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Topics - Lydyn

1
New Project Ideas / FFT: Raison D'être
January 01, 2013, 12:40:13 pm


• Demo Video •

Introduction
So here it is - this patch is designed to be a mixture between a balance patch and a challenging patch. It aims to keep as much of the spirit of Vanilla FFT while making it more challenging for those who've played it twenty, fifty, or even a hundred times over. Certain things we've come to expect from Vanilla FFT will remain the same, such as movements, accessories, etc, etc. However things such as speed growths, and running into boss-like enemies in the story that have player-combos in mind like having Move +3 or Counter Magic will also be common. If everything works out, the player will still be able to create silly combos of destruction, but the enemy will have it in equal measure.

Table of Contents


    • Already Made Changes

    • Planned Changes

    • Progress



Already Made Changes
∞ Story Battles ∞
• Scaled Story Battles to 2 levels per battle, meaning by the time you reach the Death City, the enemies are level 98-99.
• More use of the classes. You'll see Squires to Wizards in Ch. 1, Squires to Lancers in Ch. 2 & 3, and all classes in Ch. 4

∞ Random Battles ∞
• A lot more human enemies.
• At least one guest per random battle spot (out of possible 8-16 battle selections). Guests will start appearing in Ch. 2 or 3.
• Changed palettes specifically for random human enemies.
• Mini-bosses in Ch. 4

∞ Items ∞
• Palettes to 90% of the items have changed, to give a new fresh look to them.
• Nerfed Shields - highest PA is 40% (Escutcheon II) and highest MA is 40% (Aegis)
• Made all weapons and items available to the enemy, though rares will only be seen from levels 95-99.
• Chaos Blade is now at 28 WP and Javelin II is at 22 WP.
• Thief Hat & Secret Clothes have +1 speed instead of +2.
• Flame and Ice Shield are at equal power.

∞ Abilities ∞
• Made higher tier spells non-calculable.
• Set all action skills to 100% learn and rearranged skill lists for the enemy.
• Reduced Raise & Raise 2 to 25% and 50% respectfully.
• Reduced Demi & Demi 2 to 20% and 40%, and raised their accuracy a little.
• Reduced Life Drain to 20%.
• Added: Dead to Odin.
• Raised accuracy on Lich.
• Added MP Costs to Sword Skills.
• Lucavi status spells (like Chicken Race) now have a chance to miss.
• All percentage spells are dark elemental.
• Bad Breath now has the chance to inflict any negative status effect.
• Ice Breath can now inflict slow and Fire Breath can now inflict Stop, Don't Move, or Don't Act (Dragons only).
• Added Tonberry skills.
• Removed MP Switch, Blade Grasp, and Two Swords.
• Fairy now heals MP (MA*2)

∞ Jobs ∞
• Every human unit is put into three categories; light, medium, or heavy. This determines final speed (10 speed by level 99 is heavy while 12 speed by level 99 is light).

  • Heavy: Knight, Samurai, Summoner

  • Medium: Lancer, Time Mage, Wizard, Squire, Geomancer, Priest, Monk, Calculator, Mediator, Chemist, Bard, Ninja, Dancer

  • Light: Thief, Archer, Oracle


• Gained JP-Up is removed and becomes innate for all.
• Job Level requirements redone.

  • Level 2: 350 JP

  • Level 3: 700 JP

  • Level 4: 1,050 JP

  • Level 5: 1,400 JP

  • Level 6: 1,750 JP

  • Level 7: 2,100 JP

  • Level 8: 9,999 JP


• Dragons are made more deadly.
• This one, people will probably hate me for - Ramza's job has changed to a Sword Knight. (Note: If you can suggest a better job without it being a version of an Ubersquire, I'm all ears.)

  • Ramza's New Action List

  • Statis Sword: 12 MP, Ch. 1

  • Split Punch: 14 MP, Ch. 1

  • Crush Punch: 14 MP, Ch. 1

  • Wish: Ch. 1

  • Heaven's Grace: 12 MP, Heals HP (PA*3) MP (PA*3/2), Ch. 1

  • Accumulate: Ch. 1 (Might remove)

  • Knight's Guard: 12 MP, Adds Protect & Shell, Ch. 2 & 3

  • Shellburst Stab: 12 MP, Ch. 2 & 3

  • Crescent Blade: 16 MP, Damage + Inflict Stop, Don't Move, or Don't Act, Ch. 4

  • Hellcry Punch: 14 MP, Ch. 4

  • Ultima: Unchanged, Ch. 4, Learned


• Added Tonberries.
• Added two special classes (secret!).

∞ ASM ∞
Regain 10% MP per turn (testing)
• Good/Bad compact is +/- 6.25% and Best/Worst compact is +/- 12.5%
• Undead Revive with Max HP
• Random unit equipment is more selective (you'll see less of knights with linen robes in Ch. 2)
• Require Materia Blade -> Require Sword (not Knight Sword).
• Jump bonus applied to only spears.
• JP Scroll glitch fix v1.2
• Special characters can do propositions (testing)
• Mighty Sword has 60% chance to break equipment, does normal damage otherwise.
%HP formulas use Min(999,MaxHP)
• Solider Office can rename any unit (Testing)
• Undead receive 25% max HP damage from Phoenix Down
• Removal of permanent Faith/Brave alteration
• Global C-Ev
• Auto Potion ignores Potions & X-Potions

∞ Sprites ∞
• Changed 2nd palette (for random battles) to black (some red).


Planned Changes
∞ Story Battles ∞
• None at the moment.

∞ Random Battles ∞
• Large edit to Deep Dungeon.

∞ Items ∞
• None at the moment.

∞ Abilities ∞
• A look over monster abilities.

∞ Jobs ∞
• Add two unique jobs (a secret!) specifically for Deep Dungeon use.
• Improve Morbol monsters.
• Improve Behemoth monsters.
• Continue to tweak enemy-only classes.

∞ ASM ∞

∞ Sprites ∞
• Replace Calculator Sprite with Custom Enchanter Sprite.


Progress
Story: 78.8%
Random Battles: 100%

  • Fovoham Plains

  • Sweegy Woods

  • Zeklaus Desert

  • Lenalia Plateau

  • Mandalia Plains

  • Araguary Woods

  • Zirekile Falls

  • Barius Hill

  • Zigolis Swamp

  • Barius Valley

  • Grog Hill

  • Yuguo Woods

  • Doguola Pass

  • Finath River

  • Bed Desert

  • Germina Peak

  • Poeskas Lake

  • Dolbodar Swamp

  • Bevernia Volcano


Deep Dungeon Battles: 0%

  • N/A


Items: 100%
Abilities: 80%
Jobs: 80%
ASM: 90%

History Log
Janurary 1st, 2013: Original post made with current progress.
Janurary 1st, 2013: Edited Random Battles progress.
Janurary 3rd, 2013: Edited Job & Ability progress.
Janurary 4th, 2013: Custom Title Screen.
Janurary 13th, 2013: Random battles completed! Updated ability changes and started re-combing story battles.
2
Clips from FFH Chat;

Quote12:04   Lydyn: While my mind is on ASM ... is there a way to keep the "old" blade grasp while nerfing the player version? I know somehow hacked the black support above Short Charge. Maybe copy/paste blade grasp (not sure if that's, that easy) onto it and then use ASM to nerf the default one?
12:04   Lydyn: someone*
12:05   fdc: Well, yeah, you can do that, but wouldn't someone notice?
12:05   fdc: I think an "easier" solution is to have it so immortal flagged units
12:05   fdc: get the boosted version
12:06   fdc: easier in the sense there's less assembly involved


Quote12:13   Lydyn: Regardless... would it be easy to ASM the immortal flag for multiple boosts? Like giving them the original blade grasp (while player can only guard against bladed weapons), original MP switch (while player takes spillover damage to HP), etc?
12:13   fdc: Yeah
12:13   fdc: just has to be done separately
12:13   fdc: but the check is the same either way.
12:13   Lydyn: So seperate ASM, but it'd result in the same thing?
12:14   fdc: Separate added ASM checks
12:14   fdc: one for each abilty in question
12:14   fdc: *ability
12:14   fdc: but conceptually not hard


The Request: So basically, I was hoping to catch someone's interest and request that when the immortal flag is checked in ENTD that it 'boosts' two skills, changing them from the modified version back to it's default vanilla version.
Modified MP Switch: Any excess damage from MP Switch no longer goes to waste. It will damage the target's HP if there is any excess.
EX: Attacker deals 150 damage, Defender has 50 MP. The Defender would lose 50 MP (all of it) then receive 100 Damage.
Modified Blade Grasp: Blade Grasp now blocks all sharp weapons (except axes and flails). Sharp weapons being anything with an edge, like swords, katanas, spears, etc. but no arrows/bullets.

So an example would be, I give an enemy Blade Grasp in the ENTD part of the patcher, so it blocks all sharp weapons (except axes and flails) until I check the immortal flag - now the enemy's Blade Grasp blocks all physical attacks like it did in the vanilla version of the game.
3
I would've sworn there was an ASM floating around that made it so you only earned one level per battle... but I've been searching for hours and haven't found it. If it hasn't been made at all, how hard would it be to do and would someone be willing to do it? I'll definitely be using it, but it's more or less for a personal patch I've been playing around with. Though I've been debating of releasing it once I have everything edited just in case someone else wants to mess around with it too.  :P
4
The Lounge / CW Cheat, Custom Fireware, and PSP!
August 19, 2012, 08:48:02 pm
I've been searching for hours on how to do any of this and the furthest I've gotten is that you need custom firmware to use both CW Cheat and the PSP ISO ... does anyone have any accurate information on the step-by-step process starting from 6.20 Firmware on the PSP 3000 (Slim) all the way to installing and running CW Cheat and PSP ISOs? Thanks.
5
Spriting / Crossed Swords - Female Warrior Sprite
July 22, 2012, 12:48:39 pm
It's almost done! I need some assistance though, if someone wouldn't mind doing so. I'm having a hell of a time trying to get the attack animation to look right because the chest is custom made (thanks to Twin!). I'm unsure how many hours I've spent trying to get it right, but it's not really getting anywhere ... that and the profile/side view as well. I'm using the Miluda sprite for the warrior's head, so here's both sheets;
6
Focus of the Patch
The focus is going to be around five base classes that each tier off into a more offensive and defensive variant, and each class will wield a primary weapon and 2-3 secondary weapons, where the final skills of said class depend on the primary weapon. This patch will also be using the elements to construct a rock, paper, scissors mentality, using fire, lightning, ice, water, and earth. While Special Classes (such as Agrias and Ramza) will use the holy and dark elements.

Monsters: Have more unique monsters and base them around elements as well. Things like Goblins being based in earth (cannot understand why they were ever weak to ice).
Lower Numbers: This means lower stats, less Gil per battle, while items will be noticeably more expensive.
No Chemist: Instead, use item innate all, but in turn make potions either weaker and/or more expensive.
Squire is now Commoner!: Changing Squire to Commoner (Description: Where everyone starts and no one knows how to do anything. Should probably pick up a sword and choose another job for adventuring!).
Limited / Replaced Special Characters: The removal of some or many of them ... maybe replace Cloud with another special appearance?
More Weapon Selection: Eight weapons per job, giving you a total of anywhere from 24-32 weapons to choose from per class.
Limited R/S/M: Limit how many there are. Like removing Move +3 and such.
Zero charge spells: It'll have to be balanced in such a way that melee classes use more MP per ability to portray the fact that they're melee, but I think this'll be interesting.

----------------------------------------

∞ Master Guide ∞

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~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~





~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~



~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Key
★ - Very poor.
★★ - Below Average
★★★ - Average
★★★★ - Excellent
★★★★★ - Extraordinary

All stats compared to stars are at level 99 without equipment. Speed will be the same across the board.














HP: 200
MP: 30
Move: 1 Move
Jump: 1 Jump
PA: 2 PA
MA: 2 MA
Evade: 10%

★★
HP: 230
MP: 60
Move: 2 Move
Jump: 2 Jump
PA: 4 PA
MA: 4 MA
Evade: 20%

★★★
HP: 260
MP: 90
Move: 3 Move
Jump: 3 Jump
PA: 6 PA
MA: 6 MA
Evade: 30%

★★★★
HP: 290
MP: 120
Move: 4 Move
Jump: 4 Jump
PA: 8 PA
MA: 8 MA
Evade: 40%

★★★★★
HP: 320
MP: 150
Move: 5 Move
Jump: 5 Jump
PA: 10 PA
MA: 10 MA
Evade: 50%















Warrior
Recommended Role: Defender
Element: Earth
Halve: Lightning & Earth
Weak: Ice
Weapon: Sword
Secondary Weapons: Katana, Harp




















HP:★★★★★
MP:★★
Move:★★★
Jump:★★★★
PA:★★★
MA:★★
Evade:


Samurai
Recommended Role: Attacker
Element: Fire
Halve: Ice & Fire
Weak: Water
Weapon: Katana
Secondary Weapons: Dagger, Sword




















HP:★★★
MP:★★
Move:★★★
Jump:★★
PA:★★★★★
MA:★★★
Evade:★★


Thief
Recommended Role: Scout
Element: Lightning
Halve: Water & Lightning
Weak: Earth
Weapon: Dual Dagger
Secondary Weapons: Katana, Book




















HP:★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★
MA:★★
Evade:★★★★★


Scholar
Recommended Role: Mage
Element: Ice
Halve: Earth & Ice
Weak: Fire
Weapon: Book
Secondary Weapons: Dagger, Harp




















HP:
MP:★★★★
Move:★★★
Jump:★★★
PA:★★
MA:★★★★★
Evade:★★


Bard
Recommended Role: Support
Element: Water
Halve: Fire & Water
Weak: Lightning
Weapon: Harp
Secondary Weapons: Sword, Book




















HP:
MP:★★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★
Evade:★★★



Key

All stats compared to stars are at level 99 without equipment. Speed will be the same across the board.














HP: 200
MP: 30
Move: 1 Move
Jump: 1 Jump
PA: 2 PA
MA: 2 MA
Evade: 10%

★★
HP: 230
MP: 60
Move: 2 Move
Jump: 2 Jump
PA: 4 PA
MA: 4 MA
Evade: 20%

★★★
HP: 260
MP: 90
Move: 3 Move
Jump: 3 Jump
PA: 6 PA
MA: 6 MA
Evade: 30%

★★★★
HP: 290
MP: 120
Move: 4 Move
Jump: 4 Jump
PA: 8 PA
MA: 8 MA
Evade: 40%

★★★★★
HP: 320
MP: 150
Move: 5 Move
Jump: 5 Jump
PA: 10 PA
MA: 10 MA
Evade: 50%

















Knight
Required Class: Warrior
Upgrade Type: Defensive
Element: Earth
Halve: Lightning & Earth
Weak: Ice
Weapon: Knight Sword
Secondary Weapons: Sword, Katana, Harp




















HP:★★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★
Evade:★★


Berserker
Required Class: Warrior
Upgrade Type: Offensive
Element: Earth
Halve: Lightning & Earth
Weak: Ice
Weapon: Axe
Secondary Weapons: Sword, Katana, Harp




















HP:★★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★★★
MA:★★★
Evade:


Monk
Required Class: Samurai
Upgrade Type: Short-Range
Element: Fire
Halve: Ice & Fire
Weak: Water
Weapon: Pole
Secondary Weapons: Katana, Dagger, Sword




















HP:★★★
MP:★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★★
Evade:★★


Archer
Required Class: Samurai
Upgrade Type: Long-Range
Element: Fire
Halve: Ice & Fire
Weak: Water
Weapon: Longbow
Secondary Weapons: Katana, Dagger, Sword




















HP:★★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★★
MA:★★★
Evade:★★


Ranger
Required Class: Thief
Upgrade Type: Defensive
Element: Lightning
Halve: Water & Lightning
Weak: Earth
Weapon: Crossbow
Secondary Weapons: Dagger, Katana, Book




















HP:★★★
MP:★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★
Evade:★★★★


Ninja
Required Class: Thief
Upgrade Type: Offensive
Element: Lightning
Halve: Water & Lightning
Weak: Earth
Weapon: Blade
Secondary Weapons: Dagger, Katana, Book




















HP:★★★
MP:★★
Move:★★★★
Jump:★★★
PA:★★★★
MA:★★
Evade:★★














Rune Magi
Required Class: Scholar
Upgrade Type: Defensive
Element: Ice
Halve: Earth & Ice
Weak: Fire
Weapon: Staff
Secondary Weapons: Dagger, Harp, Book




















HP:★★★
MP:★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★
Evade:★★


Enchanter
Required Class: Scholar
Upgrade Type: Offensive
Element: Ice
Halve: Earth & Ice
Weak: Fire
Weapon: Flail
Secondary Weapons: Dagger, Harp, Book




















HP:★★
MP:★★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★★
Evade:


Shaman
Required Class: Bard
Upgrade Type: Defensive
Element: Water
Halve: Fire & Water
Weak: Lightning
Weapon: Rod
Secondary Weapons: Sword, Book, Harp




















HP:★★★
MP:★★★★
Move:★★★
Jump:★★★
PA:
MA:★★★★
Evade:★★


Illusionist
Required Class: Bard
Upgrade Type: Offensive
Element: Water
Halve: Fire & Water
Weak: Lightning
Weapon: Spear
Secondary Weapons: Sword, Book, Harp




















HP:★★
MP:★★★★
Move:★★★
Jump:★★★
PA:★★
MA:★★★★★
Evade:




Key

All stats compared to stars are at level 99 without equipment. Speed will be the same across the board.














HP: 200
MP: 30
Move: 1 Move
Jump: 1 Jump
PA: 2 PA
MA: 2 MA
Evade: 10%

★★
HP: 230
MP: 60
Move: 2 Move
Jump: 2 Jump
PA: 4 PA
MA: 4 MA
Evade: 20%

★★★
HP: 260
MP: 90
Move: 3 Move
Jump: 3 Jump
PA: 6 PA
MA: 6 MA
Evade: 30%

★★★★
HP: 290
MP: 120
Move: 4 Move
Jump: 4 Jump
PA: 8 PA
MA: 8 MA
Evade: 40%

★★★★★
HP: 320
MP: 150
Move: 5 Move
Jump: 5 Jump
PA: 10 PA
MA: 10 MA
Evade: 50%















Fighter
Required Character: Ramza
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword




















HP:★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★★
Evade:★★


Swordsman
Required Character: Ramza
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword, Katana




















HP:★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★
MA:★★★
Evade:★★★


Swordmaster
Required Character: Ramza
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword, Katana, Blade




















HP:★★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★★
Evade:★★★


Paladin
Required Character: Agrias
Element: Holy
Halve: Holy
Weak: Dark
Weapon: Sword, Knight Sword




















HP:★★★★★
MP:★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★
Evade:


Blackguard
Required Character: Gafgarion
Element: Dark
Halve: Dark
Weak: Holy
Weapon: Sword, Blade




















HP:★★
MP:★★★
Move:★★★
Jump:★★★
PA:★★★★
MA:★★★★
Evade:











Squire
Required Character: Delita
Element: N/A
Halve: N/A
Weak: N/A
Weapon: Katana




















HP:★★
MP:★★
Move:★★★
Jump:★★★
PA:★★
MA:★★
Evade:★★


Squire
Required Character: Algus
Element: N/A
Halve: N/A
Weak: N/A
Weapon: Dagger




















HP:★★
MP:★★
Move:★★★
Jump:★★★
PA:★★
MA:★★
Evade:★★



~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~









Warrior
• Guard: Add protect to one ally, range: 2
• Standing Wall: Protect 100% on self
• Quicksand: Add slow to one enemy, range: 2
• Gaia: Earth damage to one enemy, range: 2
• Gaia II [☆]: Earth damage to one enemy, range: 3
• Quake: Earth damage to surrounding enemies, range: 1 around self
• Quake II [☆]: Earth damage to surrounding enemies, range: 1 around self, cancels shell & protect
• Guardian's Stance [☆]: Add protect, shell, & regen to self
Samurai
• Break Defense: Attempts to break enemy shield
• Spin Flame: Fire damage to surrounding enemies, range: 1 around self
• Fire Strike: Fire damage in straight line, range: 4
• Flame: Fire damage to one enemy, range: 2
• Flame II [☆]: Fire damage to one enemy, range: 3
• Inferno Strike: Fire damage in three directions, range: 1
• Inferno Strike II [☆]: Fire damage in three directions, range: 2
• Dragon's Spirit [☆]: Fire damage to surrounding enemies, range: 2 around self
Thief
• Steal Helm: Steal's target weapon
• Steal Shield: Steal's target armor
• Steal Accessory: Steal's target accessory
• Sprint: Haste on self
• Thunder Strike [☆]: Jump on target, range: 5
• Bolt: Lightning damage to one enemy, range: 2
• Bolt II [☆]: Lightning damage to one enemy, range: 3
• Allure [☆]: Charm target enemy








Scholar
• Meditate: Restore little MP to self
• Frostbite: Adds poison to one enemy, range: 3
• Freeze: Adds Don't Move to one enemy, range: 2
• Ice: Ice damage to one enemy, range: 3
• Ice II [☆]: Ice damage to one enemy, range: 4
• Blizzard: Ice damage AOE, range: 2, area: 1
• Blizzard II [☆]: Ice damage AOE, range: 3, area: 1
• Frozen Crystals [☆]: Ice damage AOE, range: 3, area: 2
Bard
• Healing Melody: Heals little HP to one ally, range: 3
• Purity Song: Cancels Poison, Slow, Don't Move, & Confusion on one ally, range: 2
• Lullaby: Add sleep to one enemy, range: 2
• Aqua: Water damage to one enemy, range: 2
• Aqua II [☆]: Water damage to one enemy, range: 3
• Aquaveil: Adds shell to one ally, range: 2
• Healing Melody II [☆]: Heals some HP to one ally, range: 3
• Inspire [☆]: Heals some HP, little MP to one ally, range: 4






~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~













Warrior
• Reaction: Parry
• Support: JP Boost, Defend
• Movement: N/A
Samurai
• Reaction: Bonecrusher
• Support: JP Boost
• Movement: N/A
Thief
• Reaction: Gil Snapper
• Support: JP Boost, Throw Item
• Movement: N/A
Scholar
• Reaction: Magic Counter
• Support: JP Boost
• Movement: N/A
Bard
• Reaction: Cup of Life
• Support: JP Boost
• Movement: N/A














Knight
• Reaction: Dragonheart
• Support: JP Boost, EXP Boost, Safeguard
• Movement: N/A
Berserker
• Reaction: Counter
• Support: JP Boost, EXP Boost
• Movement: Swim
Archer
• Reaction: Critical: Recover HP
• Support: JP Boost, EXP Boost
• Movement: N/A
Monk
• Reaction: Hamedo/First Strike
• Support: JP Boost, EXP Boost
• Movement: Lavawalking
Ninja
• Reaction: Vigilance/Caution
• Support: JP Boost, EXP Boost
• Movement: Ignore Terrian














Ranger
• Reaction: Regenerate
• Support: JP Boost, EXP Boost
• Movement: N/A
Rune Magi
• Reaction: Absorb MP
• Support: JP Boost, EXP Boost
• Movement: N/A
Enchanter
• Reaction: Auto-Potion
• Support: JP Boost, EXP Boost
• Movement: Waterwalking
Illusionist
• Reaction: Damage Split
• Support: JP Boost, EXP Boost
• Movement: N/A
Shaman
• Reaction: Critical: Recover MP
• Support: JP Boost, EXP Boost
• Movement: Ignore Weather


~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Warrior (Incomplete - Will be blue later)



Samurai



Thief



Scholar



Bard

7
Help! / Tutorial Battle Editing
November 06, 2011, 01:03:02 pm
Hello FFT! ... I have a question for the event editors out there. Is there an easy way to make it so that one of the tutorial battles acts like a normal battle? As in, you start it up and it just displays defeat all enemies like a random battle? Thanks.
8
PSX FFT Hacking / Formula Changes
November 06, 2011, 09:39:44 am
Not sure where else I can post this, as I'm unaware of who is around, who is active, how their topics are set-up, etc.

All I want is to change formulas to 5E) Dmg_(MA*Y) #Hit_(X+1) and 1E) Dmg_(MA*Y) #Hit(Rdm{1,X}).
9
Spriting / Virkum
November 05, 2011, 05:57:07 pm
Okay, so I have two examples ... different palette changes and the second one has very minor edits to some more shadow on the face. Any comments or questions are welcome, but do keep in mind I'm not the best spriter like most of the others.



10
Old Project Ideas / Aevum: The Black Rose
November 01, 2011, 12:43:19 am
The coin felt heavy in his hand. The golden surface reflected a heavenly image of gates, shining in the morning sun. Somehow it felt like his entire life had lead to this one event, the gentle hand of fate guiding him to their city, Telid'. He was to meet the living gods, beings so powerful and magnificent that no one knew what else to call them. Only years earlier, Virkum, set himself to gain an audience with these living gods in order to save his family from starving.

So much has happened since then, so much so that it seemed like a lifetime ago. He had tasted bloodshed and power since then and though he was no greedy man, it had changed him, for the better or so he hoped. His eyes finally gazed up as the gates opened, revealing a palace that was made of silver marble laced with black and seemed to glow with the radiance that was godhood. Little did he know, this was but the start of a long journey.


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Goal: The goal of Aevum: The Black Rose is to best reflect the magic that has been designed for a role-play I made on Roleplayer Guild.

Our Hero: Virkum



List of Changes to meet this Goal
• There will be eleven classes, reach reflecting a level of mastery over magic, from Novice, Apprentice, Journeymen, and beyond.
• There will be 8 words that the player can learn through-out the game, with room for 4 more if needed. Some examples include, Flame, Thunder, Life, and Warrior.
• Abilities will require the Word of Focus support ability to use each type of magic. For example, to use [Flame: Fireball], you'd have to equip [Word of Focus: Flame] as a support ability. Each class will have several types of word magic, but characters will only be able to equip two words of focus at any one time.
• Fusion Magic will be present, magic that will be useable once two words are combined. An example is using [Word of Focus: Flame] and [Word of Focus: Warrior]. This would grant you the ability to use [Flame Warrior: Fire Strike] in battle.
• Using FDC's ASM, characters will be limited to one level per battle along with 150 JP awarded for winning each map. Also, random encounters will not exist.
• Special characters besides Virkum (Ramza with a new sprite) will not be playable at all, since Holy Knights, Dark Knights, and Soldiers do not exist in this type of setting. However, sidequests will still be available.
• Price adjusting.
• More focus on melee (since magic will be - generally - more limited via amount of options).
• Only blades, spears, polearms (or staves), daggers, bows, crossbows, ninja blades, and katanas.

List of Changes that may happen
• New Spell Effects
• New Music
• Slightly altered scenes (a combined effort to get rid of special characters).
• Lower Gold (Gil) rewards.
• Light, Medium, Heavy Armor.

List of changes that have happened
• Renamed skills in the FFT Patcher for better organization.
• Completed Virkum's sprite.
• Made final decision on max HP/MP/PA/MA.
• Completed Job Class, skills, and skillsets up to Journeymen.
• Applied ASM hacks to ISO.
• Added Additional effects to equipping words.

Flame: +8% PA
Thunder: +9% Speed
Ice: +6% MA
Earth: +5% HP & MP
Life: +10% HP
Bless: +66% C-Ev
Curse: Cancels: Stop, Slow, and Death Sentence
Warrior: +10% MP

• Came up with all new generic skillset, skills, and job names.

Job Names: Novice, Apprentice, Journeymen, Adept, Expert, Master, Grandmaster, Demi-Deity, Lesser Deity, Greater Deity, Immortal Deity
Skillset names: Incantation I-III For Ramza, Magic I-XI for generics.
Spell Names (76 spells total)
     Life: Cure I-III, Heal I-III
     Warrior: Double Slash, Triple Slash, Endless Blades, Wind Blade I-III
     Flame: Inferno I-III, Blaze I-III
     Thunder: Bolt I-III, Lightning I-III
     Ice: Icicle I-III, Blizzard I-III
     Earth: Breath I-III, Quake I-III
     Bless: Angel Tear I-III, Everlight I-III
     Curse: Devil Kiss I-III, Black Void I-III
     Fusion Waterlash, Flare, Magma, Phoenix, Bravery, Melt, Flame Blade, Hail, Wither, Icy Death, Reflect, Freeze, Sharpen, Thunderburst, Mystic Armor, Quickness, Slow, Lightning Stab, Rock Armor, Regeneration, Break, Earth Slash, Infuse Life, Damnation, Blood Sword, Esuna, Hallowed Blade, Dispel Strike.


Credits
• Eternal
• Zaen
• Kalas
• Raven

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That's all for now. If I think of more changes that are planned or discussed, I'll edit this. Thank you.
11
Spriting / Half-cape?
October 29, 2011, 01:36:34 am
Sorry if this is too vague, but I'm trying to create a half-cape for my sprite. I've tried multiple ways using the Lancer cape, but always looks really weird ... it's like I can't get the curve of the cape on the angles to look right. Any advice or examples to help me out?
12
The Lounge / Ivalice: Rebirth - FFT Fan RPG
May 26, 2010, 08:44:23 pm
As many of you know, I've been in the works of making an RPG that is set 30 years after FFT had taken place. It focuses on Esteria, a Holy Blade of the church suddenly finding herself questioning her loyalty to the same church she serves. King Delita Hyral had just passed away a few months ago and his grandchild, Prince Clemence, has taken the throne. Many still don't know of Ramza's tale and the church holds power ...

Dowload link (it is 151 MB); Ivalice: Rebirth Demo
Others:
RTP (Needed)
Game.ini (Just incase you need it)

Gamepad
• Z is select
• X is cancel/menu
• Q is previous
• W is next
• Alt + Enter is Full-screen/window













13
The Lounge / FFH Chat?
May 23, 2010, 01:45:46 pm
Is there something wrong with the chat? I join and it says no one is on and that I'm the host? O.o
14
The Lounge / Skills for my RPG
May 10, 2010, 10:21:02 pm
I just need some minor help ... trying to come up with 14 skills for my 6 classes, each.
I've got;
• Holy Blade
• Dragoon
• Cleric
• Warlock
• Druid
• Archer

Names and/or description of what said skill would do would be a huge help.

Note: This isn't for FFT.
15
Spriting / Cactuar?
April 27, 2010, 09:24:48 pm
So, yeah, this sucks ... but at least it's decent for having absolutely no reference to go to (besides colors). I could really use some suggestions to keep this going - if anyone has any. Wouldn't be so bad if I didn't have to do it in a 45 angle... ugh.

16
Spriting / ZODIAC (Image)
April 24, 2010, 05:43:31 pm
Okay ... trying to figure out what sort of image this is - does anyone know? Shishi has a BIG problem with exporting it, but I'm wondering if I get image type correct it may import it?
17
Old Project Ideas / FFT: Revised
April 21, 2010, 10:29:16 pm
Inspiration: The basis of the patch had been the idea of giving each class an exclusive weapon, such as giving samurais only katanas and allowing no one else to wield them besides Samurais. That was the basis anyways, but it's since grown from several ideas both from my own mind and paths other people on IRC have lead me down.

Goal: To provide an alternative battle system to the original game. Changes to almost everything including (but not limited to) items, jobs, monsters, battle events, abilities, special characters, weapons, armor, and battle set-up.

Preview Video: RevisedPreview_001 (10 minutes long)

Screenshots



Job Tree


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Comments: For now, I'd just like to thank everyone for all the help - and you know who you are! I've been given some awesome ideas and advice concerning the making of this so far and look forward to more suggestions. Thankfully, no one has really suggested anything that's out of place for this patch, so it's nice to know that the community has at least a feel for what I'm getting at. Anyways, without further ado, the changelog!

Changelog

Class Changes
Soldier
• Equip: Blades
• Skillset: Basic Art
•• Stab: A basic thrusting attack. (Piercing)
•• Cross-Over: An upwards slash. (Slashing)
•• Falling Blade: A heavy downward attack. (Slashing)
•• Blitz: A multi-stab attack. (Piercing, Added Attack: 25% Stab chance)
•• Ravange: A multi-slash attack. (Slashing, Added Attack: 25% Cross-Over chance)
•• Adrenaline: Use battle stress to your advantage. (Add: Berserk and Regen)
•• Parry: Guard against incoming attacks. (Add: Defend)
•• [Secret Skill]
• R/S/M: Caution, Monster Skill

Chemist
• Equip: Crossbows
• Skillset: Item
• R/S/M: Auto-Potion, Maintenance, Move-Find item

Blade Dancer
• Equip: Wakizashi
• Skillset: Blade Skill
•• Whirlwind: Spin with weapon in hand. (Slashing)
•• Flower's Quarrel: An attack that strikes innocence. (Slashing, Add: Innocent)
•• Iaijutsu: Draw the blade with inhuman speed. (Slashing, Add: Slow)
•• Nothern Lights: An attack that unleashes inner energies. (Slashing, 2 range)
•• Tempest: Spin with weapon in hand, invoking the wind. (Wood)
•• Silf's Revenge: Use the legendary wrath of the wind. (Piercing, Add: Slow)
•• Ifrit's Fury: Invoke the flame's rage. (Slashing, Add: Berserk)
•• [Secret Skill]
• R/S/M: Counter, Attack Up

Archer
• Equip: Bows
• Skillset: Aim
•• Power Shot: A powered up shot. (Piercing)
•• Rapid Shot: A multi-arrow attack. (Piercing, Added Attack: 25% Power Shot chance)
•• Feathers of the Wind: A shot guided by the winds. (Wood)
•• Ray of Light: An arrow infused with holy energy. (Heals HP and MP)
•• Cripple: An aimed shot for the legs. (Add: Slow or Don't Move)
•• Flight: Channels the power of the wind to bolster speed. (Add: Haste)
•• Soaring Dragon: Summons a dragon spirit to drain. (Drains a tiny amount of HP)
•• [Secret Skill]
• A/S/M: Gilgame Heart, Secret Hunt

Priest
• Equip: Stave
• Skillset: Holy Magic
•• Heal: Gather holy energies to close wounds. (Heal some wounds)
•• Healara: Gather holy energies to close wounds. (Heal moderate wounds)
•• Healaga: Gather holy energies to close wounds. (Heal heavy wounds)
•• Healaja: Gather holy energies to close wounds. (Heal fatal wounds)
•• Raise: The priest calls back the soul from the river. (Revives character)
•• [Secret Skill]
• R/S/M: Magic Defense Up, MP Restore

Wizard
• Equip: Rod & Wand
• Skillset: Spellbook
•• Quake I: Summon the spirit of earth. (Earth)
•• Fire II: Summon the spirit of fire. (Fire)
•• Quake III: Summon the spirit of earth. (Earth)
•• Fire IV: Summon the spirit of fire. (Fire)
•• Water I: Summon the spirit of water. (Water)
•• Silva I: Summon the spirit of the forest. (Wood)
•• Thunder I: Summon the spirit of lightning. (Metal)
•• [Secret Skill]
• R/S/M: Magic Attack Up

Mage
• Equip: Rod & Wand
• Skillset: Magic
•• Water I: Summon the spirit of earth. (Water, Add: Poison)
•• Thunder II: Summon the spirit of lightning. (Metal, Add: Darkness)
•• Water III: Summon the spirit of water. (Water, Add: Poison)
•• Thunder IV: Summon the spirit of lightning. (Metal, Add: Darkness)
•• Quake II: Summon the spirit of earth. (Earth, Add: Slow)
•• Silva II: Summon the spirit of the forest. (Wood, Add: Float)
•• Fire II: Summon the spirit of fire. (Fire, Add: Berserk)
•• [Secret Skill]
• R/S/M: Counter Magic

Warlock
• Equip: Staff
• Skillset: Incantation
•• Silva I: Summon the spirit of the forest. (Wood, Add: Poison)
•• Silva II: Summon the spirit of the forest. (Wood, Add: Poison and Float)
•• Silva III: Summon the spirit of the forest. (Wood, Add: Poison and Float)
•• Spire: Earth spirits come from below. (Fire, Add: Confusion and Slow)
•• Razor Leaf: Forest spirits surround the enemy. (Wood, Add: Poison and Addle)
•• Flames: Fire spirits emit from within. (Fire, Add: Berserk and Oil)
•• Snowflake: Water spirits gather at your fingertips. (Water, Add: Stop)
•• [Secret Skill]
• R/S/M: Half of MP

Cleric
• Equip: Books
• Skillset: White Magic
•• Cure: Gather holy energies to close wounds. (Heal small wounds)
•• Cura: Gather holy energies to close wounds. (Heal some wounds)
•• Curaga: Gather holy energies to close wounds. (Heal moderate wounds)
•• Curaja: Gather holy energies to close wounds. (Heal heavy wounds)
•• Esuna: Gather holy energies to clean the body. (Cures ailments)
•• [Secret Skill]
• R/S/M: Defense Up, Absorb Used MP

Druid
• Equip: Axes
• Skillset: Elemental
•• Earth's Shield: The earth shields the target. (Add: Protect)
•• Water's Reflection: The water reflects onto the target. (Add: Reflect)
•• Forest's Cover: The forest covers the target. (Add: Shell)
•• Nature's Pulse: Nature pulses through the air. (Add: Regen)
•• Cat's Grace: Grant's the grace of a cat. (Add: Haste)
•• Druid's Faith: The druid's faith in mother nature, becomes the target's faith. (Add: Faith)
•• Reincarnation: The seed of new life is planted. (Add: Reraise)
•• [Secret Skill]
• R/S/M: Walk on Water, Move on Lava, Regenerator

Spellblade
• Equip: Swords and Gunblades
• Skillset: Bullet
•• Flameberge: Loads a Fire Red bullet. (Fire)
•• Liquid Steel: Loads a Water Blue bullet. (Water)
•• Thunderblade: Loads a Lightning Yellow bullet. (Metal)
•• Stoneblade: Loads a Gaia Brown bullet. (Earth)
•• Skycutter: Loads an Aero Black bullet. (Wood)
•• Mjolnir: Loads an Ash Gray bullet. (Crushing)
•• Lionheart: Loads a Soul Gunmetal bullet. (Piercing)
•• Umbra: Loads a Poison Black bullet. (Slashing)
•• [Secret Skill]
• R/S/M: Float, Two Hands

Special Classes
Aura Blade (Ramza)
• Equip: Swords and Gunblades
• Skillset Emanate Aura
•• Heal
•• Stab
•• Cross-Over
•• Whirlwind
•• Kain's Lance: An attack that resembles the legendary lance. (Piercing, 2 range)
•• Masamune: An attck that resembles the legendary blade. (Slashing)
•• Rune Blade: Inciting runes upon the blade, it breaks the will of an opponent. (MP damage)
•• [Secret Skill]
•• [Secret Skill]
• R/S/M: Dragon Spirit, Half of MP

Knight (Agrias)
• Equip: Legendary Knight Blades
• Skillset: Chivalry
•• Enchanted Blade: The knight enchants the blade. (Energy)
•• Backlash: A downwards and upwards slash that causes the enemy to stumble back. (Slashing, Chance of knockback)
•• Sonic Wave: With a mightly swing, a wave of power is conjured. (Wood, 4 range)
•• Ignition Break: Enchanting the blade with energy, the blade explodes into flames. (Fire)
•• Resilience: Using self-determination, the knight pushes herself onward. (Heal some wounds, Self-only)
•• Fallen Star: Enchanted with star dust, this attack explodes in front of the knight. (Energy)
•• Twilight: Mixing star dust and sand, this attack shoots from the wielder. (Energy)
•• [Secret Skill]
•• [Secret Skill]
• R/S/M: Retaliate, Two Hands

General Changes
• Gil earned lowered
• All item prices adjusted
• Potions more expensive
• Weight of armor is reflected via speed
• Shield and Mantle evasion lowered
• Gobal C-Ev
• Item innate all
• All growths are the same, but multipliers do change
• Changed Zodiacs
• Monster Growth/Multiplers & Elements
• Job Levels:
Level 1: 100 JP
Level 2: 250 JP
Level 3: 500 JP
Level 4: 1,000 JP
Level 5: 1,250 JP
Level 6: 1,500 JP
Level 7: 1,750 JP
Level 8: 9,999 JP

Glitches
• Some event scenes with the original sprites will glitch when making unusual movements (such as turning their head).
• Weapon in battle sprites (when weapon is being used to attack) is messed up, though it's hard to notice at times. No one has identified a solution yet.
• Queklain's name is still displayed as Queklain, despite it being someone else entirely. It'll be fixed in time.
• Crystals and Treasures appear as 'black holes.'

Updates
• v01 to v011: Modified some of the monsters abilities, especially Chocobo.
• v011 to v012: Edited monster HP - Still dangerous, but a lot less 'I'm gonna die' feeling. Also, completely reworked elemental system to reflect Wu Xing. Changed all [mage tier] spells to reflect the new element system.
• v012 to v013: ENTD changes up to chapter 2. Replaced Queklain with another boss. Changed saving screen. Got a base done for all monsters.

Link to PPF: FFT_Revisedv013 (Ch.1 - Ch.2 is done.)
Note: Make sure to extend your ISO using the newest ShiShi (just open up a clean ISO) before applying this patch or the sprite changes will not occur!
18
Spriting / WLDFACE - Clean Portraits
April 21, 2010, 03:54:10 am
It's 0150 in the morning and I've been searching all over the place for the answer to my question ... so I apologize if this has been asked elsewhere.

I'm using the FFT UNIT/WLDFACE program and finally got to the point where I can begin editing the portraits ... but, assuming I have custom portraits (of those like Agrias Redone and Beatrix) and even original ones with new palletes - how do I extract those 'cleanly' so I can simply import them over the old portrait? Thanks.
19
Help! / Replacing Elidibs
April 18, 2010, 06:41:55 pm
All right, I tried searching on the forums and asking in chat ... so, I'm posting. I'm trying to replace Elidibs' zodiac form with another, but I'm not sure what unit to replace in what ENTD (I'm assuming 1D9 though).
20
Help! / Weapon Glitches
April 11, 2010, 01:47:59 am
All right, here's the scenario, I have made all new weapons and made books and crossbows for weapons. However, when using books, the battle animation looks like a shaking pole and the crossbow looks like a really badly-done gun shooting. Here's the patcher for both, maybe I missed something;



21
Spam / Signature
April 04, 2010, 10:38:45 pm
Hm... seeing if this works - if it does, I'm not sure why it isn't working in my sig.

Rawr

Edit: Figured it out. Thank you Spam forum!
22
Help! / Job Tree issue
October 28, 2009, 09:40:10 pm


All right, so here's a logic puzzle for someone. Looking at this, it should be assumed if I make a unit a Level 1 Knight, that he'll naturally have Squire, Chemist, Knight, and Monk unlocked.

Instead though, when entering the game, he has Squire, Chemist, Knight, Monk, Archer, Thief, Priest, & Wizard unlocked. Anyone figure out why?

Edit: I did change Monk's knight requirement back down to level 1, but it doesn't change anything.
23
Help! / FFTacText Editor; Object Referance
October 24, 2009, 06:37:29 pm
I'm getting the message (when patching the ISO with the text editor); "Object Referance not set to an instance of an object."

Does anyone know what's going on? I've been editing quotes all day and some names and stuff using quickedit. Maybe the ones with "No messages" aren't able to hold quotes?
24
Help! / Spriting Help
October 24, 2009, 01:00:30 pm
Hey, just need some quick help for my own personal patch. I'm trying to replace the Bard/Dancer sprites with those of the ninja - which are Type1 instead of Type2. I'm not sure how to go about this using the v457 Shishi Sprite Editor, as it's new to me.

I changed the types on the scroll box, but the bottom half of the new ninja sprite is all screwed up.

Thanks.
25
Help! / Help: Chat
June 13, 2009, 08:11:18 pm
QuoteUnable to connect : java.net.ConnectException : Connection timed out: connect

I keep getting this when trying to log on to the chat room. I did send Archeal a PM, but he logged right after I sent it, so .. hoping someone else can catch this sooner and tell me how to fix it. Thanks.
26
The Lounge / Hey
April 12, 2009, 11:21:23 am
Seems like a few people have been asking where I've gone, so I'm dropping by to let you guys know what's going on. Mostly, I've joined the Air Force and I'm going to school right now, so that takes up most of my time. That and with some other activities I've been up to, I probably won't get to hacking tactics anytime soon, but feel free to hit me up if you want. I'll try and check up when I can. :)
27
Spriting / Portraits into Sprites
December 13, 2008, 09:44:34 pm
I've never found this information ... how do you put portraits into the sprite .BMP? I tried, but then the palette is all messed up in the portrait. =(
28
Spriting / Lydyn/Vampire Sprite
December 13, 2008, 09:02:06 pm


Okay, I'm just asking for some tips or help for this ... for some reason this bothers me. Since the Vincent Sprite is what I'm using which is based off of the Bard, it -looks- right, but ... it's a walking animation. Won't that just empty space look really odd?
29
The Lounge / Break
December 10, 2008, 02:26:45 am
Just letting everyone know I'm taking a little bit of a break. With the holidays and the new game I found (Perfect World), I thought... I'd just hang around there for a little bit.

Probably won't be a really long break though. I'll be picking up where I left off when I get back. :) *Cookies for all.*
30
Spriting / Tonberry Revived
December 01, 2008, 11:32:08 pm
Okay! The only problem I've seen in my short tests is that this is missing a casting animation. Any suggestions on how to add one? Or where?



Note: I've yet to adjust the first palette here, as the yellow and green aren't the best at the moment.