• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
May 18, 2024, 07:40:26 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gatebuster202

321
PSX FFT Hacking / Re: Synthesis Shop 1.00
June 28, 2015, 02:03:25 am
So, I think I just found a use for all those pesky consumables that would have been obsolete in my patch. (Provided I can remove the Chemist class and still have a balanced game...) Thanks Xifanie
322
New Project Ideas / Re: Patch Ideas Proposal Thread
June 27, 2015, 06:32:06 pm
Sounds good Elric, thanks for the reply. I think I can make the vanilla edit, balancing classes, redoing some events and scripting to pave the way for the Fifty Year War patch. At that point hopefully some of the braver people who enjoy that, will offer assistance with the project. I may only make a rebalance patch to vanilla with classes if I can't get some help. (I work in grocery, so free time is... Limited.) I have ambition and a refined idea of what I want as well as enough patience to see it though. I'll ask questions as I get stumped for sure. It wasn't a help wanted post as much of a gauging interest post. (Though I was asking for those who were playing with the idea of modding of jumping on board.)

I guess I'll make a post and put together what I have in planning, and completed on Monday.

Also, as one Father to another Congrats, on your little one!
323
New Project Ideas / Re: Patch Ideas Proposal Thread
June 26, 2015, 12:17:01 pm
Hi Folks, been a while since I've logged on. I had hoped to become an active and productive member of the community back in '12 but, life happened, (Fatherhood!) and so patching got put on hold.

I have seen some interest in a Fifty Years War Patch. While I am not the best in the writing department, or in the eventing, I am wanting to throw my hat in on starting a project, if the want is still there.

Thing's I'd like to do.
1. Original Story, with given lore. So, I'd like the main character to be Barbaneth. Covering his whole life, from his graduation from Gariland, and Early days in the war, to assuming the Head of House Beaoulve, to marrying and having Dyce and Zalbaag, all the way to his death in the last few weeks of the Fifty Years War.

2. Interactive Side Character. So we'd fight(like the Delita battles in WotL) as Orlandu and Dyce and Zalbaag. When we got to point's in the story where that would be appropriate. This could be expanded, but it would give us a feeling of fighting a long reaching, time spanning campaign.

3. Original Map. I profess to have not looked at map editing in FFT, but I expect to have to edit our map to put the battles mostly in Limberry and Zeltinna. Cities will be static, Forts minus Besselat will move and maps will be generously used where appropriate. (Yes, you will fight lots of fort battles.)

4. New Jobs and Job Tree/ with altered skills. So, I like vanilla, but, this is a more military based campaign. so jobs will reflect that. More on this later when I have a final idea of what I'm trying to do. (I plan on creating a Vanilla patch with these new jobs balanced first. Once I have the jobs where I want them I'll finalize the events and such.)

5. Sprites. Sprites seem to be a bane of Patching. So, minus Balbaneth getting his own custom sprite, I will not wait on any other sprites to release the patches. New jobs will use removed jobs sprites and I'll request from sprites, permission to use sprites, but other then already made work, I don't want to wait on others for play testing and such.

6. Events. So, we have room in Vanilla for about 150 events and if I have kept up with things, we have maybe fifty more due to an extension. So that's two hundred odd events(Or more.) I'd like to tell the story in exactly 150 events. So whatever script I write, that's my limit for Barbaneth. Everyone else will share the other space and get a side story. I'm even considering a part one and two, with a division at Dyce and Zal taking up commands under Barbaneth. That'd double my event space and expand what I'm willing to put into the story.

So that's some goals. I don't want to put everything out there. I'd like to hope this interests people and they want to jump on board and throw me some assistance. I'll need help on the ASM front
(Still not exactly sure what that is. Aside from the ability effects formula/mechanics of the game.)

What I have done.
25% of the Story written, this is most of an outline with plot points. Now, I'll take influences/requests and input from my team(if they happen to come into existence.) Otherwise, I'd like to avoid receiving input from non-team members. (Not saying the community's opinion doesn't matter, it really does, but this keeps down avalanches of input without references to what we already have. We're working in 95% unknown territory, plot wise.)

Jobs have been re-planned. Requirements and Tiers of Jobs are changing, and a few classes that didn't see as much play will be removed, replaced, or re-purposed.

Items and Equipment. I have hopes for a overhaul of equipment to match the job overhaul. Most of this is on paper, but I'm playing with FFTPatcher. So I'll look at the limitations and see what I can do. (Little hint, Item, the Command... Might disappear, but the consumables will still have important uses.)

Anyway, feedback, tell me I'm crazy, too ambitious, ectra, now. Because I will go ahead with putting out some design docs and script samplers but the end of July if I see some support before then.
324
Job Tree Overhaul.

So, I saw CoP remove two base classes in favor of six-eight. Now personally I thought that could open up some new possibilities.

I want to create a more frontline/brutal Job Tree for both Vanilla and my Fifty Years War project Idea I proposed in the sister thread.

Squire and Chemist will have to go. Instead we start with Knight, Archer, Cleric(Priest), and Apprentice(Wizard.)

Knight (3 Square Ranged Ruin/Melee Break Class) - Ruin is for stats, they only subtract 1 stat point but hit at a much higher rate, while MP and Equipment still take the normal break command.Ruin will take 4-8 mp(Based on balance.)

Archer (Aim and/or Support Skills.) - Archer will be where we find Dash, Monster Skill, and a few Marksman abilities, if I can slot these in with Charge. (Three basic (shots). Pinpoint(Ignores Shields and Accessories.) Snap Shot(Ignores Reactions and Class Evasion) Blunted Shot(80% chance Knockback at 50% damage.)

Cleric (A limited selection of White magic, and Oracle Magic as Well as the Ability to equip Rods, Flails, Poles, and Heavy Armor. Esuna is replaces with the Squire's Salve. Magic is limited to level 2 Spells)

Apprentice (Level 2 magic from Black Magic, Poison, + Don't move, Don't Act, Float, and Demi.)

Of course these are Tier 1 classes, and lacking a base class, I don't exactly know if the soldier shop can handle recruitment for non-squires, so, it may be removed.

Ramza/Barbaneth will see an overhaul too. But those are story oriented so I don't want to put that out just yet.

I'll put more info here as I feel comfortable, until I have a cohesive document. Then I'll upload a public Google Doc.
325
New Project Ideas / Re: Final Fantasy VII Project
June 02, 2013, 03:18:06 pm
Hi, guys, new to the forum as a poster, but have been lurking, playing the tar out of fft mods. Etc... loved the most recent posted works and a fan of both games involved... I wanted to give back to an amazing community by throwing my hat in the ring as a new event editor. I have zero hacking experience, no tools, a wife and a kid on the way.(Spare time Monday through Thursday does occur often) If anyone is willing to give me assignments, after completing Elric's tutorials. Also, new to forums and social internet in general.