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supercala [Posts: 7]
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  • [April 12, 2018, 09:29:02 PM]
Re: Jobs and Etc. Ideas Proposal Thread
« Reply #60 on: April 12, 2018, 09:29:02 PM »
Was actually working on something like this, however; I wanted to add something fresh so I added a Berserker class and it has similar abilities to monk. I changed a couple giving them heavy axe oriented abilities. I stopped working on it because I made new .BIN abilities and downloaded some from the forums, but couldn't figure out how to put them on the .iso/.bin.
Tskidless [Posts: 7]
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  • [May 06, 2018, 08:55:02 AM]
Re: Jobs and Etc. Ideas Proposal Thread
« Reply #61 on: May 06, 2018, 08:55:02 AM »
I had an idea for a class based on items like the Chemist but each "item" would have it's on pros and cons.  I'll list some examples below.

Healing Hypnotics - A sleep aid used by doctors to treat patients.  Add: Regen and Sleep.

Psychotic Burst - A lethal concoction that gives the recipient an adrenaline rush however it also causes the recipient to go berserk.  Add: Haste, Berserk, Death Sentence.

Booster - A fetid tonic that is sure to liven anyone who smells it.  Side effects are lethargy, loss of appetite, and increased anger to the person who made you smell it.  Effect: Quick  Add: Slow

Oily Ointment - This slimy ointment made from monster extract helps protect against most kinds of magic.  Add: Shell and Oil

These are just a few ideas I had but as for what class to give them to I have no idea.
Nyzer [Posts: 892]
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  • [May 06, 2018, 06:06:06 PM]
Re: Jobs and Etc. Ideas Proposal Thread
« Reply #62 on: May 06, 2018, 06:06:06 PM »
The problem with a job like that is... well, it's never going to be used. You can have both pros and cons to a skillset, but the pros need to actually be worth it, especially compared to what other jobs offer. Why would anyone choose a single target Regen/Sleep when they can just cast Regen, hit multiple targets, and not cripple their own forces to do it? Never mind that Regen is NOT a good tradeoff for Sleep - full HP restoration might be, but not Regen.

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  • Tskidless [Posts: 7]
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    • [May 07, 2018, 03:34:39 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #63 on: May 07, 2018, 03:34:39 AM »
    I'll keep that in mind if I decide to make a class like that.  I did make two new jobs that I call Elementalist and Commander which replace Bard and Dancer respectively.

    Elementalist - Men who are in tune with the elements.  Uses "Elemental" magic to damage and debilitate foes.

    Stats

    HP: 10 Growth, 85 Multiplier
    MP: 9 Growth, 10 Multiplier
    Speed: 100 for both Growth and Multiplier
    PA: 50 Growth, 100 Multiplier
    MA: 45 Growth, 115 Multiplier
    Move: 4
    Jump: 3
    C-Ev%: 10

    Weapons are Poles and Flails.  They can wear clothing, robes and hats.

    The "Elemental" abilities all have the same range (5), effect area (1), vertical (3), cost 7 mp with no charge, and cost 150 JP to learn.  Damage formula is (MA+21)/2*MA.

    Hazy Flames - Deals fire damage and has a chance to inflict Confuse.
    Shock Storm - Deals lightning damage and has a chance to inflict Don't Act.
    Snow Fall - Deals ice damage and has a chance to inflict Slow.
    Storm Gust - Deals wind damage and has a chance to inflict Silence.
    Earth's Fury - Deals earth damage and has a chance to inflict Petrify.
    Toad Time - Deals water damage and has a chance to inflict Frog.
    Dark Embrace - Deals dark damage and has a chance to inflict Darkness.
    Night Light - Deals light damage and has a chance to inflict Sleep.

    All of the Reaction, Support, and Movement are the same as Bard's minus Fly.

    Commander - Warrior women who have risen through the ranks.  Uses "Authority" in battle support allies and defeat foes.

    Stats

    HP: 10 Growth 80 Multiplier
    MP: 15 Growth 75 Multiplier
    Speed: 90 Growth 110 Multiplier
    PA: 40 Growth 110 Multiplier
    MA: 50 Growth 100 Multiplier
    Move: 4
    Jump: 3
    C-Ev%: 15

    Weapons are Knives, Swords, Axes, Crossbows, Bows, and Guns.  They can only wear clothing and hats.

    "Authority" abilities are the following.

    Ethion - Heals HP and MP.  Range 3, Vertical 2.  Formula is PA*4 for HP and PA*4/2 for MP.  200 JP to learn.
    Quick Hit - Deals damage based on Speed and weapon power (Speed*WP).  Uses weapon range.  250 JP to learn.
    Killing Blow - Deals damage based on the difference between target's current HP and max HP.  Uses weapon range.  400 JP to learn.
    Overwhelm - Deals damage based on PA*(WP+3).  Only hits a single target next to you.  300 JP to learn.
    Rebuke - Lowers enemy stats by one with a 60%+PA chance to hit.  Uses weapon range.  300 JP to learn.
    Encourage - Raises Brave by 12.  Range 4, Vertical 1.  Doesn't miss.  350 JP to learn.
    Rally Cry - Plus one to all stats.  Range 4, Vertical 2.  Doesn't miss.  500 JP to learn.

    Reaction, Support, and Movement abilities are the same as Dancer's except Fly which has been removed.

    Sorry for the long post.
    « Last Edit: May 07, 2018, 04:39:07 AM by Tskidless »
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    Elric (Overseer) [Posts: 4066]
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    • [May 07, 2018, 04:42:23 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #64 on: May 07, 2018, 04:42:23 AM »
    Isnt that Elementalist just an 'at will' Geomancer though?

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    Tskidless [Posts: 7]
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    • [May 07, 2018, 05:06:44 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #65 on: May 07, 2018, 05:06:44 AM »
    More or less right now.  If I could change Geomancer I would but I'm pretty sure it's hard coded.  That being said I'll probably nerf the attacks to only hit a single target and lower the damage but add buffs to the class.  I also buffed Geomancer's abilities already.

    Edit:  I'm changing the class once again to but this time to Scholar and giving him the tier 2 and 3 spells from Priest and Wizard along with a few non elemental spells.
    « Last Edit: May 07, 2018, 06:55:45 AM by Tskidless »
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  • Nyzer [Posts: 892]
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    • [May 12, 2018, 04:03:36 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #66 on: May 12, 2018, 04:03:36 AM »
    Well, while I do love the Red Mage (and the Scholar is kind of partway there) the Bard's location in the job tree is so deep that it really doesn't seem like it'd be worth it.

    You might be better off merging both concepts, changing the Elementalist from Geomancer 2.0 into something a bit more broad.
    A single-panel, stronger Holy heal that only works if the target is debuffed (but also cures those debuffs); a linear, weaker but AoE Water heal; a Dark drain; a weak Frost attack that has a chance to inflict multiple effects (slow, immobilize, doom); an instant Lightning attack; a quick, very weak Wind attack that cancels casting; a strong Fire attack; a very-wide-range Earth attack centered on the caster that will also hit allies in range (i.e. kind of hard to use without damaging your own units too). Maybe take one or two of those and turn them into weapon/PA type skills if you want the job to reach a little further into RM territory.

    It'd be a kind of gimmicky job that maybe emulates the Monk a bit too much, but it'd still be an interesting new niche to run with. Geomancer 2.0 and a very late game Scholar... aren't interesting, I'm afraid.

    Your Commander concept does a better job at being its own thing, though I'd think that maybe using the Chakra formula is a bit too much (change it to just an MP restoration skill?) and that its stat buffs shouldn't be able to be used on the caster (to support the idea of unity on the field rather than just one super strong tanky destroyer).

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  • Cool...
    Emir Tarver [Posts: 2]
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    • [May 12, 2018, 08:55:10 PM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #67 on: May 12, 2018, 08:55:10 PM »
    Wiccan - A moraled Wizard
    Esper - A spirit realizer
    Pinsearcher - A precise Hunter
    Trees Man - One who stands still
    Arms Man - A weapons master/warrior
    Eye Master - One with Good Vision
    Spirit Kin - A Battle ready Spirit for all races of the World
    Spell Liner - A master of Words
    Holy Hunter - A Person of Good Nature using War arts
    Dark Mind - A seeker of Power Through the use of Ill Intentions
    Judge - Justice Bringer
    idK maybe if i give it enough time i can come up with something better !
    Nyzer [Posts: 892]
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    • [May 12, 2018, 10:06:01 PM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #68 on: May 12, 2018, 10:06:01 PM »
    Those are incredibly vague descriptions, not coherent Job concepts.

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  • Feelie [Posts: 12]
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    • [May 13, 2018, 01:07:01 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #69 on: May 13, 2018, 01:07:01 AM »
    Those are incredibly vague descriptions, not coherent Job concepts.

    Pretty much this ^ names and vague descriptions don't really tell anything about the class or what kind of skills they would have. Let alone actually planning out the class itself, as well as growth and such.
    Cool...
    Emir Tarver [Posts: 2]
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    • [May 13, 2018, 12:52:46 PM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #70 on: May 13, 2018, 12:52:46 PM »
    typed thought = idea suggestion

    and if someone is a Treeist = Treesman
    there has to be a connection of their skill and class
    Such as a Treeist abilities
    ex. Wears Robes Uses Staves Cast Elemental Magic Relating to BioGeography
    Essence = recovery move
    Camouflage = Turns the User unseable for 3 Turns but can still take damage
    Wood Bend = Traps opponents to an area until the tree is cut down
    Natures grace = Heals all Surrounding Party Members
    Wood Needles = giant wooden nails burts through the ground impaling the enemy
    Stand Still = Stat Boost
    If you have any disparages i can understand !
    Tskidless [Posts: 7]
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    • [June 18, 2018, 10:12:38 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #71 on: June 18, 2018, 10:12:38 AM »
    Sorry for the long post ahead of time.  I've been working on a few jobs and buffs to various jobs as well.  It's really late as well so I'll probably post stats tomorrow.

    Priest now has two new spells that replace Protect and Shell 2.  They are called Banish and Purge, both of them use the standard Black Magic formula of Dmg_F(MA*Y) ME with Banish costing 150 JP to learn and having a Y of 16, a CT of 5, MP cost of 9, and it isn't an AoE.  Purge costs 250 JP to learn and it is AoE with a Y of 20, a CT of 6, and an MP cost of 16.  Both are holy element as well.  It also got Preach as well.

    Knight has been changed to Paladin and gets Stasis Sword, Split Punch, Lightning Stab, Shock, Faith, Cure 2, Raise, Wall, Despair, and Don't Act.  Damage Split has replaced Weapon Guard since everyone has it in my mod.  All "Sword" abilities now cost mp now as well.  They have had their speed multiplier lowered to make up for increased stats in just about everywhere else.  Requirements are level 4 Squire and 3 Priest.  Any class that needed Knight now needs at least one extra level of Squire which was also buffed.

    Archer has been renamed to Ranger and can now use Guns.  All Charges after 3 have been removed and the ones that were kept have been buffed.  Change 1 now has a CT and power of 3, 2 has a power and CT of 5, and 3 has a CT and power of 7.  They also have Aim Arm, Aim Leg, and Equip Gun.  Requirements are level 3 Squire.

    Thief lost Steal Heart but gained Insult and the ability to Blind foes along with gaining Ninja's old speed and Crossbows which also have been buffed.  I'm debating on whether or not I should give them Bows or not due to their new found speed.

    Mediator got fused with Bard losing a lot of it's original abilities but gaining a lot in return.  All songs no longer perform and are stronger / more accurate, and out side of Last Song are AoE with an effect area of one, but now cost MP to confiscate for the buffs they got expect Angel Song.  Speaking of Angel Song it is a real pain to balance, it heals MP = to MA*Y which means that it is either too strong or too weak.  Right now the Y is at 6 and I'm going to play around with it some more.  Life Song is Holy now and can hit enemies as well and uses the same formula as Angel Song just for HP instead of MP, and the Y is 10 and it doesn't use Faith.  All the stat buffs have a 70% chance to hit, and Nameless no longer gives Regen.  Last Song has a 50% chance to hit and as stated before is not an AoE.  The class has kept Invite, Praise, Mimic Daravon, and gained Steal Heart, all of these also have increased accuracy as well, and gained a magical attack called Shout which does damage equal to MA*15 in a line ahead of the Bard. The Classes stats have been buffed to be much more magical inclined as well.  Weapons are Knives, and Instruments now.  Requirements are the same for Mediator.  Also does anyone know how to get Praise to hit more than one person at a time?

    Geomancer has been changed to a new class I call Adventurer.  It's stats are largely the same as before but it's abilities are a lot different.  Weapons are Knives, Swords, Axes, and Bows.  Abilities are Home made Potion which heals 20% of the targets HP and grants Regen, along with Home made Ether which heals MP equip to the Adventurer's MA * 2, a better name is also pending. Quick Hit (Deals damage based on Speed and weapon power (Speed*WP).  Uses weapon range.) and Killing Blow (Deals damage based on the difference between target's current HP and max HP.  Uses weapon range.) from my Commander class have been moved here and function the same as before, and they gained an ability called Molotov which does Fire damage at long range and uses ((PA+4)/2*MA) as it's damage formula along with Ultima Strike ((PA*Brave/100)*MA) and Hide which simply grants invisibility.  Requirements are level 3 Square and Chemist.

    Ninja has lost all Throws but Shuriken, but gained elemental Ninjutsu which do the same thing has my old Elementalist abilities but now they do (MA+10)/2*MA, they're also not AoE now.  Ninja has had it's stats changed to better use these abilities as well.  They also can't use Flails now.  Ninja no longer needs Knight or Geomancer to be unlocked but it does need level 3 Squire along with 3 Archer, 3 Monk, and 4 Thief.

    Calculator has been changed to Red Mage and it's stats are balanced in the Jack of all trades way.  They can use Swords, Knives, Rods, Staffs, Poles, Shields, Clothing, Robes, and Hats.  Spells are Cure 1 and 2, Raise, Fire, Ice, Bolt 1 and 2, Slow, Blind, Spell Absorb, and Silence Song.  Requirements are the same as Calculator except you need one less level for each of them.

    Bard has been changed to Dark Knight which is a glass cannon class with high power (PA Growth is 35 and it's Multiplier is 120, MA Growth is 45 and it's Multiplier is 105) but low health (13 Growth and 65 Multiplier) even with armor equipped.  Abilities are Dark Sword, Night Sword, Dark Holy, Bio (Darkness), Bio 3 (Death), and Souleater.  Souleater does damage equal to PA*23 but you take half of that in return.  Weapons are Swords, and Knight Swords, and the class can wear Armor and Helms.

    Commander replaces Dancer and she has lost Quick Hit, Killing Blow, and Ethion but gained Marching Order with is Quick with a 50%+MA chance of hitting an ally.  Shield Oath which grants Regen, Protect, and Shell.  Defiant Strike (Uses weapon range with a damage formula of ((PA+2)/2*PA) that can cause the following status effects randomly, Confusion, Silence, Berserk, Chicken, Stop, Charm, Don't Move, Don't Act, and Death Sentence.  Along with the other abilities I've already posted.  She cannot target herself however with any of her abilities.
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    lunar [Posts: 57]
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    • [July 09, 2018, 06:41:41 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #72 on: July 09, 2018, 06:41:41 AM »
    I have an idea of putting dart from the legend of dragoon in as ramza and it is going great but the problem that im having rn is that i named the normal Squire class dragoon when it is only for ramza should be. but every thing else is goign great but do you guys have any idea about squall (ff8) because i want to add him.

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    Elric (Overseer) [Posts: 4066]
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    • [July 09, 2018, 02:44:15 PM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #73 on: July 09, 2018, 02:44:15 PM »
    You need to edit the name of the squire class that is specific to ramza. The one containing guts (not delitas) and not the one that uses basic skill.

    There isnt a fully complete squall sprite iirc

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    lunar [Posts: 57]
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    • [July 10, 2018, 04:47:33 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #74 on: July 10, 2018, 04:47:33 AM »
    I have finally figured it out and how to save it without an error (thank god for help forms) well here is the squall sprite sheet i just need some ideas. 

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    Pedro Henrike [Posts: 25]
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    • [November 28, 2018, 09:24:15 PM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #75 on: November 28, 2018, 09:24:15 PM »
    How do I get enemies to join my group? When I use FFTP, I mark the option to join after the battle and mark the blue team, but when I enter the match, the character's sprite is distorted or bogged down. How do I put, for example, Wiegraf in the place of a Knight, without the sprite being wrong?
    Nyzer [Posts: 892]
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    • [November 29, 2018, 03:21:18 AM]
    Re: Jobs and Etc. Ideas Proposal Thread
    « Reply #76 on: November 29, 2018, 03:21:18 AM »
    Make your own topic if you must ask questions about things; don't just go into unrelated topics and ask.

    The sprites are wrong because FFT doesn't load Formation sprites from the regular spritesheet for some weird reason; they load them from separate Formation sprite images. And there are nowhere near as many Formation slots as there are regular sprite slots.

    You'd have to replace an unused Formation sprite, THEN switch the spritesheet it's normally tied to with the spritesheet of the unit you're replacing it with, THEN go through all the ENTDs and set them to all the changed sprites correctly. It won't be a quick process.

    It can go faster on PSX by just changing which spritesheets each Formation sprite links to. But you can't do that for PSP.

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