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Messages - Nyzer

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Also, while we're on the subject, the post I quoted is my go-to when choosing ability or event animations.

You don't want to use the Checkboxes.  Why Melonhead even has those there, I have no fucking idea.

Probably deliberately removed.

Help! / Re: FFTorgASM appears to be doing nothing
« on: February 13, 2019, 03:26:06 PM »
Are you saying that when you put custom formulas in the Patcher automatically reads the change and reports it correctly?

Help! / Re: how to change hero names
« on: February 12, 2019, 05:03:28 AM »
You can also see/import/export EVTCHRs in Shishi though you'll have to go through a few tabs & dropdown menus to do so.

But there are a lot of EVTCHRs. Replacing all of them (competently and cleanly) would honestly be harder work than just inserting your custom characters separately. Even if you wanted a custom character at the start of the game, with frequent appearances throughout the game. (Unless of course you were going insanely overboard and trying to give that custom character a bigger role than any other non-Ramza character.)

Calling on EVTCHRs is as simple as loading the EVTCHR, waiting, saving the EVTCHR, and waiting again, then using the UnitAnim event command to adjust the sprite one sprite frame at a time.

Help! / Re: FFTorgASM appears to be doing nothing
« on: February 12, 2019, 04:52:06 AM »
FFTP has basically never drawn anything from the ISO; I learned that a long time ago just from modding my own personal patch. Always had to keep a note of what IDs were what changed skillset or name or whatever.

Help! / Re: how to change hero names
« on: February 07, 2019, 05:43:30 PM »
Those are EVTCHRs. They don't call upon the sprite, they're extra one-frame sprites that draw upon the overlaid sprite's palette.

Event Editing / Re: Camera Rotation Issue
« on: February 06, 2019, 06:06:14 PM »
Look at the differences between your Map Rotations across all three commands. There's a lot of difference.

On top of that the Focus command will cause your Camera instruction to selectively ignore certain parts as it sees fit. Unsure if Map Rotation is one of those but it could be.

Event Editing / Re: Camera Rotation Issue
« on: February 04, 2019, 05:09:21 AM »
You need to list your previous camera command too. Odds are you just have too much of a difference between your two command angles. That means there's a better rotation number to set the camera at.

Up to you whether you want to change that camera angle pr the previous one.

I always use the same four rotations so I don't normally come across this issue, but I did recently when I was using the Camera Helper in order to properly place the camera for Effects. I merely moved the X and Y a little and the camera was doing a 360 degree rotation. Setting up different angles fixed it.

I left two links in my first message for you.

you'd have to go do some event editing, not TacText work.

The Text Helper can also be useful for seeing how well formatted the event script will be once it's put in game.

I don't agree that just because he can read well for his age he should just be exposed to anything  (I wouldn't take my kid to a strip bar just because they puberty)

But that's also completely missing the point. Not only is it pointless to try to shield your kid from T-rated swears - it's probably all stuff they've heard in real life and more or less know not to repeat by now anyway - but the actual plot of FFT is considerably worse to expose a kid to than a couple bad words.

Is it really worth bothering to try to protect him from seeing "damn" when he could just walk in to watch a priest get tortured for information while surrounded by corpses, before being murdered when his torturers are done with him? Is... is that better?


You are familiar with the plot of the game, yes? I mean, Chapter 1 has one of the main characters watch his sister get shot and killed in a hostage situation. By the "good guys".

Then there's all the familicide (and there is quite a lot of that), the one female party member who (indirectly) reveals her adoptive father figure raped her in the past, the people getting possessed by and/or transforming into demons before slaughtering entire garrisons, and of course the scene the game ends on.

If you want to get your kids into a Final Fantasy Tactics game, I'd really recommend getting a modded version (because the Law system is garbage) of one of the Advance games if they aren't at an age where they can read a word like "damn". FFT is definitely not a particularly young-kid-friendly game.

If your only objection is a few T-rated cuss words (???) you'd have to go do some event editing, not TacText work.

Help! / Re: Need help implementing Celdia's Patch :[
« on: January 26, 2019, 04:39:04 PM »
Unless FFTPatcher got a new option I wasn't aware of, you don't patch PPF files through it.

And as far as I know, CCP was never designed for the PSP version.

Help! / Re: Sprite size problem
« on: January 26, 2019, 04:36:10 PM »
Doesn't Shishi offer to restructure PSX ISOs automatically? IIRC that problem only comes from unrestructured or PSP ISOs.

I play on FPse on my Android phone and I never encountered any issues.

You will, however, require a PC to patch FFT to create the Jot5 file in the first place. But if you can get the patch file and an ISO, and find someone to let you borrow their PC for five minutes, you'll be fine.

Also, what videos did you watch? We like to keep track of what videos get people interested - watching a Let's Play is what got ME interested, too!

People typically just download saves if it comes to that. There ought to be one floating around out there that's close to that point...

Help! / Re: Dark Knight PSP- PSX
« on: January 24, 2019, 01:58:21 AM »
Alternatively, Google.

<Xifanie> Not sure why you posted a google link that doesn't show a full dark knight spreadsheet
<Nyzer> It's the first result for me in the images o_O
<Xifanie> that's an incomplete rip
<Nyzer> Well, shit.
<Nyzer> I guess I'm the dumbass here today then

So here, I'll post 'em up myself to make up for my own stupid.

New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: January 22, 2019, 02:31:37 AM »
I think a niche can be carved out for a dark magic user in FFT (I really don't find the WotL Dark Knight to be all that inspired, though the same is true of many other of FFT's jobs), but a necromancer specifically? Not without a major overhaul to the game, IMO. There just aren't enough undead enemies to be worth an entire job. And one of the best potential uses for necromancy - raising charmed/invited minions using battlefield corpses - doesn't work because IIRC there's no formula out there that allows you to inflict undead any status on a KO'd target.

The undead status is a bit of an interesting one, and I could see a niche open up for having it used defensively - turning it into a permanent, slow Reraise, and then having some healing/cleansing/buffing skills using the formulas that only make them worthwhile on undead units - but with the game as is you'd basically be spending way too much time turning your special characters undead or sacrificing too many human slots for undead monsters. Or you'd have to field a full team of necromancers. Compared to what FFT's stronger jobs (never mind the OP ones) are capable of without spending all that time preparing, this... just doesn't seem worth the player's time.

Not only that, but it also makes the necromancer incompatible with most standard healing.

It can work great as an enemy, set up with a fixed (undead) team, but as a playable Job that just totally clashes with so many others...? No.

Moving on...

Well, your changed skills just have really bizarre names for what they've become. How does "Death Cold" at all work as a name for something comparable to Magic Barrier? How does "Despair" work as the name for a heal??

Much of the rest of your skillset doesn't really have any discernable niche; there's no clear goal you're going for with it.

Much of your skillset is just frankensteined from other generic job skillsets, and this is something you should almost always avoid for a playable job. There's a case to be made that a Red Mage could take skills from White and Black Mages, but something like that would be the only exception.

The skillset is too large for the character. Skillsets with more skills look good, but fleshing out a single job too much kind of undermines the entire job system. It's not ideal to have a job that basically doesn't need a secondary skillset. Or, if you give a job a ton of skills with very little versatility, you end up with a ton of redundant shit that the player never really goes back to once they can use the best skills. Rafa/Malak, or the Black Mage/Oracle jobs are pretty good examples of this.

I know I was planning out a concept for a dark-based job not that long ago, and trying to establish a clear niche for it while still keeping its skills varied enough that none of them were redundant wasn't an easy task. I'm still not 100% on some of the skills. It can definitely be difficult.

For a bit of positive feedback on the concept, I did note that you tried to make use of a good number of enemy-only, monster-only, or niche special unit skills. That works: building a niche by recycling a bunch of otherwise-scattered, rare skills. I don't know if all the skills themselves work, but the logic behind that is fairly sound.

War of the Lions Hacking / Re: Good patch for a full play? (WOTL version)
« on: January 18, 2019, 05:25:00 AM »
Yeah, I'm pretty sure WotL had a sprite cap too - just a higher one.

War of the Lions Hacking / Re: War of the Lions New Character Mod
« on: January 14, 2019, 05:31:53 PM »
I don't know what you mean by glitches or "dead" slots.

By witch, do you mean Witch of the Coven? Because that job IS used in game... never in a battle, but in scenes at least.

War of the Lions Hacking / Re: Good patch for a full play? (WOTL version)
« on: January 14, 2019, 06:28:36 AM »
Yeah, it's rather unlikely that you'll find a patch that only changes the battles. They aren't at all the most obviously broken part of FFT, and most people will do things like make Archers usable or turn Calculators into Red or Blue Mages.

If you do opt to set it up yourself, you're probably also best suited to manually giving these guys custom secondary skillsets rather than just choosing the generic secondaries. Special secondary skillsets are auto-mastered last I checked, whereas using the generic ones will only let them use what they've learned automatically based on their job progression. I have no idea if you'd still have those secondaries equipped upon Inviting them, though, come to think of it...

Also, monsters can be hard. They just aren't designed to be in FFT. As an example, Jot5 gives them small, but powerful skillsets, as well as innate skills. I'd take a good look at what the monsters in Jot5 can do and consider beefing up the monster skillsets comparably.
There are certainly more changes to Jot5 that help bring monsters up to the level of actual threats, but that's the most profound part of it.

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