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Messages - old school

21
PSX FFT Hacking / The Blue Mage
January 21, 2020, 07:15:02 pm
Old School's Blue Mage Schooling



There are several posts expressing interest in the Blue Mage.  Some ask for help, others... help, I guess... this one is for collaboration, as there are some things I've figured out, and others I haven't (and likely never will).

First and foremost, what is a Blue Mage?
While the Blue Mage has seen several iterations, two things have remained consistent...  monster magic and versatility, albeit after a lot of completionism and vulgarity.  A great number of resources can be found at https://finalfantasy.fandom.com/wiki/Blue_Mage.  The oldest, and arguably most badass, Blue Mage was made available in FFV, and gained a wide array of magics, including Aqua Breath, Aero 1-3 (also sometimes categorized as White Magic), Parasite, Exploder, ????, White Wind, and many others.  This gave the Blue Mage some of the most powerful non-elemental spells, and access to efficient, potent buffs and curatives.  They also are able to hold their own with physical prowess, so like a Red Mage, but better.

I wanted to show my appreciation to Kagebunji & Mando as early in the post as possible, so it's worth noting that a Blue Mage sprite exists (http://ffhacktics.com/sprites.php?search=blue+mage) and, in addition to my son who loves Blue Mages, served as inspiration.  Thanks, Kagebunji, Mando, and Nightmare Child!

What do they wear?
Blue Mages, in their earliest incarnation, used Knives, Swords, and Rods, and wore Shields, Hats, Robes, and Clothes.  FFT and FFV maintain a pretty strong 1:1 in gear, save bells, boomerangs, and maybe one other.  Later Blue Mages were limited to sabers, drastically reducing coolness.

Does FFT support Blue Mage Mechanics?
Yes, "Learn on hit".

In FF6, Strago started with Aqua Rake (Breath), Revenge, and Stone.  To start with spells in FFT:
  • Set JP cost to 0
  • Uncheck "Learn with JP (Player)"
  • Check "Learn on Hit"

For the spells you want to have your Blue Mage learn through combat:
  • Set JP cost to 9999 (or possibly any non-zero value)
  • Uncheck "Learn with JP (Player)"
  • Check "Learn on Hit"

The rate is up to the modder.  You may want more powerful skills to be lower %, missables to be 100%, or both.

What Blue Magics already exist?
Luckily, Mr. School has provided a table with a ton of Blue Magic/Lores/Enemy Skills to cross reference.  Some spells exist only in name, while others are ready to go out of the box.

FF5, 6, and 7 Blue Magics/Enemy Skills to get your brain going

MagicAppears InDescriptionFFT Counterpart
DoomFF5, FF6, FF7Kills after 30 countDeath Sentence
RouletteFF5, FF6, FF7Death to random enemy/allyN/A
Aqua BreathFF5, FF6, FF7Originally non-elemental damage, but later became water-elemental for obvious reasons.N/A
Level 2 OldFF5
Level 3 ConfuseFF6
Level 3 FlareFF5
Level 4 FlareFF6
Level 4 GravigaFF5
Level 4 SuicideFF7Critical and Mini
Level 5 DeathFF5, FF6
Level ? HolyFF6Cast Holy on all enemies at a level divisible by ones digit of gil (0 & 1 hit all)
Frog SongFF5, FF7FF5: Inflicts Toad on one target
FF7: Also inflicts Sleep.
Black Magic Toad
Lilliputian LyricFF5Inflicts Mini on one targetN/A
FlashFF5Blind on all enemies
Time SlipFF5Old and Sleep on one targetN/A
Moon FluteFF5Inflicts Berserk on all allies
Death ClawFF5Critical and Paralyze to one target
AeroFF5Wind elemental magic
Aero 2FF5Wind elemental magic
Aero 3FF5Wind elemental magic
Flame ThrowerFF5, FF7Fire damage to one enemy
Goblin PunchFF5, FF7Ignore weapon effect.  Physical damage based on magical attack to one target.
8x damage on same level target.
Dark SparkFF5Halves the target's current level.
Off-GuardFF5Halves the target's Defense.
Transfusion*FF5FF5: Sacrifices the caster and fully restores one target's HP and MP...
FF6: and cures all status ailments.
None, formula hack below
Mind BlastFF5Deals non-elemental damage while inflicting Sap and Paralyze to one target.
VampireFF5Absorbs HP from target and restores caster's HP.
Magic HammerFF5, FF7FF5: Halves target's MP.
FF7: Drains 100 MP from one target and transfers the MP to the caster.
Mighty GuardFF5FF5: Protect, Shell, Float
FF6: Protect, Shell
FF7: Protect, Shell, Haste
Self-DestructFF5Current HP as damage to target, KOs casterSelf-Destruct
FF5: ????
FF6: Revenge
FF5Deals Max HP - current HP damage.Shock, Life Break
1000 NeedlesFF5, FF6Fixed Damage (1000)
White WindFF5, FF6, FF7FF5&6: Heal party for caster's current HP...
FF7: and cure status ailments.
MissileFF6Reduce target to 1/4 of its current HP.
LaserFF7Reduce target to 1/2 of its current HP.
Reflect???FF6Inflicts Blind, Slow, and Silence on all enemies with Reflect status.
Step MineFF6
Force FieldFF6Constructs a magic barrier that negates damage of a random element.
Bad BreathFF6Inflicts Blind, Poison, Imp, Confuse, Sleep, and Silence on one target.
RipplerFF6Target and caster exchange all positive and negative statuses.
StoneFF6Deals non-elemental damage and Confuse on one or more targets.
QuasarFF6Deals non-elemental damage on all enemies. Ignores defense.
Grand DeltaFF6Deals non-elemental damage on all enemies. Ignores defense.
Angel WhisperFF7Restores to target's maximum HP, and cures Death, Sleep, Poison, Confusion, Silence, Slow,
Stop, Frog, Small, Slow-numb, Petrify, Berserk, Paralysis, and Darkness to one target.

<?xml version="1.0" encoding="utf-8"?>
<Patches>

  <Patch name="Form 21 - Transfusion">
    <Description>Heals HP and MP to target equal to MaxHP and MP from caster/ Deals MaxHP and MP DMG to caster</Description>
    <Location file="BATTLE_BIN" offset="1225F4">
1980023C
942D428C
1980033C
902D638C
2A004494
00000000
060064A4
2E004594
50000634
250066A0
0A0065A4
1980023C
8C2D428C
01000334
000043A0
040044A4
A0000634
250046A0
0800E003
080045A4
    </Location>
  </Patch>

</Patches>

Awesome, old school!  I'm going to jump in and make one!
Whoah, slow down.  First off, your enthusiasm is a little off-putting.  Second, here are all the things that have driven me to a life of self-loathing, courtesy of the Blue Mage:

1. The animations are super weird, since humans aren't monsters
When I Mimic Titan a guy's face off, my guy does a weird sword dance.  When I Exploder my best friend mid-battle, my guy does something that takes me back to middle school gym.  There is allegedly a method to reassign animations or have 2 sets of animations.

2. Blue Magic costs MP!
...but monsters' skills don't.  This creates a low degree of complexity but if you start to think "bro, I can't Osmose (FFV throwback, anyone?) a monster normally!" or "dude, Difference doesn't hurt monsters because no MP!" you start to get a feel for the unintended consequences of the re-balancing process.

Additionally, If a skill costs MP, the monsters will not use it if they lack the MP to do so (despite not requiring MP themselves to use them).

Don't care?  Then on to...
3. MP wasn't the beginning!
Human/humanoids have very low stats.  In contrast, their spells are very powerful.  Monsters, on the otherhand, have very high stats and weak skills.  If you are thinking weak human + weak skills = work, you nailed it.  How much work though?  If your second thought was to boost the stats of your Blue Mage, then you would deal tremendous damage with any other skill relying on the MA/PA stat.  Additionally, like with MP consequences, reducing the MA/PA of your monsters drastically increases the effectiveness of PA/MA breaks.  If your attack would have broken say... 6% of a monsters stat, maybe now you can break 18%.  That means weaker monsters that are more susceptible to a slightly larger array of FFT skills totally undermining the game's mechanics!  :shock:

In conclusion, to successfully implement the Blue Mage, you would need to
:v/: Rebalance all the stats of your monsters, accounting for MP consumption and MA/PA consequences
:v/: Get a nice list of versatile monster magics to fill your skill set (and make some of your own!)
:v/: Figure out how to
    • do conditional animations
    • animate them all as magics for player and monster, or
    • give up and still feel good about your crappy Macarena looking deal you do before blowing away a foe
:v/: Come up with a cool name!

SPOILER: It's "Old School".

Resources:
:v/: Sprite Sheets
:v/: Spreadsheet for Rebalancing Assistance

This post has been made possible by the members of this site.  Special thanks to:
Kagebunji
Mando
Nitwit
Heisho
Nyzer
Yamish
22
The Blue Mage learns monster skills, which is cool because it doesn't require any additional skill slots.  I feel like this is not the place, though, so I'll make a post somewhere else later this week for anyone interested with links, thoughts, and my own obstacles for others to empathize.
23
Quote from: Elric on January 20, 2020, 11:04:05 pm
2) Yes, more than a few slots left to overwrite using UWEntries...
2a) Guests aren't in formation in TLW, so you could remap the formations for Delita, Algus, Ovelia, Gafgarion & Alma. So thats 5 Slots right there unless you intend to readd them to formation, which i wouldn't advise
2b) On top of the ones mentioned above, there is still slots you can remap for Olan, Balmafula and weird pigtail chick, so 3 more there.

You should have about 8 slots to work with, when creating a mod using TLW as a base, as long as you use the UWEntries sheet provided in the resources.


:lol: I was kinda hoping you'd say "no, you're out of luck."  I have no idea why this kid loves the Blue Mage.  Superhero mask, maybe?

I'm not sure if you've noticed, but the monsters stats are super high, but the skills super weak.  For humans it's the opposite.  Weak humans + weak monster spells = the Blue Mage dealing 30-40 damage end game (can't fix by upping stats due to the ability to use other class magics).  :|  Anyway, thanks for the pointers.  I have some work to do.
24
Hey guys!  I have 2 questions:

1) Is there anything that sets weapon sprites outside of FFTPatcher, like an ASM?  I'm trying to update the Nagrarock to be anything else and the in-battle animation looks like palette 8, graphic D (yellow sword), regardless of selection.  I'm reluctant to use the bug reporting thread without more information (not to mention this is not a TLW bug from my perspective).

2) In the event that I want to spend the rest of my life rebalancing to make the Blue Mage, are there any spriteset slots available to overwrite?  You guys have done so much work and added so much content, all my go-tos are used.

Great mod!  It does change a lot of the things I was used to doing, but makes other much more intuitive!  I'm getting my 7 year old exposed to WotL, and I'm so happy that now I can instead use this.
25
The Lion War / Re: The Lion War 1.05 - DOWNLOAD HERE!
January 17, 2020, 05:11:40 pm
Thanks for your hard work on this!  It's pretty amazing how pro you guys are.  I check back from time to time as life permits, and it's always cool to see these projects continuing to move forward.
26
Help! / Re: Innate Status not working...
January 28, 2016, 09:06:26 pm
I know this post is for the PSX version, but on WotL, it seems after the first turn, the berserk auto-battle state isn't triggered.  Any suggestions?
27
Quote from: Zorconomy on April 28, 2015, 12:24:25 pm
A job class that I see could replace or be compared to Geomancer would be:

Name: Elementalist (Or something along those lines)

Attack Base: Using Elemental Strikes to enhance attack power and change element to the attack used.

Say relating this to Geomancer you use a close range version or 'strike' version of Torrent/Water Ball having all the effects of the attack but then leaving that effect on the user's weapon or just their 'Attack'-skill.

Here's a small example:



You are referring to either the FFV Sorceror or the FFXI Red Mage enchant spells.  I am interested in this as well.  Has anyone had success with these?  If so, can you point me to a forum post?
28
Help! / Re: Various Questions
July 01, 2014, 09:16:27 pm
Hi, Krendall.  There hasn't been any activity in this thread for some time, and I was wondering if you ever had any luck implementing your "Turn Undead" ability.  I was hoping to do something similar (old school FF Dia), but I have no idea how to modify formulas, and was hoping for some direction.