding and game balance questions/job and ability ideas.
    « Reply #81 on: August 10, 2017, 02:54:46 PM »
    I usually end up at level 65 by end-game.  There are some hacks to make the AI use equipment better.  Recommended if you're going the equipment upgrade route.

    The crossbow second attack is IIRC setting it to randomly proc Attack.  See the Holy Lance for more details.  Though I think Holy Lance procs Holy 100%?
    Always fashionably late to the party.
    Lionheart537 [Posts: 118]
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    • [August 11, 2017, 12:31:12 AM]
    Re: Modding and game balance questions/job and ability ideas.
    « Reply #82 on: August 11, 2017, 12:31:12 AM »
    I took a look earlier and it really is as simple as some fftpatcher changes.

    What are some general AI improvements you'd all recommend?

    • 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
    The Puppet ---Master---
    Elric (Overseer) [Posts: 3820]
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    • [August 11, 2017, 05:22:35 AM]
    Re: Modding and game balance questions/job and ability ideas.
    « Reply #83 on: August 11, 2017, 05:22:35 AM »
    I took a look earlier and it really is as simple as some fftpatcher changes.

    What are some general AI improvements you'd all recommend?

    Care to explain what you mean, cuz I can tell you, no, it's not "as simple as some patcher changes"

    • Modding version: PSX
  • <@Angel> Teach a man to fish and he'll open up a fishery to compete against yours.
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    Always fashionably late to the party.
    Lionheart537 [Posts: 118]
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    • [August 11, 2017, 06:16:12 AM]
    Re: Modding and game balance questions/job and ability ideas.
    « Reply #84 on: August 11, 2017, 06:16:12 AM »
    I was meaning changing some weapons like setting Katanas formulas as the weapon dmg with 25% proc ability and have that ability be the standard attack (or an ability mimicking it). To effectively let them chain a second attack on occasion.

    My mistake I can see the confusion when I mentioned AI behavior. Seeing Dokurider's hacks is what got me thinking about the ai. Sorry about that  :?

    • 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
    Always fashionably late to the party.
    Lionheart537 [Posts: 118]
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    • [September 08, 2017, 05:14:50 PM]
    Re: Modding and game balance questions/job and ability ideas.
    « Reply #85 on: September 08, 2017, 05:14:50 PM »
    Reviving this for another question. I saw a tutorial for changing weapon categories, but does armor have any hardcoding or bugs when it comes to editing? For example if I change mythril armor's type to robes would it have any foreseeable problems? Mostly wondering because I want to give hair adornments new item slots and asm change it to remove gender requirement with job requirements.

    • 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
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