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Topics - Nyzer

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Tutorials and Learning / Ability Effect Chart
« on: November 10, 2016, 01:34:23 AM »
I put this together for my own purposes a ways back when I was planning out all the Jot5 abilities that would be featured in future chapters. There's an Effect Video Compilation that shows how every Effect in the game works, but it's tedious to go through all of them wondering "will this one show properly for AoE or not?"

I don't know if this'll end up being useful for anyone, but I figured no point in letting the chart go to waste, so I'll be putting it below for anyone interested.

The effects are a shade of green if they work with AoE, and blue if they do not. "Multi" means multiple target (so AoE), "Rep." is for Repeating, as in whether the ability's full effect will repeat for every unit affected by it.

War of the Lions Hacking / Limited ability use for Onion Knights
« on: July 19, 2015, 01:08:22 AM »
So I was poking around the Onion Knights and reading here about them, trying to think about some ways to make them more viable for use in the game.

I know the idea of giving them a standard skillset means that the skillset is inherently tied to whatever they've learned in Squire as opposed to their own skillset's abilities. I mean, it works, but it's messed up that way. And if you're changing Squire's skillset, or OK's requirements, there's no guarantee you'll have every ability going into OK.

But something I haven't seen pointed out on here is that, if you change their skillset's Action Menu command to Monster, then Onion Knights always have 3 guaranteed abilities - four, if you put four abilities in the set and walk next to a Beastmaster.

Just thought I'd throw that out there for anyone that might be interested. 3 abilities at least makes the OK halfway decent, right? Depends on how powerful your chosen abilities are...

Something to note is that this setup not only prevents other classes from using the OK's action skills, but it doesn't prevent them from using any support or movement skills you learn in the OK (if you equip Accumulate JP or use that small amount of starter JP, since that's the only way to get any).

Spriting / Male Mystic Knight (probably final)
« on: July 05, 2015, 08:10:32 PM »
So Twin came up with a portrait back in April for this little spriting project of mine, and at the time I didn't immediately want to use it since I wanted to try to learn from the example first.

And then, uh, I never actually did that. And then I also forgot to include it here.

Despite using the portrait as my avatar for friggin' ever by now.

So I'm putting it in today, before I forget again! I did slightly edit his portrait, but only by, like, ten pixels.

This MK comes with a second green palette to match my avatar, because why not.

Help! / [SOLVED]Event Decompiler - can't get message to close
« on: November 12, 2011, 10:12:02 PM »
I'm playing around with adding Ladd as a guest up until the waterfall battle, where he then chooses to stay with Ramza rather than betray the team with Gaffgarion. He's just got one line at the moment, but it's the last one, and doesn't close.

This is what it looks like unedited: Ramza says Ovelia won't be another Tietra, then talking ends.


Edited. Ladd, with the ID of Orran (he's getting a custom job/sprite for this, and I figured it would be best to make his Unit ID match his job)



As well, Message 29 is unused in the TEST.EVT.

//Message x28
{font:00}Damn it...{end}

//Message x29
{font:00}Gaffgarion, you bastard!{br}
You think I'll betray them?{br}
No way!{br}
{Ramza}! I'm with you!{end}

Anyone know what I'm missing when it comes to making a text box close?

Help! / Making new Weapon Strike based skills
« on: October 31, 2011, 03:22:18 AM »
I've been trying to make some weapon strike skills work... mostly simple stuff for a revamped Archer, things that will allow the archer to fire a poison shot, a sleep shot, a mana restoration shot (mostly because I found that one amusing), and a death shot.

Anyway, I managed to get them all functioning wonderfully, but when I use the skills with a melee weapon, they won't show the damage done or effects inflicted. The spells use the FFFF animation, formula 2D for the damage ones; ether formula for the mana shot, and they're basically copies of the Rend skills.

I know the effects of the Rend skills appear even when you do them with a melee weapon, so I'm wondering if there's anything I could possibly be missing as I work on this.

Help! / Weapon modification
« on: October 27, 2011, 09:59:46 PM »
I haven't made any major, sweeping changes yet, but I was planning on doing such things as changing all Flails into Axes, changing Axes to the 2D formula (which gives them the same effect as the Sword formula), changing the Books into Bags, changing some Knives into Ninja Blades...

Anyway, I've been testing this weapon swapping on Dragoons, and when I tried changing a polearm into a bag, it seems to work okay - except when attacking, the final outstretched animation changes it into a bow.

Is there something I don't know about weapon editing that's coming back to bite me on the ass? >_>

The attributes of the Spear match the attributes of the Croakadile Bag for palette, graphic, item type, second table, range, formula, weapon power,
Striking, Lunging, 2 Hands, and Throwable.

(I'll be playing with more editing after posting this, seeing if it glitches for other weapon types too.)


Hmm. Changing the options in Patcher failed even harder for the Flail -> Axe, Ninja Blade -> Knife (graphic), and Book -> Bag... this time instead of one animation being wonky and the others successful, none of them changed in the slightest. :/

Bugs and Suggestions / TacText v0.457 on the main Download page?
« on: October 05, 2011, 05:07:39 PM »
First, I hope this is the right board for this :P

Secondly, can I just make a request, for anyone coming in hoping to modify the text of the PSP version, to have the 457 TacText file either included in the most recent Patcher Suite, or to have it or its Patcher Suite up separately?

It took me several days and required me to open my own topic before I was able to find out what the problem was (the TacText files currently on that tab seem to be totally incompatible with War of the Lions) and to find a copy of the download.

The download address for a 457 bundle right now is here:;topic=7837.0;attach=8927

Help! / [Solved!] DTE for BOOT.BIN 5 Failed - always. (PSP)
« on: October 02, 2011, 06:53:17 PM »
You are using fftactext 457 right? Thats the ONLY one i have gotten to work for the psp...
Also, have a clean ISO, I had the same stinking problem a while back.
I tried it with a clean iso, no prob, then i tried it again 5 min after patching it with tactext, then it failed guess its a one time deal.


Delete all of the japanese characters you find, save your file as an fftext or whatever, CLOSE FFTACTEXT, and then reopen it, load the file, then try patching. If that doesn't work, try shortening some descriptions oe other entries in the .lzw file that tactext is complaining about.

I've been trying to edit an ISO that I pulled myself from my physical copy of Final Fantasy Tactics: War of the Lions.

I can't edit the text in any way, shape, or form using TacText Editor. If I take my copy of an unchanged ISO, open it with TacText, change nothing, save that as Unchanged.fftext, open that, then try to patch the ISO it came from ... "DTE for BOOT.BIN 5 Failed. ISO was NOT changed!"

I'm currently copying the ISO over to my computer again, just to double-check that.

Edit: I've also gotten the "DTE for Open.LZW failed" message a couple times, too, while trying to patch the actual modified text.

Fixed, thanks to following the tips from these two. I haven't needed to delete Japanese characters yet though :)

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