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Messages - 3lric

3441
@Kuraudo Sutoraifu,

These are actually many of the exact things Pride and I discussed. The only difference being the Pokemon,
Since we obviously don't have the sprites for them, but there are also ways around this  :mrgreen:
3442
AFAIK the palette hack works, since I use it in events to make 2 versions of the same non-generic sprite have different palettes, but if this is the
one I'm thinking of, it caused bugs when picking up the crystals/chests of the higher numbered palettes (6-8 ?)
3443
Quote from: RandMuadDib on May 03, 2012, 08:42:39 pm
How about just adding the invite status to the throw stone ability?

Well thats no fun :(

Pride and I have been discussing several ways to do a Pokemon mod tho, So you may eventually see a mod with this  ;)
3444
Why should this be moved to spam? It wasn't spam to begin with.
3445
The amount of work that that would require would take far longer then I'm willing to wait :P

As I said, if the conditions are done right you really wont be using more then a couple events that
would be recycled thru out battles as long as the monster ID's remain the same.

This is an interesting idea, and I intend to look more into it.
3446
Quote from: zaiahboy21 on May 01, 2012, 06:46:51 pm
Everyone on here has major talent but isnt using it to their full potential, atleast i dont think so.


How do you know what our potential is? People like me came here knowing nothing about modding at all and then spent time learning it.
We aren't paid, and no one here knows everything.

Quote from: zaiahboy21 on May 01, 2012, 06:46:51 pm
New movesets and new animations for the moves are key to a more fun and entertaining game. Especially for the swordskills, someone should make new animations for those.


While I don't agree with people who say if you have an idea do it yourself, I equally dislike people who tell people what they NEED to make without
actually offering any kind of help, which you aren't, judging by your excuse of modding not being a hobby or what-not.

Quote from: zaiahboy21 on May 01, 2012, 06:46:51 pm
kokojo, you can shut your mouth loser


You are aware that Kokojo is one of the more likely people to make a patch with the things you are referring to right?
Since he is the only one to date to have a released patch that differs largely from Vanilla FFT, which has all new Jobs
(as do most mods) as well as new events and some new maps.  So to say he isn't doing things to his potential would also be
incorrect. Since this was all done in his free time.

I'm not "downing" you either. But I've seen topics like this before, people who assume that they can just came and say one
thing and have even one person change their outlook on how they are modding.  Fact is, many of us don't know HOW to do things like
make new ability graphics, don't have the time, or simply have no interest when their time could be better spent on other aspects
of modding such as Eventing, ASM hacking, or any of the many other things we do around here.


3447
Quote from: Celdia on May 01, 2012, 11:21:40 pm
Would be a lot more plausible if you did a patch that used the No Random Battles hack and you went in and set everything manually into scripted battles. You could call it "Pokemon Tactics: No Tall Grass".


almost exactly what i was thinking lol
3448
Mercenaries / Re: Mercenaries wont work!!!
May 01, 2012, 07:19:01 pm
lol, he says for now, because LastingDawn came back to IRC a bit ago and said he still intends to finish what he started. But until it actually starts happening. It is still dead.  I think.
3449
Jon, in the shop and inventory screens, you don't see the back of a helmet.. I wasn't refering to something someone would actually wear. I'm referring to Shop/Inventory Icons
3450
As cool as this would be, Celdia is correct, the issue would lay in making a event condition to make this work. Which as long as you always use the same Unit ID's for the monsters in question it
would be entirely possible.

The hard part would be with Random battles, since as of right now we only have the event template for the random battles, but we can't edit event conditions for them.
We came across this issue long ago when Raven & I were discussing using event conditions to make the game end if any main char in Jot5 dies, but the problem even then was the
same :/ no event conditions for Random battles.   

Tho this may otherwise be possible, Raven may have more info. But as far as i know, we don't have the ability to add in conditions to randoms just yet.

Tho i must say the idea is actually quite cool. Gives me an idea for a mini-mod lol.

NOTE: On a plus side, if you were able to setup every monster in random battles with the same Unit ID's (ex: 80-86) you would only have to sacrifice a couple events to turn into Conditions
that make that unit ID disappear should it hit the trigger of being "caught". So if it ever does become possible to edit random battle conditions, it shouldn't be completely impossible to
make this happen and still have some wiggle room left.
3451
haha, yea Glain, Xifanie corrected me on that after I said it. I wasn't aware of most of it since a lot of that is outside my knowledge.

Tho I still can't really see it being useful lol. Because besides the couple features that EVSP has,
it is basically a notepad, with build in map view and command explanations. Tho I suppose for someone who
has never doe anything with events before it could be nice to have it right there in FFTP with everything else.

3452
The edges would need to be cleaned up a bit, but the helmet icons aren't bad, i could see some use for them
3453
@Eternal
If they are randomly present you shouldnt have any issues really :P Or atleast from how i understand it, since they at called are different parts in the event.
Often times Not present or randomly present units will just have a starting location of 0,0 since they are moved via a warpunit command and then drawn to the map
in a location different from their ENTD location anyway (atleast in vanilla anyway)

@Glain
Awesome job on this man! I'm gonna check it out some more today  :mrgreen: Loving all these updates
3454
Fucking finally, have been waiting forever for someone to rip these!
3455
Quote from: Break on April 24, 2012, 08:40:44 pm
Had to create an account just to post how awesome it is that you're taking the time to do this. This site is a FFT kid's dream! Any idea when it's coming out?


Thank you for the kind words Break. Durbs and Joseph Strife are correct, the release was originally planned for March 1st,
but around that time Chapter 1 ended up growing by about 50%. But it's all for the better, We are trying to make sure
everything in Chapter 1 is 100% before release so that everyone can have the best experience possible while playing it.

And once again we appreciate your interest, stay tuned!

-Elric
3456
Ah very good to know Glain! This will definitely help me out a bit
3457
Easy Vent Super Perfect
3458
that may be the case, but all those maps are also viewable in EVSP

and I may have misspoken by calling it flipping out, but my edit was posted more then a minute before you said that :P So there WAS time to see that I fixed my error of delting it by mistake (since I've never intentionally delete a reply and normally edit them when needed)
3459
I was trying to edit it and accidentally deleted it instead and if you look at the one you just replied after, you would see that everything i said in the first one remains in the one i editing and posted again

But way to fuckin flip out over it without even checking first. Bravo on that.
3460
Quote from: Pickle Girl Fanboy on April 24, 2012, 03:25:49 pm
The x and y values of those maps don't correspond to the true x and y values used in the game.  And opening Ganesha (which uses an incredible amount of RAM) every time you want to edit ENTD or Treasures/Traps isn't feasible - does Ganesha even show x and y values?  How would you know where the enemies are being placed?  How do you know you're not placing them on an obstacle, or in a river (if they have Cannot Enter Water)?


Yes they do. I have made over 60 events using these x,y from the main page and they work fine on all but 2 maps. Not sure where you are basing this info off of. Also, the maps clearly show all the terrain. And unless something is unpassable, which is usually more then obvious, they can be places wherever you choose without issue. That why they can choose it.

I guess the main issue is that you for some reason seem to think that the x,y on the main page are incorrect, when they are indeed not. Only Lionel Office is off by -1 x,y and the Pub is off by -1 Y.. That's it

And no Ganesha doesn't show X/Y it shows the map. But for someone that really cannot figure out the levels on the maps we already have (dunno why) that would be an option.

As I said, maybe I'm just misunderstanding the purpose of this. For which i apologize.