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April 30, 2024, 04:02:13 pm

News:

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


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Messages - 4Strings

1
You have to admit, though, that giving some races certain inherent elemental affinities (at least as far as resistances/weaknesses) could make some sense and is doable even with the existing tools.
So resistance to air for Grias, weakness to water for Nu Mou/Moogles (fits with their inability to enter water), earth resistance to Bangaa, etc.
2
Great! Looking forward to the next update!

Have you considered altering Luso's custom job to something a bit more like his Game Hunter job in FFT WotL? http://finalfantasy.wikia.com/wiki/Game_Hunter

3
Makes total sense! Bummer about the naming though... Earthfall has such a nice ring to it...  :(
4
Quote from: Zeke_Aileron on August 23, 2017, 02:15:44 pm
I edited one of the default Hume Jobs, and moved all the prerequisites for that job to a locked job that can't be accessed because the required abilities needed to master is the ability set itself which is within that Job. (LOL)
So basically i made the Blue Mage job unique to Luso by giving him one Action Ability from the locked away ability set to give him full access to the Job, no other Hume or special job Hume can learn Blue Mage or Illusionist by normal game play means whatsoever.

This way i can make that Custom Job for Luso as i please, and i felt Illusionist was kind of boring for the Humes and solely left it exclusive to the Nu Mou's since they have a more Spell varied job set. (If i wanted to, i could make a custom job for Cid as well.)
I am currently in the process of transferring everything from the test build onto my Mod slowly since i have to change battle formations that have Blue Mages and Hume Illusionists, and edit ability animations and text descriptions.


Cool! Looking forward to trying it out!
Also, I had an idea for a replacement for Blade Bash for the Duelist/Parivir): How about "Earthfall Blade", double earth damage (like Lifethread/Shimmering/etc.) + immobilize (maybe also + disable)? Could use the Earth Veil animation.

Oh, and I think there's a typo for the Duelist where Skyfury Blade is labeled as Skyfrost. Wasn't sure if it's on purpose or not.
5
Just read the updated OP.
Looks like you managed to get a custom job working after all! How'd you manage it?
6
Quote from: Zeke_Aileron on August 22, 2017, 08:13:52 pm
i gave Luso a different Job number, in the first mission you do, you have Luso assigned the Soldier Job at default cause his recruited job hex number is 00 and it's story based so you have to change his recruit hex, which i saw under the recruit section of Lennart's spreadsheet.

Once i did that, i was then able to give Luso access to all of the Hume's jobs abilities by raising his Custom Job's ability lists Hexes from the Soldier's First Aid ability to the Seer's Magick Frenzy ability to which he could set a second ability set.

So basically you forced Luso's starting job to be custom, but the minute you changed his job it was no longer accessible?
Did setting the ability Hexes to First Aid through Magick Frenzy mean that the custom job had all the A-abilities?

Also, would it be possible to try to replicate the switchable special jobs like Sky Pirate or Heritor's HEX data in order to achieve a custom class?

Sorry for all the questions. Just throwing ideas around...
7
Quote from: Zeke_Aileron on August 22, 2017, 07:44:22 pm
Actually Keeper does show up in-game it's a Nu-Mou boss in the Brightmor Tower section, and Not Used was used for something (i think it was another pot related thing or the Neukhia part that's not mentioned in the fight.)

For the Custom jobs thing, if a unit didn't have a Custom job to begin with any custom job they get will not show up on their job list, and no jobs will show up on their list if the custom job is set to not change jobs (and pushing "X" to check said custom job's description will crash the game) and for a unit that has a custom job (Al'Cid for this example) can't change jobs to begin with, so giving him the ability to change jobs does exactly the same as a normal unit set with a custom job, and Al'Cid doesn't have animations for some weapons since he was intended to not have job changes. (and yes i don't like Al'Cid at all...)


I see... I seemed to remember Keeper being a thing (it's been years since I last played through the whole game). I just did a search through the Enemy Data file and it didn't find anything.

You mentioned that you did manage to make a custom job for Luso (even though it's broken). How did you manage that?
8
Looks great! (Long-time Lurker here...)

For custom jobs (like for Luso), have you considered looking into converting some of the unused jobs? In Lennart's Editor, Keeper (21) and NOT USED (8B) never show up in any battles (at least in the data sheets), so converting them shouldn't affect AI units in any other battles, as would happen if you tried converting something like the Flintlock or (*cringe*) Agent into something useful.

I've tried messing around with both of those jobs, but can't get them to show up in the jobs list... But all I've done really is try to replicate the settings of a Hunter in the Editor as well as renaming the job using a HEX editor.

Just a suggestion, and great job again!