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Messages - Kourama

Pages: 1 [2] 3 4 ... 19
21
Help! / Re: Is there a saveeditor for the PSX version ?
« on: January 07, 2011, 10:33:59 PM »
FFTactext is to edit text in FFT not a save file editor.

For the psx version, google FFTedit or FFTastic.

22
Help! / Re: Problem running FFT 1.3/ET on PSP but not with complete
« on: December 20, 2010, 03:38:40 AM »
try changing the popstation version being used.

23
I think you should be able to steal from enemies in random battles. I also think that for the most part they should have fixed equipment, unless it was a special battle with a special unit. Story battles should have better equipment than what you can buy to make at least something worth stealing. Lastly some random battles appear after certain chapters/events etc. Maybe those battles should have better equipment then what is currently available to be bought, that way stealing in random battles still is worth it.

24
- I don't think all monsters need a elemental weakness/immunity/absorb, just some.

- I do like the idea of Boco being a special chocobo though. His only use really was for breeding. Maybe make him a gold or white chocobo with more abilities. Maybe an ability that heals mp?

25
- I've always liked the skillset I had for mustadio. Give him all the original break skills, give him one extra special ability and innate maintenance.

- Any change you can make to Ninja's skillset would work. You can always give Ninja an ability that makes them transparent as well. I made it for the "Vincent" character in my patch called Camouflage. It was 100% self Transparent.

- Archer should definitely get the Leg Aim, Arm Aim. I think they should also be able to inflict a few other statuses that are not overpowered. Maybe a poison arrow and one that does confuse? The Charm shot I had in my patch seemed a little too overpowered. As far as elemental shots, I am all for them but there is a glitch with adding effects to ranged attacks from arrows that shows damage or effect given twice.

- Jump Skillset - I think this set needs a little more to it. Jump is great and all but it tends to get outclassed by other skillsets and only reason Lancers would get used is because Spears were much improved. Maybe have standard Jump in the skillset and then add other abilities.

- As far as Sage goes. I don't mind if Sage is kept or if Necromancer was added. Anything is better than the overpowered Calculator but it needs to be a job worth unlocking with decent abilities.

- Last thing is I think all jobs should have something about them that makes it better to use their skillset on the same job than any other job. For example, using Summon skillset should be better when used on the Summoner job as opposed to lets say the Black Mage job.

26
FFTA/FFTA2 Hacking / Re: FFTA: Rebalanced
« on: December 15, 2010, 05:15:46 AM »
I'm not sure Doublecast itself is overpowered, but Doublecast with Summon is overpowered. If you can limit which spells can be used with Doublecast it wouldn't be as strong, kind of like how they nerfed Magic Frenzy + Blue Magic in FFTA2.

27
The Lounge / Re: I found a used copy of FFTA in a store
« on: December 14, 2010, 10:11:16 PM »
FFTA is a decent game. I enjoy some of the gameplay mechanics in it more than FFT. One being how magic is implemented. It does have its faults. Sub-par story. copied jobs (like philsov said), worthless jobs, and way too many missable items. Its a good experience though, but I would recommend FFTA2 instead. It takes out a lot of the overpowered abilities (not all of them), balances a few things, only has 1 missable item, has a better law system, and is a much longer game. The story in FFTA2 is worse than the first one though.

28
FFTA/FFTA2 Hacking / Re: FFTA: Rebalanced
« on: December 13, 2010, 10:45:26 AM »
I don't see double cast / summon here on your list. Another broken yet powerful combo on FFTA.

29
PSX FFT Hacking / Re: FFMaster's small ASM hacks
« on: December 11, 2010, 11:31:32 AM »
Quote from: "FFMaster"

This is a great one. Thanks!

30
Quote from: "FFMaster"
A few odd things on necromancer. It sounds like it should be a mage, yet some of the formulae which must be used aren't suitable for them at all.

For example, Drain Life I will assume to be like the old Oracle spell. This one was removed due to being able to 999 enemy units with ??? with no way to stop it. Removed for good reason.

Manipulate can only be done with the Hit_(Sp+X)% formula, which wouldn't fit a mage at all.

As for Ranger, it's pretty much Mustadio with another charm spamming ability. Musty is already unused outside of double break gimmick. However, Charge sucks balls, so I'm not too sure what to do for it. I also don't like when more than 1 class has the same ability.

- Instead of Drain Life you can just make a new attack. I made a move for a unique character that used the blood suck animation, absorbed some hp from enemy and removed positive status effects, but you had to be right next to the enemy. I think this would work.

- For Manipulate I can't really disagree with you on what to do with the formula. All I did was increase "X" in the formula to make it more accessible to a "mage" unit.

- As for Ranger/Mustadio, I removed all of Mustadio's original moves and gave him all the break skills as well as one extra ability called "Heaven's Gift" that did a random positive effect on ally, 100% of the time based on weapon range. So basically Mustadio and Ranger had totally different moves.

Edit:
Quote from: "Dome the Spam Mod"
29) Maybe we should make undeads able to come back to life 100% of the times, making every human job/monster that doesn't has it as an innate immune to it...

I tried this before and I just want to let you know that it does work but the numbers above a "dead" undead monster don't mean a thing. They can come back to live with 3 above them or stay with 0 above them for 4 turns and then come back to life. It was pretty interesting to use.

31
Quote from: "Dome"
You left the necromancer for a reason? ;P
You'd like to see it implemented?
You know, I have a thing for undeads (Not in real life, ofc xD)

Its an idea. I know the Sage that was added instead of calculator in 1.3 isn't that great so why not make a more useful job from that spot. I'd like to see one visual change though. Please, please, please replace the Male Samurai sprite with the new one in the custom sprite section. I always thought the old sprite looked ridiculous, more like a sumo wrestler in armor.

32
Quote from: "Dome"
Yeah, I played your ___ patch, but my memory is blurry
Feel free to post whatever you want here, it will be added to the main topic

Copied and pasted from my topic with the archer skill set, also left necromancer in there.


I also remember giving Thief a move called quick attack that could hit from slightly further away and could add slow. Gave Mustadio all the "break moves" and also gave him a special new ability that gave a random buff.

33
The hack that philsov is talking about sucks because it is glitched. Someone can break or steal one of your items then you sometimes end up having multiple of those items in the fur shop.

Dome - I know you played my patch a while back and made a lot of changes to the archer skillset as well as add a new ability to thief. I'm not sure how well it would work with your "1.4" ideas but I can post the skillset changes I made if you like.

34
War of the Lions Hacking / Re: Patch I'm working on
« on: December 08, 2010, 12:34:05 AM »
I made a custom patch awhile back with Necromancer taking over Calculator. I had a move that gave undead/poison to target, also had a move that invited undead enemies, among other abilities. Let me know if you want more info and I will post it.

35
The Lounge / Re: On the casual use of the word rape
« on: December 06, 2010, 05:48:28 PM »
Words are just words. Context and "emotion" from the person saying it can change what they mean, but on the internet words a definitely just words.

36
The Lounge / Re: Now Playing
« on: December 06, 2010, 05:15:46 PM »
playing Golden Sun: Dark Dawn and Castlevania: Portrait of Ruin

37
Archives / Re: VOTE (ending: December 9 6:30AM [Central East; GMT-5:00])
« on: December 02, 2010, 11:41:43 PM »
philsov

38
FFT: Parted Ways / Re: FFT: Newtype (Playable Demo in Two Weeks)
« on: December 02, 2010, 01:05:27 AM »
i don't know if this was fixed or not but I downloaded the patch on page 1 to try out your patch and the male knight sprite you have is glitchy while using the attack command. And I tried this a few days ago.

39
Help! / Re: Changing generic sprites without changing enemies?
« on: December 02, 2010, 01:03:04 AM »
you can't really do that. Generic sprites are used by you and the enemies with the only difference being a palette change. Really your only options are to make a unique class for the enemy with their own sprite and link it to the appropriate skillset. The issue with this is that if you "invite" that enemy you are going to have some job issues.

40
Help! / Re: Which file contains data for skill names appearing on use?
« on: November 28, 2010, 12:10:12 PM »
battle.bin  --> 24: Summon/Draw Out .. took me literally 1 min to check.

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