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Messages - Nyzer

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Tutorials and Learning / Re: How to add new abilities?
« on: May 18, 2019, 04:20:55 PM »

Equipment breaks involve hardcoding on specific ability slots. You can't just make up a new one. And Jump, being a special skillset, is even less compatible with the possibility.

1) This shouldn't be in Event Editing.

2) You don't. The game wasn't designed with that idea in mind.

Help! / Re: Loading Text in TacText Shows Nonsensical wording.
« on: May 15, 2019, 03:13:31 AM »
No, the text helper won't fix it if it's already broken. It's just far less likely to break it in the first place.

TacText has some known bugs, it's a fairly flawed program. I think your ISO's text is, for whatever reason, no longer extractable. I'm assuming you didn't save the last round of changes as their own file and are just trying to rip them back out of the ISO, yes?

It isn't used for serious projects because, based on the talk about it (as I've never used it myself) it doesn't actually fully set up separate, functional jobs.

It would be like modding in a new Skyrim dungeon but making said dungeon look like it was ripped right out of Minecraft. It "works". But it doesn't look serious, and won't be taken seriously by players.

I don't know if it's possible to work around this by (for example) slashing different male/female jobs and linking, say, the female Monk skillset/stats/etc to special jobs in order to establish a female-specific equivalent for Monk, but offhand I'd guess not.

No, the issue isn't just the formation sprites, it's the fact that you asked about expanding the generic job wheel as well. RAD broke the game in a way that seemed to allow FFH to start the foundations of properly expanding the job wheel, but it was never able to advance beyond being a buggy debug menu sort of thing at best.

A mod meant to be played like a finished product, as if the modder actually tried to develop a balanced gaming experience, rather than essentially debug or god mode or whatever.

For example, a mod that turns Ramza into an innately dual wielding Orlandu with permanent Haste and Regen would hardly be serious. Nor would a mod in which all the formation sprites are incorrect.

I'm very confident that there are no tools capable of this.

That said, FFTEVGRP is no longer needed for the Formation sprites & portraits; Shishi has been updated to be able to handle that itself.

Completed Patches / Re: FFT: Emergence (PSP)
« on: May 07, 2019, 01:26:42 AM »
no bugfixes

Except this really isn't a bug. This is a design flaw. Best case scenario, it came about because of some late-stage changes to the way the various kinds of evasion work.
But both Blind and Evasion work as intended. The intention is just... crappy.

Completed Patches / Re: FFT: Emergence (PSP)
« on: May 05, 2019, 04:19:07 PM »
For physical attacks executed by a unit with Darkness, all targets' evade percentages are doubled. Blind lasts until the end of battle, or until cured.
Blind only works when you could evade anyway. You can't evade from the side or back unless you have a shield, mantle, or are using the Parry reaction. Also doesn't work if the attack ignores evade anyway. Pretty pointless in this game due to that.

It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.

Help! / Re: Need Help Changing Ramza Squire Abilities
« on: May 05, 2019, 04:13:44 PM »
I've never seen that message before. No clue, sorry.

Help! / Re: Need Help Changing Ramza Squire Abilities
« on: May 05, 2019, 04:19:55 AM »
You only saved the patch. You didn't actually patch the ISO yet.

Help! / Re: Lucavi Question
« on: May 04, 2019, 05:26:40 PM »
You don't.

Not only is it not currently possible, but the problems with setting up something like this go beyond simply making a new spell formula. You'd have issues with the sprite limit, the character stats and EXP and JP and everything would get super fucked up during the changeover, so on and so forth. Could it be possible in the future? Maybe. But it wouldn't be anywhere near worth the effort. There's no structure in place to allow this, so you'd have to carve your own, which is amazingly difficult.
And to give you an idea of how hard it is to make FFT do something it wasn't originally designed to do, consider how inflexible the job wheel or party roster size are. How inflexible they have been for all these years. Even when someone does cobble together a way to expand them, it's flawed, buggy, and/or only works on specific emulators.

Jot5 has plot specific reasons why Dante can't use his Devil Trigger form at will, and the reason behind that is specifically because it would be too ungodly complicated to even try and give him an ability for it. And that was with a team of several of FFH's brightest stars working on it, the same people adept at finding what can be broken down and recycled into something new and wonderful.

An event to replace one specific non-player character with one other specific character during a specific battle, at a specific point of the battle, when you don't mind losing any in-battle character progression for them? Now, that's doable. You can even (temporarily) replace a player character during the battle if you don't mind losing out on all of the progress they've made during the battle (and just to cut you or anyone else off here; yes, you care. Your players would care. All it takes is one person who's 20 JP away from a new awesome skill, earning enough to get it, and then having it yanked away again).

Help! / Re: Need Help Changing Ramza Squire Abilities
« on: May 04, 2019, 01:50:41 PM »
The process of using FFTP on the PSP version is literally identical to using it on the PSX version. The one single thing you might do differently is to select PSP instead of PSX with the dropdown menus when applicable.

FFTP is also an extremely straightforward tool - even if you had never used it before, it should be really easy to figure out what to do with just five or ten minutes of looking around.

So what are you having issues with?  :|

Event Editing / Re: Make enemies start battle riding Chocobos
« on: April 29, 2019, 04:00:57 AM »
Yeah, I just double-checked the one time I've done it in an event - I didn't use WarpUnit, so I can't confirm if it works. WalkTo will work just fine.

So, there's no need to make three back-to-back posts in this topic. Just... finish the one post before posting.

Your image is too large for the page, it's best to scale it down a bit if you see something like that happen and then just edit in the replacement attachment.

As for the video, you could have just given us a Youtube link. Not that we really need it. The same effect happens in the Jot5 release version as well. Normal FFT doesn't really have a way to process the delay in archery skills between the weapon animation and the arrow hit.

I don't know if anyone ever came up with a workaround for it.

Event Editing / Re: Make enemies start battle riding Chocobos
« on: April 28, 2019, 10:41:37 PM »
Pretty sure it's just by Warping a unit to the Chocobo's X and Y before the map is revealed.

X and Y coordinates are part of the Battle Stats. So... mayyyyyybe?
I dunno, it's not anything I've come anywhere close to trying. Yet.

Technically you could use event commands and variables to get the unit's X and Y, and possibly use the same to move the unit... Edit: No, you cannot.

Buuuut that's pretty complicated. And it would still require events to accomplish, it couldn't be an every-battle thing.

Related to her teleportation movement, maybe?

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