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Initial Contact With Lucavi
Conscript
Neophyte's Revised Plot

Community Mod  (Read 31389 times)
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ShadowSkyle [Posts: 86]
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  • [June 27, 2012, 01:19:39 PM]
Re: Community Mod
« Reply #40 on: June 27, 2012, 01:19:39 PM »
The first poll, Mod Difficulty, is up. Vote now!
Neophyte Ronin [Posts: 151]
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  • [June 27, 2012, 03:16:55 PM]
Re: Community Mod
« Reply #41 on: June 27, 2012, 03:16:55 PM »
I don't know where or why I came up with all this, but I figured I'd share it anyway.  Tear 'em all dead if you like.

Chemists do not suck enough to drop.


Chemists are Fine.

[/spoiler]

"Innate Commands" inspired a wide variety of suggestions for modifying characters across the board.

Innate Technical Proficiency.




Chuck-Wagon


What Else do Ninjas Do?

In short, the above Spoilers suggest the following:

If Innate Item Command is given to all, then it should not be exclusive to the player.  That goes against the spirit of trimming Transparent down.  The player and AI should be on equal footing.

Use the Chemist Class to improve upon an existing Innate Command while possessing its own can Command to facilitate this.

Speaking of Transparent, try modifying the attack-prone version to double direct evasion and negate magic evasion.

Recovery medicine should be altered to be viable and fair at any point in the game and not be skewed between one and the next.

Characters could have gradient Innate Ability packages that reflect their idiom better, such as Defend and Weapon Guard for Knights but not Black Mages.  This scale may be extended to Savvy (Throw, then Abandon) and Magic (Half MP, Short Charge) and arranged upon a grid.

Throw makes an excellent Innate Command, but should reflect a Character's skill and familiarity while being doubled in power to reflect a value in investment.

Characters could learn new Throw licenses by learning "Equip Merits" and the full menu is restricted to logical or balanced entries.  It may be possible to modify Throw to break at certain rates when used on certain types of weapons (e.g. daggers & shuriken may be retrievable, but perhaps not expensive gear).

Ninjas would still have Shuriken and Ball, but their Command list includes Ninja techniques based on altered Assassin Subdual Arts.  Abandon may also grant access to Throw and renamed "Ninjutsu" in addition to its doubled evasion.

Never knock Chemists.
ShadowSkyle [Posts: 86]
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  • [June 27, 2012, 03:56:30 PM]
Re: Community Mod
« Reply #42 on: June 27, 2012, 03:56:30 PM »
Some very nice concepts, though I'm not sure how much of it is obtainable. For example, the ninja command list including Ball and Shuriken as well as other abilities runs into a menu problem. If you set the menu to access the weapon list so Ball and Shuriken can be used, the other abilities will not work (and vice-versa). This is why jobs in FFT Vanilla whose skillsets included menu-specific abilities (Chemist, Geomancer, Ninja, Samurai, etc) had ability lists comprised of only those types of abilities.

Reworking Throw to be innate, but learning abilities through Equip skills is a wonderful concept, but I believe it would take most of the abilities away from NPCs. How many of them learn equip abilities, especially those outside of their jobs unless they're using that ability.

In my opinion, several items shouldn't even be throwable. (For example: Knight swords are huge. How far could you realistically throw it and what are the odds you hit blade first? Or Sticks...There's no point on them. Throwing a dull object like that might sting a little, but how much damage are you really going to do to someone with it? You'd be more effective throwing a stone, as you can throw it faster and hit more precisely)

"That really hurt! I'm going to have a lump there, you idiot. Who throws a shoe?! Honestly?"  -Austin Powers-
Barren [Posts: 2592]
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  • [June 27, 2012, 09:39:02 PM]
Re: Community Mod
« Reply #43 on: June 27, 2012, 09:39:02 PM »
I got one for you if you wanna try it

Job: Assassin Cross

Purpose: Melee/Status/Harassment

Description: Utilizes stealth and confusion in order to land the perfect killing blow

Gender: Both Male and Female

Skillset Name: Lethal Arts

Skillset Description: Variety of brutal methods to overcome enemies

Equips: Knives, Bows, Ninja Swords, Clothes, Accessories

Innate: Dual Wield

Skills: Meteor Assault (Adds Blind), Reaper (Adds Death), Cloak (Adds Transparent), Grimtooth (similar to Earth Slash Animation but using weapon), Sonic Blow (knock back damage), Venom Splasher (AoE Poison), Allure (Adds Charm), Soul Destroyer (AoE Damage)


    • Modding version: Other/Unknown
  • You dare cross blades with me?
    Artist Person
    Reks [Posts: 684]
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    • [June 27, 2012, 11:58:52 PM]
    Re: Community Mod
    « Reply #44 on: June 27, 2012, 11:58:52 PM »
    Finally got around to remembering my idea from before.

    Job: Vanguard

    Purpose: Melee and debilitation

    Description: Warriors who wield spears to debilitate and overwhelm foes

    Gender: Both

    Skillset Name: Spearplay

    Skillset Discription: Several moves that hinder and damage opponents

    Equips: Spears, Clothes, Accessories

    Innate: Two-Hands

    Skills:
    Pin (inflicts half-damage, adds Don't Move)
    Forceful Strike (deals lower damage, but is a guaranteed knockback if it hits)
    Longinus (An aimed attack that pierces all enemies in the weapon's attack range, requires a spear)
    Aimed Blow (strikes at the opponents joints, inflicting Don't Act)
    Clobber (a forceful blow with the spear's shaft to the target's head, adding Confuse and lowering MA)
    Full Thrust (deals massive damage(maybe 1.5?), but has low accuracy and weakens the user, taking away 1 or 2 PA each use)

    Might edit as I think of more abilities. Hmm.....
    Bad code, beware! The NOPs are coming to eat you!
    formerdeathcorps [Posts: 1322]
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    • [June 28, 2012, 12:15:14 AM]
    Re: Community Mod
    « Reply #45 on: June 28, 2012, 12:15:14 AM »
    Ronin, there's a far more basic problem with the Innate: Item hack than just balance/flavor.  If you have 16 moves in your primary and secondary skillset, your tertiary skillset (Item) will not be considered.  Thus, unless we limit the number of moves per class to 9 (or rewrite the AI table), we cannot guarantee that Innate: Item will always be used by the AI.  Until this problem is resolved, that hack shouldn't be used, balance/flavor issues aside.
    However, this does not justify keeping Item as an independent skillset.  From a coding perspective, it is always nice to consolidate so I can save space to fit new features.  Since draw out, item, and throw all produce action menus that reference your inventory, it is a good idea to consolidate at least two of the above.  However, from a game and flavor perspective, the decision favors merging item and throw.
    1) They have similar sprite animations when the event is used.
    2) Draw Out (even after my edits) is a generalized skillset with healing, damage, status, and anti-mage.  It is already "complete".
    3) You aren't throwing  a soul to deal damage; you harness the internal spirit.  It makes no sense to pair such abilities under a skillset titled Throw.  (I'm replacing katana because we already have oriental blades covered under ninjato.)
    4) Item is purely support.  Throw originally was purely offense.  Both were fairly boring, but the combination would give Juggler more roles to fill.
    In other words, my solution to this problem is to make one class that is good at throwing weapons and potions.  It'll take the role of chemist and the throwing role of ninja.  Other classes won't be as good with using potions or throwing weapons because they don't have throw item innate.  This should satisfy your need to make chemists better item users than everyone else while also granting them good offensive options.  As for your idea to create "higher-tier" rare potions that scale to the late-game, elixir (which we can certainly make more common) already does this; we don't need Hi/X-Potion usurping its role.  The AI won't use Elixirs early because each item has an "enemy use level".  If the enemies don't exceed that level, the AI won't use the item, even if they know the skill.  As for Ninja, we can always change Ninja's skillset to something more interesting (like what Barren wrote).

    As for throw weapon, most weapons should not be thrown.  From a practical standpoint, most weapons aren't that aerodynamic and ones lacking a sharp point (like books) won't even hurt, even if it somehow managed to hit someone (as ShadowSkyle noted). 
    Quote
    Now we're in business.  This is closer to what Classes can do in real battle.
    Although I appreciate your wish to add realism and give more classes the ability to attack at range, from the standpoint of coding, not only is there the inventory menu compatibility problem ShadowSkyle pointed out, there's also the problem I noted earlier in overloading the AI with too many options.  I don't want something like the PSX version of Tactics Ogre: Let Us Cling Together where the AI has a throw stone option on every unit but never uses it.  From the standpoint of balance, this is blatantly unfair to the already weak classes that specialize in ranged attacks: mages and archers.
    This is also why I object to the idea of having Dragon Spirit add Jump as an innate; not only is jump actually powerful, it would incur the same problems.
    As for some of your other concerns about throw, every weapon in FFTP has a flag that allows you to control the throwability of it.  In other words, you can have Throw: Knife only allow you to throw ONE knife rather than every knife.  The "enemy use level" also applies here; the AI won't spam OP weapons early.  We can certainly have the throwable flag on non-shuriken/bomb weapons correspond to doubled WP.  We can also have thrown items add status effects or spells with some very simple ASM hacking.

    Weighted Dagger (6 WP--so 12 when actually thrown)
    Javelin (8 WP--so 16 when actually thrown)
    Throwing Axe (9 WP--so 18 when actually thrown)
    Shuriken x3
    Bombs x3

    This creates a balance as the more expensive weapons have higher WP while the shurikens and bombs are weaker but very cheap.  We could even throw Souls (my katana replacement) as bomb variants if people feel Juggler doesn't have enough to work with.  I can also make offensive potions like acid beakers to be thrown, with the damage resembling Seismic Toss from Pokemon (so it scales to your level but ignores target defenses).
    Part of the necessary restrictions on throw is that thrown items are one-time use during a battle.  Thus, it makes no sense to throw an item without a decrease in inventory.  However, your point on the gil costs of thrown items is also valid; once we remove rare items from being thrown, we can definitely consider a 70% chance for any thrown item (player or enemy) to end up in the fur shop for the player to buy back at reduced price.

    Quote
    (Tactics was never play-tested past 60).
    If that's the case, then we should cap levels at level 49-60.  If we don't, we would either have to nullify speed growths (which makes speed gear more broken, speed save/critical quick more powerful, and Bows/Ninjato/Throw worthless) or scale Spell CTs to the speed of the caster.  Something like:
    new CT = min{old CT, RU[old CT * X / Cas_Speed]}, where RU means rounded up and X is loaded from FFTP on spell formulas.
    would then be necessary to balance damage mages with ninjas.

    Quote
    Fighter Branch: Knight, Archer, Dragoon, Samurai, possibly Dancer but never Bard.  Innate Weapon Guard and Defend.

    Wizard Branch: Black Mage, Chemist, Time Mage, Mediator, Summoner, Calculator, Bard, Mime.  Despite mastery of esoterica, their instincts omit full battle-readiness and struggle to avoid attacks.  No Innate Weapon Guard or Defend.

    Cleric Branch: White Mage, Squire, Monk, Thief, Ninja, Geomancer, Oracle/Onmyoshi, Dancer (if not a Fighter).  They exhibit enough combat readiness to avoid blows--just not with blades.  Innate Defend.
    Why does Cleric have its own branch?  We don't need that many healing/support classes.  I know you're trying to model D&D, but part of what made FFT fun was interbranched job paths and the ability to hybridize your units (hence you had WMs with holy, chemists with guns, monks with golem, wizards with draw out, etc.)  It makes no sense to force-fit a model that doesn't really fit with FFT.  As a side note, the AI is very stupid with Defend; they will always try to use it when they have nothing to do, even if that wastes CT and will sometimes use it over pulling KOs.

    My alternative tree is nowhere as detailed, but based off the jobs I've submitted:
    Squire => Lancer =(branches into 2)=> (Other Armored Jobs)
    Geomancer => Animist =(branches into 2)=> (Other Magical Jobs)
    Juggler => Archer =(branches into 2)=> (Other Speedy Jobs)
    « Last Edit: June 28, 2012, 12:30:38 AM by formerdeathcorps »
    The destruction of the will is the rape of the mind.
    The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.
    ShadowSkyle [Posts: 86]
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    • [June 28, 2012, 05:05:33 AM]
    Re: Community Mod
    « Reply #46 on: June 28, 2012, 05:05:33 AM »
    @formerdeathcorps: Can we merge Throw and Item? They open two different inventory areas (Weapon and Item respectively). When I tried to give the Ball command to Chemist, it wouldn't work. Also, I would definitely hate to see katanas removed from the game. Realistically, there were far more types of katanas than ninjatos, especially since ninjatos originated as shorter versions of the katana in order to deceive samurai into thinking the sheathed weapon would take longer to draw. I'd sooner just make some of the katanas as ninjatos, effectively combining the two types of weapons.

    On another note, I'm very excited to see this mod forum taking off. For a while after I started it, it remained silent with but a few submissions. Thanks to everyone for adding their say and allowing this mod to begin it's path to greatness!
    ShadowSkyle [Posts: 86]
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    • [June 28, 2012, 03:08:02 PM]
    Re: Community Mod
    « Reply #47 on: June 28, 2012, 03:08:02 PM »
    Alright, I'll put in one more class.

    Job Name: Warlock
    Job Purpose: Magic/Harassment
    Job Description: Arcane practitioner that focuses in torturing his enemies.
    Gender Availability: Both
    Skillset Name: Curse
    Skillset Description: The Warlock curses his enemies to render them incapable of fighting effectively.
    Ability Types: De-buff spells/DoT
    Additional Info: Can wear clothing or robes. Low MP/High MA (Used for dealing damage with books. If books remain physical, then the Warlock's PA will increase, while his MA will decrease).
    Bad code, beware! The NOPs are coming to eat you!
    formerdeathcorps [Posts: 1322]
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    • [June 28, 2012, 06:45:08 PM]
    Re: Community Mod
    « Reply #48 on: June 28, 2012, 06:45:08 PM »
    @formerdeathcorps: Can we merge Throw and Item? They open two different inventory areas (Weapon and Item respectively). When I tried to give the Ball command to Chemist, it wouldn't work.

    I'm working on the ASM.  This should work.


    Quote
    Also, I would definitely hate to see katanas removed from the game. Realistically, there were far more types of katanas than ninjatos, especially since ninjatos originated as shorter versions of the katana in order to deceive samurai into thinking the sheathed weapon would take longer to draw. I'd sooner just make some of the katanas as ninjatos, effectively combining the two types of weapons.

    That was the idea; if katana was to be deleted, we would rename some of the ninjato as katanas.  This is what FFTA did with ninja weapons.
    « Last Edit: July 01, 2012, 09:02:36 PM by formerdeathcorps »
    The destruction of the will is the rape of the mind.
    The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.
    Quman [Posts: 34]
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    • [June 28, 2012, 06:58:44 PM]
    Re: Community Mod
    « Reply #49 on: June 28, 2012, 06:58:44 PM »
    I guess I may as well throw another class idea out there.

    Job Name: Mystic Knight
    Job Purpose: Melee/Damage/Harassment
    Job Description: Warrior mages who enhance the power of their weapons with magic.
    Gender Availability: Both
    Skillset Name: Spellblade
    Skillset Description: Adds a magical effect to the Mystic Knight's physical attack.
    Ability Types: Mostly weapon-range elemental attacks that can also inflict statuses, similar to the Parivir from FFTA2.
    Additional Info: Reaction abilities may include SOS Protect or SOS Shell if considered viable and balanced.
    Artist Person
    Reks [Posts: 684]
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    • [June 28, 2012, 11:15:03 PM]
    Re: Community Mod
    « Reply #50 on: June 28, 2012, 11:15:03 PM »
    Thought of another Job:

    Name: Sorceror

    Job Purpose: AoE Magic Damage

    Job Description: Mages who devastate their opponents with powerful and forbidden magic

    Gender Availability: Both

    Skillset Name: Arcana

    Skillset Description: Magic powerful and devastating that does not discriminate from friend or foe.

    Equipment: Rods, Staves, Books, Robes, Hats, Accessories

    Abilities:

    Blackout- Dark Elemental damage (AoE of 2, uses Darkness 2's effect)

    Whiteout- Holy Elemental damage (AoE of 2, uses a whitened version of Darkness 2's effect)

    Rejuvinating Rain- Water Elemental healing (AoE of 3)

    Fatal Eclipse- Non Elemental damage (AoE of 3, Range of 0, uses Grand Cross's effect and hits the user)

    Crimson Flare- Massive Fire damage (AoE of 2, uses Flare 2's effect)

    Animalcule- No damage, inflicts status (Add Darkness, Poison, Silence, Don't Act: AoE of 1)

    All abilities have a range of 3

    I know this might seem a bit powerful, but all of the skills hit allies as well as enemies. JP costs might be expensive as well. Based off of the Arcana magic from The Last Remnant (though nowhere near as powerful)
    Bad code, beware! The NOPs are coming to eat you!
    formerdeathcorps [Posts: 1322]
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    • [June 29, 2012, 08:11:55 PM]
    Re: Community Mod
    « Reply #51 on: June 29, 2012, 08:11:55 PM »
    My hack is mostly finished, but phoenix down just refuses to work.

    The destruction of the will is the rape of the mind.
    The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.
    ShadowSkyle [Posts: 86]
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    • [June 29, 2012, 08:17:42 PM]
    Re: Community Mod
    « Reply #52 on: June 29, 2012, 08:17:42 PM »
    That's not good. Though it would explain why they don't just toss a phoenix down to Teta. lol.
    Bad code, beware! The NOPs are coming to eat you!
    formerdeathcorps [Posts: 1322]
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    • [June 30, 2012, 01:28:22 AM]
    Re: Community Mod
    « Reply #53 on: June 30, 2012, 01:28:22 AM »
    All right, the above should be a functional beta.  The above should work except for 3 things:
    1) No aftereffect animation
    Reason: This does not work because FFTP is coded wrong and doesn't let you edit effect animations for THROW.  This can be hex-edited manually though.
    2) Phoenix Down healing/status display
    Reason: I don't know, but at least it works now.
    3) Triggers Counter/Blade Grasp
    Reason: THROW is an offensive skillset and thus triggers a complex of reactions associated with blade grasp and counter (henceforth known as countergrasp).  (NOTE, catch is unrelated; only thrown non-consumables will trigger Catch.)  However, the specific resolution is up for debate (see below).

    Some things to consider:
    1) This overrides Throw Sword, Ninjato, Katana, Knight Sword.  The reason why I overrode 4 slots is because there are 4 distinct types of potions: Heal HP, Heal MP, Heal HP/MP, and Heal Status.  The AI needs each potion type to be considered separately to understand how to use it.  This means the THROW will have Throw: Medicine, Ether, Elixir, Tincture rather than Throw: Consumable.  I can fix this, but it requires AI hacking (and is currently not worth the effort).
    Technically, there should be 5 distinct types because Phoenix Down kills the undead, but the only loss in consolidation with Heal Status is that the AI will never use Phoenix Downs to kill undeads.  I can rewrite the hack to include 5 slots, but I'd rather see the PD + undead combo eliminated altogether.
    As a corollary, I strongly urge anyone using this hack to restrict the types of thrown weapons to no more than 7 (including shuriken and ball).
    2) THROW Item currently triggers countergraspable reactions.  This is another unintended consequence of tying ITEM to THROW.  This can be fixed, but there are several options
    Option A: Have ONLY potions not trigger
    Option B: Have all forms of healing not trigger countergrasp.
    Option B Alternate: Have all forms of healing not trigger damaging countergrasp reactions.
    Option C: Leave it as is.
    3) How many of you actually want thrown weapons (not shurikens or bombs) to double their WP when thrown?
    « Last Edit: June 30, 2012, 01:51:06 AM by formerdeathcorps »
    The destruction of the will is the rape of the mind.
    The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.
    ShadowSkyle [Posts: 86]
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    • [June 30, 2012, 04:48:19 AM]
    Re: Community Mod
    « Reply #54 on: June 30, 2012, 04:48:19 AM »
    Last call for job submission! The winners will be chosen starting Sunday, July 1st (Exact time is unknown) and will be announced as soon as they are all chosen! If you have any jobs you wish to post before the decision is made, do so now!
    Queen of Palemoon
    Celdia [Posts: 1645]
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    • [June 30, 2012, 06:04:37 AM]
    Re: Community Mod
    « Reply #55 on: June 30, 2012, 06:04:37 AM »
    Just threw FDC's Throw+Item hack into an XML if anyone wants to more easily give it a test.  7z'd because the forum hates .xml files.
    Bad code, beware! The NOPs are coming to eat you!
    formerdeathcorps [Posts: 1322]
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    • [June 30, 2012, 03:37:12 PM]
    Re: Community Mod
    « Reply #56 on: June 30, 2012, 03:37:12 PM »
    Blue Mage
    Hybrid class capable of swordplay and various monster abilities
    EQ: Swords, Rods, Staves, Clothes, Robes, Hats, Accessories
    Special Abilities: Can learn monster skills from crystals
    I'm thinking we either make monster skill and talk innate on all units or make both innate on blue mage.

    Abilities (mostly support, but you have some nice damage skills too):
    Choco Esuna
    Circle
    Beaking
    Sleep Touch (You can only learn this through crystals.)
    Blood Suck (This is the vampire cat version that only has a 25% chance of adding blood suck.)
    Hurricane
    Mimic Titan
    Odd Soundwave
    Look of the Devil
    Nose Breath (Best learned through crystals.)
    Protect Spirit
    Calm Spirit
    Sudden Cry
    Triple Attack

    Things not considered for balance reasons:
    Blaster
    Blow Up
    Bad Breath
    Triple Breath
    Almagest
    Oink
    Gather Power

    NOTE: The inclusion of Blue Mage necessitates monsters having stats similar to humans or a change of monster damage/status formulas.
    « Last Edit: June 30, 2012, 03:55:44 PM by formerdeathcorps »
    The destruction of the will is the rape of the mind.
    The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.
    Has love problems
    MiKeMiTchi [Posts: 1947]
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    • [June 30, 2012, 04:38:07 PM]
    Re: Community Mod
    « Reply #57 on: June 30, 2012, 04:38:07 PM »
    Adopted from Mercenaries:

    Job Name: Inquisitor
    Job Purpose: Support/Anti-Magic/Annoying
    Job Description: Heretic hunting magis' bane
    Gender Availability: Both
    Skillset Name: Bane Magic
    Skillset Description: Archaic form of magic used to obliterate and dismantle magic.
    Ability Types: Buff/Negative/Status Spells
    *Mana Strip - MP Damage
    *Void Bliss - Ranged Dispel (enemy)
    *Magic Mockery - Cancel casting, Add berserk
    *Mirror Stance - Add Reflect (self)
    *Anti-Faith - Reduce faith (self/enemy)
    *Charm Crush - Breaks accessory
    *Silent Lake - Add silence (all units)

    Additional Info:
    http://ffhacktics.com/smf/index.php?topic=2187.20
    http://ffhacktics.com/smf/index.php?topic=2187.60#msg46275

    Jot5 GFX Designer :: Spriter :: Mitchi
    mjr2716 [Posts: 1]
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    • [July 01, 2012, 02:58:21 PM]
    Re: Community Mod
    « Reply #58 on: July 01, 2012, 02:58:21 PM »
    Job Name: Druid

    Job Purpose: Support/Caster

    Job Description: Protector of the wilds, avenger for nature.

    Gender Availability: Both

    Skillset Name: Nature magic

    Skillset Description: Magic that is derived from nature herself. The Druid uses the gift she blessed upon him to protect those who cannot protect themselves, and to harm those who would destroy what is most precious to her, the wonders of nature.

    Ability Types:
    Geomancy (only the ones on natural terrains like Hell Ivy, Water Ball, Quicksand etc)
    Basic white magic (cure 1, protect 1, shell 1, Raise 1)
    Basic Black Magic (Bolt 1, Bolt 2, Poison)
    Throw stone


    « Last Edit: July 01, 2012, 03:15:58 PM by mjr2716 »
    Physics student
    Rfh [Posts: 288]
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    • [July 01, 2012, 03:35:09 PM]
    Re: Community Mod
    « Reply #59 on: July 01, 2012, 03:35:09 PM »
    I was think to use my fusilier job in my patch with some changes here:

    Fusilier:
    Lower stats and 3 move, good speed.

    -Stopshot: Weapon damage with 25% add stop

    -Potionshot: Recovers HP in weapon range

    -Ethershot. Reovers MP in weapon range

    -Iceshot: Ice Weapon Damage in weapon range

    -Rend Helm: Destroys enemy Helmet in weapon range

    -Fire Blast/Mortar: 150% Fire Weapon damage in weapon range, but recoil to caster Damage/3

    -Silenceshot: Add silence

    -Firecracker: 150% Weapon damage, cost 22MP  (Maybe up the MP or change by another ability, because my game has another MP system)

    Reaction:

    Interference: Like Arrow guard, but with guns. The hack actually exist.

    Support

    Equip Guns or concentrate?

    The hack for Fire Blast:

    And for determine the +50% of damage instead of +Y, we can use my multiple formula hack.
    « Last Edit: July 01, 2012, 03:49:29 PM by Rfh »
    • Modding version: PSX
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