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Messages - Elric

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FFT Arena / Re: Arena Map Alterations and Suggestions
« on: Today at 03:51:28 AM »
Let me know if you need some help, I'm decently versed in map editing. I offered some of my maps (like the 2 boats battle map) to FFMaster for Arena about a year ago but it never went anywhere.

Also, i hope you are using the duplicate polygon function :P

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 29, 2016, 03:16:26 AM »
Dammit Pride XD

I would normally have a forest of stone(d) people.

Sounds like my kind of party!

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 28, 2016, 05:40:35 PM »
Also wanted to give you guys a little preview of a couple of the new sprites for the re-release. These are both done, but for obvious reasons I'm not posting the sheets right now. Credits to Twinees for the Lamia and Lijj for the Male Wizard. There will be several other new sprites in the re-release, but I'm not going to spoil any more than these ;)

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 28, 2016, 05:12:44 PM »
I'll look into a few things like that. Nyzer has been working his ass off implementing the remaining abilities for the rest of the game, as well as setting up all the skillsets, jobs, growth etc. We will start testing abilities and such sometime tonight or tomorrow.

There were a few other things I wanted to look into as well, such as Link being the holder of the triforce of courage but not having the Brave to match that. However, we will see.

Things are progressing quite well. The map we needed for the farm is now done, as well as the spell quotes as well as adding proper delays and {Close} commands to all of them to make them close on their own, much like the Japanese version of the game rather than the American version.

More info. soon.

Lol, no worries, it's my job. There isn't much you could help me with currently :P

Change to


If you want to use the wiki then you need to update your config.ini from the wiki and then decompile the events and start editing those. If you are going to use EVSP as it is. Then look at the command structure in EVSP. Not the wiki

I just need the one used for Rad to kneel.

Post your UnitAnim command here.

Raven is gone.

Also, instead of removing that EVTCHR, just change the animation to 24

The Lounge / Re: I used to post here a lot back in the day
« on: May 26, 2016, 12:58:35 AM »
You could probably check the news topics or the completed patches board to get relevant information.

Aside from shameless promoting, there are several story mods in progress, some demos, some chapters, some vanilla mods. Best to just look around.

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 26, 2016, 12:38:30 AM »
So I got a (re)programming question. Is it possible, much much later in the game, to create special items that would allow for infinite items? Each separately obtained of course. I know it sounds OP, especially coming from a guy who specifically asked for them to be expensive and sparse, but later in the game it's not about the money but more about the hassle of stopping into a shop here and there to restock them. Can something like that be programmed into a mod? (would work well for Draw Out too).
Nah, all the item spots are already filled, figured nyzer would've mentioned this, but yeah, even if they weren't I doubt I'd do something like that. Seems pretty cheap and OP when you consider that you can just make your own items at the farm if you are that hard up, plus by late game, most items -should- ne replaced by skills/spells if you are doing it right :P

On that note, can there be a few rare items that are extremely expensive? Again, later on in the game, but when that is added to any game in general, it means collecting money never becomes meaningless after a certain point.
Don't the prices of items in RPG always get pretty expensive by end game? Why wouldn't this already be a thing without having to be said? Anyway, most end game items require synth, so they are expensive for a different reason.

On a different note, I think it would be bad-ass if Rad, Alicia, and Lavian were made available in CH 1 as three higher stat generics. It would just be cool to keep them as part of the story. Maybe get them at the beginning of CH 2 when Agrias (hopefully) joins the party. You gotta have at least a couple generics, so why not three we already know?
In case you haven't played Jot5 and noticed, Rad, Lavian and Alicia are story characters, they play an integral part of the story, how would they do that if they joined in Ch1 and weren't with Alma? O_o. Sorry, but this one just makes no sense to me. Ch2 is already done story wise and has been for quite a while (as is the rest of the game when it comes to who joined when) and if they join, it will be when the time is right and the story makes sense to do so, and not a moment before that :P

The icing on that cake would be if Agrias had more available abilities for her Holy Knight class. Possibly modify Orlandu's skill set for her without making her too OP? You could take two or three of the old special classes from vanilla and lump them into her to save on space. Plus it would be awesome to see that she's grown even stronger. If that's too much, I'll just settle for her getting the Special Beam Cannon... because life is a series of compromises...
She is OP enough with the skills she has currently and could easily stand up to any of the main characters. All ability slots are already done and I don't think she will be getting any additions for when/if she joins.

News / Re: *New* Index of Xifanie's Hacks & Tools
« on: May 23, 2016, 01:38:09 PM »

Sorry about that!

News / *New* Index of Xifanie's Hacks & Tools
« on: May 23, 2016, 12:36:15 PM »
For the last week or so, I've been working to compile all of Xifanie's hacks, tools, spreadsheets into one nice thread, since it was sorely needed, and should help people out quite a bit when it comes to finding what they are looking for.

You'll also find a few new things here as well! There is a list and description of every hack in the new Xifanie.xml file, (You can also find the new Phoenix Formula here as well as some of the other Jot5 Hacks, including the Proposition hack that we use to create Marks, for which I've written a short tutorial.) as well as a list of all Xifanie's spreadsheet hacks and tools. Many of these are newer tools designed to make your life easier when it comes to modding FFT, so be sure to take advantage of the amazing work she has done for the community, and don't forget to give her some serious props!

You can find the new index of Xifanie's Hacks and Tools HERE.

Event Editing / Re: Attackout squads
« on: May 21, 2016, 02:10:23 PM »

I'm willing to bet you missed a bad callfunction somewhere... Just open each event and search for callfunction and remove the 01 ones

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 19, 2016, 03:18:56 PM »
I'm looking forward to the FF7 remake, Kingdom Hearts 3, and FF15.

But none of that compares to this project here. The second JOT5 is released I will forget how to eat and sleep. All that will matter is JOT5.

Goddammit, I freakin' love this guy! Your LP has brought us more fans and downloads than anything else has by far and it is very appreciated :D

I still enjoy watching it even now, for motivation as well as to see how much some of my scenes have improved, believe it or not, I used your LP to find the fixes I needed to make to events while I was doing the revamp of all the Ch1 scenes, haha

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 19, 2016, 07:09:29 AM »
Fairy was moved to someone else. Phoenix is the only revive summon on the summoner :P

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 16, 2016, 06:32:45 PM »
Happy to help. Just send me a jumping point and I'll hit you back with facts, suggestions, and my sources. That sucks about Sapphire Weapon but there's still hope for the Final Fantasy VII remake.

Also, Alexander looks awesome! One of my favorites! If you're adding/replacing summons though, I would like to suggest possibly adding in some of the Final Fantasy XII Espers, as FFXII took place eons before Tactics, or on that note, any of the Lucavi would be a nice tie in with vanilla. I would also suggest summon spells for the Weapons, while we're on the subject.

If there's a way to program two or three summon monsters you need to defeat in order to gain them, would be nice too, but these are all just suggestions. Thanks dude

Well, we've actually already picked all the abilities for the entire game as well :P

There is one other Summon that was added to the game in addition to Alexander, (Alexander won't be acquired until later since it's not in the Summoner skillset) maybe I'll post a video of it as well soon, but I can tell you that we also got a new ASM hack for the other new summon (which DOES appear in the summoner skillset) This particular summon will allow you to do damage as well as revive fallen allies within the same effect area ;)

The other summons are still remaining the same, since it's not very easy to have new summons made. Lijj has made both of the new ones and we've also had to do some programming to the effect files themselves to make them work correctly in game. So it's actually a bit of a process. My main issues with replacing others is that we really want to keep them recognizable and use the ones everyone knows about (which is why Cyclops was replaced, because WTF) That said, Lijj has been brainstorming about other Summons to edit/add, however I'm not sure what sheet we could sacrifice to do so without having too many of the same sheet floating around. Maybe an edit of Cyclops for something better, Idk. Carbuncles sheet is unused, but the space for his image is tiny, so I'd have to rearrange pretty much the entire effect sheet to make room, which is harder than it sounds in some cases.

Aww fuck it, I'm in a good mood today and feel like drumming up some more comments, so here ya go,

Courtesy of Lijj, Xifanie, Choto and Myself, I present you with PHOENIX!
(Lijj did the Art, I did the initial modifications with help from Xifanie, and Choto did from bug control with his effect editor)
(Another Credit to Xifanie for making the ASM needed for Phoenix. The ASM will be available soon, but you'll have to wait on the re-release for th effect file)

EDIT: I lied, there are 3 new summons, including Alexander and Phoenix, but I'll leave the other one for players to find out in Ch3, as it's hilariously awesome :D

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 16, 2016, 02:49:25 PM »
Thank you for posting that stuff on the separate topics Elric. I do have a few questions, so forgive me if they've already been addressed (if so, maybe post a link? And not just Link ;)...).

I saw what you said something about 200 marks being available, but that was in FFTA2. Are you tapping into some unused space in the game to generate more "texted battles" through the new mark system, making the game much bigger than just the 55 story battles? People commented that half of your mod is bigger than all of Vanilla, so I'm being a curious pain-in-the-ass.
We aren't going to have 200 marks, the joke was that due to a certain reason, we needed a minimum of 55 marks which ended up being the same amount of story battles from vanilla lol. We removed the setup events from vanilla and will also have some new files (Test.evt, attack.out, etc) added to the game as that we can extend the workable space. You can probably expect to see ~75 or so marks in Jot5 upon completion, but i can't give an exact number just yet.

Was a Blue Mage class ever discussed? FFT already has enemy skills that can be learned by getting hit with and surviving them (I even learned Cyclops from Velius once). Seems reasonable, but I'm also not a programmer.
Lich, Cyclops and Zodiac are all learn on hit in vanilla. Jot5 already has a blue mage class, it's called Animist, which works in a similar fashion in that in most monster cases, their second ability can be learned for use as blue magic via the Animist.

This is more of a suggestion, but would anyone eager to play this mod be concerned if after CH1 ended, the "Shop" only had Items to sell and all other weapons/armor/accessories had be stolen, poached, or found? On the one hand, I get that this mod isn't emphasizing on difficulty, but on the other hand, isn't everyone here a seasoned player? I am expressing my doubt that a noob would be complaining about a mod of PSX game that's almost 20 years old. I'm also thinking that it might free up some space for other things, but again, not a programmer--> :mrgreen:<--

Everyone here is definitely not a seasoned player, nor is my intention to make a difficulty mod. Besides, where we put items in the game doesn't give us any extra space for more, item space is item space. And we've already worked out items for the entire game. :P Ultimate weapons can only be acquired via synth, which in most cases, require beating several marks to get the required synth materials to make said item.

On that note, I vote for keeping the items expensive/keeping the earnings down, because only being able to afford 10 potions and 7 phoenix downs makes you really reconsider your healing/reviving strategy, as well as your purchasing strategy in the Shop. "Survival strategy RPG"... a new video game genre...
Well, we've changed the Gil gain formula so you will get a bit more, but it's not going to really make things easier, since you have to pay if you want to do marks to farm and make your own items, or mine/gather wood, etc. Gotta spend gil to make gil, ya know?

When editing Marks/Lucavi sprites, can you add in Sapphire Weapon? I know putting in Emerald or Ruby seems like the obvious choices, but as a kid playing FFVII, I was disappointed that you got to fight all the Weapons except Sapphire, since he didn't seem to understand the concept of a "loaded gun". A planetary guardian... killed like a angry goose?... C'mon.... C'mon now...
It's not easy to fit a sprite like that onto a spritesheet, not to mention our spriters don't enjoy making MON type sheets since it is a tremendous amount of work. If anything like that every DID happen, it would be more likely that you'd see something like Ultima, Ruby, Emerald weapons, since if someone was going to spend 40 hours making a MON sprite, it would need to be one that everyone would recognize.

Thanks for your response in advance. I would also like to put out there that although I have no programming skills, I do enjoy reading up on mythology, folklore, and classic literature. If you want some deeper meanings (easter eggs) behind some of your added content, I'd be happy to do further research, make suggestions and site my sources. Anything I can do to help. Thanks again
I will likely take you up on that in the near future ;)

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