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Messages - nextgenrpg

1
These random battles are really disheartening. I got a random battle with 5 or 6 turtles. Round 1: They all did their AOE rock shower and I lost. These are just a bit much for me right now!
2
Wow, I feel like it's Christmas eve. I've been checking this thread weekly hoping for some special update like this. Thank you for pushing this project forward Elric! I look forward to playing it through soon.

But seriously, a comprehensive patch which offers a completely new storyline, map, and events... this is what I've been waiting for since I beat Ultima the first time (no offense to anyone else who's attempted to do this). Anyway, I don't know why Square hasn't done this yet, but perhaps this is even better. I'm confident that this will live up to the hype.
3
Help! / Re: Running into an unknown problem
January 16, 2013, 12:32:33 am
1. Did you make any modifications to your Emulator recently? (Controls, visual, audio, etc)
2. Did you make any modifications to your keyboard or mouse setup recently?
4
Help! / Re: Weapon Range Modifications
January 03, 2013, 07:53:13 pm
Quote from: CONMAN on January 03, 2013, 07:37:56 pm
1.)- I don't think you can do that.
2.)-I would think you could mimic the attack setup that books have.  Just take a look in patcher at the books and edit the range for your spear
3.)striking-sword/knife
lunging-spear/rod
direct- crossbow/gun
Arc-bow

Thanks for taking a look CONMAN!

1.) So I guess the editor doesn't have that capability. Maybe if I learn something of ASM I could tinker with it, for now I'm SOL unless someone has an Idea.

2.) Taking a closer look, the books are direct, throwable... but so are shurikens, and they function differently. The thing that separates the two is "Item Type", one being "Book" and the other being "Throwing". Perhaps I could use item type "Book" with range 2.

3.) I understand that taking the lunging property off of a Spear allows you to attack diagonally with it (just 1 square). This leads me to believe that there are mechanical implications. Another example would be the fact that you could potentially avoid certain obstacles with an arc weapon. Do you know what all of the mechanical implications are for the different types I listed?
5
Help! / Weapon Range Modifications
January 03, 2013, 06:41:45 pm
I'm going through and trying to learn to use the different tools here. I've had some fun with patcher, but I've run into a few small walls.

1. How would you add the diagonal squares to weapons with Range 1?
(Giving Range 1 weapons the ability to attack all 8 bordering squares, instead of 4)

2. How would you change a Spear to only be able to attack at Range 2, and not at range 1? This would include the diagonals.

This is a link to a diagram. Essentially, Range 1 weapons could attack Pink, and Range 2 weapons could attack peach, with a 0% chance of hitting pink.

3. What do Striking, Lunging, Direct, and Arc do? What are the mechanical implications of each?
(I see that bows are "arc", and so the trajectory is different than the "direct" trajectory of crossbows and guns.

Thanks ahead of time for your brain usage.

Edit: Explained the diagram.
6
Journey of the Five Ch.1 / Re: Journey of the 5 DEMO!!
January 03, 2013, 05:26:59 pm
Quote from: Elric on January 02, 2013, 05:24:35 pm
thank you Nextgen, all of these have been fixed and are no longer an issue at all :P
NP, was my pleasure. Wish I could have helped sooner (sounds like you already had those bugs fixed). Just picked up some recording software so I hope to post up my play-through of ch.1
7
Journey of the Five Ch.1 / Re: Journey of the 5 DEMO!!
January 02, 2013, 05:06:44 am
Could be a bit late but....


Let me know if these are built in mechanically
1. During the second battle, Snake went transparent, and then wasn't able to move. I think it said something like "There's nowhere to move" even though there was.

This same error also happened to Alma in the final battle after casting wish.

2. In the final battle, when the enemy was on the table in the middle, and I attacked from below (and visa versa), I randomly got 0% hit rates. This was the case for melee and ranged attacks. After the enemy hit me a few times in this same format, I attempted to hit with a 0% hit rate, and I missed.
8
Recruitment / Re: 2 Beta-testers needed for Jot5
January 02, 2013, 02:08:54 am
I'm willing to work on it. Going through the demo as I type.
9
New Project Ideas / Re: Patch Ideas Proposal Thread
December 31, 2012, 03:41:39 am
Hey All,

I apologise now for the absurd amount of text here, but I simply do not understand the posting code on these forums, so i'll try my best. I'm going to be using a lot of terms, which I will explain

I know this seems silly, but I built this account just to put forth an idea, since all of my efforts here have simply been in playing  :P I personally have no programming skills, but a vast amount of knowledge on both Pathfinder and FFT, and a lot of fleshed out ideas. I would be very dedicated to doing anything/everything I could to support this project. So, here's my concept.

FFT: D&D 3.5/Pathfinder RPG edition

D&D 3.5/Pathfinder are played in combat very similarly to the way you battle in FFT. The background mechanics are entirely different, but the concept is similar. I am wondering if there are those out there interested in making an adaptation?

(Before I move on, I just wanted to say I've done some searching on the forums for a project but found nothing in progress, just a few mentions).

So, some of the main concepts/changes would be this:

a. Each square would represent (in theory) 5' of space.
b. Diagonals count as 5' for the first, and then 10' for the second, alternating
c. Movement range would be based on character speed (not like fft speed. This is generally 30', or 6 squares). This number is determined by creature size, and modified by class and armor type.


a. Each physical attack would have a range, 5' (minimum) being all squares surrounding, not just adjacent (like in fft)
b. Each square which you can attack with a melee attack at any given time would be considered a "threatened square"
c. Any time you move through a "threatened square", you would provoke an attack of opportunity, or a free melee attack from the threatener even though it's not their turn
d. Physical Attack accuracy would be primarly managed by Base Attack Bonus (BAB), which is determined by your class levels.
e. You may make additional melee strikes per round once you've reached a high enough BAB
f. If your opponent is flanked, or there is another unit threatening your target on the opposite side, you get an accuracy bonus.


a. Weapons would deal damage based weapon type, modified by a character statistic (tbd)
b. Weapon damage in D&D works by random number generation, or "Rolls"
example 1: A Bastard Sword (AKA Knight Sword) deals 1-10 damage (or 1d10 damage, which means 1 10-sided die). Lets say Ramza has a Knight Sword and has a Strength of 5, that means he does 1d10+5 damage. (This means that HP and damage are scaled down quite significantly.
example 2: Fireball does fire damage of 1d6/level, up to 10d6. A level 5 sorcerer casting fireball would roll 5d6 to determine damage dealt. A possible scenario would be 1+4+6+2+6 = 19



a. HP - Would be rolled based on Class Levels, and a character statistic (tbd)
i. A level one Rogue has HP dice of 1d8/level. At 1st lvl, you get max hp (so 8+stat). At second level, you roll the dice, and add the stat modifier. That means a level 3 Rogue with a stat modifier of 3 would have a total of 3d8+9, which could possibly translate into 8+2+6+9=25 hp at level 3.
ii. Such low hp and damage capabilities mean that everything is scaled down a bit compared to regular FFT.
b. Stats or Attributes (What I keep referring to as Statistic or stats) - Would determine many abilities
i. D&D has 6 main stats or attributes:
Strength (Str) - Determines melee accuracy and damage, and thrown damage
Dexterity (Dex) - Determines finesse melee accuracy, thrown, and ranged accuracy. Determines Speed Resistance (Reflex Saves). Adds to Armor Class (AC)
Constitution (Con) - Determines HP. Determines Physical Resistance (Fortitude Saves)
Intelligence (Int) - Determines spell casting for Wizards. Determines skill learning (Not sure that skills could possibly translate)
Wisdom (Wis) - Determines spell casting for Clerics and Druids. Determines Mental Resistance (Will Saves)
Charisma - Determines spell casting for Sorcerers, Paladins, and Bards. Determines social skills (Not sure that social skills could possibly translate)
ii. The 6 attributes, together with BAB would pretty much determine everything in the character menu.


a. Defense from Physical Attacks would be based on your Armor Class, or AC. AC represents a number which needs to be overcome in order to be hit.
b. Armor would no longer offer HP and/or MP: It would offer an Armor Bonus to contribute to your AC.
c. Evasion from cloaks etc would be replaced by AC bonuses.
For Example: You have armor which gives you 5 Armor, a Ring which gives you 1 armor, and a Dex score of 3, you would have an effective AC of 10 (base) +5 (Armor) +1 (Ring) +3 (Dex), for a total of AC 19. Lets say the attacker has a BAB of 3, and a Str of 3. He attacks with his Longsword. The attack chance would be 1d20 +3 +3, or 1d20 +6, hitting on any roll of a 13 or higher, or a 40% chance to hit.
d. MP would be removed. The spells you could cast in each combat encounter would be replaced by your available spells per day based on your class levels.
e. Combat order would be determined by initiative (Ini). Instead of speed determining when you act in combat, you'd have an initiative score which would be determined at the beginning of each combat by a 1d20 + Ini roll. Position in the initiative count would be permanent, effectively saying that nobody could act twice before someone else. Initiative order could only be changed by delaying your turn for any reason.


OKAY

I'm not even going to touch spell-casting, but we can get into that, as well as the specific mechanics of some of the other things I mentioned if there is some interest.

Soooooooooo:

1. Is there interest in the concept?
2. Which of these concepts are possible to implement/replace, and which are not?
3. Would you, or do you know someone who would be possibly interested in working on this?
4. Is there someone else already working on the concept?