Final Fantasy Hacktics

Projects => New Project Ideas => Topic started by: RavenOfRazgriz on September 17, 2012, 06:12:58 pm

Title: Patch Ideas Proposal Thread
Post by: RavenOfRazgriz on September 17, 2012, 06:12:58 pm
What Goes Here:

This thread is specifically for suggesting ideas that you personally don't intend to pursue or don't know how to pursue, but think would be cool to pursue.  If you do not intend to actively work on the Project Idea and are just posting it to see if others might be interested in pursuing it, post it here, do not make a new thread.  Making New Project Ideas threads is reserved for ideas the topic creator will be trying to pursue themselves.  The old "Patch Proposals/Ideas Thread" can be found in the Old Project Ideas Archive here. (http://ffhacktics.com/smf/index.php?topic=2214.0)  Note that this thread is Archived, meaning that (obviously) it is old and that it may contain information that is no longer accurate, but it can still be useful in finding Patch Idea discussions that may aide you in figuring out exactly what you want to do with your own Patch.

Guidelines:

Pretty simple.  If you intend to actually work on the idea yourself, you're in the wrong thread.  Go make your own thread detailing your idea and what progress you've made so far.  If you simply want to post something like "Someone should make a Halo FFT Patch", but do not intend to or do not know how to make such a patch yourself, that goes here.  You can also use this thread as an Interest Check thread if you want.  For example, "Would anyone here be interested in playing a Halo FFT Patch if I began working on one?"  Note that even for an Interest Check, it is common not to get feedback until you've made something to show to people, so don't immediately get discouraged if replies are sparse early on.  It's a hard road to prove you're worth people's attention, and it can be discouraging, but work and show you're working and likely to finish the project you've started and help will eventually come to you.
Title: Re: Patch Ideas Proposal Thread
Post by: Mysticquest on October 07, 2012, 12:43:14 am
Here's an Idea, If no one else has brought this up of course. I always wondered about when your men discover secret places and secret items on their missions in FFT. I always wished that those places tied in to the story. Like That Floating Castle, Floating Continent or Forbidden Land Eureka. My point is, wouldn't it be cool if a game was made based on Ramza sending his men on these missions?
Title: Re: Patch Ideas Proposal Thread
Post by: The Damned on October 07, 2012, 05:41:32 am
(It took me a while to remember what GameFAQs document had actually information on the Unexplored Lands. (http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/14169))

Well, that could potentially be interesting, especially since pretty much all of the Unexplored Lands are references to the other six Final Fantasy that preceded FFT, i.e. Magic Train = Phantom Train, Chocobo Forest from FFV, at least four of them referencing FFI. The non-Zodiac Stone, non-Germonik Scripture treasures might also be interesting to focus on for the same reasons, though the only reference there I recognize is to the then-contemporaneous FFVII with Materia. Well, that and Excalipar/Excalipur.

(It's actually kinda problematic that I forgot a certain weapon exists there with regards to Embargo. I really wish that we could make the equipment there just automatically pop up with their own Item Attributes and such, though that's besides the point....)

The thing is that there are at least two major hurdles to this. The less major one is that I think there's still no one here that really knows how to (effortlessly) hack the (world) map system, especially in terms of adding new locations. From little I've understood and from little I've seen discussed on the forums, it seems rather difficult just to make the map unlock out of order, much unlock into less places it "shouldn't".

The actually more major one is the fact you would have to make new maps. As far as I know, the only person here who has (publicly) done that is Kokojo and it seems to be a huge, laborious pain just to finish one, much less sixteen.

That in itself is actually a moderate problem: Even if focusing only on the Unexplored lands that are have sensible descriptions, which, let's face it, "Pandemonium" and "Tower of Babel" (somewhat appropriately) don't, you're still left with trying to introduce way too many new places all at once. Even if you also exclude "Magic Train" for not being an actual "land", that problem still applies.

Of course, I suppose you could make it so that the game and world map only focused on new lands (somehow), but even then, you'd still have to at least (heavily) edit some maps. That's still somewhat of a pain but far more manageable than having to create multiple new maps to battle on. I suppose one could also "salvage" some of the unused maps in the game, but to my rusty "knowledge", most of those that aren't just blanks/tutorial-purpose maps are interior maps (that screw with the AI's targeting).

Regardless, it seems like it would be better to focus one or two areas, maybe four max, to (thoroughly) explore for a patch like this. It certainly seems like that would make plotting and reusing & editing maps a lot easier....

This gives me an idea for a proposal now, but I'll end this here since it has already gotten long enough.
Title: Re: Patch Ideas Proposal Thread
Post by: Durbs on October 07, 2012, 10:03:26 am
If anything, though, having the star as one of Ramza's men being sent on propositions would be kinda neat, even without any new maps. You could do a ton with the story that wasn't told.

Actually, you might even be able to cut the world map in favor of a menu/mission system. I have no idea if this is plausible, but you could be based at a bar, listen to rumors, and be sent through mini-series of maps when you selected to do a 'mission'.

Hmm...
Title: Re: Patch Ideas Proposal Thread
Post by: Mysticquest on October 07, 2012, 06:52:13 pm
I'm just glad someone else thinks that it's a good idea. It's one of those ideas I have that gets tossed aside. I would have pursued it if I could've just wraped my mind around this hacking thing.
Everyone else makes it look so easy and I've seen many interesting projects too.... Oh well, I hope someone picks it up.
Maybe it could focus around Rad, Alicia and Levian and your own character. I thought that your own character does his own thing for a little bit before he becomes a sword for hire and ramza buys him from that soldier place. (You know, when Ramza is a mercenary for a little while.)
I mean not just finding unexplored lands, but the other missions like when you depoly men out to handle bandits and all that.
Title: Re: Patch Ideas Proposal Thread
Post by: Mysticquest on October 07, 2012, 07:03:11 pm
However, I have to agree with The Damned it may be problematic with the maps
Title: Re: Patch Ideas Proposal Thread
Post by: The Damned on October 08, 2012, 04:07:51 am
(Please try not to double [or more] post unless it's been at least a couple of days. It's generally not a serious offense or anything, but an edit button does exist on this forum and we'd rather not have threads getting constantly bumped by the same person several times in a row, especially in a short amount of time.)

You realistically could do a great deal of patches--24+--just "exploring" in-depth even one location, like with Colliery or any of the multi-stage maps, though most of those were of course indoors. As such, it would probably be better to focus on outdoor locations regardless of whether they were "Unexplored Lands" or not, Phantom/Magic/Doom Train aside. It would make editing maps a hell of lot easier since you'd generally be able to get away with the same type of tiles for most, if not much, of the area. That would maybe kinda screw over Geomancy though, especially depending on the location; of course, simplification and consolidation of elements always exists, especially now that RavenofRazgriz made that handy spreadsheet.

In typing last night, I was thinking that, besides the Unexplored Lands, you could focus on the areas of the game where you actually do go, but that get utterly glossed over, especially since most of the maps and battles in the game are technically condensed. The chiefest among these would be Volcano, which you never even have to visit and which just randomly pops up on the map in Chapter 4 with absolutely zero story significance despite presumably being there since Chapter 1 technically. However, Volcano isn't the only place that's viable for this type of thing, especially if you didn't want to be limited to a patch or at least significant portion of a patch that has to use a lot of Fire (and Earth) "types" and potentially "have to" invoke "Convection Schmonvection". (http://tvtropes.org/pmwiki/pmwiki.php/Main/ConvectionSchmonvection) (Warning: TVTropes.)

Besides Volcano, there's Doldobar Swamp (which at least has a purpose as a shortcut unlike Volcano), Zigolis Swamp (why is that entire swamp poisonous?), Thieves' Fort (you never go back there), Zeakden Fort (you never go back there either), Poeskas Lake (Doldobar exists so you don't have go back through there), Yuguo Woods (Ramza never wanted to go back there), Bed Desert (Balk's base of operations or, at least, the site of his last scheme), etc. Literally almost any outdoor location--green spot--on a map could probably get an interesting patch done about it alongside some of the blue ones, mostly the ones that aren't castles. I plan to try to make Volcano and Doldobar more relevant in Embargo, but those changes are hardly going to be anything in-depth to warrant their own patch, obviously.

Of course, thinking of this made me realize something even more obvious that could be done as a patch that I'm surprised no one has done yet. I'll wait until Friday or something to talk about that, however, seeing as I really need to get to work for once.

Execution EDIT: Another prime location to "explore" potentially would be Golgorand given you both never go back there and it supposed to the remains of the place where Ajora himself/Ultima herself was killed.
Title: Re: Patch Ideas Proposal Thread
Post by: The Damned on November 01, 2012, 12:02:08 am
(Sigh, of course I'm way behind here as well. Terrific.)

I could use the excuse that I didn't want to double post here, but I honestly just forgot about this.

So, before I forget about this, I'll just explain the other idea that had hit me that I was cryptically referring to before: A Deep Dungeon-only patch.

In thinking about it only earlier this month, I was rather surprised to realize that no one had made one or, as far as I'm aware, even expressed interest in making one. Now, I understand that a lot of the "appeal" of Deep Dungeon was the rare items, but a lot of it was also the challenge of the (oft too) difficult teams.

Given that I'm pretty sure it's possible to reduce the map just to Deep Dungeon and to give the player access to various units and equipment, I'm rather surprised it hasn't happened just because of that.

Oh well. Still, it seems like it would be "easy" to do, especially since it's not like you'd need a story like most other patches.
Title: Re: Patch Ideas Proposal Thread
Post by: yagood on November 09, 2012, 08:05:47 am
would be very difficult to create a mmorpg tactics (Final Fantasy Tactics) using the same sprites of spells, characters, plots, etc. ..?

sorry if posted in wrong place*

sorry for my english, I'm Brazilian, and I used google translator
Title: Re: Patch Ideas Proposal Thread
Post by: Eternal on November 09, 2012, 08:52:14 am
First of all, stop posting the same question in different places. Second, look at Tethical.
Title: Re: Patch Ideas Proposal Thread
Post by: yagood on November 09, 2012, 10:40:21 am
I'm sorry I was not finding the correct area, really forgive me, I'm new to the forum.

I made a slightly more elaborate description of what I'm really looking for on the topic: Jobs and Etc. Proposal Ideas Thread
I think that was the right topic
Title: Re: Patch Ideas Proposal Thread
Post by: nextgenrpg on December 31, 2012, 03:41:39 am
Hey All,

I apologise now for the absurd amount of text here, but I simply do not understand the posting code on these forums, so i'll try my best. I'm going to be using a lot of terms, which I will explain

I know this seems silly, but I built this account just to put forth an idea, since all of my efforts here have simply been in playing  :P I personally have no programming skills, but a vast amount of knowledge on both Pathfinder and FFT, and a lot of fleshed out ideas. I would be very dedicated to doing anything/everything I could to support this project. So, here's my concept.

FFT: D&D 3.5/Pathfinder RPG edition

D&D 3.5/Pathfinder are played in combat very similarly to the way you battle in FFT. The background mechanics are entirely different, but the concept is similar. I am wondering if there are those out there interested in making an adaptation?

(Before I move on, I just wanted to say I've done some searching on the forums for a project but found nothing in progress, just a few mentions).

So, some of the main concepts/changes would be this:

a. Each square would represent (in theory) 5' of space.
b. Diagonals count as 5' for the first, and then 10' for the second, alternating
c. Movement range would be based on character speed (not like fft speed. This is generally 30', or 6 squares). This number is determined by creature size, and modified by class and armor type.


a. Each physical attack would have a range, 5' (minimum) being all squares surrounding, not just adjacent (like in fft)
b. Each square which you can attack with a melee attack at any given time would be considered a "threatened square"
c. Any time you move through a "threatened square", you would provoke an attack of opportunity, or a free melee attack from the threatener even though it's not their turn
d. Physical Attack accuracy would be primarly managed by Base Attack Bonus (BAB), which is determined by your class levels.
e. You may make additional melee strikes per round once you've reached a high enough BAB
f. If your opponent is flanked, or there is another unit threatening your target on the opposite side, you get an accuracy bonus.


a. Weapons would deal damage based weapon type, modified by a character statistic (tbd)
b. Weapon damage in D&D works by random number generation, or "Rolls"
example 1: A Bastard Sword (AKA Knight Sword) deals 1-10 damage (or 1d10 damage, which means 1 10-sided die). Lets say Ramza has a Knight Sword and has a Strength of 5, that means he does 1d10+5 damage. (This means that HP and damage are scaled down quite significantly.
example 2: Fireball does fire damage of 1d6/level, up to 10d6. A level 5 sorcerer casting fireball would roll 5d6 to determine damage dealt. A possible scenario would be 1+4+6+2+6 = 19



a. HP - Would be rolled based on Class Levels, and a character statistic (tbd)
i. A level one Rogue has HP dice of 1d8/level. At 1st lvl, you get max hp (so 8+stat). At second level, you roll the dice, and add the stat modifier. That means a level 3 Rogue with a stat modifier of 3 would have a total of 3d8+9, which could possibly translate into 8+2+6+9=25 hp at level 3.
ii. Such low hp and damage capabilities mean that everything is scaled down a bit compared to regular FFT.
b. Stats or Attributes (What I keep referring to as Statistic or stats) - Would determine many abilities
i. D&D has 6 main stats or attributes:
Strength (Str) - Determines melee accuracy and damage, and thrown damage
Dexterity (Dex) - Determines finesse melee accuracy, thrown, and ranged accuracy. Determines Speed Resistance (Reflex Saves). Adds to Armor Class (AC)
Constitution (Con) - Determines HP. Determines Physical Resistance (Fortitude Saves)
Intelligence (Int) - Determines spell casting for Wizards. Determines skill learning (Not sure that skills could possibly translate)
Wisdom (Wis) - Determines spell casting for Clerics and Druids. Determines Mental Resistance (Will Saves)
Charisma - Determines spell casting for Sorcerers, Paladins, and Bards. Determines social skills (Not sure that social skills could possibly translate)
ii. The 6 attributes, together with BAB would pretty much determine everything in the character menu.


a. Defense from Physical Attacks would be based on your Armor Class, or AC. AC represents a number which needs to be overcome in order to be hit.
b. Armor would no longer offer HP and/or MP: It would offer an Armor Bonus to contribute to your AC.
c. Evasion from cloaks etc would be replaced by AC bonuses.
For Example: You have armor which gives you 5 Armor, a Ring which gives you 1 armor, and a Dex score of 3, you would have an effective AC of 10 (base) +5 (Armor) +1 (Ring) +3 (Dex), for a total of AC 19. Lets say the attacker has a BAB of 3, and a Str of 3. He attacks with his Longsword. The attack chance would be 1d20 +3 +3, or 1d20 +6, hitting on any roll of a 13 or higher, or a 40% chance to hit.
d. MP would be removed. The spells you could cast in each combat encounter would be replaced by your available spells per day based on your class levels.
e. Combat order would be determined by initiative (Ini). Instead of speed determining when you act in combat, you'd have an initiative score which would be determined at the beginning of each combat by a 1d20 + Ini roll. Position in the initiative count would be permanent, effectively saying that nobody could act twice before someone else. Initiative order could only be changed by delaying your turn for any reason.


OKAY

I'm not even going to touch spell-casting, but we can get into that, as well as the specific mechanics of some of the other things I mentioned if there is some interest.

Soooooooooo:

1. Is there interest in the concept?
2. Which of these concepts are possible to implement/replace, and which are not?
3. Would you, or do you know someone who would be possibly interested in working on this?
4. Is there someone else already working on the concept?
Title: Re: Patch Ideas Proposal Thread
Post by: Jon on December 31, 2012, 11:20:10 am
I thought of an idea as well, but I'm not sure if you can have infinite "castle battles" (battle, save, formation screen, battle, save, etc etc):

Its like described above, no world map but just battle after battle. It would be all on "castle" and "dungeon"-like maps, you would play as some evil monster king and your mission would be to destroy heroes trying to enter your castle/dungeon. Each battle you would get different monsters to deploy, and would play more like a tower defense game actually. Ideas or comments? Would this be interesting?
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on December 31, 2012, 12:53:40 pm
What about your other project Jon?
Title: Re: Patch Ideas Proposal Thread
Post by: Jon on January 01, 2013, 04:16:48 am
This was just an idea, I just wanted to see if it was a good one or not. I'm working right now on my other project, not anything else. No new events, only FFTPatcher and TacText. What do you guys think of that idea though?
Title: Re: Patch Ideas Proposal Thread
Post by: RavenOfRazgriz on January 28, 2013, 10:29:05 pm
You can't get an infinite amount of battles, but you can get a fairly large amount of them.  Changing the player's party between battles would be the more annoying part.  It would be easier to just give the player 16 different units to choose from and see how far they get, since they can't be replenished once they die.
Title: Re: Patch Ideas Proposal Thread
Post by: Oroborobo on January 29, 2013, 01:15:09 am
Idea: Badass Mustadio

I always thought it was strange that Mustadio has only 3 shitty skills even though he and his dad are basically the only people in Ivalice with the engineering skills to restore some sort of trans-dimensional warp-generator without knowing what it even is, yet he doesn't have any, other, how should we say, Tools (http://images2.wikia.nocookie.net/__cb20060219222639/finalfantasy/images/0/05/Autocrossbow.PNG)? Like there's an entire working robot but not one laser or drill schematic or anything else that's fun.


I had a dream, and this dream I saw Mustadio with a chainsaw.


Realistically this would mainly be ripping off the Gadgets and their general theme and effects from Edgar's Tool command in FF6. So I guess what this would require someone to do is:

-Gather all the sprites from Edgar's Tool set for reference (should be easy)
-Modify them to 2 FFT "diagonally facing up and down versions" for spritesheet (note: I suck at spritesheet)
-Custom ability animations. I'm thinking this is something pretty medium-hard. You'd have to get Mustadio to do the crossbow aiming or spinfist or spear stab animations while floating the Tool sprite over him and animating it properly
-Really actually ASMing these kinds of custom animations into the game might require like, flags(?) and stuff(?)
But I'm 90% sure it's possible. I've gotten characters to throw out summon balls while doing like, wave punch animations, so like, break that, and fix it awesome if you could get my meaning. Meaning being that I currently suck too much to do so myself.
(???)
-We can all agree we want Mustadio to wear a Jason mask and impale Queklain with a howling death machine that produces exaggerated gouts of blood (http://youtu.be/FjQlxQMURRs?t=7m14s) though right? (especially Agrias)

And this is one thing, but I had a pocket full of other FF6 themed ideas.

The next of which being: If I had to choose between getting Worker 8 or killing him to build Ride-able Magitek Armor, I would kill that metal fucker in a heartbeat

-I'm thinking draconian and bipedal, shaped like a Tyrannosaurus the way they're supposed to be. Something like the badass versions with energy cannons that you fight in Kefka's Tower.
-I don't care if it looks nothing like Worker 8 and is the exact size of a Chocobo, I just want it to shoot Tek Missiles and Bolt Beams and Bio Blasts and stomp aroung while going *CLANG CLANG* like a robot should
-Oh man could you imagine if -steam- came out of it? I practically pitch a tent thinking about this shit you guys, I'm hardly even fucking joking.

Idea number 3 is: Why aren't there Moogles in this game D:< Fuck dragons I wanna go to Narshe!
(Who the heck is Reis anyway?) (http://25.media.tumblr.com/tumblr_m7gkw4hY7I1r3gi21o1_1280.png)

-This is just an event edit of the colliery with Mog and GoGo in the game and taking up interesting event slots instead of Beowulf and Reis who are broken characters anyway.

-Mog can use his special Dance command by customizing Elemental and it's action menu programming and adding custom effects and animations. This by all means seems so worth doing I don't know why it isn't some sort of standard add-on to any patch. I am almost but not quite entirely gay for moogles. I can't even control it, that little red ball, those wings, that face at some mysterious cuteness level between a bear and a cat!

-GoGo can rip off his friends instead of being an actual Mime. I'm not saying give him a whole bunch of custom command set options, but give him one set called "Mimic" that utilizes a few Iconic abilities like Quadra Slice, Pummel, Aura Bolt, Mug, A Few of the Tools, Bum Rush, maybe even an "out of universe" blue magic or lore and he could teach these skills to the player jobs if you wanted him to. It might not be entirely gameplay balanced that way but it would be fun >.>

-By all Means, Strago would probably be a lot easier to put in

-Relm would be impossible

-Shadow would be really fun to do, to make a special interceptor running onto the screen animation, and then you could add ninja magic scrolls to the ninja's throw list as a bonus.

-Actually I'm sure I could balance all that into a vanilla FFT or a custom patch from a gameplay mechanics sort of perspective or otherwise in FFPatcher, it's just the quirky guts of the thing you know, how does one ever find the time without a helping hand

-If you replace the colliery with Narshe you can change the boss at the end to be vs Triton the ice esper from the start of FF6, and then you could even make him a custom summon

-Make colliery look sort of like narshe by altering it's existing structure/skin? This probably isn't entirely necessary

This is so totally worth doing, you guys should totally get into this idea immediately or something
Title: Re: Patch Ideas Proposal Thread
Post by: CONMAN on February 15, 2013, 11:00:01 pm
LOL!  ...Awesome crazy post!  That's wild ff6 love! (Understandable, I'm actually replaying it right now.)

Most of what you threw out there sounds difficult, while some relatively easier.  Mog w/ dance could be done very easy...

The real reason I had to comment on this post is your Mustadio/worker8/magitek scenario has been running in my own mind as well!  I like Musty the character but always felt his skillset was pretty lacking and I got bored of worker 8 pretty much the first day I recruited him.  Literally the other day I had the same idea of fusing the two into some sort of "Magitek" badass (again.. while playing ff6).  I spent about an hour yesterday looking at the iron giant/worker8 sprite sheet and surfing the web for magitek images for inspiration.

.....simply too coincidental to not respond to this post...
Title: Re: Patch Ideas Proposal Thread
Post by: Reks on March 24, 2013, 11:08:03 pm
I MIGHT work omn this myself, over time, but I've got no idea how to even do basic edits and whatnot, so it'd take a loooong while to do.

Basically, what I aim to do was replace FFT's story and such with that of Tactics Ogre's, as they're similar, and yet different. Or do a crossover story, taking elements from both and making something entirely new.

I AM kinda supposed to make a few sprites from TO, so that'll happen eventually.

Also, the classes. TO's classes are in-depth in a different format, and I've only played it's PSP remake, so i'm not familiar with how it used to be. Basically, instead of learning abilities from each class, classes in TO have skills and such, universal to most, such as Fortify I-IV(some classes may never learn the higher levels, but can still use them if learned while the unit was a different job), as well as having some that can only be used by one class (the Archer's Doubleshot, for example, can only be used by Archers).

Magic is also learned differently, as they're gleaned from scrolls and grimoires to learn the spells, rather than as a skill. They also had to have the base magic type for them learned, as it was not universal.

So seeing as much of TO's system implimented would be highly interesting, however difficult it may be.
Title: Re: Patch Ideas Proposal Thread
Post by: scbw1234 on April 15, 2013, 12:29:17 pm
I was thinking is it possible to create a new version of the FFT with all the vanila things in there but only the store event completely shift to another characters perspective and thus alterd ending for these corresponding characters versions.

Let say if played from wiegraf's perspective(which have wiegraf as the main character),starting from trying to stop gustav doing sily things,which eventually failed,and then go through the entire chapter 1 in wiegraf's perspective but with the original story event.but starting from chapter 2 the events are all alternative which wiegraf then does not join the templar but try to fullfill his dream in his own way.

Or we could completely play delita as the main character and have the entire story in his perspective(which i think is pretty necessary since delita actually had as much story to tell as ramza).

Characters such as:Olan,Gafgarion,Islude,Elmdor,Zalbag,Orlandu they all deserves their own side stories too.

I personal would love to do this,but does not have the ability.I would gladly to learn anything related to this since its my childhood dream about this game.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on April 15, 2013, 02:56:45 pm
Event editing is quite easy. Take a look at my tutorial. Also Xifsnie was working on the King of Ivalice patch which is the game from Delitas perspective. But i think this has been put on hold indefinatly at this point.
Title: Re: Patch Ideas Proposal Thread
Post by: scbw1234 on April 15, 2013, 09:48:13 pm
Quote from: Elric on April 15, 2013, 02:56:45 pm
Event editing is quite easy. Take a look at my tutorial. Also Xifsnie was working on the King of Ivalice patch which is the game from Delitas perspective. But i think this has been put on hold indefinatly at this point.


:D That is actually what i'm doing right now,your tutorial are great
Title: Re: Patch Ideas Proposal Thread
Post by: flameman050 on April 29, 2013, 05:16:42 am
Just had an idea. What do you guys think about making gun accuracy lower as range increases? It seems like something someone would have already thought of it and it seems like it would be a fairly simple ASM hack but i haven't seen anything like it on the forum.
Title: Re: Patch Ideas Proposal Thread
Post by: Reks on April 29, 2013, 05:21:54 am
Quote from: flameman050 on April 29, 2013, 05:16:42 am
Just had an idea. What do you guys think about making gun accuracy lower as range increases? It seems like something someone would have already thought of it and it seems like it would be a fairly simple ASM hack but i haven't seen anything like it on the forum.


Not sure if the patch suggestions thread is the right place to put that, but that's irrelevant. That actually is a fairly decent idea, if it can be done. Would have to work out the rates of accuracy loss per range, though.
Title: Re: Patch Ideas Proposal Thread
Post by: flameman050 on April 29, 2013, 05:42:25 am
Quote from: Reks on April 29, 2013, 05:21:54 am
Not sure if the patch suggestions thread is the right place to put that, but that's irrelevant. That actually is a fairly decent idea, if it can be done. Would have to work out the rates of accuracy loss per range, though.

Yeah, sorry. I couldn't decide between here or the "Jobs and etc." thread. But I was thinking something simple along the lines of losing ~5% each tile and increasing their max range to about 12 (maybe giving them the whole board could be interesting). making them also avoidable would help to balance it out i think.

Edit: Or maybe having it work similar to teleport and have a set range after which accuracy drops of exponentially.
Title: Re: Patch Ideas Proposal Thread
Post by: Oroborobo on May 11, 2013, 04:44:34 pm
If it's a gun it should actually be less accurate at point blank and reach peak accuracy at around 4 or 5 tiles before dropping off again
Title: Re: Patch Ideas Proposal Thread
Post by: diegopolati on August 29, 2013, 04:58:18 pm
Hello everybody!

I'm Brazilian, so don't bother with my bad English  :?

I work and study, so I do not have much time to research and learn how to make a mod.

I searched several places, but found nothing that suited my needs.

I am a casual player. The difficulty of the FFT is already very good for players like me. The only thing that bothers me are the enemy characters at lvl 50 for example without any learned skill!

Another thing, I really liked the idea of ​​putting special enemies battles of history stronger than others. Of course, if it did not increase much difficulty would be perfect.

Like I said, I'm a casual player who does not have much time to play. I want something to have fun, and not pull my hair out.

So here's a suggestion for a mod "soft", which is not away from the original game, only implements something to stay cooler.

1. The enemy is at lvl 50? Give him some skills that are equivalent to your lvl!
2. If you change something about the classes or items, if only to balance, and not to make the game harder!
3. Mini bosses in the stages of history would be fantastic! But nothing too hard!

That is my opinion. I want to play just for fun, and my group of 5 fixed without having to keep changing their classes every battle just to adapt.

A mod that is possible to finish without rebooting a million times.
Title: Re: Patch Ideas Proposal Thread
Post by: kyozo22 on August 30, 2013, 02:43:57 am
Ok, got a main  idea for a patch that I would definately work on if I had a computer that could actually handle the bloody tools, but, alas, I don't.

Essentially, it's a sidequest patch for the vanilla game/ any vanilla-story patch that eventually leads to the addition of Ashley Riot (from the game Vagrant Story, for those that don't know who he is) into your roster.

Depending on how many spare event slots there are on a vanilla patch (Elric has said on the Jot5 Q&A Thread that there are a few) I'm envisioning having at least one proposition in Chapter 1, eventually leading to optional battles in Chapters 2 ane 3, with a grand finale optional mega-boss battle at some point in Chapter 4.

I have more details, but would be interested to hear responses first before flooding the board with stuff like that. Does anybody like it? Would they be willing to worj on it etc?

Thanks for reading
Title: Re: Patch Ideas Proposal Thread
Post by: Dokurider on September 03, 2013, 04:12:33 pm
I got an idea for a patch during a conversation about the direction of another patch.

Algus comes back from the dead after the Lion War. He is one of the many undead that now walk the countryside in the wake of the near coming of the Zodiac Beasts of legend. He is given the mission of finding a lost source of power long since forgotten to history. Algus and his army or recent revives fight their way across the countryside against zombie extermination squads, bandits, monsters, undeads still fighting for good, and eventually squads sent by King Hyrule himself. Along the way, you can recruit various villains to your aid including Barinten, Gafgarion (if the price is right), and Bremondt Freitberg.

Mechanics wise, your entire party is undead, but you are immune to Crystal/Treasure, so it opens the game up for a lot of new and unique strategies and match ups. It should be a short patch, only about the length of Chapter 1+2. It's not something I could work on now, given what I have already going on, but I'm just throwing it out there.
Title: Its about mechanics
Post by: Umaru on October 16, 2013, 12:26:09 am
i Would like to suggest a mod (not sure if this is the correct term, maybe a total new game) that you cant buy new soldiers. You would meet people as you play (these chars would have fixed classes to choose, this doesnt mean that you cant get new classes, but the new classes will be possible to get only with that char, maybe some chars, for example, a ranger could become a sniper a archer a assassin... but not a knight a paladin a berserk). You would have to  make choices (this would change who you recruit and who you fight and maybe the history). The most important thing that i want to see is that you dont have a limit of chars that you bring to a mission, but instead, as the history goes on you must  choose to split (with strategy) your chars between places/missions. On that way you will have to play with near all chars, you wont have so many not-played chars and each char will be important (since his class or job cant change so much from another that he can get).
Ah yes, i forgot another thing. On this mod/game you would gain xp/job per mission (with little bônus for fast win or a especific char that was a MVP), so in each mission you only will worry about the objective and the victory, not to grind

PS: English is not my first language, sorry but this is the best i can do for now
Title: Re: Patch Ideas Proposal Thread
Post by: Smitson on January 25, 2014, 09:24:36 pm
The two patches that would personally be the most interesting to me(and I'm surprised they've never been done although I know some people have tried) are either

A) A Delita patch going through the story as him as a lot of how he came to join the chruch and his relationship with other members and etc was left in the dark.
B) A Fifty Year's war patch with Barbaneth as the MC, Wiegraf & Gustav leading the lead men and everything that went on there.
Title: Re: Patch Ideas Proposal Thread
Post by: LastingDawn on February 15, 2014, 11:28:25 pm
I had an idea that seemed like it could potentially be interesting and the best part about it is that (in theory...) it shouldn't take that much work to actually do.

The idea I have is "FFT:Enemy Mode". Where you play each battle as the enemy for any given battle vs. Ramza's party.

So say it starts at Gariland. Ramza would have four named generics and Delita all at Level 1 vs. the desperate rogues. Then after victory there it would go to Mandalia where Ramza's party is a little more powerful.

This would give the player some unique opportunities to play as characters like the Lucavi and the Shrine Knights and have no need for a convoluted explanation, only being that you are taking the role of the Enemy vs. Ramza's continually progressing party. It would also be a sort of "challenge mode" as, for the most part, you will be stuck with the items and abilities that are randomly loaded (or in some cases set) on your own party of enemy combatants versus what Ramza's party (as dependent on shop unlocks at the current time) will have.
Title: Re: Patch Ideas Proposal Thread
Post by: Cheetah on February 15, 2014, 11:48:55 pm
That is really amusing LD, I kind of like it. Can you control all those units though or would you get capped out at like 5 or 6?
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on February 15, 2014, 11:49:24 pm
That's actually a pretty neat idea. I assume you are proposing it be done with no world map and just saves in between each battle?
Would the existing event conditions (mid-battle dialogue) have to remain?

EDIT:  Cheetah, you can control anyone you set to Control in the ENTD
Title: Re: Patch Ideas Proposal Thread
Post by: LastingDawn on February 16, 2014, 12:56:53 am
You have it right Elric. And indeed Cheetah, you would have control of the entire team of enemies.

I think the event dialogue could stay, yeah. There's nothing wrong I can see with it and it helps characterize these often ragtag groups. The assassination missions would probably be some of the most difficult, I would imagine. (A simple victory to defeat change sort of deal) but for obvious reasons there wouldn't be any assassination missions as the enemy.
Title: Re: Patch Ideas Proposal Thread
Post by: formerdeathcorps on February 16, 2014, 01:11:37 am
This sounds like PX's old puzzle hack idea (which inspired me to make EGCC).  This is kind of like a reverse version of my patch idea.

However, certain missions may be too easy (Velius, Elmdor, etc.)
Title: Re: Patch Ideas Proposal Thread
Post by: Smitson on February 16, 2014, 01:24:29 am
I like LD's idea. Stuff like the Lucavi battles would be very interesting, what about special characters? Would Agrias and Mustadio join Ramza's party instead of two of the generics for example?
Title: Re: Patch Ideas Proposal Thread
Post by: LastingDawn on February 16, 2014, 01:28:07 am
I hadn't thought of that. It makes sense that the generics would eventually be replaced by the actual characters. Good thinking Smitson!  (Once Orlandu joins with his broken Excalibur... it would definitely be an uphill struggle.)

Another part of the hack would be to presume that the Ramza party would not be oblivious to what is coming ahead, so several of the party members for the Elmdor fight,for instance, would be immune to Blood Suck, Stop, and KO.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on February 16, 2014, 02:22:22 am
Indeed, with the events setup this way, it would be quite simple to put together
Title: Re: Patch Ideas Proposal Thread
Post by: Choto on February 16, 2014, 10:32:33 am
That's a really interesting idea LD, i like it.
Title: Re: Patch Ideas Proposal Thread
Post by: Angel on February 16, 2014, 02:54:27 pm
I would totally play this.
Title: Re: Patch Ideas Proposal Thread
Post by: Triplesix on February 16, 2014, 07:53:08 pm
I would like to use the extra event slots from the setup events to add a choice to each event. Attack from north/south or east/west with different battles from each. Mini-bosses and HQ gear spread within the choices.
Title: Re: Patch Ideas Proposal Thread
Post by: A Blood Red Fox on March 11, 2014, 07:47:12 am
One thing I think would be interesting (but I'm not planning on doing since I already have my own project I'm working on) would be an alternate history where you play as somebody in the Death Corps and manage to turn the tide, and in the end the Death Corps win and you depose the nobility. I've always thought it'd be neat to see what would happen if the Death Corps won.
Title: Re: Patch Ideas Proposal Thread
Post by: formerdeathcorps on March 11, 2014, 08:08:43 am
My patch is kind of like that, but sadly, Matsuno's Chapter I is fairly watertight.  You definitely need an alternate history and maybe a few character replacements to make it happen.

If anyone's interested, I can PM you all the details.
Title: Re: Patch Ideas Proposal Thread
Post by: CONMAN on April 16, 2014, 12:49:55 pm
I feel like this thread is mostly a pie in the sky/ have fun discussing ideas kind of thread.  In that spirit, I had an idea that I thought would be awesome as a community style mod (pie in the sky, I know).

I think it would be cool to split the story lines tactics ogrish style by leading a first chapter into 3 different paths.  We already have 4 chapter break down that could easily lend itself to 3 short stories.  Effectively, have 1 shared chapter with some decision that leads to a singular chapter length finale. 

As a hypothetical- Imagine that the 1st chapter is similar to how it is now, but at the breaking point your decision launches you into either chapters 2/3/4.  Chapter 2 continues with the chapter 1 Ramza tale, but 3 might switch you into a Delita journey, and 4 a Weigraff episode. 

The sprite changing mechanic is easily right there.  And everything would have to be rebalanced to Chapter 2ish levels.  What I really like about this idea is that story mods are rarely completed and mountains of people's hard work have gone to waste.  3 smaller episodes both seem more manageable and likely to keep morale high for those working on it.  Taking a quick look at both the archived and ongoing projects it's easy to see that a chapters worth of changes have been accomplish on several occasions.  Even one chapter is a lot of work, but getting a team of people focused on a single chapter could produce great results.

There is probably some mechanic issues that escape me here, but I figured for random down the road wishful thinking- it was worth putting out here.
Title: Re: Patch Ideas Proposal Thread
Post by: FrozenDragon150 on April 27, 2014, 08:57:08 pm
Would anyone be interested on a Shin Megami Tense/Devil Survivor/Persona patch? I would be the first to download it :3
Title: Re: Patch Ideas Proposal Thread
Post by: Dome on April 29, 2014, 06:15:59 am
Instead of posting my idea, I decided to make a small video about it
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on April 29, 2014, 07:20:55 pm
That is a very cool idea Dome :)
Title: Re: Patch Ideas Proposal Thread
Post by: formerdeathcorps on May 03, 2014, 11:46:45 am
Dome, I like the idea, but it would take forever if monsters only did 1 damage to the shaman.  Maybe it would work better if it was 25% normal damage?

CONMAN, check your PMs.
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on May 03, 2014, 01:01:17 pm
Quote from: formerdeathcorps on May 03, 2014, 11:46:45 am
Dome, I like the idea, but it would take forever if monsters only did 1 damage to the shaman.  Maybe it would work better if it was 25% normal damage?


I'd assume Shaman's would have an HP range of about 3-10 :P
Title: Re: Patch Ideas Proposal Thread
Post by: Dome on May 04, 2014, 04:55:02 am
In the video shamans have like...5 hp xD
But it's just an idea, so everyone is free to tweak it the way they want
Title: Re: Patch Ideas Proposal Thread
Post by: Kaladin on May 13, 2014, 11:14:50 pm
Proposal:

Registered specifically for this purpose, but will likely be active in the forums, now that I've discovered them, because FFT has been my favorite game since it came out.

I apologize if someone has posted about this previously, but here is my proposal idea that I am willing to do any grunt work on. (I'm just an analyst who knows excel, macros, some SQL, and some Java, so I would do what little I would be able to do)

I want to introduce the joys of FFT to my wife, but she is against any story-game that will absorb her whole life.

I was hoping for the ability to have a game that is two-player, player-controlled, dynamic, and customizable. 

Elaboration:  I want to be able to just have battles over and over again between two players(allowing time between battles to arrange team in 'Formation') while still gaining EXP and JP to upgrade the characters between battles. 

The customizable portion that I thought of would be the most difficult of all the things I spoke of.  I would like the ability through an outside editor or some sort of program to change job names and abilities.  The sprites and animations and such wouldn't be important at all, as the feel of the game would be the important part.  My wife and I are both big fans of the author Brandon Sanderson and I have ideas for custom jobs based on some of his books.  I was hoping to find something already completed similar to this, but to no avail.  I only just recently discovered FFT Arena tonight. 

Been playing FFT since it came out and have barely stopped despite the low difficulty level.

tl;dr
2-Player FFT Game, no story, progressive characters as usual, customizable jobs and abilities.
Title: Re: Patch Ideas Proposal Thread
Post by: Angel on May 14, 2014, 07:06:58 am
If you're looking for co-op, it would be easier to just decide which units you control before battle, and pass the controller where appropriate. If it's PVP, controlling all units wouldn't be difficult (I made that hack before this site existed), but would still involve passing the controller where appropriate.

As far as custom jobs go, you can easily make any job a reality in FFTPatcher with patience (and possibly some effects editing, which tutorials (http://ffhacktics.com/smf/index.php?topic=8644.0) exist for.

What you may truly be after is Arena, but player controlled. Which may be easily doable - I don't know; I never touch Arena.

For all other things, there are a plethora of tutorials (http://ffhacktics.com/smf/index.php?topic=9204.0). My best advice: don't be intimidated. There's a lot that's been discovered, many tools authored, and pretty much anything is possible. Just don't let modding the game take you away from your wife. :)
Title: Re: Patch Ideas Proposal Thread
Post by: A Blood Red Fox on August 30, 2014, 03:49:02 pm
I'm busy working on other projects at the moment... but I what I think is a great idea for a patch. I'm not joking when I say that it came to me in a dream.

Take FFT beyond the Middle Ages and into the age of gunpowder.

Jobs might include Skirmisher\Sharpshooter, Musketeer\Line Infantry, Pikeman, Cavalier\Cuirassier, etc.

There would be two main classes of gun.

1. Muskets

Muskets are powerful, but have a chance of outright missing that increases with range. Muskets have a normal rate of fire.

2.

Rifles have a much better chance of hitting, but cannot be fired in the normal way. Instead it is by way of a aim\charge-like ability. The longer the it is aimed, the more likely it will hit and the more damage it will do. This charging would simulate the much lower rate of fire of rifles prior the latter half of the 19th century. (Trying to push a musket ball down a barrel with rifling in it is very difficult.) If you attack normally with a rifle, without the aim\charge, you'll instead do a melee attack - using your rifle as a club.

All those enemy archers may instead be skirmishers\sharpshooters\light infantry sniping at you with rifles.

There would also be re-spriting involved. The soldiers would need appropriate uniforms and armor.
Title: Re: Patch Ideas Proposal Thread
Post by: Vaan on August 30, 2014, 08:05:21 pm
I'd like to see something based on dissidia 012, but not following it strictly.

Like, having all the dissidia heroes available and perhaps more as the cameo in-game tutors, the generic enemies re-sprited to be manequins based on the heroes, running through the villains in chronological order, but not only that, having a world map and everything so we can grind and build the characters, each character having unique skills based on their hp attacks and a few bravery attacks. IDK if would be possible to include the bravery system, ex modes or the summon stones but not a problem, i'd say. Perhaps the first chapter shows as if Cosmos heroes (the protagonists) were on a mission to slay every Chaos villain (and Chaos/Feral Chaos) to protect Cosmos and another chapter as if Chaos villains were  the protagonists on a rampage to kill every Cosmos hero to finally kill Cosmos itself.


Oh and mog as a shopkeeper would be neat, like in dissidia, they sell summonstones and accessories in the story mode, but in here they would sell everything i'd say.
Title: Re: Patch Ideas Proposal Thread
Post by: Boco on November 14, 2014, 12:09:36 pm
I'm posting some ideas that others could pick up on in their own projects.

Does anyone else get annoyed that the Round Shield isn't round? Or that the Gold Helmet has 10 HP less than the Gold Armor (same for Bronze Helmet and Armor)? Or that the Platinum Shield, Helmet, and Armor are all different color metals? Why is there an Iron Helmet and no Iron Armor or Shield?

Also, why is a Sorcerer's skillset named All Magic when it could be named Sorcery instead? Similarly, the Geomancer's Elemental could be renamed Geomancy. Some other ideas include renaming Wiegraf's White Knight class to Paladin, renaming Divine Knight to Templar, renaming Temple Knight to Spellsword, etc. There are too many A-Knight, B-Knight, C-Knight classes, and it makes things confusing, especially when you throw in Heaven and Hell Knights (which are actually mages).
Title: Re: Patch Ideas Proposal Thread
Post by: Marche on December 22, 2014, 09:14:10 am
Has anyone ever attempted to recreate Final Fantasy Tactics Advance in Final Fantasy Tactics? That would be awesome imo.. Imma try doing that in the summer but Id like to know if thats hard for a beginner to do.. Id like to know your opinion guys..
Title: Re: Patch Ideas Proposal Thread
Post by: The Damned on December 23, 2014, 03:28:10 am
Quote from: Marche on December 22, 2014, 09:14:10 am
Has anyone ever attempted to recreate Final Fantasy Tactics Advance in Final Fantasy Tactics? That would be awesome imo.. Imma try doing that in the summer but Id like to know if thats hard for a beginner to do.. Id like to know your opinion guys..


I'm sure people have attempted to recreate it, but no one has finished a patch based on it as evidenced by you having to ask this question. It's something I've considered myself even though I don't really like FFT:A, so at most I've just been using elements from it when it's seemed beneficial to do so.

As far as ease or difficulty, it depends on what you mean when you say "recreate". Do you mean that you want to recreate the most easily transferable elements of FFT:A, such as classes, into Final Fantasy Tactics? Or do you want to try to literally recreate Final Fantasy Tactics: Advance wholesale, reducing Final Fantasy Tactics itself to effectively a port-like skin on PSX (or PSP)?

The former would be relatively easy, as class-based patches most always are, search for balance aside. The latter, however, would be immensely difficult and have a number of outright impossible or nigh-impossible elements. As it is, even the easiest option of "just" a class patch has a number of impossible elements already, such as not being able to implement learning from weapons (or equipment in general), at least if you want units to be able to use more than one-to-three abilities regardless of how many they learn.

As such, I'll assume that you mean "recreate" as in FFT:A classes, equipment & monsters and not "recreate" as in situations, locations, card/judge or race or Totema mechanics & wholesale plot, even if you may reference the latter in any changes you make while doing the former:


Statuses: This is the easiest thing to replicate because I'm pretty sure FFT:A has less statuses than FFT anyway and the only status that FFT:A has that FFT vanilla didn't/doesn't is Astra, which is easy enough to replicate using one of the three unused status spaces; you'll probably want to use Wall. The only things you can't really recreate are the exact(ing), temporary effects of Beastmaster's Control, which are why Beastmaster is effectively impossible to recreate and I suppose Green Mage's Leap, Tranq and Spellbound effects if we're including FFT:A2 as well. Aside from that, the most difficult thing about this is the fact that the Resistance stat doesn't exist in FFT unfortunately, so status susceptibility is either an all or nothing affair rather than capable of having levels of resistance.


Equipment: This is doubtless the second easiest thing to replicate since, learning abilities from weapons aside, FFT:A's weapons and equipment are hardly that special (or balanced). Granted, you can't replicate their stats exactly since the Defense and aforementioned Resistance stats don't exist in FFT, but otherwise, aside from that, these should be fine. I'm not sure you'd have room for all of FFT:A's equipment though, at least among weapons, and there may be some sprite issues if you change weapon types in spots from their original designation in vanilla, though IIRC that's relatively easily fixed. Finally, there aren't sprites currently for Knuckles and Souls (and Hand-cannons and Cards) and, technically, Rapiers, Sabers, Blades, Greatswords & Greatbows, though those technicalities are all relatively easily worked around save for maybe Rapier; I guess could technically use Bombs/Balls' sprite for Souls, but those are Throwing Weapons, so.... Also, you're "stuck" with only Harps for Instruments and while Hammer sprites do exist, they're nonnative to vanilla, so you'd have to import those in over something else, like say Cloths or Bags.


Classes: Nonexistence of sprites for Viera, Bangaa or even Moogles aside and existence of only Humans in FFT's plot of the five races & inability to restrict classes by anything other than sex/"gender" currently anyway, these should mostly be maybe moderately difficult at best to recreate. You can't recreate Beastmaster or Morpher at all though and certain abilities within classes that might otherwise be easily replicated would either need to be changed or just can't be translated. For instance, Archer's "Boost" skill can't be made a temporary boost and Paladin's "Cover" just simply can't be made, at least as it is in FFT:A. Additionally, any ability that used or affected FFT:A's type of JP such as Bishop's "Judge", Hunter's "Hunting" and Thief's "Steal: JP" can't be made either and would be complete useless anyway; similarly, none of the Combo abilities can be recreated at all--same with the Totema summons, not that I should need to say that.

On top of that, there's the not insignificant issue that Ninja can't have Throw if it has Veils and vice versa and that Alchemist can't have Item if it has its spells and vice versa. Similarly, Dragoon would have to be given a pseudo-Jump rather than the "real" Jump if you wanted it to have other, non-Jump abilities unfortunately; its T-shaped breath would be a problem, but Dokurider was trying to make some unique targeting a while ago and that may be done by time next summer rolls around if you're waiting that long. Finally, you'd be restricted to "only" 16 spells for Blue Mage rather than the 20 or so that FFT:A's Blue Mage has access to in its Blue Magic; personally I think it would be easiest to cut out "L3 Def Less", "Matra Magic", "L? Shadow Flare" and two other spells since level-specific formulas and the formula for the overpowered Matra Magic don't exist currently anyway.


Monster: Here there's less a problem of replicating abilities and more a problem of there still being a lack of a decent amount of FFT-style sprites for monsters specific to the FFT:A series. This on top of not really being able to just "ask" people for them unlike perhaps formula since sprites are really difficult, time-consuming work; not that coding isn't, but formula changing for the most part is usually quite easy, relatively speaking.

To give you an idea of things, Flans were only relatively recently made in the past year or so. Meanwhile, Zombies, Vampires, Sprites/Faeries and Antlions still don't exist, to say nothing of Dreamhares, Nightshades, Dullahans and whatever other monsters were unique to FFT:A2. However, Lamia and Tortoise sprites for patches do exist and besides the aforementioned four, every other monster in FFT:A1 already existed in FFT IIRC excepting Flan, which I already said has a sprite for it now. Of course, there are of course marked differences in way some of these sprites look, such as Panthers or Flying Eyes, but you take what you can get it at times.



What you do, whether with the above or otherwise, is completely up to you though. Regardless, good luck if you actually want to do such a thing. It shouldn't be too difficult, even for a beginner, given most of that stuff can be handled in FFTPatcher as far as purely numerical changes go. Making sure it's all balanced, especially compared to the rather challenge-less game that FFT:A was, would/will be considerably more difficult though.

Summoner EDIT: Besides fixing the way too many typos in this post, it also occurred to me that if we're talking about current sprite limitations, then you should know as far as the non-Totema summons for FFT:A go that Summoner has, only Ifrit, Ramuh, Shiva and Carbuncle exist. Nothing exists for Unicorn, Kirin, Phoenix or Madeen currently, though I know Valkrist (http://ffhacktics.com/smf/index.php?topic=10468.0) was working on some alternate summon sprites, so he may yet get around to them. Shrug. At least you could also probably easily get away with using Salamander's animation for Phoenix.
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on March 28, 2015, 08:44:20 am
-Deletion Requested due to reposting-
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on March 28, 2015, 09:08:45 pm
This all sounds very possible with FFTPatcher work + a few existing ASM hacks (Like roster size increase). The FFTPatcher is extremely user-friendly, I bet you wouldn't have much trouble getting this going.
EDIT: Except increasing JP gains and adding noses :P Can't do that with FFTP (unless you give everyone JP up, or move JP up, but that won't fix noses haha)
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on March 29, 2015, 07:47:53 am
Quote from: Jumza on March 28, 2015, 09:08:45 pm
This all sounds very possible with FFTPatcher work + a few existing ASM hacks (Like roster size increase). The FFTPatcher is extremely user-friendly, I bet you wouldn't have much trouble getting this going.
EDIT: Except increasing JP gains and adding noses :P Can't do that with FFTP (unless you give everyone JP up, or move JP up, but that won't fix noses haha)


Well, then ignore the noses.  (damn...)  I already did have the idea to have the MC's initial Job have JP Boost as an innate, as well as a support ability to learn for when we would need to change jobs for more skills (Martial Arts would probably be the best idea for a second skillset; when isn't it? lol).

This should tell me I should start learning to code, but at this point in time, I'm not quite confident in it, even if FFTP isn't considered coding, and how user-friendly it is.  I'll need to look things up more, but in the meantime, one question: How easy is it to -create- a weapon, even if the concept is as simple as changing an existing weapon a bit?  I'm asking because I have an idea for an -ultimate- weapon (combine the damage of the Chaos Blade and effects of Excalibur into one weapon, which is essentially the main idea, but with slight tweaks, as well) for the MC, and I have no idea how easy/difficult it would be to include it.
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on March 29, 2015, 10:47:24 am
If you wanted to, for example, give the Chaos Blade the properties of the Excalibur (Innate Haste, Strengthen Holy) along with Chaos Blade's original properties (Innate Regen and proc Petrify) you would have to click a total of 5 buttons after opening the FFTPatcher.

Open FFTPatcher and create new PSX or PSP patch

1. Click Items tab
2. Click Chaos Blade
3. Click Item Attributes (on the Chaos Blade page, not the tab)
4. Click Holy under the Strengthen category
5. Click Haste under the Permanent Status category

Done.

When I said user friendly I meant it :P
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on March 29, 2015, 11:42:16 am
Quote from: Jumza on March 29, 2015, 10:47:24 am
If you wanted to, for example, give the Chaos Blade the properties of the Excalibur (Innate Haste, Strengthen Holy) along with Chaos Blade's original properties (Innate Regen and proc Petrify) you would have to click a total of 5 buttons after opening the FFTPatcher.

Open FFTPatcher and create new PSX or PSP patch

1. Click Items tab
2. Click Chaos Blade
3. Click Item Attributes (on the Chaos Blade page, not the tab)
4. Click Holy under the Strengthen category
5. Click Haste under the Permanent Status category

Done.

When I said user friendly I meant it :P


o.o  Yeah, that would be easy...  Is it also able to change equip requirements (Ex. Remove class limitation from Onion equipment) and names of weapons, as well as a certain wielding capability (Fell Swords, for example, are 2H weapons; able to make them 1H/2H)?  Or as an alternative to wielding capability, able to remove a certain weapon from being available to enemy Ninjas to Throw?  Also, what about changing Treasure Hunt locations, treasures they give, and the chance to give it (Bravery-based to 100% chance) or is that labeled under ASM Hacking? 

Honestly, though, if it IS that easy, I think all I would need is an Event Manager or two, Spriters, and text overhaul, along with someone who can create a few special classes, if it's not available to FFTP.  Seems like it could be easier than I thought! (I mean from impossible to possibly doable)  Oh yeah, that and a memory wipe for myself, so I could fully enjoy the story unspoiled, but that's kinda pushing it XD
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on March 29, 2015, 01:55:10 pm
You should download the FFTPatcher and explore it for yourself, you'd see that everything you want to do is basically possible using the one program, but I'll address your questions anyway.

I'm not sure how the FFTP handles the PSP exclusive items (like the Dark Knight / Onion Knight only weapons), if it can edit them or even see them at all. It is recommended that you edit the PSX version of the game, not the PSP one simply because more people have done work on it. In both versions though, you can set certain classes to be able to equip certain items in the Jobs tab.

You can change weapons from 2H to 1H and back again really easily, it's just a checkbox.

If you want to remove an item from throw, you have to remove it's item class from the skillset. If you don't want Ninja's to throw Chaos Blades, you have to remove Knight Sword from the Ninja skillset. If it's just enemies that you don't want throwing that kind of stuff, set their chance to learn (in this example, Knight Swords) to 0%.
EDIT: I'm sure there is a better way to exclude certain items though, I've never tried to do that before :P

There is a treasure hunt tab which allows you to edit the X and Y co-ordinates of the items you can get, you can find out the Co-ordinates by going to the map section on the site, it's got all of that stuff listed. You can also change the treasures themselves in this tab, and if you want to make it 100% to always get one item you can just set both (the lower chance and the higher chance) to one item.

Go download the FFTPatcher!
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on March 30, 2015, 08:59:14 am
Quote from: Jumza on March 29, 2015, 01:55:10 pm
You should download the FFTPatcher and explore it for yourself, you'd see that everything you want to do is basically possible using the one program, but I'll address your questions anyway.

I'm not sure how the FFTP handles the PSP exclusive items (like the Dark Knight / Onion Knight only weapons), if it can edit them or even see them at all. It is recommended that you edit the PSX version of the game, not the PSP one simply because more people have done work on it. In both versions though, you can set certain classes to be able to equip certain items in the Jobs tab.

You can change weapons from 2H to 1H and back again really easily, it's just a checkbox.

If you want to remove an item from throw, you have to remove it's item class from the skillset. If you don't want Ninja's to throw Chaos Blades, you have to remove Knight Sword from the Ninja skillset. If it's just enemies that you don't want throwing that kind of stuff, set their chance to learn (in this example, Knight Swords) to 0%.
EDIT: I'm sure there is a better way to exclude certain items though, I've never tried to do that before :P

There is a treasure hunt tab which allows you to edit the X and Y co-ordinates of the items you can get, you can find out the Co-ordinates by going to the map section on the site, it's got all of that stuff listed. You can also change the treasures themselves in this tab, and if you want to make it 100% to always get one item you can just set both (the lower chance and the higher chance) to one item.

Go download the FFTPatcher!


Ok, decided to bite the bullet and download it.  Now I gotta ask.... where's the instruction manual, because I have no idea what to do...

I can understand a few things, but it mostly looks like gibberish to me
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on March 30, 2015, 10:29:16 am
Quote from: Zolias on March 30, 2015, 08:59:14 am
Ok, decided to bite the bullet and download it.  Now I gotta ask.... where's the instruction manual, because I have no idea what to do...

I can understand a few things, but it mostly looks like gibberish to me


It doesn't really need one :P It shouldn't be gibberish either, just open up the FFTPatcher program, go to the top tabs and select New PSX Patch or new PSP patch and go to town exploring all the things!

FFTOrgASM and ShiShi can come later, you should explore the patcher first
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on March 30, 2015, 12:44:27 pm
Quote from: Jumza on March 30, 2015, 10:29:16 am
It doesn't really need one :P It shouldn't be gibberish either, just open up the FFTPatcher program, go to the top tabs and select New PSX Patch or new PSP patch and go to town exploring all the things!

FFTOrgASM and ShiShi can come later, you should explore the patcher first


Well, I did some tweaking, and probably will need to get a clean iso to patch it and see how it runs with the changes.  Now this makes me wonder... if I got this much, should I just open a New Project Ideas thread for it?
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on March 30, 2015, 04:38:40 pm
You could :) It would be wise to get a little work done before hand so that you might take some screenshots or videos and show them off to people, but yeah. Go for it!
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on April 01, 2015, 06:40:34 am
Quote from: Jumza on March 30, 2015, 04:38:40 pm
You could :) It would be wise to get a little work done before hand so that you might take some screenshots or videos and show them off to people, but yeah. Go for it!


Yeah, I thought about it, and I'm gonna play around with the program a little more to try and figure out things, and maybe to possibly add a damage formula in if it's not already in there, with the basic, understandable version of the formula being this:

Total Magic Damage = Spell's Power * Magic * (100-User's Faith)/100 * (Target Faith/100)   Best result: User's Faith = 0 (Athiest)  vs. Target's Faith = 100   

It's a combination of Netherseer and Skyseer ability formulas, in that order, that I think would work the best.  (if you check my updated earlier post under the Dreadlord tab, I bet you can figure out for what abilities)

Other thing I need to learn to figure out is how to get the proper sprite in for the MC (Probably would need help from an experienced spriter), and how to make another set of jobs for the MC to grow between 4 chapters outside of Ramza's Squire job, as I was thinking that the story I plan to make (most likely with other's help) takes place during Ramza's Story, where during a few battles or so, MC and Ramza will encounter each other.  Sometimes, Ramza will be a Guest; sometimes, they'll be enemies (as a way of helping each other get stronger, so those battles will have an important role in which enemies do not permanently die). 

Over the 4 Chapters, Ramza will grow, as well.  You won't meet him in Ch.1, Ch.2 and Ch.3, he'll be in his mercenary-variant and have up to Steel; Ch.4, He'll have Shout and if you meet him past a certain point in the story, he'll also have Ultima.  Unfortunately, he won't be recruitable, since he's doing his own story (obviously) so he'll keep his Traitor Immunity (saw that in FFTP).  In fact, to keep away from being able to recruit enemy people, all jobs will have Traitor Immunity.  Btw, I'm also going to add this information to my main post through the means of the edit button.  Already added some before, but yeah... no Edit notifications, apparently lol

I can't say whether or not people would enjoy this game idea, as it's akin to a self-insert fanfiction, but I do want to make it as enjoyable and fairly close to the lore as I can (which unfortunately, I know little of), while adding my own twist.  So with this, I'm going to make a call for assistance eventually
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on April 01, 2015, 05:05:28 pm
Quote from: Zolias on April 01, 2015, 06:40:34 am
I can't say whether or not people would enjoy this game idea, as it's akin to a self-insert fanfiction


I would say that most, if not all of the sites mods are just fanfiction (especially JoT5 :P).

You could probably ask an ASMer to help you out with that formula, whether they do it themsleves or if they help you figure it out. Formulas aren't too hard to handle as far as I know.

My suggestion would be to replace Ramza and his sprites / jobs with your main characters, and paste Ramza's old stuff anywhere else. If he isn't in your party for the entire game like the Main Character is, he doesn't need the special code in his job that allows him to grow throughout the chapters (also I think that's what you have to do anyway). Ramza could easily be made into a special character that changes throughout the times you encounter him.
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on April 04, 2015, 10:48:36 am
Quote from: Jumza on April 01, 2015, 05:05:28 pm
I would say that most, if not all of the sites mods are just fanfiction (especially JoT5 :P).

You could probably ask an ASMer to help you out with that formula, whether they do it themsleves or if they help you figure it out. Formulas aren't too hard to handle as far as I know.

My suggestion would be to replace Ramza and his sprites / jobs with your main characters, and paste Ramza's old stuff anywhere else. If he isn't in your party for the entire game like the Main Character is, he doesn't need the special code in his job that allows him to grow throughout the chapters (also I think that's what you have to do anyway). Ramza could easily be made into a special character that changes throughout the times you encounter him.


To be honestl, Jot5 gave me the inspiration to go out on a limb and even attempt to try to make my idea work.  Also, I'd need a spriter to build the sprites for my main character before I'd be able to replace them with Ramza's.

I also am trying to figure out how to place human allies to be able to get them later (such as Mid Ch.2, for example), or if that's another program besides FFTP that came along with the download.  After all, there's going to be only 3 others, though 2 of the 3 are already in the game's code: Reis and Beowulf; will leave Beowulf mostly unchanged, though maybe with some slight alterations to his abilities.  After all, Beowulf seems like he'd join anyone who would take the Gollund Mines job, after all.  Obviously, Reis' Dragonkin job will have some alterations because she's one of your few units to be able to change jobs, and it seems kind of weak in vanilla.  If I could also find a way to give starting equipment to her (the 1st and only Minerva Bustier, some kind of perfume, and a Barette), she could be very useful. 
Title: Re: Patch Ideas Proposal Thread
Post by: gatebuster202 on June 26, 2015, 12:17:01 pm
Hi Folks, been a while since I've logged on. I had hoped to become an active and productive member of the community back in '12 but, life happened, (Fatherhood!) and so patching got put on hold.

I have seen some interest in a Fifty Years War Patch. While I am not the best in the writing department, or in the eventing, I am wanting to throw my hat in on starting a project, if the want is still there.

Thing's I'd like to do.
1. Original Story, with given lore. So, I'd like the main character to be Barbaneth. Covering his whole life, from his graduation from Gariland, and Early days in the war, to assuming the Head of House Beaoulve, to marrying and having Dyce and Zalbaag, all the way to his death in the last few weeks of the Fifty Years War.

2. Interactive Side Character. So we'd fight(like the Delita battles in WotL) as Orlandu and Dyce and Zalbaag. When we got to point's in the story where that would be appropriate. This could be expanded, but it would give us a feeling of fighting a long reaching, time spanning campaign.

3. Original Map. I profess to have not looked at map editing in FFT, but I expect to have to edit our map to put the battles mostly in Limberry and Zeltinna. Cities will be static, Forts minus Besselat will move and maps will be generously used where appropriate. (Yes, you will fight lots of fort battles.)

4. New Jobs and Job Tree/ with altered skills. So, I like vanilla, but, this is a more military based campaign. so jobs will reflect that. More on this later when I have a final idea of what I'm trying to do. (I plan on creating a Vanilla patch with these new jobs balanced first. Once I have the jobs where I want them I'll finalize the events and such.)

5. Sprites. Sprites seem to be a bane of Patching. So, minus Balbaneth getting his own custom sprite, I will not wait on any other sprites to release the patches. New jobs will use removed jobs sprites and I'll request from sprites, permission to use sprites, but other then already made work, I don't want to wait on others for play testing and such.

6. Events. So, we have room in Vanilla for about 150 events and if I have kept up with things, we have maybe fifty more due to an extension. So that's two hundred odd events(Or more.) I'd like to tell the story in exactly 150 events. So whatever script I write, that's my limit for Barbaneth. Everyone else will share the other space and get a side story. I'm even considering a part one and two, with a division at Dyce and Zal taking up commands under Barbaneth. That'd double my event space and expand what I'm willing to put into the story.

So that's some goals. I don't want to put everything out there. I'd like to hope this interests people and they want to jump on board and throw me some assistance. I'll need help on the ASM front
(Still not exactly sure what that is. Aside from the ability effects formula/mechanics of the game.)

What I have done.
25% of the Story written, this is most of an outline with plot points. Now, I'll take influences/requests and input from my team(if they happen to come into existence.) Otherwise, I'd like to avoid receiving input from non-team members. (Not saying the community's opinion doesn't matter, it really does, but this keeps down avalanches of input without references to what we already have. We're working in 95% unknown territory, plot wise.)

Jobs have been re-planned. Requirements and Tiers of Jobs are changing, and a few classes that didn't see as much play will be removed, replaced, or re-purposed.

Items and Equipment. I have hopes for a overhaul of equipment to match the job overhaul. Most of this is on paper, but I'm playing with FFTPatcher. So I'll look at the limitations and see what I can do. (Little hint, Item, the Command... Might disappear, but the consumables will still have important uses.)

Anyway, feedback, tell me I'm crazy, too ambitious, ectra, now. Because I will go ahead with putting out some design docs and script samplers but the end of July if I see some support before then.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on June 26, 2015, 09:49:16 pm
Don't rely on support to make you do or post anything. Because speaking from experience you wont get support until you have either a shitton of viewables or at the very least something playable. You have to come into this realizing that we are a very small community and even less that actually do things. Those of us who do do things are working on our own things.

If that's something you can handle then I'll be glad to see where this goes. That's not to say we can't help you, as we do have a vast knowledge of how the game works and ways to do many things you many have in mind. The implimentation portion however will heavily fall on you to do yourself.
Title: Re: Patch Ideas Proposal Thread
Post by: gatebuster202 on June 27, 2015, 06:32:06 pm
Sounds good Elric, thanks for the reply. I think I can make the vanilla edit, balancing classes, redoing some events and scripting to pave the way for the Fifty Year War patch. At that point hopefully some of the braver people who enjoy that, will offer assistance with the project. I may only make a rebalance patch to vanilla with classes if I can't get some help. (I work in grocery, so free time is... Limited.) I have ambition and a refined idea of what I want as well as enough patience to see it though. I'll ask questions as I get stumped for sure. It wasn't a help wanted post as much of a gauging interest post. (Though I was asking for those who were playing with the idea of modding of jumping on board.)

I guess I'll make a post and put together what I have in planning, and completed on Monday.

Also, as one Father to another Congrats, on your little one!
Title: Re: Patch Ideas Proposal Thread
Post by: Pride on June 27, 2015, 11:54:57 pm
Nothing you want to do is inherently impossible. Just requires time and effort in learning many of aspects of fft (event editing, world map editing, etc etc). Good luck and I'd look forward to something like this.
Title: Re: Patch Ideas Proposal Thread
Post by: gatebuster202 on June 28, 2015, 10:53:24 am
Thanks Pride. I was up til 3 or so this morning working out the jobs alone... SO I see what you guys meant. (The limitations on certain movesets wasn't clear. Until I had created fifteen unique classes.) Luckily, I can re-skin Squire, re-purpose Chemist. Ect.

Here is my post with the bare bones up: http://ffhacktics.com/smf/index.php?topic=10956.0 (http://ffhacktics.com/smf/index.php?topic=10956.0)

I think the rest of my morning will be spent trying to see what kind of give Samurai has in it's move set.
Title: Re: Patch Ideas Proposal Thread
Post by: Havermayer on July 02, 2015, 10:26:06 am
How difficult would it be in the PSP version to make the maps bigger? Is that at all possible? Nothing fancy, just larger maps. The current maps were made with PS1 limitations in mind, and are really small compared to even Tactics Ogre.

Has anyone thought about creating a new game script based on the best parts of the PS1 and PSP scripts? I think a lot of the PSP changes are silly. The translator just hates the letter "l" and "v" for names, so he ends up making the names very awkward. "Argath" vs. "Algus" for example. And the fake "ye old english" is very awkward.
Title: Re: Patch Ideas Proposal Thread
Post by: gatebuster202 on July 02, 2015, 12:00:29 pm
Havermayer, the FFT: Complete project has the current (and best) consolidated scripts (IMO). My project intends to use that as a springboard and continue eventing some scenes into the story that happened behind the scenes or would/should have happened. The archaic take on English conveys far more emotion then the crapish writing we saw in chapter 4, and all subtly was lost as well in the original.

I think FFT should sound like an Episode of Reign (on CW). Proper English with most everyone in the lens being educated nobility. FFT: Complete is really an awesome base patch though, so I'd give it a look first, then decide what you want.

As to the difficulty of increasing map size. I have no idea. We have, a few new maps in existence. (See Jot5's third fight.) But the thing I've noticed is that the community has clamored for new maps, yet those seem to be the hardest/ most time consuming visuals out there. My own limited knowledge of coding(Read: Non-existant) Would suggest that the numbers probably have a hard coded maximum, that most maps use, and I know no one has made a tool set for map edits. I think nothing fancy would have to be the name of the game if maps can increase. Large open fields and rivers/lake edges. Single mountains. Ect. I saw several replies to this question over the years, so feel free to look into the coding section, where better, more detailed answers can be found.

I personally, will be looking to add more maps that have been put into the game into the battle rotation. (The grave site, the interior of the Zeltenna church, the interior of Riovannes in the study. All great maps to continue the battles of the story in.) But these are smaller and of course, obviously doable.
Title: Re: Patch Ideas Proposal Thread
Post by: Havermayer on July 02, 2015, 01:15:19 pm
For map size, there likely are hardware limits for the PS1 version correct? The Maps in Tactics Ogre are much bigger. In many ways, Tactics Ogre feels more advanced than FFT. I imagine it might be possible in the PSP version.

Also: what about increasing the amount of jobs available? It'd be really nice if we could re-create all the jobs and races found in FFTA and FFTA2. But you'd need something like 50 job slots.

For my other idea, would be to make a FFTA inspired jobs but working within the limits of the original game.

Male = Hume/Banga mix
Female = Viera/Nu Mou mix

If you make the bard and dancer class a second tier job, and then require every other job to get 1 level in it, you could effectively create a series of male only and female only jobs. That's the theory at least. I've never tried it. Is there anything theoretically why that wouldn't work?

I'd use the PSP version since it has two more job slots and two more unique characters to add. Unique characters would also have FFTA jobs that thematically fit them. Agrias could be a Paladin for instance. You could get a pretty decent selection of the jobs, a kind of "Best of". I skipped over Moogles since I never cared for them.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on July 02, 2015, 05:52:57 pm
Gatebuster. FFT Complete just has the WotL script. Nothing new. (99% of us HATE the WotL script) Also, there aren't new maps in Jot5 Ch1 lol. I just edited that map to remove the chairs n such. You just normally wouldn't fight in it in Vanilla.

The only way you'd be able to do what you mentioned about adding in new events would be to completely restructure your attack.out and worldmap to remove setup events. Or wait for TLW.

You are not the first person to assume that there is no tool for Map edits, but there is. It's called Ganesha and has been around for over 5 years.

(https://dl.dropboxusercontent.com/u/53561892/PIX/Side%20By%20Side.png)


----------------

Havermayer, there are job slots to accommodate that, but definitely not sprite space for it. Also, No, you won't be increasing the size of those maps in the manner you are thinking. It is true that Xif can move stuff around to make for larger maps to be placed in or moved around (like she did for Jot5) but thats not the only issue. Have you ever even looked at Ganesha or how maps are made? Map making is easy, but setting up map palettes and cohesive textures to accompany them is horribly inefficient.

I can't say it is "impossible" to do what you are saying. Though given that I'm one of like 4 people who have ever even edited FFT maps, and that 3 of those people don't do so anymore, paired with what I said above, it is safe to say, its not going to happen.

Also, while I agree that the WotL script was horrible the names were not made by eliminating l's and v's. There is a pattern behind how it was done this is used IRL. Unlike the faux old english that is used, which would be improper to any era of the english language.
Title: Re: Patch Ideas Proposal Thread
Post by: gatebuster202 on July 03, 2015, 09:32:51 am
@ Elric.

Awesome on the Map Editor. I had read about it a couple years ago and forgot about it. Though your images seem broken. Good to know that all you guys did was take out chairs. :)

I hope to drag several battles out to other locations. Riovanes and Eagros especially. (Why was that gate house undefended. What about the front steps of the manor? Or the water section from chapter 1?? All to extend Eagros.)

I prefer several of the WotL naming conventions and something's were lost in translation first go around. I did play FFT at release. (I was six, I followed the plot, but Tolkien was still an easier read to my young brain.) The WotL translation gets attrocious at several places, but it feels very Catholic. (I'm Catholic, just as a frame of reference.) The thing I admires about it, was that they convey both threat and subtly with the same sentences. Eloquence and Desperation. However. I'll be using Cheeta's work as a springboard. I will be restoring some ability translations. (All magic will get renamed, again. The Swordskills will be restored to their original names.) Further more, my project has seemingly started to grow in scope of eventing. So the script will be both original and a happy medium of WotL and Vanilla.

I have to say. I prefer several of Delita's one liners in WotL over vanilla. And all of the Cel-Shaded cut scenes had some good lines that should be kept.
(Minus Luso and Balthier, their dropped. Non-canon interlopers.)
My hope, is to add scenes that are canon, that flesh out our characters more.
Algus will get more scene time chapter 1, as will our Dead Men and Alma. Alma will actually be plot significant. Because she's normally Princess Peach level MacGuffin, and Ovelia has far more significance. (Which she should because it's about her an Delita far more the Ramza and Alma. Great People history theory aside.)

Anyway. I got slightly off topic, but thank you again for the information. Hopefully I can justify to the community why to accept a different translation of Tactics. (Based off but not wholly WotL.)

PS. Disclaimer, I profess to have read several sections of the forum, and information on system limits and what *exactly* can be done is left to modders and patchers far more ambitious then I.

PPS. How patient would I have to be to use Ganesha?? (Coding experiance :Non-Existant. Visual Editing Experiance: None.)
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on July 03, 2015, 11:16:02 am
I made a tutorial on how to use Ganesha and map2gl some time ago, that would be a good place to start, lol.

Also, I'm not sure why you can't see the image, as it's in a public folder :/
Title: Re: Patch Ideas Proposal Thread
Post by: gatebuster202 on July 03, 2015, 09:45:09 pm
They aren't broken, iOS and Internet Explorer just didn't like your file uploader. Firefox has been hit or miss recently... But your images work fine there.

I see what you've done there, and that's awesome. I'll hit up your tutorials. (Which are always of excellent quality.)
Title: Re: Patch Ideas Proposal Thread
Post by: Havermayer on July 05, 2015, 04:27:33 pm
Follow up for all the "what if" ideas I've had. Is it possible to:

1. Have recovery items equipable to the accessory slot, and limit use to one per battle? ie equip a phoenix down, can use one phoenix down per battle.

2. Set a job as male or female only? Bard and Dancer have this flag.

3. Could you have a male job use the male version of the sprites, and a female job using the female version? For example, a Soldier uses male squire spriteset, while a Fencer uses female squire sprites.

3. Swap a sprites between classes? Thief that uses a Dancer class for example?

4. Change the Soldier recruiting office?

As for maps, what they should have done with the PSP port is to update the engine and increase the map size. FFT has tiny maps for a SRPG, and it seems it was limited by the Playstation. Moving to a new console meant they should have taken advantage of the extra power.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on July 05, 2015, 06:52:11 pm
Quote from: Havermayer on July 05, 2015, 04:27:33 pm
Follow up for all the "what if" ideas I've had. Is it possible to:

2. Set a job as male or female only? Bard and Dancer have this flag.

Why? There is only a limited number of jobs and space to work with anyway... Plus your ability space is very limited, even on the PSP, so no, probably not.

3. Swap a sprites between classes? Thief that uses a Dancer class for example?

That's what unique units are for, it was never meant to be that way with Generics

4. Change the Soldier recruiting office?

If you actually looked around the site, maybe you'd have found Xif's soldier office hack.

As for maps, what they should have done with the PSP port is to update the engine and increase the map size. FFT has tiny maps for a SRPG, and it seems it was limited by the Playstation. Moving to a new console meant they should have taken advantage of the extra power.

i think what you meant to say is that IN YOUR OPINION the maps should've been bigger in WotL. the maps were made as they were intended for the game. Change map size then skill range and a million other things has to change with it. You tried to make some of these points years ago, and they still don't hold up to how FFT is intended to be played. Nor have I seen you make any attempt at doing any of these things :/ fact of the matter is that FFT isn't Tactics Ogre.. even in the SNES version of tactics Ogre the maps were big because that's how it was intended to be played, FFT was not
Title: Re: Patch Ideas Proposal Thread
Post by: gatebuster202 on July 05, 2015, 10:11:06 pm
Reply to Haver, on phone though so I can't quote.

1. ASM hacking might be able to this but, it's a really tall order. Go ask in the ASM section.

2. Make the Bard and Dancer accessible at low levels. (So squire 2.) Then have the next set of generic classes require levels in bard or dancer for each gender. FFPatcher makes this easy. Though you are locking out a whole set of classes for a gender choice... So you had best have a wicked awesome story idea that makes this make sense. (See Elric's comment, also see his answer to 3 as well. that really makes what I am saying redundant, but I figured a detailed explaination wouldn't hurt.)

3. See comment from Elric.

4. I'll second this. As Elric recently pointed out something I had even seen when lurking a few years ago and thought was awesome. Look at the ASM hack section and through our more prominent coder's work before asking." Have we done this?"

5. Elric tackled the problem of your opinion. I'll tack mine real quick. Tactics ogre is a larger space oriented battleground. FF Tactics is close in engagements. Each square is roughly 2 meters, and height is roughly 1.3 to 2 meters. So your battleground is close in engagements. The game also simulates squad tactics over unit tactics. (Which is a modern fighting concept, not a historical one.) So we aren't fighting the massive battles that Tactics Ogre had. In fact Ramza never participated in a "battle". Fort Besselat he his the garrison's rearguard startegically as everyone else massed for a pitched battle on the plains between Lesilia and Besselat. He knew his squad was out numbered and if he had to fight a mixed force of knight and mages at unit size numbers, he be wiped out. The main villains led a force of fifty or so total soldiers to their order, a small band of Holy Knights.

So yeah the game and the scenario dictated a small squad vs Small squad. Also overhauling the game engine is not possible given then limits of the written engine and the systems. Feel free to delve that deep into code. (And break that 9 sprite limit first would you!)
Title: Re: Patch Ideas Proposal Thread
Post by: Eerekai on November 04, 2015, 01:23:58 am
The Android

I figure if anywhere is a good place to ask this, this site would the place to start. I recently got my hands on the Android port of FFT: WotL. I like the changes and updates from the PSP port. I like that the Android port tried fixing the sprites and made the game not sound like a piece of trash. What I don't like is that the Android port keeps crashing. I've tried running it on my smartphone (LG G Vista), I've tried running it on AndyRoid the Android simulator, and BlueStacks ~ another Android simulator. The game still crashes in the same parts. This leads me to believe that there is an issue with the Android app itself.

What I really want to know if there are any patches floating around for the Android port to address the issues it has. Or if anyone is currently working on it. I'd love to play a cleaned up version of the PSP port. (I tried playing the PSP port...those sound effects leave much to be desired.)
Title: Re: Patch Ideas Proposal Thread
Post by: Xifanie on November 04, 2015, 07:53:37 am
To my knowledge, no one has ever attempted such a thing.

But hey, that means you're ready to go at it right away! Good luck
Title: Re: Patch Ideas Proposal Thread
Post by: Eerekai on November 04, 2015, 08:52:07 pm
Quote from: Xifanie on November 04, 2015, 07:53:37 am
To my knowledge, no one has ever attempted such a thing.

But hey, that means you're ready to go at it right away! Good luck

I have 0 modding/coding experience, and wouldn't know where to start. But that's why I posted the thought in this thread. Nevertheless, thank you for the info and reply.  :D
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on December 07, 2015, 04:16:01 pm
NOTICE: I will be using WotL Translations for skills/classes, as it's the only version I know of.  If you don't like it, I apologize beforehand.  However, I will most likely use the PSX version for the base.  Just need a way to change the name of the abilities...

Also, deleting old post and making new post for bump... because I'm also asking for help.  May end up doing this after all :D  When I get a few people for the team, I'll plan on making a post under the New Projects thread.  I mainly have a need for ASM Hackers for Roster and a new class, someone to come up with the sprites and portraits, an advisor (someone to assist with the formulation of classes; what gets cut, what gets replaced for what... the fun stuff, basically) and finally, someone to help with scripting and map placement.  Also to remove the damn old british-type talking during conversations (does that count as scripting?)

I have an idea which, unfortunately, I'll need help working on due to lack of prior knowledge of coding, ASM hacks, or anything of the sort.  It, in a way, seems like it could be similar to a Pokemon mod, but in actuality that the MC can only have monsters as allies (except for one other human ally, which I believe would come about around the middle of Ch.3, and one customizable monster ally that can change classes like a human, who would come around Ch. 2), and could only do so once he gains the necessary Support Ability. I have the MC listed under the Job and Etc. Ideas Proposal Thread, with notes for reasoning and possible cuts that may need to be made.  His default name would be Zolias, with the option of changing it (insert shameless self-insert plug banter here).

Dreadlord  (Brave: 70  Faith: 100  Move: 4  Jump: 3  Phys Evade: 20%)

A knight of pure, concentrated darkness, this warrior wields Fell Swords with superior technique. 

Innates: (JP Boost), {Accrue JP} [Halve MP, Swiftness, Lavawalking, Treasure Hunter] 

SIDE NOTE: Accrue JP will only be in Ch.1, as it's the training chapter. Ch.2 and Ch.3 will only retain JP Boost. Ch.4 will have changed him completely, adding Swiftness, Halve MP, Treasure Hunter, and Lavawalking (for a specific Treasure to be obtained at Mt. Bervenia)

Absorb: Dark

STATS

Stats when Active Job:  HP: A+  MP: B+  Atk: A-  Mag: B  Speed: A-

Stat Growths:  HP: ***** MP: ***  Atk: ****  Mag: ***  Speed: **

Demonblade: Dreadlord job command. The ultimate in dark sword techniques that inspire fear into their victims.

ACTION ABILITIES

(Side Note: all skills have no vertical limit, are SP: Now!, and use the weapon's element unless stated otherwise.  Also, Hell's Charge attacks in all 4 directions at once, instead of a choice of one.  Finally, all skills bypass Evasion.)

Shadowblade - Learned
Range: 5  Radius: 1  Effect: Drain HP

Dusk Blade - Learned
Range: 5  Radius: 1  Effect: Drain MP

(Ch.2 Upgrade)

Frozen Enclave - 400 JP
Range: 4  Radius: 3  Effect: Stop

Deathbringer - 350 JP
Range: 3  Radius: 2  Effect: Doom

Graveblade - 500 JP
Range: 3  Radius: 2  Effect: KO

Oppressive Force - 900 JP
Range: 5  Radius: 3  Effect: Silence

(Ch. 3 Upgrade)

Hell's Charge - 2000 JP
Range: 4-dir.  Radius: 7  Effect: Confuse

Shadowburst - 1500 JP (Self-Damage)
Range: Self  Radius: 5  Effect: Slow  Element: Dark

Armageddon - 3000 JP (Self-Damage)
Range: 4 (cone)  Radius: 4  (More damage the closer the units are)

Crush Armor - 200 JP
no change

Crush Helm - 400 JP
no change

Crush Weapon - 500 JP
No change

Crush Accessory - 800 JP
no change

Dread - 1000 JP
Range: 5  Radius: 1 (Enemy)  Effect: Brave-10

Purgatory - 2500 JP  Damage Calc: Mag x PWR x (100-Faith)/100 x (Target Faith/100) It's a combination of Netherseer and Skyseer Abilities, in that order
Range: 5  PWR: 25  Radius: 1  MP: 15  SP: 85  Element: Dark

(Ch.4 Upgrade)

Raging Howl - 1250 JP
Range: Self  Radius: 1  Effect: Brave+10, Atk+2, Mag+2, Spd+1

Oblivion - Hit to Learn  (Damage Calc: Same as Purgatory)
Range: All  PWR: 50  Radius: All  MP: 60  SP: 66  Element: Dark

REACTION ABILITIES

Typical Squire Abilities


SUPPORT ABILITIES

all other Squire abilities

MOVEMENT ABILITIES

Move +1 - 200 JP

Master Teleportation - 10000 JP (Available w/ Ch.4 Upgrade; if JP limit is only 9999, then it would be 9999 to learn)

Possible Cuts/Alterations

The Magic Skills - If there is no way to make the spells work with that calculation, then I'll just use the Netherseeker calculation. 
EDIT: I'll just use Netherseeker combination... easier to do and very useful.

The Sword Skills - If there's no way to make the skills have an infinite vertical range with described range and radius, then keep the names but they'll function the same as their counterparts (Orlandeau/Agrias' line)

Skill descriptions are assuming 2 Radius is the Plus-shaped AoE

Visual would look like this guy's Ramza, but with the generic Monk's head and blood red cape



Portrait would change between Chapters 

Ch.1: Brown hair, brown eyes, similar facial structure

Ch.2: Brown hair, red eyes, angry look if possible

Ch.3: Brown hair, red eyes, and a vertical scar down his left cheek (so it'd be on the right side of the portrait).

Ch.4: Brown hair, brown eyes, nose added horizontal scar added in the middle of the vertical scar

TIP: Best used with Monk abilities.  Free Healz and Spelz For Dayz with Chakra lolz


To make it seem completeable, however, there might need to be a few changes to monsters, such as some of the slower ones (with a few exceptions) should gain a slight speed boost.  Another thing should be that Chocobos should always have Choco Cure, regardless of their color, so one doesn't always have to rely on mere potions for healing (after all, the Red Chocobos doesn't need any other attack to pick from other than Choco Meteor, but still would need to peck in order to Counter, I believe...)  If possible, the more human-shaped monsters would be able to wear armor (Exception is Chocobos... Chocobos should wear armor because they're awesome).

Yellow Chocobo - Same as Vanilla

Black Chocobo - Choco Beak, Choco Pellets, Choco Cure, Choco Esuna

Red Chocobo - Choco Beak, Choco Meteor, Choco Cure, Choco Esuna

Removing the need for Beastmaster Ability, so might remove that Support Ability althgether


Monster Eggs should be kept;

Boost JP will be kept on all original classes, as a way to help JP Gains.

All I need is a sprite and portrait of a monster-like creature, and I can turn it into a class that can change. 

Custom Weapon and Armor set for MC already in the works... just poking at the kinks, hoping they'll fix themselves.

For future reference, a small list of things that may need to be done (in any way possible) before initial setup:

1) Custom Monster Ally; wields weapons, armor, and accessories, and COULD be treated as a human with changing jobs and JP Gains. (CHECK....somewhat)

2) Give Armor to Chocobos; may need to slightly adjust their HP stats accordingly. (CHECK)

3) Enable other Class Abilities (Read: Tame) to MC, and be able to list the skill as Learned under both MC's Class and Orator when it's learned under one. (CHECK)

4) Enable one normally enemy-only skill to MC and a future ally (Read: Master Teleport) to be available at Ch4, keeping Move +1 available all the time. (CHECK)

5) Enable Chocobos of any color to always retain Choco Cure. (CHECK)

6) If using WotL as a base (which is preferable), IF anyone has made significant changes to it that can be worked on further (Example: Elric's The Lion War patch for vanilla), remove animated cutscenes.

7) Plan for an event to add a SINGLE Ultima Demon to the party; no eggs available. (Not necessary, but would be fun)

8) Make monsters have all 4 abilities available without the need for Beastmaster (CHECK)

9) Planned ultimate gear (Obtained in events during Ch.4 and some Treasure Hunter locations) (CHECK)

10) ADVISE people to use the slowdown removal patch made by I forgot who... (Might just include it with the patch in a folder)

Heavensbane - Fell Sword 1H/2H A Dark Sword once used by an ancient guardian of the Underworld.

Atk: 45  Parry: 30%  Inflicts: Slow, KO  Always: Faith  Boosts: Dark

Obtained: Mt. Bervenia Treasure Hunt Spot (Lava Treasure Spot, 100% to obtain Godslayer)


Hellfire Shield - Shield  A Dark Shield once used by an ancient guardian of the Underworld.

Phys Ev.: 60%  Mag Ev. 0  Immune: Oil  Absorb: Fire, Ice

Obtained: Ch.4 Event


Demon King's Helm - Helmet  A Dark Helmet once used by an ancient guardian of the Underworld

HP: 175  MP: 50  Immune: All Negative Status Effects except Athiest and Oil

Obtained: Ch.4 Event


Demon Guard - Armor  Dark Armor once used by an ancient guardian of the Underworld

HP: 200  MP: 50  Always: Regen, Reraise

Obtained: Mount Bervenia Treasure Hunt Location (Materia Blade Spot, 100% chance to obtain Demon Guard)


Demon Gloves - Gloves  Dark Gloves once used by an ancient guardian of the Underworld

Physical Attack +2  Magic +2, Speed +2  Always: Haste, Protect, Shell  Absorbs: All Elements except Dark  Boosts: All Elements except Dark

Obtained: Ch.4 Event




Not sure how those'll work, but they'll replace the following items:

Valhalla (Fell Sword)

Onion Shield (Shield)

Onion Helm (Helmet)

Onion Armor (Armor)

Onion Gloves (Gloves)


I'll work on a plausible story, since it's the only thing I CAN do (even if it's as simple as making it similar to vanilla, but changing SOME things around, like names). For any type of early bugtesting scenerio, simply switching out Ramza for the MC MAY be possible.  Will edit if I have more information.

I've come up with a tiny bit of story and first battle for Ch.1, as well as starting roster.

Chapter 1 Roster Setup - Main Character: Zolias (Renamable) Job: Dreadlord (Look in the Job Idea thread for more information) | Ally: Red Panther  (Random Name, Roster Number 2), Goblin (Random Name, Roster Number 3)  Yellow Chocobo (Name: Koko for a FFV Reference; Boko's mate in that game, Roster Number 4)  |  Guest: Gaffgarion (Fell Knight)  {Takes place after Ramza's battles, and follows in his footsteps}

Short MC Description:  Zolias, an orphan of the 50-Year War who was raised by Gaffgarion, a friend of the family, after the conclusion.  Gruff and cynical like his adoptive father, but shows an occasional bout of kindness every now and then. Starting Age: 16 

First battle of all is basically the same as main game, but adding in MC as well.

Ch 1: The Unrelenting (if anyone can come up with a better name, feel free to rename it)  Starting Point: Dorter   1st Battle: Similar to Ramza's first battle in Gariland (4 Squires and a Chemist)

The main line is MC is under Gaffgarion's tutelage, and Gaffgarion is supposed to be tailing Ramza as per ordered by Dycedarg.



Other thing I need to learn to figure out is how to get the proper sprite in for the MC (Probably would need help from an experienced spriter).  I was thinking that the story I plan to make (most likely with other's help) takes place during Ramza's Story, where during a few battles or so, MC and Ramza will encounter each other.  Sometimes, Ramza will be a Guest; sometimes, they'll be opposing forces (as a way of helping each other get stronger, so those battles will have an important role in which enemies do not permanently die...yay for immortal enemies?). 

Over the 4 Chapters, Ramza will grow, as well.  You won't meet him in Ch.1, Ch.2 and Ch.3, he'll be in his mercenary-variant and have up to Steel; Ch.4, He'll have Shout and if you meet him past a certain point in the story, he'll also have Ultima.  Unfortunately, he won't be recruitable, since he's doing his own story (obviously) so he'll keep his Traitor Immunity (saw that in FFTP).  In fact, to keep away from being able to recruit enemy people, all jobs will have Traitor Immunity.



I can't say whether or not people would enjoy this game idea, as it's akin to a self-insert fanfiction, but I do want to make it as enjoyable and fairly close to the lore as I can (which unfortunately, I know little of), while adding my own twist.  So with this, I'm going to do a little more on FFTP.

I present Mia, the Paragon now.

Paragon (Brave: 45  Faith: 100  Move: 3  Jump: 2  Phys. Evade: 10%)

A Mage of unparalleled might that can cast any spell instantly, but must learn magicks initially.

Innates: Treasure Hunter, Halve MP, Arcane Strength, Arcane Defense

Absorb: None

Stats when Active Job   HP: C+  MP: A  Atk: D  Mag: A+  Spd: A-

Stat Growths  HP: ***  MP: *****  Atk: *  Mag: *****  Spd: ****

Blessed Magicks: Paragon job command.  The might of the purest Magicks called into reality to bless allies or bring suffering to foes.

ACTION ABILITIES

White Magicks - Learned

Black Magicks - 1000 JP

Mystic Magicks - 1000 JP

Time Magicks - Learned

Summoning Magicks - 2000 JP

REACTION ABILITIES

Shiradori - 700 JP

SUPPORT ABILITIES

Defense Boost

MOVEMENT ABILITIES

Move +3 - 1000 JP

Master Teleport - 10000 JP

NOTES:  Mia will most likely need ASM Hacks for her abilities to work, but she's essentially a single target Arithmatist (which will be removed from this game, along with Onion Knight and Dark Knight; I'll keep in Mime for stat grinding lol)  Also, for those wondering why it has to be a female, it's obviously what your thinking; the ship has sailed!  lol  For a description of what she looks like, imagine using Rapha's body sprite (made with a lighter skin tone) with a female's head with long blue hair.  For a portrait, imagine the Mia from Golden Sun, but with blue hair instead of aqua, and not in a ponytail (and noseless, apparently) 

EDIT: I can just change Mime, remove the type it is possibly, as well as setting the stats and equipment accordingly to do what she does, I believe... just that she can learn all Magics through JP OR by other classes... doesn't really matter, tbh, as long as she can use ALL Magics; might even change them to no channel time and remove swiftness.

Short Mia description: A priestess who left the Holy Church after seeing one of her own become a Lucavi.  A kind girl, she can never leave anyone who's suffering  Starting Age: Same as MC's Current. 

Also, useless bonus points for who gets where I got the name of her class first lol

_____________________________________________________________________________________

Safeguard removed from class innate list; disabling the AI use of Steal/Rend: Armor/Weapon/Accessory/Shield.   They can still steal everything else, but not equipment.  This does NOT mean that Safeguard is useless; there may be some boss units with Crush-type attacks, so be prepared.

Starting it over on FFTP, so I can remember what I do.  Also will make a notepad file telling me what I've done, what I've still got to do, and what I cannot do alone.  PM me if you wish to be of help.  I'll be making a post in the ASM Hacks section of the site for assistance on the ASM Hacks I need.

Also, planning on adding Reis to the team, without whatever-his-name-is also teamed with Ramza's group (Ramza's group are all guests, and she feels that we need the help more than they do, so she would join us instead... she also does revert back to normal (Holy Dragon -> Dragonkin), and whatever-his-name-is joins as an immortal guest.



That's all I have atm; will edit when I have more ideas.
Title: Re: Patch Ideas Proposal Thread
Post by: Angel on December 07, 2015, 04:48:52 pm
Nobody will ASM hack for WotL. If you want help with ASM, switch to PSX version as your base. If you insist on using WotL as a base, you're gonna need to learn to write ASM yourself, without also causing the game to fail catastrophically under its feeble emulation layer.
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on December 07, 2015, 07:34:04 pm
And get your hands dirty with work! You say you want a team because you lack the knowledge, that means you don't really have a great idea of how this stuff works :/ Once you know a little bit about how everything works you'll be able to be more specific with what you want / need, and you'll get a better handle on what your limitations are as (I assume) a non-ASM'er (of course you can always ask the talented people for help :P).

Once you have something to show people, actual work, then they'll flock to you (sometimes)!
Title: Re: Patch Ideas Proposal Thread
Post by: Madeen on December 07, 2015, 07:45:56 pm
Just found out about this thread... anyway, I'm a big fan of FFTA and FFTA2, but I could never get into the original FFT, whether it is on psx or psp.

There are 3 things that bother me like no tomorrow, well let's say 2 and half...

- Unable to cancel/redo moving, that's quite ridiculous, once you move you're doomed.

- Certain sound effects are plain horrible, thinking of camera rotation for example, its just unbearable, I'd be happy if it didnt have any sound at all.

- Nothing much to do beside the main story, as opposed to Advance and A2 who have 300 quests to complete... those errands are a downer.(This is the half one, I cant expect anyone to put so much content, I'd be delighted if just my first two issues were resolved)

If anyone could "fix" that, I'd be happy to play that game... I kinda like it, I like the "darker" atmosphere a bit like Tactic Ogre on PSP and it has interesting classes/abilities that Advance and A2 dont have, it's a shame.

Well if no one can be bothered that's fine too, I dont mind, just my two cents :)
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on December 07, 2015, 07:58:09 pm
Quote from: Madeen on December 07, 2015, 07:45:56 pm
- Unable to cancel/redo moving, that's quite ridiculous, once you move you're doomed.


I actually don't like that you can do this in FFTA. The ability to do so and see what the % chance to hit and how much damage every possible action could do with no consequences is both ridiculous and time consuming :P Of course, it did help if you made a mistake while moving.
(I think someone suggested this ASM hack a little while ago, not sure if it was ever completed)

Quote from: Madeen on December 07, 2015, 07:45:56 pm
- Certain sound effects are plain horrible, thinking of camera rotation for example, its just unbearable, I'd be happy if it didnt have any sound at all.


Personal preference, I actually quite like this and all of the other sound effects. You could probably remove these, but you'd need to ask some people what the best way to go about this would be.

Quote from: Madeen on December 07, 2015, 07:45:56 pm
- Nothing much to do beside the main story, as opposed to Advance and A2 who have 300 quests to complete... those errands are a downer.(This is the half one, I cant expect anyone to put so much content, I'd be delighted if just my first two issues were resolved)


Side stories can be added in really easily, it just requires a little effort on the creators part :)
Title: Re: Patch Ideas Proposal Thread
Post by: Angel on December 07, 2015, 09:33:28 pm
Quote from: Jumza on December 07, 2015, 07:58:09 pm
I actually don't like that you can do this in FFTA. The ability to do so and see what the % chance to hit and how much damage every possible action could do with no consequences is both ridiculous and time consuming :P Of course, it did help if you made a mistake while moving.
(I think someone suggested this ASM hack a little while ago, not sure if it was ever completed)

Xifanie was looking into it, but she couldn't find a good method of attack to revert ALL aspects of the previous position and not cause everything to get borked. Oft-requested and considered, but never completed.
Title: Re: Patch Ideas Proposal Thread
Post by: Madeen on December 07, 2015, 10:08:48 pm
Quote from: Jumza on December 07, 2015, 07:58:09 pm
I actually don't like that you can do this in FFTA. The ability to do so and see what the % chance to hit and how much damage every possible action could do with no consequences is both ridiculous and time consuming :P Of course, it did help if you made a mistake while moving.
(I think someone suggested this ASM hack a little while ago, not sure if it was ever completed)

That's what a tactical game is about, explore the possibilities and choose the best one :)
I dont even recall you cant see %hit and dmg in FFT, it's even more a shame than I thought :/


Personal preference, I actually quite like this and all of the other sound effects. You could probably remove these, but you'd need to ask some people what the best way to go about this would be.

That would be great :)

Side stories can be added in really easily, it just requires a little effort on the creators part :)

Really? That would be awesome, but it seems like lot of work... I dont want to impose too much seeing I have no skill myself x,x  I'd be more than happy with the move thing and certain sounds removed/changed.  I'll just see and hope someone is interested in doing it, actually I was hoping an exisiting hack/mod would have those "features", but apparently not.
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on December 07, 2015, 10:33:48 pm
Quote from: Madeen on December 07, 2015, 10:08:48 pm
That's what a tactical game is about, explore the possibilities and choose the best one :)
I dont even recall you cant see %hit and dmg in FFT, it's even more a shame than I thought :/


You can see hit chance and possible damage, but it's limited because you can only do it before you move and after you move as opposed to FFTA, where you can move as many times (within your range) as you want to check :P
Title: Re: Patch Ideas Proposal Thread
Post by: Madeen on December 08, 2015, 09:45:57 am
Quote from: Jumza on December 07, 2015, 10:33:48 pm
You can see hit chance and possible damage, but it's limited because you can only do it before you move and after you move as opposed to FFTA, where you can move as many times (within your range) as you want to check :P


Oh right :P
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on December 08, 2015, 04:38:42 pm
Quote from: Toshiko on December 07, 2015, 04:48:52 pm
Nobody will ASM hack for WotL. If you want help with ASM, switch to PSX version as your base. If you insist on using WotL as a base, you're gonna need to learn to write ASM yourself, without also causing the game to fail catastrophically under its feeble emulation layer.



Trust me, if I understood Hex at ALL, I would've done it myself.  I clearly don't get it, and if it's possible to remove both Multiplayer stuff (while keeping the game itself intact, with a few Dark Swords here and there and a pair of Minerva Bustiers, I would think it may help the game run even better.  Basically, delete what I don't need, keep a few things I might (and put them somewhere else for good measure, so they're hard to come by), it may just work wonders... at least, in theory, anyway.  Also, need to include the speedup patch that someone else made for WotL (can't remember who).

I can do a lot of the classwork (MC and maybe figure out something about the Paragon class), make monsters cast what I want, and maybe put any Ramza encounters as set classes on FFTP (changing them depending on encounter).  I think eventually I can deal with 24 Roster (including guests), since all we're having in the party is 4 characters that can change classes (MC, Paragon, human-like monster, and Reis after changing to normal), and the rest monsters.  So, that's actually a lot of things down, but I would need an advisor, a spriter (I have a spritesheet for the MC that someone made for me, but it needs some alterations), a scripter, and a portrait maker.  I have an idea what the added people will look like, but I have no artistic style whatsoever.  Remember, this is my first attempt at a game, but any help would be appreciated.

Quote from: Jumza on December 07, 2015, 07:34:04 pm
And get your hands dirty with work! You say you want a team because you lack the knowledge, that means you don't really have a great idea of how this stuff works :/ Once you know a little bit about how everything works you'll be able to be more specific with what you want / need, and you'll get a better handle on what your limitations are as (I assume) a non-ASM'er (of course you can always ask the talented people for help :P).

Once you have something to show people, actual work, then they'll flock to you (sometimes)!


I'm actually going to start on what I can do now, though a few of the Unknown effects on FFTP confuse me.  Trust me, I'm getting my hands dirty on what I can do, and asking for help for what I can't.
Title: Re: Patch Ideas Proposal Thread
Post by: Xifanie on December 08, 2015, 04:56:27 pm
Quote from: Xifanie on December 07, 2015, 04:50:37 pm
Some important reading

  • Mod Work Time Estimator (http://rc.ffhacktics.com/)

  • Why your project isn't going to be finished (http://ffhacktics.com/smf/index.php?topic=6125.0)



Using WotL as a base is a TERRIBLE idea
Requesting anyone to help you out when you have nothing to show is a TERRIBLE idea
Starting a mod with the premise that people will do the work for you is a TERRIBLE idea

You might... want to change your perspective over the whole thing.
And we're always willing to teach people willing to learn. Doing everything for you is another matter entirely; you kinda have to prove yourself first before that.

+ Ignoring an admin's reply is a TERRIBLE idea

Btw, if you don't do it yourself, it won't happen. Ever.
You have higher chances of winning the 50 million lottery.
Title: Re: Patch Ideas Proposal Thread
Post by: Zolias on December 08, 2015, 05:18:01 pm
Quote from: Xifanie on December 08, 2015, 04:56:27 pm
+ Ignoring an admin's reply is a TERRIBLE idea

Btw, if you don't do it yourself, it won't happen. Ever.
You have higher chances of winning the 50 million lottery.


Yeah, I missed that post... actually, I forgot about it lol.  As I said, though, I'm gonna do this; hell, even using FFTP already.  Still, I might need help, and I'll post a New Project thread when I get everything I can do alone done.  Thanks for the constructive criticism, though :)
Title: Re: Patch Ideas Proposal Thread
Post by: squirrelpup on April 28, 2016, 04:36:29 am
Change how EXP and JP are awarded.

Perhaps this is sacrilegious, but I don't like how experience points are awarded per action in this game.  Why?


I'd like to see a mod that:


You may be tempted to make it not award points to characters who are wounded at the end of the battle, but I'd prefer if they were awarded the same points anyway.

I realize this would probably be pretty hard to implement, since it's a behavior hack, not a content hack, so there isn't going to be any existing editor for this.

The purpose of this mod would be to make the base game more streamlined, so you can always focus on using good tactics and never resort to nonsensical grinding behaviors.

Some other things that would go well with this:


Btw, I am a programmer, but I've never tried to mod a game before.  I could put some time into learning though.
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on April 28, 2016, 11:33:36 am
I believe that this ASM hack was already created! I don't remember who made it but it allows you to set exp gained per battle. You could probably expand that to JP as well without a whole lot of difficulty.
Title: Re: Patch Ideas Proposal Thread
Post by: squirrelpup on May 06, 2016, 03:40:03 am
So uh, if this patch already exists, where can I find it?
Title: Re: Patch Ideas Proposal Thread
Post by: Jumza on May 06, 2016, 12:33:48 pm
http://ffhacktics.com/smf/index.php?topic=11123.0
Title: Re: Patch Ideas Proposal Thread
Post by: Fosil on May 06, 2016, 12:38:15 pm
@squirrelpup: This (http://ffhacktics.com/wiki/FFTOrgASM) also may be of help. The latest version has several XML files pertaining to your idea.
Though, it seems you may not be able to achieve your full wish, but you can certainly get part-way.


<Patch name="No spillover JP.">
    <Location file="BATTLE_BIN" offset="117980">
       00000000
    </Location>
</Patch>

<Patch name="EXP Gain = 0.">
    <Location file="BATTLE_BIN" offset="1178A4">
      E73860A0
      22005192
      00000000
      00000000
      00000000
      00000000
      00000000
      210042A2
    </Location>
</Patch>

<Patch name="JP Gain = 0.">
    <Location file="BATTLE_BIN" offset="117948">
       00000000
       00000000
    </Location>
</Patch>

<Patch name="Rewards Hack">
  <Description>This makes it so LVL/JP gain occurs at the end of any mission, and makes bonus gil from enemy levels 0. This hack also makes it so only enemies with KO statii will yield after battle trophies/gil. To be used with hacks that disallow random battles, JP/EXP Gain, Spillover JP.</Description>

  <Location file="BATTLE_BIN" offset="119E00">
21400000
21480000
21280000
21388000
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</Patch>
Title: Re: Patch Ideas Proposal Thread
Post by: Emmy on May 06, 2016, 05:52:19 pm
I agree with your analysis on XP/JP per action systems, which was why I looked into the issue.  I figured out how to change XP per action to a flat rate per action (default = 30 - speed*2, min 1), with no kill/level bonuses.  This formula can be edited pretty freely as long as the code fits within the original code for it.  I am not sure how to get a flat rate of xp per battle though.  But this could be changed pretty easily to award 1 xp per action (probably also can change to 0).

Controllable guest units doesn't even require ASM - just check off "control" in Patcher for each unit.

Not sure if undo movement has been done, but I doubt it.

Title: Patch Ideas Proposal Thread
Post by: Onigami on June 24, 2016, 07:48:34 pm
Just like dante in the JoT5

For example like the werewolves
Humans changing to other forms of demi humans
But must have some circumstances
Like must defeat 50+ dragons
Killed so many a curse has been afflicted on the slayer
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on July 01, 2016, 11:35:21 am
Two words: Polandball Tactics

Would be very easy for the spriters.
Title: Re: Patch Ideas Proposal Thread
Post by: dotchan on October 19, 2016, 11:44:18 am
I was thinking about recreating Final Fantasy V, FFT's spiritual successor predecessor, in the FFT game engine; the Job Classes map fairly easily (I think), but I nerd sniped myself trying to figure out how the boss fights would work.  :cry:

*ETA*: Dang it, used the wrong prefix!
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on October 19, 2016, 11:51:49 am
Spiritual successor? FFV came out 6 years before FFT did...
Title: Re: Patch Ideas Proposal Thread
Post by: Bonesy on November 05, 2016, 03:30:07 am
RANDOM DERPO 12 AM IDEAS POST:

give monsters equipment based on either point in story if story or chapter if randbattle, use that as leverage to balance less wonky monster shenanigans, maybe?
Title: Re: Patch Ideas Proposal Thread
Post by: Emmy on November 05, 2016, 10:40:22 am
Monsters can't be given equipment unless you can find/kill all of the hardcoding in the game.  I found at least a dozen superfluous checks like "branch if unit is a monster" right before a check if the unit has an equipment in a slot, (why is the first check needed if the 2nd one will do?) and a routine of "if unit is a monster, set each equipment slot to 0."  Disabling all these garbage checks was still not enough to make monsters with items functional. :(

However, a pseudo-monster (male or female with a monster sprite and a class normally given to monsters) can be equipped though, if you're just looking to make enemies. :)  They won't function 100% outside of enemy usage though.
Title: Re: Patch Ideas Proposal Thread
Post by: Bonesy on November 05, 2016, 11:52:59 am
oh lawdy i figured it wouldn't happen anyways
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on April 30, 2017, 07:43:26 am
Schoolgirl Fantasy Tactics

Same story as vanilla, but everyone is a schoolgirl.  Monsters and Zodiac Beasts are chibi monstergirls in schoolgirl uniforms.  Don't know what to do with the male classes - maybe there are no men?

Make it happen.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on April 30, 2017, 01:13:33 pm
Quote from: nitwit on April 30, 2017, 07:43:26 am
Schoolgirl Fantasy Tactics

Same story as vanilla, but everyone is a schoolgirl.  Monsters and Zodiac Beasts are chibi monstergirls in schoolgirl uniforms.  Don't know what to do with the male classes - maybe there are no men?

Make it happen.


Learn 2 Sprite, Scrub
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on April 30, 2017, 01:56:17 pm
Got no artistic ability.  Maybe a spriter will like it.

I'm dead serious about there being no other changes to the game.  Watching kawai Ramza murder Velius-chan will make me giggle.
Title: Tactics Boss Rush
Post by: CONMAN on May 13, 2017, 03:55:37 pm
I keep having this idea pop in my head.  Mostly, this is sort of how I wanted to edit my own deep dungeon. 

Simply put the idea of this patch would be to put together a string of 10 to 15 battles (with saves in between) that would be nothing but boss battles utilizing the sprites we already have.  ie: ff7 crew vs sephiroth, chrono crew vs magus (virtually finished), marvel alliance battle, power rangers vs ?, legend of zelda battle etc.  There would be no leveling/no story, each battle would feature a different crew of protagonist vs a boss(es). 

This would require the most basic of eventing/worldmap/attackout-conditionals.  No dialogue would be necessary.  It would be an easy base patch that could be customized with patcher.

This would be a very doable patch and excellent way to blow off steam.  It's the kind of patch I would be 100 times happier to see than the newest patcher only edited vanilla mod.
Title: Re: Patch Ideas Proposal Thread
Post by: Zull on May 21, 2017, 11:55:28 am
Tbh, I'd love to see a futuristic version of fft/ffta. Like starwars themed.
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on June 11, 2017, 10:43:10 pm
Sonichu Fantasy Tactics.

Chris-Chan is on Twitter.  Make this happen.  His fans demand it!

https://twitter.com/CWCSonichu

Quote from: Zull on May 21, 2017, 11:55:28 am
Tbh, I'd love to see a futuristic version of fft/ffta. Like starwars themed.


Why not Harry Potter Tactics?
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on June 12, 2017, 08:06:10 am
How are you still alive?
Title: Re: Patch Ideas Proposal Thread
Post by: dotchan on June 12, 2017, 09:36:53 am
Deeper Dungeon: 100(?) floors of randomness - you can get encounter battles (with monsters getting tougher as the floors increase), story battles, or shops.  Jobs can be unlocked classically or (possibly, IDK how hard this would be to code) as rewards after certain floors, and special characters can join as well.

Every 10th floor is a Zodiac monster (with level-appropriate stats) and Elidibs is on the 100th floor.
Title: Re: Patch Ideas Proposal Thread
Post by: Diedrik on June 12, 2017, 06:14:32 pm
Would people be interested in a Dark Souls themed patch? What parts would be more interesting, and/or easier to convert? If it was complete, I think I would prefer to play through Dark Souls on the FFT engine rather than its own.

It would probably have to sidestep the world map. I think a lot of the existing battle maps and graphics are highly compatible though.

Are there any efforts currently in the works to bring the older, in my opinion superior, final fantasies into the FFT engine? 1-5 essentially?
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on June 16, 2017, 03:32:36 pm
Quote from: dotchan on June 12, 2017, 09:36:53 am
Deeper Dungeon: 100(?) floors of randomness - you can get encounter battles (with monsters getting tougher as the floors increase), story battles, or shops.  Jobs can be unlocked classically or (possibly, IDK how hard this would be to code) as rewards after certain floors, and special characters can join as well.

Every 10th floor is a Zodiac monster (with level-appropriate stats) and Elidibs is on the 100th floor.

Sounds like a roguelike.

While there are limitations to the number of different enemy types, you could write code that would produce randomly generated ENTD battles.

It would take a lot of assembly programming to make the actual game mechanics themselves random.  The same goes for battlefields, terrain, and weather.

Deep Dungeon Crawl sounds fun though.
Title: Re: Patch Ideas Proposal Thread
Post by: Diedrik on June 19, 2017, 02:34:12 am
Enemy present chances can essentially randomize the battles can they not?
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on June 23, 2017, 12:39:34 am
Equipment and to a degree level.  Other things, not so much.
Title: Re: Patch Ideas Proposal Thread
Post by: dotchan on August 01, 2017, 03:20:03 pm
FFT, being obviously inspired by Tactics Ogre, seems to take an overall Law->Neutral->Chaos progression, where Ramza starts out following along with society's rules, meanders around for a bit after he realizes that said society is unjust, and eventually upsets the status quo so bad that he murders God (or at least a sufficiently god-like being) by the end and buggers off for better pastures.

It would be a buttload of work, but it'd be awesome to implement branching story paths where Ramza could fully commit to Law or Chaos as early as Chapter One (or switch into Neutral at some other key juncture), with different battles and recruit-able special characters in each path.
Title: Re: Patch Ideas Proposal Thread
Post by: Bonesy on August 04, 2017, 04:51:36 am
What's the feasibility on a menu option or something that allows you to turn off EXP or JP gain? I'd love to be able to turn off EXP gain where I'm at on FFT so I can grind jobs freely like a total dingus.
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on August 05, 2017, 01:24:44 am
Quote from: dotchan on August 01, 2017, 03:20:03 pm
FFT, being obviously inspired by Tactics Ogre, seems to take an overall Law->Neutral->Chaos progression, where Ramza starts out following along with society's rules, meanders around for a bit after he realizes that said society is unjust, and eventually upsets the status quo so bad that he murders God (or at least a sufficiently god-like being) by the end and buggers off for better pastures.

It would be a buttload of work, but it'd be awesome to implement branching story paths where Ramza could fully commit to Law or Chaos as early as Chapter One (or switch into Neutral at some other key juncture), with different battles and recruit-able special characters in each path.


Ramza remains on the Good axis as he moves from Law to Chaos.  Would be interesting to have all 9 options, though it would be a ton (unfeasible) of work.  More so if you can commit to any option as early as chapter 1.

Quote from: Bonesy on August 04, 2017, 04:51:36 am
What's the feasibility on a menu option or something that allows you to turn off EXP or JP gain? I'd love to be able to turn off EXP gain where I'm at on FFT so I can grind jobs freely like a total dingus.

http://ffhacktics.com/smf/index.php?topic=10450.msg198612

I think these routines are related to the Display Experience/JP Gained in-battle option.  Linking zero experience gain to that seems like the easiest way to do it - no display, no Experience.

http://ffhacktics.com/wiki/0011ee04_-_0011ee74

http://ffhacktics.com/wiki/Prep_for_Displaying_Earned_Exp/JP

IIRC Choto or SA made a thread about the in-battle options menu, I'd look there too.
Title: Re: Patch Ideas Proposal Thread
Post by: dotchan on September 02, 2017, 07:47:18 pm
Since I already recommended that FFV be remade in the FFT engine, here's some more isometric turn-based RPGs that would make for interesting remakes:



...those are the ones that I have at least a passing knowledge of, if not played.  I'm sure there are plenty more that could be done.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on September 03, 2017, 12:56:56 am
Quote from: dotchan on September 02, 2017, 07:47:18 pm
Since I already recommended that FFV be remade in the FFT engine, here's some more isometric turn-based RPGs that would make for interesting remakes:


  • Chocobo Mystery Dungeon

  • Farland Saga/Farland Odyssey

  • Final Fantasy III

  • Hoshigami: Ruining Blue Earth (and its "sequel" Stella Deus: The Gate of Eternity)

  • Phantom Brave (really, any Nippon Ichi SRPG would be fascinating to see remade, but PB is the only game that already uses action economy as part of its gameplay mechanics)

  • Pokemon Mystery Dungeon

  • Seiken Densetsu 3



...those are the ones that I have at least a passing knowledge of, if not played.  I'm sure there are plenty more that could be done.


One of these things is not like the others..

(how is Seiken Densetsu 3 a isometric turn based RPG?)
Title: Re: Patch Ideas Proposal Thread
Post by: dotchan on September 06, 2017, 02:37:53 pm
Quote from: Elric on September 03, 2017, 12:56:56 am
(how is Seiken Densetsu 3 a isometric turn based RPG?)


Whoops! It isn't, but it could be reimagined into one.
Title: Re: Patch Ideas Proposal Thread
Post by: Teynjin on December 04, 2017, 07:15:47 pm

{FFT}*-The Great Shinobi War-*
I would love to see a rendition of this game in the style of Naruto! I know there is a lot of fanboys out there and yes, I am one of them- But Naruto offer's so much content possibilities as well as enjoyment for many many people! As we all know, tactic jrpg's like this are pretty well non-existent. No one is managing to actually deliver a crossover for Naruto in this genre. I would love it see this and would be happy to assist in any way possible. Content creation, data entry, whatever is needed of me. Let me know what you think.
Title: Re: Patch Ideas Proposal Thread
Post by: RavenCurow on April 08, 2018, 06:19:58 am
I'm working on an idea at the moment for myself and a few friends that I thought might interest some people here so here goes; my idea is a Divinity Original Sin meets Final Fantasy type of mod with the job system overhauled to emulate the classes in Divinity Original Sin 2. I know there will be some limitations, but I thought since I loved both games I'd see how much I could try to put together something that merges them to create something fun.
Title: Re: Patch Ideas Proposal Thread
Post by: supercala on April 12, 2018, 05:31:57 pm
So about seven years ago or so, this guy made a patch called Final Fantasy Tactics Knightmare, and as a little kid I thought it was amazing. He dropped the project or whatever and so it never happened, but I got a lot of inspiration from it and wanted to make it and add on to it a little more. Story being the same just abilities and new classes. I have downloaded many .BIN files from this site like E174, but couldnt figure out how to put it in the iso or what exactly to do with them. Very new to this if anyone can give me a quick dummies guide.
Title: Re: Patch Ideas Proposal Thread
Post by: Aiolon on April 12, 2018, 10:40:31 pm
QuoteSo about seven years ago or so, this guy made a patch called Final Fantasy Tactics Knightmare, and as a little kid I thought it was amazing. He dropped the project or whatever and so it never happened, but I got a lot of inspiration from it and wanted to make it and add on to it a little more. Story being the same just abilities and new classes. I have downloaded many .BIN files from this site like E174, but couldnt figure out how to put it in the iso or what exactly to do with them. Very new to this if anyone can give me a quick dummies guide.


Err i don't think this is the place to post that but... why are you downloading files that you don't even know how to use? anyways.
E174.BIN its an "Ability animation effect file" wich can be edited and then reimported into the game iso using a tool such as CDmage.
the whole process is easy to explain but i think its easier and more helpful if you go HERE -->http://ffhacktics.com/smf/index.php?topic=8644.0 or even more helpful if you actually go here -->http://ffhacktics.com/smf/index.php?board=43.0

there are no such things like dummies guides here :P
but if you are good at following instructions then you are good to go.


Title: Re: Patch Ideas Proposal Thread
Post by: supercala on April 13, 2018, 01:43:34 am
Quote from: Aiolon on April 12, 2018, 10:40:31 pm
Err i don't think this is the place to post that but... why are you downloading files that you don't even know how to use? anyways.
E174.BIN its an "Ability animation effect file" wich can be edited and then reimported into the game iso using a tool such as CDmage.
the whole process is easy to explain but i think its easier and more helpful if you go HERE -->http://ffhacktics.com/smf/index.php?topic=8644.0 or even more helpful if you actually go here -->http://ffhacktics.com/smf/index.php?board=43.0

there are no such things like dummies guides here :P
but if you are good at following instructions then you are good to go.


I appreciate the help, I'm good at following instructions, but being very new at this I just kinda went in blindly. Thanks for the references!
Title: Re: Patch Ideas Proposal Thread
Post by: DanBR on August 11, 2018, 11:34:19 am
When I played FFT for the 45645 (joking of course) time I said to myself:

"I am not playing this again, I can't handle dismiss Rad, Livian and the other one to admit Rafa, Malak and Boco. But the game feel incomplete without those Characters, so I'll start to look for a modded game of FFT."

That's how I found about this amazing community of cool people modding FFT (lot of love for you guys) and I all want to see is a team capacity to at least 24 Characters. Is it possible? There is already a modded game that have this?? Thank you again, love for you all!!
Title: Re: Patch Ideas Proposal Thread
Post by: Nyzer on August 11, 2018, 01:30:03 pm
There's an ASM that allows you to harvest the Guest-only slots and use them for party members.

Probably the best mod that would feature it is The Lion War (http://ffhacktics.com/smf/index.php?topic=10179.0), though it's not released quite yet.
Title: Re: Patch Ideas Proposal Thread
Post by: Nyzer on November 25, 2018, 02:38:06 pm
Quote from: Fernando Chris on November 25, 2018, 12:38:54 pm
CAn we work together for a project? Leave your email here.


You're posting a reply to a six-year-old comment made by someone that hasn't been to the forum in over a year.

(https://i.kym-cdn.com/photos/images/facebook/000/028/450/necropost.jpg)

Quote from: Fernando Chris on November 25, 2018, 12:40:25 pm
should the idea realted to the the game only>


Yes, patch ideas for FFT should be related to FFT...
Title: Re: Patch Ideas Proposal Thread
Post by: Raijinili on November 26, 2018, 01:46:14 am
Nah, they don't have to.

I was thinking about how FFTPatcher lets you modify elemental affinities of jobs, and was surprised to realize I don't know any mods that revamp the whole elemental system and puts it front and center (Golden Sun comes to mind). Then I realized that someone could make an Avatar (The Last Airbender) mod.

I'm not gonna do it, of course. I've never seen that anime. But maybe posting this will help inspire a fan.
Title: Re: Patch Ideas Proposal Thread
Post by: Nyzer on November 26, 2018, 09:41:27 pm
Well, sure, but that's still modding FFT into that kind of game, right? So that'd be related.

Honestly, the question just confuses me.  :?
Title: Ch. 3 Ramza
Post by: Gordon_Ramza on December 07, 2019, 06:10:59 pm
Would it be possible to change Ramza's class after Ch. 2 ends, and how easy (or difficult) would it be?
Title: Re: Patch Ideas Proposal Thread
Post by: Raijinili on January 22, 2020, 11:01:12 pm
For some reason, I have this idea for a game modded onto FFT where each battle is:
- You start off invisible (Transparent). This represents your stealthiness when people don't know you're there.
- You go in and steal a character's shoes (losing invisibility).
- You put on the shoes.
- You then need to "escape".

Mechanically, the theft requirement is enforced by forcing you to reach a particular tile, which you can't do using your base movement. You need to Equip Change the shoes on, and then use the extra movement to get to the tile. Victory condition will either be to step on the "switch" or to kill a Chicken next to the tile.

It is possible to require stealing multiple pairs of shoes. You'll need to Equip Change to get past each shoegate.

Possible shoe effects, and their obstacles:
- Jump: Vertical height. Horizontal gaps.
- Move: Horizontal gaps. A corridor of units; if there are 3 units in a row, you need at least 4 Move to get past them. The units can be invincible corpses. (Wait, aren't there tiles anyone can walk on but not stop on?)
- Float: Water and lava.
- Status immunity: I imagine you can create a corridor of spike tiles which have traps that inflict Dead/Stop/etc. (which all the enemies are immune to).
- SP/Haste: If you're not fast enough, a sentinel at the end will instakill you when you try to approach. Need to time it so you can double-turn them.
- Elemental immunity/Protect/Shell/Evasion: Similar to above. Sentinel will deal fatal damage if you don't wear the right shoes.
- Combinations of the above.
- With an ASM hack, shoes may be able to grant innate abilities, such as Fly, Ignore Height, Move In Water, Move-Find Item, and Teleport.

Extra thoughts:
- The shoes can also have negative effects, forcing you to choose between using CT to take them off, and sticking with them.
- May need a self-Transparent skill (possibly with a cost), and/or Sunken State. I believe (hope) Equip Change breaks transparency, so you need to find a safe place to put on the shoes.
- The Steal Shoes skill should be 100% so that the first segment of the battle doesn't require so much RNG.
- There may need to be a hack (an Event instruction?) to remove items from your inventory after battle.
- Perhaps give a choice between multiple units to choose as your thief. Not sure how this will work with fixed builds.


Fleshing out the concept

- Fixed battles. You can't build your thief. They will be provided to you.
- The battles will come from FFT's story battles.
- Dialogue included? Skippable, hopefully.
- You will steal Ramza's shoes.
- You need to steal them before he dies, because he can't be revived.
- There will be three sides in a battle: Ramza's side, the enemy's side, and you.
- All enemies will have their AI set to target you. Once you are revealed, they'll all go after you.
- In some battles with bosses, you need to steal shoes from both Ramza and the boss.


I don't know, the concept of stealing shoes off someone's feet is just hilarious to me for some reason.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on January 23, 2020, 03:57:53 am
All pretty much doable via events and attack.out sheet alone, but like... what? xD
Title: Re: Patch Ideas Proposal Thread
Post by: Raijinili on January 26, 2020, 10:02:03 pm
I designed it to be doable. The only part that I don't know how to do without ASM are the removal of shoes after battle and a way to implement character choice.
Title: Re: Patch Ideas Proposal Thread
Post by: Aeros on August 01, 2020, 02:11:38 am
Hello. I don't know if anybody has proposed this before or if it's already a thing, but IT was thinking what if monsters have jobs? Monsters still don't earn JP, but they can either get new jobs either by gaining five levels in their current job, or by getting a certain amount of crystallizations. IDK, this might crash the game because of too many monster sprites in use, but would be quite fun, even if it's only one monster type that gets a job. Additionally, either you can recruit the monster from the soldier office or Poaching den once you've encountered them. Monsters will have only three attacks, all learned, and the Beastmaster skill is now useless.

Some ideas would be adding more chocobos, seeing that there are already so msny chocobo sprites already done. White chocobo, Gold chocobo, armored chocobo (that can equip armor, hooray!) and a chocobo cannon ( yes a chocobo cannon) would be cool

The Malmboro (I forgot who made that, it was Alma inside a Malboro sprite I believe) would be awesome.


If you think this can be made possible, I will work on monster job ideas right away!

Title: Re: Patch Ideas Proposal Thread
Post by: Nyzer on August 01, 2020, 02:29:59 am
Monsters have shit tons of hardcoding that makes fundamental changes to how they function anywhere from difficult to "it would be easier to remake FFT from scratch".

Also, assume any unused or WotL specific methods for job unlocks are not possible.
Title: Re: Patch Ideas Proposal Thread
Post by: Aeros on August 01, 2020, 02:46:30 am
Oh ok.
Title: Re: Patch Ideas Proposal Thread
Post by: Aeros on August 13, 2020, 12:44:41 am
Hello. I'm still not familiar with what you can and cannot do with ASM hacking, so these ideas may not be doable. Please let me know whether or not they can be done.

Worker 8 needs to be repaired before it can join your party. This is basically just to make the game a tad bit harder. Some of Worker 8's parts are hidden in Ivalice, and you have to travel around the world map to find the parts. When you land on a certain area on the map, a text will pop up  saying that you found one of the parts. I don't know if this can be done, but maybe replacing one of the Items in the Deep Dungeon/ Midlight's Deep with a Worker 8 part would make it even more challenging. I suggest replacing the Kiyomori, since that can be bought at the Outfitter.

Teleportation has less of a chance of failing, but now cost MP. Not sure if that one has been proposed yet. Master Teleportation will remain the same.

Nyzer was saying how you can't have item consuming abilities, but does this also apply to the Formation/ Party Roster and not just a job ability?

Destroying eggs will now give you common Poached Items.

Phoenix Downs (or some other item) can be used to hatch eggs immediately
Title: Re: Patch Ideas Proposal Thread
Post by: Raijinili on August 29, 2020, 09:30:24 pm
ASM hacking is reprogramming the game. If it could've been programmed in, it can be reprogrammed in.

I think the easiest of those will be the destroying eggs one, as long as you don't need to show a dialog box. When an egg is destroyed, call the poach code with arguments, faking other things.
Title: Re: Patch Ideas Proposal Thread
Post by: Aeros on September 12, 2020, 01:11:01 am
I'm pretty sure this is possible, but I don't know if anyone's done it yet. How about converting all the skills like Thief, Dancer, Bard, and Knight into one ability? Instead of Steal EXP and Steal Helm, the game completely randomizes which ability will be used. Steal Heart will have to be tweaked or excluded though. You will probably have to heighten the chances of getting a successful Steal or Rent in the game to make it more fair.
Title: Re: Patch Ideas Proposal Thread
Post by: Retrogamer1987 on February 10, 2021, 05:08:43 pm
Played through a couple of mods recently (specifically, Emergence and Valeria for WOTL) and there are a multitude of things that I think could be addressed to make the game better. Some of these might be doable with FFTPatcher I believe.


Issue 1: Revival and "crystalizing"

I get it, it is a really cool concept and adds a sense of urgency when one of your characters die. However, all too often especially in hacks that increase the difficulty, your characters are going to be dying a lot more often. When they do your now forced into a situation where you have to revive them within 3 turns (which passes VERY FAST) or finish the battle before they die. This oftentimes just ruins fights and there have been several times in challenge mods where I would just have to let a character or 2 crystalize in order to finish the battle and lose them forever.

Now because of this as well...you're basically FORCED to have at least 2-3 of your deployed members to have some type of revival ability on hand. In Vanilla, there are 3 secondaries you can select for this: Item, White Magic or Martial Arts. In some mods, Summon can also revive and Ramza's "Wish" skill. But if you don't bring characters with these abilities, or the 2 characters you deployed with them are killed, frogged, petrified etc, your SOL. Not to mention, Revive from Martial Arts requires you to be right next to the dead character with a strict vertical limit, Phoenix Down brings them back in KO range only 1 panel away, and White Magic revival often has horrific accuracy issues.

You can make sure all 5 of your deployed members possess Item, White Magic or Martial Arts to help prevent a scenario where your only healers die, but that also greatly limits your character's diversity and creativity with builds.


Solutions:

I've seen "defend" and "re-equip" as innately present in all jobs as a mod. What about "Item". If every character had the basic Item command, you at least wouldn't be completely boned if your main field medics are taken out. This would make chemists somewhat obsolete minus "Throw Item", but if such a mod was made the chemist job could be reworked.


Another idea is to grant more revival abilities to help the player comeback from these catastrophic situations. Time Mage for example could "Rewind" someone who is KOed back to when they were alive, The Fairy summon could revive instead of heal, Wish from Ramza could revive. Oracle could get a AoE Reraise skill, Samurai could have a sword that does AoE revive, Bard could have a revival song, Mediator could have a revive speech skill.


I know it sounds like Revival Santa Claus, but it is seriously a huge issue in many of playthroughs with these hacks and it gets frustrating having to put Item and White Magic on almost everyone to get through a battle without my characters crystalizing.


Last but not least, is also to simply remove crystalization altogether, but I don't know if that's possible with FFTpatcher and frankly the idea is cool, there just isn't enough effective methods to bring people back from KO status.

Issue 2: Brave and Faith

This is another cool concept that is kind of core to the game and gives FFT some of its flavor. However, can be beyond stupid and broken. With the exception of Treasure Hunter / Move Find Item, (low brave to find the BETTER item....also kind of stupid) you want all your characters to have high Brave, which means spending a stupid amount of time at the Guild or abusing the Mediator. Faith functions as a double edged sword which is interesting.

I personally just try to ignore it and play the game, but with more challenging mods managing your character's Brave/Faith and only using character with the adequate levels is even more important.

Solution

Why not standardize Brave/Faith so all recruited characters have 70/70 of each? Or something along those lines (except Malak as Low Faith is his gimmick). Does anyone really enjoy using the mediator or spending all that time at the Guild to find units with the correct Brave/Faith for your team!?


Issue 3: Job Growths and Stats

This is one I know some mods have addressed. No one wants to spends all their time leveling as a Knight/Monk to get good HP and PA, Ninja for speed, or specific mage classes. You rather be whatever class you enjoy. That is why I usually just ignore Stat growth altogether and just play the game, and it only really becomes an issue when you had someone spend a lot of time as a mage class and decide you want them in a physical class later. Youre sort of forced into choosing a character down a physical or magical path.



Solution

Homogenized stat growth across the board, which several rebalance mods have already done.


Issue 4: Zodiac signs and RNG

It is another cool idea, and I feel bad that I keep up on crapping on the FFT team's ingenuity, but in practice it serves to be kind of annoying when your damage and chance of landing a positive or negative status varies so much.


Solution

Just remove compatibility altogether (Cerabow Mod I think has done this, maybe some others too)


Issue 5: The Battle of the Glass Cannons

Especially later in the game, the Damage/Health ratios becomes immense and you can start to OHKO many enemies, or 2HKO. Damage outranks all other strategy, why stop/slow/poison etc when you can kill your opponents so easily.


Solution

Lower damage or increase health. Increasing Health Growth and Health gained from Equipment is probably the easiest way to go about it. Doubled health totals would make battles so much more strategic and epic. At least until Health caps at 999, but by that point you should be near end-game anyway.


Issue 6: Charge Time

Once again, cool concept and adds an elemental of strategy. It's always very exciting when you see the enemy is powering up a big spell and you silence or kill the mage before they can get the spell off. But it also makes mages suck and extremely inconsistent. Charge times for bigger spells can be stupidly long, and frankly late game the Black Mage and Summoner in particular can be close to unplayable without the Short Charge ability, as you'll almost never land a solid Bahamut or Ice 4 hitting multiple people without that ability.

Solution

Innate Short Charge on all classes to remove it as a practical mandatory support skill for any magic set. And/or reducing CT on later skills so you can actually have a chance to cast something before all the enemies are able to just move out of the way with no effort.

Issue 7: Insufficient early game MP

In chapter 1 and 2, MP struggles for mages can be very difficult to manage. For physical classes, like trying to have a Knight with a Time magic secondary, or a Lancer with Mystic Arts, both of which are completely smart and viable on paper since most of the skills in their secondary classes don't need MA to drive them. However, these Physical classes have such low MPs they can only cast low level spells maybe once or twice.


Solution

Improved MP growth across classes and actual give modest MP+ boosts to armor/helmets/shields so physical classes can consider having a support magic secondary to allow more possibilities for build diversification.





I'm not sure if a Mod exists yet that already addresses all these things if there is I'd love to know about it!
Title: Re: Patch Ideas Proposal Thread
Post by: mcgeheeiv on February 17, 2021, 01:04:18 pm
Bring all special playable characters to the beginning of the game as an add-on to the latest completed legit project and original game. This means you can play Cloud, Cid, (Luso if this is a PSP) to your party at the start of the game.

Purpose: create a Castlevania 3 like feel when you beat the game you can start with Alucard for example to begin the game with or whomever you picked throughout the game. This way we can experience whatever characters we want and level them throughout the game. If you don't like a character.. say Boco, you can just dismiss him. I believe on PSP should be like 18 total characters.

Sorry if this has already been pitched but did not see it and is this do-able?   

Thanks to the hacker/patchers out there!

Kind Regards,

Eddie
Title: Re: Patch Ideas Proposal Thread
Post by: mcgeheeiv on February 18, 2021, 12:00:49 pm
One more thing and this should be obvious but all characters should be naked and level 1.
Title: Re: Patch Ideas Proposal Thread
Post by: 3lric on February 18, 2021, 02:01:43 pm
Quote from: mcgeheeiv on February 17, 2021, 01:04:18 pmBring all special playable characters to the beginning of the game as an add-on to the latest completed legit project and original game. This means you can play Cloud, Cid, (Luso if this is a PSP) to your party at the start of the game.

Purpose: create a Castlevania 3 like feel when you beat the game you can start with Alucard for example to begin the game with or whomever you picked throughout the game. This way we can experience whatever characters we want and level them throughout the game. If you don't like a character.. say Boco, you can just dismiss him. I believe on PSP should be like 18 total characters.

Sorry if this has already been pitched but did not see it and is this do-able?   

Thanks to the hacker/patchers out there!

Kind Regards,

Eddie


And so then how would you even handle the story?? Or are we just throwing that out the window here?

This particular idea does not interest me personally, but it would be a good started mod for a new modder to work on, so maybe someone will pick it up for you if you arent intending to do it yourself
Title: Re: Patch Ideas Proposal Thread
Post by: mcgeheeiv on February 18, 2021, 04:47:09 pm
Quote from: Elric on February 18, 2021, 02:01:43 pmAnd so then how would you even handle the story?? Or are we just throwing that out the window here?

This particular idea does not interest me personally, but it would be a good started mod for a new modder to work on, so maybe someone will pick it up for you if you arent intending to do it yourself

I'm a self-taught coder and between career/family.. no way for me to take this on.

I'd throw that out the window same as Castlevania 3. I always love to be able to re-experience a game with all the characters because I feel we got them very late for Act 4.

or

Maybe adding some text explaining that hearing of your success as a Beoulve has brought heroes to join your fight could work too with a quick explanation that you need to win the fight with say Cid to continue to earn his respect to keep him on your team?

Really? You would not want to play through from A1 having Cloud or another character that you feel didn't get enough game time without replaying the same areas over and over to level?
Title: Re: Patch Ideas Proposal Thread
Post by: Spooniest on July 19, 2021, 08:04:13 pm
I apologize if this has been asked about before.

I estimate that about 1/3 of the sound effects in FFT: WotL are wrong. Has anyone looked into simply replacing them with the PSX Sound Effects? I've checked around on the forum for a bit now, and I don't see anyone talking about it, or ever having talked about it.

Off the top of my head:

- Any kind of bladed weapon strike.
- Any sound effect of a lightning elemental spell.
- Any sound effect of wind or a "whoosh" of a body in motion (think the Dragoon's "Jump" sound).
- All death cries of humans (male/female) and monsters

Basically, anything that uses that noise channel, to make something sound "scratchy" or "breathy" seems to have been redone for WotL, and it does NOT sound good, at all. I can't guess as to why this was done, but it was probably to do with the tiny tiny speakers on the PSP. It isn't 'distortion' in the strict sense of the word. That's a guitar effect, and as a guitar player of 25 years I am familiar with what it sounds like. It seems to me like the sound effects were edited on purpose and that's what they came back like, and they were never fixed.

Is this even possible? One would think that in 14 years (or whatever it's been), someone would have tried to do this...?

Apologies if any of this seems overbearing/idiotic/banal to you, dear readers. I don't believe I've posted in this forum much before, so I am almost entirely unfamiliar with your local culture. How's the food here? Heh.
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on July 20, 2021, 03:51:16 pm
Quote from: Spooniest on July 19, 2021, 08:04:13 pmI apologize if this has been asked about before.

I estimate that about 1/3 of the sound effects in FFT: WotL are wrong. Has anyone looked into simply replacing them with the PSX Sound Effects? I've checked around on the forum for a bit now, and I don't see anyone talking about it, or ever having talked about it.

Off the top of my head:

- Any kind of bladed weapon strike.
- Any sound effect of a lightning elemental spell.
- Any sound effect of wind or a "whoosh" of a body in motion (think the Dragoon's "Jump" sound).
- All death cries of humans (male/female) and monsters

Basically, anything that uses that noise channel, to make something sound "scratchy" or "breathy" seems to have been redone for WotL, and it does NOT sound good, at all. I can't guess as to why this was done, but it was probably to do with the tiny tiny speakers on the PSP. It isn't 'distortion' in the strict sense of the word. That's a guitar effect, and as a guitar player of 25 years I am familiar with what it sounds like. It seems to me like the sound effects were edited on purpose and that's what they came back like, and they were never fixed.

Is this even possible? One would think that in 14 years (or whatever it's been), someone would have tried to do this...?

Apologies if any of this seems overbearing/idiotic/banal to you, dear readers. I don't believe I've posted in this forum much before, so I am almost entirely unfamiliar with your local culture. How's the food here? Heh.
If the effects are altered, you know what files they are stored in, and you can extract both of those files, then you can just compare them to see if they've changed. Simplest way is to first check if they are different sizes, hash them (using Get-FileHash in PowerShell if you use Windows 10) to see if they are different in some way, and then use some sort of binary diff program to print the differences between the files. I can offer some advice on doing this should you need it.

If the effects are not altered then the next suspect is the sound engine, and I no very little about that. Considering it's compiled code for two different platforms (one of whose instruction set is a superset of the other, and both with different hardware configurations) it's unlikely that the sound engine code would be identical even if you could find and isolate it.

Knowing that the same or similiar code was compiled for two somewhat different platforms could help with docompilation if you can figure out how to use Ghidra or IDA Pro. A 2nd year CS student hacking a different game I also hack has tried to get it to work, with mixed results.

If somehow you rule out both of those, then the last culprit is the hardware itself. There is nothing you can reasonably do about that unless you are an electrical engineer or a masterful hardware hacker.;
Title: Re: Patch Ideas Proposal Thread
Post by: Spooniest on July 20, 2021, 10:03:28 pm
Well thank you for the thoughtful reply. Yes, that sounds like you know your way around digging through an iso file like this.

But no, I haven't even looked at the respective Isos for FFT and WotL to see what's in them, much less know where the files are stored. Knowing SE/Sony, they are probably compressed using a proprietary compression algorithm of some sort, which, when you run into that, you basically either need the exact software tool that was used to compress them, and decompress them with it, or you are "S.O.L," until someone comes along and cracks the algorithm.

However, yes, if we had both sets of files up in front of us, it should simply be a matter of converting the files that are in the PSX version to a format the PSP hardware is going to recognize as "a sound effect." That much seems simple enough, but you'd probably also have to plug them in with identical filesizes, since a program like this will run a check on any files it loads up into the ram, to make sure they are the right size, before putting its "green stamp of approval" on them and allowing the files to be displayed/played back/otherwise actually rendered by the program.

But like I said, I would have no idea where to begin. I know a bit about how games work, but as far as cutting them open and toying around with them, I'm afraid I'm still kind of an amateur.

Almost all the modding work I've done has been through preprogrammed utilities with a GUI. I've done some light hex editing, but that's the limit of my expertise.

You might say that I am "aware of"  a lot more stuff than I'd claim to be adept at.
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on July 20, 2021, 10:20:01 pm
Head over to GBAtemp forums and ask around in the PSP boards until you find something that lets you extract files from a PSP disc image similar to CD Mage for the PS1. CD Mage is here on the wiki, I think PS1 games use mode 2, form 1 when opened with CD Mage, I always forget. There are only 4 possible options (mode 1/2 form 1/2) so try everything until it works.

If that works, do as I said in my last post: compare file sizes, compare hashes, find a binary diff program. I think I have one lying around somewhere (unfortunately it was written in Java), so I can post it when you get that far and after I rouse myself to write a good readme for it.

Don't worry about decompressing anything until you get to that point, otherwise you'll be too demoralized to continue. Even if it is compressed, there is almost certainly a tool to decompress it on a romhacking site somewhere, and any headers present in such files should be obvious to anyone who's worked with file headers before.

Once you have a set of sound files and you have a means to split them into parts, you can directly compare them byte per byte or you can look around for documentation on the subject and perhaps even programs to handle them. I remember someone at Qhimm worked on a sound editor for FF8, which was made around the same time as FFT. Probably uses a very similar format.

Here's a tutorial on using the command line.
https://ffhacktics.com/smf/index.php?topic=12738.0

"Awareness of your ignorance is the first step to becoming wise."
~ Boko

edit

If you can figure out the structure and location of sound files on disc, then you should be able to find them in a save state, and from there RAM. Once you have their location in RAM you can very quickly test out various values to determine what parts of the data do what.

Designing a test scenario where you can debug things as quickly and completely as possible is a very useful skill to have.
Title: Re: Patch Ideas Proposal Thread
Post by: C1REX on September 17, 2021, 04:38:46 pm
I was thinking of a patch that would block transfer of skills between jobs except the one in the middle (support skills).
So only chemist could use items, only thief could have move+2 and only monk could have counter attack.
It would instantly make the game more difficult but also make some jobs waaay more viable (chemist) and monsters could be good companions in fights. Also only calculator could use math skills and would not be that broken. 5 chemists would be a viable team.

I have a feeling it was initially intended and combining jobs breaks the game. Also that's why humans are so much stronger than monsters.

What do you think?
Title: Re: Patch Ideas Proposal Thread
Post by: Seta194 on November 11, 2021, 12:05:14 am
Anybody interested in making a patch that gives units EXP/JP even when they miss their targets? I always disliked that missing not only means a wasted turn, but also a missed opportunity to level up.
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on November 11, 2021, 05:07:33 am
Quote from: Seta194 on November 11, 2021, 12:05:14 amAnybody interested in making a patch that gives units EXP/JP even when they miss their targets? I always disliked that missing not only means a wasted turn, but also a missed opportunity to level up.
What happens when you blind your entire party, give them mantles, face them off against each other, and have them whiff each other for an hour? Or fight an enemy with optimal evasion and healing but no offense, blind everyone, and set them to auto-battle while you take a nap?

That said; I'm by no means an expert, but I assume you'd start with this routine:
https://ffhacktics.com/wiki/Main_Action_Routine_-_performs_ability_effects

Specifically this line:
0018bf38: 104001ca beq r2,r0,0x0018c664      Branch if Attack Missed

You need to rearrange a lot of stuff here so the experience gain occurs even if attack misses... that assumes this is the only relevant routine, which it probably isn't.
Title: Re: Patch Ideas Proposal Thread
Post by: Snowmeow on December 03, 2021, 06:45:57 pm
Man, so many ideas, ones good, others not-so-good, others WTF... A newbie like me feels lost and fears to comment about an idea from lotza time ago.

But, I have my two cents of ideas, that some modder can apply (If possible), in case these ideas may be interesting.

-Hi-Phoenix Down: A bigger Phoenix Down that recovers five times more HP than the standard Phoenix Down. In Example, the standard Phoenix Down recovers 11HP, the Hi-Phoenix Down would recover circa 55HP. It avoids the risen character to be KO'ed again by a mere Throw Stone, for example.
-Salvage: A Thief skill, that consists in stealing items from dead enemies. Chances of success are 99% for weapons, 80% for hats and shields, 75% for armlets, rings and mantles, 55% for boots and gauntlets, 50% for women accessories (Perfume, Lip Rouge), and 40% for armors and vests. The item to be salvaged from the dead body is random - The CPU decides which item from the dead body will be salvaged.
-Maintenance more useful: Beyond preventing items from to be broken by Knight's Battle Skill, it cancels also Thief's Steal and wreckage of the katanas when using Samurai's Draw Out (Correct me if it's already on the Vanilla).
-"Seal Evil" to be a Priest skill: IMHO, to seal evil spirits in stone is more compatible to a Priest than to an Engineer.
Title: Re: Patch Ideas Proposal Thread
Post by: nitwit on December 04, 2021, 01:41:36 am
Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-Hi-Phoenix Down: A bigger Phoenix Down that recovers five times more HP than the standard Phoenix Down. In Example, the standard Phoenix Down recovers 11HP, the Hi-Phoenix Down would recover circa 55HP. It avoids the risen character to be KO'ed again by a mere Throw Stone, for example.
I don't know if it ignores the item's Z value, but here's the formula:
https://ffhacktics.com/wiki/4B_Heal_(Rdm(1..9))_100%25_Status

A better Phoenix Down seems useful.

You can free up some item slots by putting 2 or 3 debuff removers on each existing debuff remover item, then nixing remedy (if you're okay with not having a universal debuff remover).

Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-Salvage: A Thief skill, that consists in stealing items from dead enemies. Chances of success are 99% for weapons, 80% for hats and shields, 75% for armlets, rings and mantles, 55% for boots and gauntlets, 50% for women accessories (Perfume, Lip Rouge), and 40% for armors and vests. The item to be salvaged from the dead body is random - The CPU decides which item from the dead body will be salvaged.
I remember thinking that I should make steal skills work on dead characters, but looking at the formula there it isn't obvious how to do it. It's buried in one of the subroutines (or their subroutines).

https://ffhacktics.com/wiki/26_Equipped:_Steal_Hit_(SP%2BX)%25

Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-Maintenance more useful: Beyond preventing items from to be broken by Knight's Battle Skill, it cancels also Thief's Steal and wreckage of the katanas when using Samurai's Draw Out (Correct me if it's already on the Vanilla).
It already prevents theft of items. Preventing Draw Out katana breakage is a good idea. I'd expand it to prevent stat breaks too, were that possible.

Quote from: Snowmeow on December 03, 2021, 06:45:57 pm-"Seal Evil" to be a Priest skill: IMHO, to seal evil spirits in stone is more compatible to a Priest than to an Engineer.
Someone made a hack that changes Undead_Hit(SP + X)% to Status_Effect_Hit(SP + X)% recently.

I agree that there should be more anti-undead skills, especially for the priest. One solution (ignoring that you need to make 1 to 3 more spell animations, which isn't trivial) is to make a few more holy elemental attack spells similar to the black mage's fire/ice/bolt spells. This gives the priest affordable general offense options, but then again you may not want the priest to have such options.

If you make the priest a fast mage, it should use the vanilla Undead_Hit(SP + X)% formula just as well as Mustadio.
Title: Re: Patch Ideas Proposal Thread
Post by: Orkney on December 04, 2021, 06:47:09 am
Hi,

The salvage skill is a good idea. But you'll have to allow that ability to target dead unit.
I think that you can target a dead unit only if the ability is going to cancel death. It's possible but it'll require some ASM skills.
It happens here Set_some_data_for_current_attack (https://ffhacktics.com/wiki/Set_some_data_for_current_attack) The routine is called in Pre formula set up routine (https://ffhacktics.com/wiki/Pre_Formula_Setup_(FDC)) just after the return from the formulas.

And there might be others checks in the routines that modify target equipment...
Title: An Idea of Mine
Post by: Zolias on October 26, 2022, 03:28:27 pm
So, I've been having an idea growing in my head, but I feel it's beyond the scope of what I'm capable of - hence why I'm throwing it out into here.

It's essentially an overhaul to the current job system, where some jobs are altered to do something else entirely - along with some quality of life changes.  This is for either version (PSX or PSP, though I've heard it's easier to work with the PSX version - I'll leave this up to you, though I'll be adding stuff based on the PSX version).  There might be spoilers for those who have never played it - however, this is an almost-30 year old game, so...

Note that I do understand that it's very unlikely that I'll see this anytime soon, so if anyone wants to take any of these ideas for their own game mod, by all means, feel free to do so!

I'll begin with the QoL changes that I'd recommend to see...

Section 1: Quality of Life Changes

- Special Units can go on Tavern Jobs.

- Special Units cannot abandon the party because of having too high a faith or too low a bravery value.

- Remove Faith from magic/status calculations.

- All Monsters always have access to their Beastmaster skill

- High-Tier End Game Heavy Armors also increase MP.

- Gear Changes - Gender-specific equipment restriction lifted, and changes to the items that make them appear less gender-specific (Tynar Rogue, for example, could be changed into a cloak of some kind)

- Map treasures (Treasure Hunter required) are the same regardless of their quality - always equipment of some kind.

- All classes have innate Defend and Change Equipment commands.

Note that I know that there are ASM's that do some of these, but I lack the knowledge on how to use them.

Now for the job list - note that some will be overhauled heavily.  I'll start with generics and then go into the special ones (Will be using the PSP skill names as I'm most familiar with those).  Additionally, I will be adding some changes to some job level requirements to better suit the flow of my interpretation of the game.  If none are listed, no changes need to be made:

Job Changes

Squire

Remove Beastmaster Support Ability and Throw Stone Action Ability.

Reasoning - Look in the QoL section for one, and next section for the other.

Chemist

Remove Treasure Hunter Movement Ability.

Knight (Requires Lv.2 Squire)

Action Ability Overhaul, changed to direct melee-ranged weapon damage abilities - think along the lines of FFTA's Fighter inspiration, along with a spinning strike ability that hits the cardinal areas for less damage than/equal to the attack command.  Add the Vigilance and Fury Reaction Abilities.

Reasoning - This gives them an identity of their own instead of just being "The Worse Meliadoul" or just the stepping stone into the better classes.  Also, I hate the idea of a generic enemy being able to just shatter your possibly-one-of-a-kind equipment by mere chance.

Archer (Requires Lv.2 Squire)

Complete overhaul for action abilities.

Action Abilities: Aim - Legs (Inflicts Immobilize), Aim - Arms (Inflicts Disable), Beso Toxico (Single Target Damage + Inflicts Poison), Rend MP, Rend Power, Rend Magic, Rend Speed.

Reasoning - The charged abilities were essentially useless; quite often, your enemy moved out of the shot range.  This helps in the long run to give them an identity all on their own - ranged status.  Expecting the AI to make good use of this, as well!

Thief (Requires Lv.3 ???)

Just remove the Vigilance reaction ability.

Note: For the class required, check the next section

Monk (Requires Lv.3 Knight

Merge Chakra and Purification into one ability called Purification - remove MP recovery of Chakra, keep the HP Recovery with Purification's status recovery.

Reasoning - MP recovery on an ability that has no cost can be quite strong in some scenarios.  As I don't feel like adding MP costs to everything as a balancing act, this is the second-best thought process.

White Mage (Requires 3 Chemist)

Action Ability Removal - Remove Curaga, Curaja, Arise, Reraise, Protectja, Shellja, and Holy.  Remove Arcane Defense Support Ability.


Reasoning - Check the next section.

Black Mage (Requires Lv.3 Chemist)

Action Ability Removal - Firaga, Firaja Thundaga, Thundaja, Blizzaga, Blizzaja, Poison, Toad, Death, and Flare.  Remove Arcane Strength Support Ability.

New Action Abilities:  Stone, Stonera (Earth-elemental magic), Water, Watera (Water-elemental magic)

Reasoning - Check the next section.

Orator (Requires Lv.5 Squire & Lv.5 Chemist)

Action Ability Removal: Stall, Condemn, Beg, Insult and Mimic Darvalon.

Reasoning - Too many abilities that seem to do the same thing - it's a waste of perfectly good game resources.  As for Stall and Condemn, that will come later... in the next section!

Time Mage (Requires Lv.3 White Mage)

Action Ability Removal - Hasteja, Slow, Slowja, Stop, Quick, Gravity, Graviga, and Meteor.  Remove Teleport Movement Ability.

Reasoning - check the next section

Mystic (Requires Lv.3 Black Mage)

Action Ability Removal - All; replace with Beowulf's Templar Action Abilities except for Chicken and Break; add Slow.

Reasoning - check the next section

Ninja (Requires Lv.5 Thief and Lv.5 Monk)

Add the Move +3 and Jump +3 movement abilities

Bard - Removed Completely

Dancer - Removed Completely

Mime - Removed Completely

Arithmetician - Removed Completely

Section 2.1 - Special Unit Job Changes

Note: All Special Unit Jobs that can be party members will have Safeguard as an Innate Ability - for the same reason as why Knight has Rend abilities removed

Ramza

Chapter 1 Changes

Job Name: Cadet

Skillset Name: Mettle

Action Abilities: Tailwind, Salve, Chant.

Chapter 2 & 3 Changes

Job Name: Mercenary

Skillset Name: Mettle

Action Abilities: Tailwind, Salve, Chant, Focus, Shadowblade*, Duskblade*

*: These abilities can be learned by Gaffgarion hitting Ramza with them.

Chapter 4 Changes

Job Name: Champion

New Skillset Name: Heroics

Action Abilities: Tailwind, Salve, Chant, Focus, Shadowblade, Duskblade, Judgment Blade, Cleansing Strike, Northswain's Strike, Hallowed Bolt, Divine Ruination, Ultima

Note: In his Champion job, Ramza can learn Shadowblade and Duskblade using JP if he fails to learn them in his Mercenary job.  Learns Ultima the usual way.

Agrias

Job Name: Paladin

Skillset Name: Divine Blade

Action Abilities: Judgment Blade, Cleansing Strike, Northswain's Strike, Hallowed Bolt, Divine Ruination, Seal Evil, Shadowblade*, Duskblade*

*: She can learn these abilities from either Gaffgarion in Chapter 2, Ramza in Chapters 2/3/4, or Orlandeau in Chapter 4.


Mustadio

Job Name: Machinist

Skillset Name: Ancient Tech

Active Abilities:

Defense Node (Adds Protect and Shell to himself or an ally one tile away; 1 vertical) - 100 JP

Restoration Device (Restores 70% HP when in critical health to himself or an ally one tile away; 1 vertical) - 100 JP

Hermes' Box (Adds Haste to himself or an ally one tile away; 1 vertical) - 150 JP

Refractive Spray (Adds Reflect to himself or an ally one tile away; 1 vertical) - 150 JP

Body Purifier (Cures Poison, Blind, Petrify, Toad, Oil, and Sleep on himself or an ally within 3 tiles; 1 vertical) - 200 JP

Mind Purifier (Cures Silence, Charm, Confusion, and Berserk on himself or an ally within 3 tiles; 1 vertical) - 200 JP

Soul Purifier (Cures Doom, Undead, and Vampire on himself or an ally within 3 tiles; 1 vertical) - 200 JP

Revive (Same as Monk ability)

Beowulf

Job Name: Elemental Knight

Skillset Name: Elemental Blade

Active Abilities:

Shimmering Blade (Fire Elemental Physical Attack, one target in melee range) - 200 JP

Skyfury Blade (Lightning-elemental Physical attack to one target in melee range) - 200 JP

Hoarfrost Blade (Ice-elemental Physical attack to one target in melee range) - 200 JP

Shining Blade (Holy-elemental Physical attack to one target in melee range) - 200 JP

Lifethread Blade (Dark-elemental Physical attack to one target in melee range) - 200 JP

Galeforce Blade (Wind-elemental Physical attack to one target in melee range) - 200 JP

Tremor Blade (Earth-elemental Physical attack to one target in melee range) - 200 JP

Tidal Blade (Water-elemental Physical attack to one target in melee range) - 200 JP

Reis

Job Name: Dragonkin

Skillset Name: Draconics

Innate Abilities: Tame, Dual Wield

Action Abilities: Fire Breath, Ice Breath, Thunder Breath, Holy Breath (900 JP)

Dragon's Strength (Increases any ally's Bravery by 5, and their Speed, Physical Attack, and Magical Attack by 2) - 500 JP

Orlandeau

Job Name: Sword Saint

Skillset Name: Swordplay

Active Abilities: All except crush-types, which will be replaced with Beowulf's Elemental Blade skills)

Meliadoul

Job Name: Divine Knight

Skillset Name: Unyielding Blade

Action Abilities: Stronger versions of the Knight skills.

Cloud

Job Name: SOLDIER 1st Class

Skillset Name: Limit

Innate Ability: Swiftness

Action Abilities: Unchanged

Section 3 - New Classes

Bard Replacement - White Wizard (Requires MASTERED White Mage & MASTERED Time Mage - NOT Gender-locked)

Skillset Name: Sacred Magic

Innate Ability: Arcane Defense

Equipment: Same as White Mage

Abilities: All CURRENT White Mage & Time Mage Action Abilities, plus the following: Curaga, Curaja, Arise, Reraise, Holy, and Quick. 

Add Swiftness and Arcane Defense Support Abilities

Dancer Replacement - Black Wizard (Requires MASTERED Black Mage & MASTERED Mystic - NOT Gender-locked)

Skillset Name: Devastation Magic

Innate Ability: Arcane Strength

Equipment: Same as Black Mage

Abilities: All CURRENT Black Mage & Mystic Acton Abilities, plus the following: Firaga, Firaja Thundaga, Thundaja, Blizzaga, Blizzaja, Poison, Toad, Death, Flare, Break, Stop, Gravity, Graviga, and Meteor.

Add Arcane Strength Support Ability, Magick Boost Reaction Ability and Teleport Movement Ability.

Arithmetician Replacement - Grand Sage (Requires MASTERY of all generic mage classes - White Mage & Wizard, Black Mage & Wizard, Time Mage, Mystic - and Lv.8 Summoner)

Skillset Name: Sagacity

Innate Abilities: Arcane Strength, Arcane Defense, Halve MP, and No Charge (I think that's the name of it...?)

Equipment: Light/Medium Armor, All Head Equipment except Helmets, Staves, Rods, Poles, Shields

Abilities: All Action Abilities from all of the generic mage classes - excluding Summoner.

Note: For a stat growth idea, it would be decent in HP and Speed, poor in Physical Attack, and have the absolute best Magical Attack and MP - MP seconded by Black Wizard's growth.  This is my counter to Arithmeticks, as that was relatively easy to get as a job and essentially did the same thing, but even without MP costs.  This way, you have to actually work hard for your broken mage.  As a small benefit, you can have all the magics at no Charge Time by throwing Summoner on as the secondary!  Just make sure that if you plan on learning Zodiark, you STILL need to be a Summoner to do so...

Mime Replacement - Treasure Hunter (Requires 2 Squire)

Innate Ability: Treasure Hunter

Abilities:  Stall (reduces target's CT to 0 - doesn't require talking), Hide (Invisible), Throw Stone.  Treasure Hunter Movement Ability (imagine that~)


Ok, with that, I'm finally done.  I am so tired now - spent 10 hours thinking and coming up with the right way to phrase things properly, and may still have failed spectacularly!  Again, I don't expect to see such a thing, but if I do - awesome!  If not, maybe some of these ideas can be used by some people?  I'm certainly fine with it if they are - what's the point of giving out ideas if they're not intended to be used?
Title: Re: Patch Ideas Proposal Thread
Post by: Ka Zan on June 02, 2023, 02:59:56 pm
Hi.... How about Delita's Story? We do miss a lot of events there.
Title: Re: Patch Ideas Proposal Thread
Post by: TaxicabSamurai on July 02, 2023, 07:47:00 am
Hey there, had an idea about a mod that essentially added an extra slot in combat specifically for monster units.
As it is currently there's no real reason to use any monster unit over a human one, so monster units and recruiting them either gets ignored or you just poach the units for items. Balance could be an issue, giving you another unit in all your battles might trivialize the difficulty.
I just think it'd be cool to implement something that encourages monster use. It feels bad to use monster units when even generic human units are so vastly superior.