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Messages - Nyzer

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Spriting / Re: I m having trouble with the Sprite editor .
« on: June 18, 2019, 04:29:09 AM »
Change the type BEFORE importing.

I think I like the right one a bit more because it looks more in motion than the first one.

But what about something in between? A trail of sparks - smaller ones loosely following a larger one?

PSX FFT Hacking / Re: ASM Requests
« on: June 15, 2019, 11:22:07 PM »
Spells and summons are functionally the same. IDK how hard it would be to duplicate Counter Tackle and change the reaction trigger to Critical instead of Counter though.

That's exactly what I was thinking of!  :mrgreen:

PSX FFT Hacking / Re: MIDI to SMD v0.5: FFT Music Converter
« on: June 14, 2019, 11:46:52 PM »
I think the only real lack of interest is due to the hit-or-miss complications of the music import tool. I know I'd personally love to see some new/remixed tracks in Jot5 (not that it'd be my call, especially considering that it would involve replacing existing tracks AFAIK).

Come to think of it, you'd probably do better to set Barret's crouching animation (0022 IIRC) to having the gun arm out. We already use that stance as the general aggressive/wary stance in Jot5, and it'll look more appropriate than using it as his defending stance.

Hmm. Well, I dunno how thoroughly you can change the objects she attacks with, but if you can, maybe turn the orbs into, or add in, claw marks on the way down? Or even just make them something spikier in general. I'm totally coming in here blind both to what would work and really how good it would actually look, but maybe if they were sparks/bolts of electricity from the start, they could passably come across that way?

It still looks good as is, though, now that I see the finishing half to it. I just kinda think, melee attack, energy balls perhaps aren't the best option?

I think I'd prefer energy balls over something like ethereal blades that totally mimic Altima's though, just for the sake of having something new.

Some vague kind of energy attack might work, but not an immobile one like that. And given that this is supposed to be a melee attack, I dunno. Maybe she does a sweeping claw attack with both hands glowing?

Follow my quote link a few posts up. Raven provides a list in that topic.

PSX FFT Hacking / Re: Ramza Sword Saint Class
« on: June 09, 2019, 05:15:48 PM »
You can't make those skills Learn on Hit only without also making them that way for every other character. That alone wouldn't quite stop you - if the learn % is 100 and the AI has enough JP to be guaranteed to learn it, it will have those skills when it's first spawned in battle. But that would mean you'd have to force every one of your allies to learn those skills before joining, or you'd just never get them.

It's just a mess, and I really wouldn't recommend it. It also doesn't really match Ramza thematically - he leans more towards the Dark Knight side of things, as a counter to Delita's Holy Knight. Giving him Gaffy's skills seems fine, and it's up to you whether to make those Learn on Hit (if you keep them at the top of Orlandu's skillset and keep their JP costs low enough, he'll learn them for sure) - I'm pretty sure if you give them to Chapter 2/4 Ramza, he won't autolearn them due to the job advancement mechanic he has. (You might need to give him a custom skillset without them for the very first battle though). You won't have many opportunities to learn those skills, though. Only three fights against Gaffy and I can't remember if they can be used against allies with Orlandu later.

When it comes to his advancement, just make sure his later jobs keep his previous skillset in the exact same order, and just add new skills on at the end.

The random hit/random target including empty tiles mechanic is garbage. Rafa and Malak end up super underused as a result. You cannot set a minimum number of hits - it's stuck at 1. Unless there's an ASM out there for that somewhere. You can do different things like use a formula with a guaranteed number of strikes, or make that formula hit the entire field but set it so it can't hit empty tiles, or set the possible number of hits low so it's not OP to make it always hit a target in a small area.

Help! / Re: Question regarding changing Title Screen for FFT PSX
« on: June 08, 2019, 01:53:39 PM »
Eh, quite a few people miss what Shishi is capable of editing, so that's nothing to feel bad about. It's really just that jumping into the chat and then leaving it almost immediately after asking a question is... fairly confusing.

But yeah, Shishi'll be what you want to use. IIRC, the title screen will be in the Other Images tab. Export it, edit it with a palette friendly program like GraphicsGale, and import it back in.

Help! / Re: Help FFT WotL v
« on: June 05, 2019, 10:29:12 PM »
The 1.3 mod has no support on this site. And don't make duplicate topics.

Help! / Re: Counter loop or infinite counter?
« on: June 01, 2019, 05:49:05 PM »
Not to mention how unbalanced it makes Counter compared to all other Reactions, or how it affects the melee/ranged/magic balance.

I mean... yeah, I guess you could make it work? But you'd pretty much have to dismantle every ability in the game to balance that.

FFT is just not set up to support this concept.

Tutorials and Learning / Re: About elemental in FFTPatcher
« on: May 30, 2019, 12:46:48 AM »
I'm pretty sure it isn't, but can't confirm it.

Tutorials and Learning / Re: About elemental in FFTPatcher
« on: May 28, 2019, 04:36:36 AM »
To put it simply, there's partial hardcoding on the formulas - not all of them are compatible with elements.

ASM hacks can fix this to some extent, but only on the PSX version.

The abilities that target equipment have hardcoding that Patcher can't affect.

For bonus points, the Sound Novel songs aren't used in the main game either. Anyone playing the English versions won't notice their loss.

Nah, you posted it in the right place. I don't know if anyone can help you with that though. I'd honestly never even heard of an Unstretched patch myself.

You can try loading the game on a copy of the ISO that is only unstretched and see what happens, maybe?

New Project Ideas / Re: Cursor memory, instant training and shop.
« on: May 19, 2019, 04:17:44 PM »
In other FF games there's an option for the cursor to remember your last choice in battle. That way you don't crawl through menu after menu every turn. Has anyone made a patch for this in Tactics?

To the best of my knowledge, no. No clue how hard this would be to do.

You know what sucks? Getting stuck in Riovanes in an unwinnable situation. Similarly to Front Mission 3 a solution is to be able to train/buy things from the menu directly. My memory fails me though, I think I vaguely remember a hack where you could leave Riovanes after each battle to regroup/plan better. That's a solution too I guess.

I know being able to leave Riovanes would be somewhat doable, but I'm not sure what complications would result. The problem is that all three battles occur on the same map point, and while I believe it's possible to return to the world map, I don't know if you could leave the map point.

Frankly, I don't think running off to train Ramza to be more of a solo fighter is the best option - it's the game's only 1v1 battle (as Fly or Teleport can get past that issue with Gafgarion), and that's more of a problem than anything else. I'd rather fix it by having Ramza hop on a Chocobo or something to rush ahead at the end of the previous fight, and turn it into a 2v1 when Ramza dismounts upon seeing Weigraf. It'd also provide a reason for Ramza's party members to have fallen so far behind.

Tutorials and Learning / Re: How to add new abilities?
« on: May 19, 2019, 02:15:37 AM »
Yes to both, you just have to set the ability animation to Land Jump. This post explains how to do it - check out the video included as well.

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