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Messages - Nyzer

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Journey of the Five Ch.1 / Re: Suggestions
« on: December 07, 2018, 02:13:38 AM »
To make that work you'd not only have to be on a map that forcibly separates Snake from the rest of the party and keeps it that way (because otherwise there's no plot reason as to why Dante can't just self-Quick to the same interaction, or why the player can't just brute force through with any other character) but you'd also have to account for a player not using Snake's base job or skillset.

Anything we might do along the lines of "correcting" what players might do in that regard would effectively force Snake into a box; the player would lose the freedom to grow Snake the way they like if that way wasn't "the stealth guy". IIRC Elric once toyed with the idea of giving the Five exclusive job trees, which would have been a direction that could better support such a setup, but that idea was discarded when he realized how badly it would limit general job progression/access. And that was before the decision was made to make Jot5 feature significantly more event/Mark battles than FFT.

It's just far better to let the player have the option to use Snake's swift stealth, but not to enforce it.

As for Alma, I also forgot to mention that special fights like that one are supposed to lean heavily in the player's favor (a bit like the WotL Delita fights, just not as braindead easy), to make up for forcing you to play pre-rolled characters that you can't customize. That's why Alma, Rad, Lavian and Alicia all have slightly more job progression than Ramza will at that point. (Aside: the plot explanation for her initially superior combat prowess is that Ramza's arm was badly broken during/following the Altima battle in FFT, and it's taken some time to work it back up to fighting condition. Look at the Brave Story letters if you want to learn about a few other things like that!)

Also, here's a little tip for you: Don't fall into the FFT special character trap. The Five have great baseline jobs, but their skillsets are all meant to be paired with something. If you look at what they've got, you'll notice there's very little for reliable/multi-target buffing/debuffing/healing. As tempting as it is to grind out all of their cool base skills first, quite a few skills from the second tier of jobs fill gaps that greatly benefit you. This isn't FFT where the special characters are staggered out until later in the game and come preloaded with jobs unlocked (I mean some of them will be, just not your starting roster), the enemies almost exclusively have weak skillsets, status effects are nearly pointless, and generic jobs suck.

Journey of the Five Ch.1 / Re: Suggestions
« on: December 06, 2018, 08:25:40 PM »
... How would you implement a "stealth route" in a game that has its only gameplay in the game's combat?

You can use Snake stealthily in combat thanks to the invisibility and high Move/Speed he's got access to - he can block paths without taking intentional damage, or reach distant enemies that are trying to heal or attack from afar. Can't really do much else with the game. Don't forget that this is a mod, not a new game engine built from the ground up.

And yeah, the Hammer's a strong weapon. It also uses random chance damage, so it can whiffle as well as home run depending on how the RNG likes you.

Don't double post - use the edit function. It would probably be all right to balance ranged vs melee weapons, but I don't think there's a feasible way to make that effect happen in a formula offhand.

I know the PSX emulator I use on the PC has a fast forward option.

And you could use the Patcher for the PSX/PSP versions to null all animations for all skills if you were so inclined. Or replace them all with a fast, simple animation like Spin Fist.

PSX FFT Hacking / Re: New Character HELP
« on: December 02, 2018, 07:41:01 AM »
You can use any of the empty slots in the ENTD and make sure his character is set to Join After Battle. To make an actual event out of it, where he talks and stuff, you need to look into event editing; there should be a link to it in the index I linked earlier, too.

When you replace a duplicate sprite, you need to go into the ENTD and change the duplicate out to the main sprite in every appearance it makes. It won't be a quick task.

PSX FFT Hacking / Re: New Character HELP
« on: December 01, 2018, 05:03:55 PM »
You need a slot for, in order of easiest to hardest: his skillset, his job, his battle sprite, his formation sprite, and the new skills you'd give him. Much of that is just patcher work and you can find a tutorial about inserting a custom sprite here:

PSX FFT Hacking / Re: Others Jobs skills
« on: December 01, 2018, 02:44:04 PM »
No clue what you're asking for with this question. Their skills are all visible in Skillsets.

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: November 29, 2018, 03:21:18 AM »
Make your own topic if you must ask questions about things; don't just go into unrelated topics and ask.

The sprites are wrong because FFT doesn't load Formation sprites from the regular spritesheet for some weird reason; they load them from separate Formation sprite images. And there are nowhere near as many Formation slots as there are regular sprite slots.

You'd have to replace an unused Formation sprite, THEN switch the spritesheet it's normally tied to with the spritesheet of the unit you're replacing it with, THEN go through all the ENTDs and set them to all the changed sprites correctly. It won't be a quick process.

It can go faster on PSX by just changing which spritesheets each Formation sprite links to. But you can't do that for PSP.

A hack has been developed to allow adding one more generic job in on the PSX version, using the unused Bard/Dancer slots for the opposite sexes. It'll be included with The Lion War when it releases, and the default job will indeed be a Dark Knight.

The Dark Knight is a worthwhile enough job (just with horrendously stupid requirements) but the Onion Knight is pretty awful all around. You'll at least be able to get DK in once we've had a chance to test and release that new job hack.

PSX FFT Hacking / Re: Monster "Classes"
« on: November 28, 2018, 03:29:19 AM »
I'm pretty sure a system like that is simply not feasible.

In any case, you could probably still set up something along those lines fairly easily - change the monster action menu type from Monster to Normal, make all monster skills cost the same amount of JP, set up every monster in the game to have just enough JP to learn the first three skills in their set, then fill out every monster set with all the skills for their monster family, but in different orders for each subrace. Every monster shows up with the first three skills learned, but you can grind them a bit more to unlock the remaining skills from their family.

Haven't tested that sort of thing but it sounds doable.

Use of the Patcher shouldn't break anything that's already in place for WotL.

If I'm correct, the only thing they did for Abyssal Blade was implement a new Formula for it, but they still use the generic Patcher info. Unlike the new equipment, there were some action slots free, so no WotL action abilities have been roughly hardcoded in place.

New Project Ideas / Re: Patch Ideas Proposal Thread
« on: November 27, 2018, 01:41:27 AM »
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.  :?

New Project Ideas / Re: Patch Ideas Proposal Thread
« on: November 25, 2018, 06:38:06 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.

should the idea realted to the the game only>

Yes, patch ideas for FFT should be related to FFT...

Spriting / Re: Portrait palette color transfer issues?
« on: November 24, 2018, 06:23:19 PM »
Here, I went and whipped this up quickly for you or anyone else with the question in the future.

War of the Lions Hacking / Re: Archer Skillset
« on: November 23, 2018, 04:01:49 AM »
What do you mean by "having the CT work properly"?

I made a personal patch for the PSP that edited the Archer skillset; IIRC I had to change it around a little. Though maybe it was just that I swapped it for the Calculator...? Honestly it's been long enough that I don't exactly remember that.

However, a regular Weapon Range skill with CT has some trouble if you use this skill and then move. I can't remember if the skillset itself still blocks it or warns the player like it normally does with Aim if you change it to a normal skillset type, but, gun to the head, I don't think it does, after my experimentation with the above.

Tutorials and Learning / Re: Applying asm hacks?
« on: November 23, 2018, 03:56:46 AM »
If not... maybe there should be a Help subboard or a sticky just for people who want to play others' mods, rather than create their own.

I'm... confused at this statement. Because applying ASM hacks is part of the latter, not the former.

And there's a topic near the top of the Tutorials board that says "how to patch an ISO with a ppf file", which as far as I've seen has typically just been the standard way of playing someone's finished mod as is. I guess it could be stickied, but (again) as far as I've seen, "how to PPF" is not a very frequent question around here anyway.

It doesn't help that the Tutorial Index has ASM hacking as the second section, and puts ISO patching all the way at the bottom. :/

... Why does this matter? That post takes what, a literal minute to read? Someone who can't manage that much certainly won't be able to get as far as unzipping any files they download anyway.

PSX FFT Hacking / Re: LFT
« on: November 22, 2018, 02:15:14 AM »
... Why are you asking about an off site mod from 8 years ago?

In fact, how did you find this topic?

Height's definitely looking better, but now it looks a bit too thin. And the ear's definitely too small.

Eyes look a little too short, but given that he's glaring that might be passable. Still may want to consider another pixel or two of height on 'em though.

It looks a little too small, IMO. Most FFT sprites peek over the top of the frame a bit, and the necks are also longer. The hair could also maaaaybe stand to be a few pixels taller?

War of the Lions Hacking / Re: Onion Knight job A1 and A4
« on: November 11, 2018, 10:33:23 PM »
The only stat difference noted is for Mastered jobs. A quick google search also confirms on multiple pages that the stat difference is only for Mastered.

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