• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

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.

Topics - Zuka

1
What up folks, this isn't as much an introduction as a warning, I'm back, Hello to all the new members, and to those of you who are familiar with me already, condolences. No telling how long I'm back for but I'm working on nothing major, so mostly here out of nostalgia and to offer to some advice or opinions where wanted. So as I'm not sure what else to put here, I think that'll about wrap it up.
2
Spam / 2 year anniversary
December 07, 2010, 01:21:35 am
So I just happened to notice today was my 2 year anniversary on hacktics (dec 06 that is) anyone else celebrating an anniversary?
3
Spam / The Topic Slayer!
December 06, 2010, 12:31:47 pm
I've noticed a trend in topics going dead almost as soon as I post in them, this is a test.

I AM THE TOPIC SLAYER!!
4
The Lounge / HEY BITCHES! LONG TIME NO TALK!
October 27, 2009, 11:50:30 am
Hey everyone, been a while, how's things going around here? I lost my good computer so I've living off of a laptop that for some god awful reason won't run my emulators so I haven't been able to patch these days, but I still care, so i thought I would pop in and say "HEY BITCHES!"

|| Edit || Nicve touch with the whole G od=St. Ajora thing ^^
5
I've begun work on a patch for all the zombie fans out there, the story will rotate around the theme of the undead suddenly taking control of Ivalice, as a few brave souls, attempt to battle back the hordes in search of what few survivors there may be. In this dark time, on the coattails of the lion and fifty year wars people are scared and broken from years of bloodshed, as the dead soldiers begin to rise on all sides, with a united front against all that still lives.

Changes:
Nearly all humans encountered will have the undead status and the blood suck ability, Goblins, and all forms of undead will gain blood suck (Goblins become undead), On top of this all bull demon varieties will become undead, and gain the bloodsuck skillset. Classes don't change for the most part, though I may swap some out for classes more suited to a zombie specific game.

Blood suck will become a small skillset, including more than just blood suck, other skills to be included are yet to be finalized, but sleep touch, and drain touch may become more prominent.

Monsters as a general rule of thumb will become much less common, except in the cases of monsters who have been converted into special undead (like the boss zombies in Left 4 Dead... Sorta...) Monsters that are in combat and are not undead will not be on your side however, the undead are not on anyone's side, but when a monster is encountered in a random battle, you can be assured he's just as much a target as anyone on your team.

Some equipment will be over-hauled to better suit a world of undeath, as well as a few abilities.

To be honest I have alot of ideas to work with in this patch, but I don't want to make a patch that no one wants to play, which is why I come to the community about it. I'm looking for a team of people interested in working on a zombocalypse patch. I won't be posting a beta unless this generates some buzz because i don't really want to crowd the forum with something that, in the worst case scenario, will end up being a solo patch, and might take a LOOOOONG time.

This patch will involve a story rewrite as one might assume, and takes place a few years after the end of the Lion's War, exactly how long is still undecided. Anyways I hope this generates some interest as I would REALLY like to get it done, so please, flood me with your ideas and criticisms and if you want to be a part of the patching team just send me a private message, I don't know exactly how many people I will need but the more the merrier at the moment.

P.S. I'll be posting replies in this entry as spoilers so as to conserve the forum space.

|| Help Needed ||
ENTD
Spriters
Idea people
more to come I'm sure...

|| Edit ||
Quote from: "Dome"i think blood suck is very imba if it's too spread...you should reduce the % of the ability
- I agree completely, I was also thinking of granting immunities to a few main characters, I think it would be a good thing if the story revolved around just a small handful of people who were immune (therefore the only ones capable of actually fighting without a massive bloodsuck-fest) I was also going to make getting actually hit with the blood suck status cause you to become invited as well, so that if someone got transformed into a zombie, they were gone. Of-course, this would continue to exclude the main characters being that they would be immune to the transformation all-together. I was also thinking of re-naming blood-suck to something more appropriate, like "Infect" or something. any ideas?
Quote from: "Dome"You should also rebalance the healing items...
- I agree with you completely on that, I'm just not sure yet how I should go about re-balancing them, I mean, obviously pheonix downs can't be instant kilers anymore, but what else to do I wonder?

|| Edit ||
Quote from: "SilvasRuin"Ivalician (I don't think that is a word... yay for inventing)
-  *clap clap* Props to you sir.

Quote from: "SilvasRuin"White Magic would become immensely more powerful as it would serve multiple purposes.
- I agree, and I've decided that limiting white magic use to a select few special characters (who may or may not have any imunity) would help a great deal to balance them over-all, there is a thought I'm bouncing around as well in my head about taking off the hurt undead values of white magics basically changing the dynamic.

Quote from: "SilvasRuin"The greatest issue I see is that being set in the same world, the jobs and magic of FFT would presumably still be around... but things would get horribly lopsided very quickly with the classes and abilities, especially White Mage, as I mentioned.  
You could work around it and have new jobs developed specifically for zombie slaying and then have the normal stuff make an occasional "cameo" appearance or something to help continuity.
- My plan is to modify some classes that tend to be less used (any ideas? I've come up with archer, bard and dancer, I was thinking dancer could be a sort of necromancer, kinda thing) And simply removing some other classes that prove to be outbalanced against the horde.

 - As far as special characters are concerned none of the originals should be present in my opinion, as it seems to me they all are likely dead after the airship graveyard, although I haven't heard the official story, just beaten the game several times, though i still have my doubts. Here's where I need some serious help, I need some original sprites and have had a terrible history in my attempts to sprite, any good spriters wanna sign on?

Quote from: "SilvasRuin"I also think the amount of characters immune should be rather limited, perhaps even only two.  What good is a zombie survival game with recruitable generics if there isn't constant danger of losing characters to the enemy and being forced to kill your former allies?  
- I agree, I was thinking of making two maybe three people immune,(have to test it to be sure) I also had the idea of making them guests you don't actually control and allowing for you to recruit people you can control but may lose.

Quote from: "SilvasRuin"The risk shouldn't be absurd, so Bloodsuck would need to be used less often or have a fair chance of not turning them, but the danger of that occurring should always be looming over the player's head.  
- I've set it up so that blood suck is a skillset on human characters, there are more skills they will have access and while increasing the challenge I think it will also help to lessen the risk of people being hit with blood suck, in addition I made blood suck evadeable so that it's easier to dodge.

Quote from: "SilvasRuin"Perhaps make it common enough that players will give up resetting for every single generic they lose...  Unique characters that are vulnerable to it would wind up causing some needed tension as well.
- There are several monsters who have been converted to undead and given blood suck, I think it'll be the kind of thing players basically learn to live with.

Quote from: "SilvasRuin"Extra challenging encounters should be on every area from every direction so there is always some danger of running into something nastier than usual.  This is a fusion with a survival horror genre after all.
- There's always a chance of encountering the horde. BWA HA HA!

Quote from: "Dome"Of course the phoenix down would do 25% damage to the undead, like in 1.3
Potions should heal 20% of hp, hi-potions 25% of hp and x-potions 30% of hp, and damage undead by the same ammount ofc.
-
As far as potions and pheonix downs go I think that's a good idea, I might stretch out the % a little bit, maybe 15, 30, 45, or 20, 30, 40, I don't know, I'll playtest a few things and pass them around to try out, but I definitely think you're on to something there.

Quote from: "Dome"All special character should be immune to blood suck, and the name of the ability could simply be "bite"
- I think I am going to make a couple, but I do like Silvas idea of making very few characters that were immune, I don't want to fill up battles with immune characters, though i might make a support ability that grants immunity for special characters, so if you wanted to risk it... well.

Quote from: "Dome"A necromancer could be the cause of the plague, resulting in a new enemy.
- I was bouncing around the idea of a disease, some kind of mutated poisoning, or even the notion that they weren't really undead (like 28 days later) but at the moment the actual cause is still kind of up in the air, and when i do decide I think I'll keep it pretty confidential, don't want to divulge everything after-all.

Quote from: "Dome"Yeah battles should be a lot harder, with some human guest and enemy animals as happearence (that will be blood-sucked sooner or later xD)
- there you go, I may remove the recruitment system all-together, and simply throw survivors out there once in a while, if you can keep them from being infected then you can gain a new ally.

Quote from: "Dome"Priest will be imba, so you should use some support ability like "energy immune" to make some boss-enemy immune to potions and raise-cure shit like that...
- I am going to make certain bosses immune to the damaging effects of healing abilities, but I'm not sure about a support ability, I may simply change the elements of their individual status so as not to actually be undead, but treated as such.

Quote from: "Dome"Also put the necromancer class to charm the undead xD
- I was thinking of replacing the dancer with a necro style character to charm undead, maybe replacing the bard with a sort of undead hunter.

Quote from: "Dome"P.s: You already decided the story?
- Not entirely no.
6
The Lounge / I love Ehrgeiz
March 17, 2009, 01:07:18 pm
I've been cracked out on Ehrgeiz for a couple of days now, and I was wondering if anyone had the same fondness that I do with the game, I never liked the fighting aspect of it very much, but the little dungeon diver that's built in is AWESOME and I have been having SO MUCH fun with it... Anyone else?
7
Spam / An official apology
March 03, 2009, 02:36:40 pm
Okay well I blew up on the forum a couple of months ago due to some criticism I should have handled with more grace, and I wanted to officially apologize here, I thought of where I should post this but since it's really not related to any topics other than spam I guess this is the right section of the forum...

Anyways I've been doing some hard work on my patch recently, and thus-far it's coming along very well, though to be honest i don't think it's the type of thing experienced players will be al that interested in, my Idea now is to bring new players to the table with a patch that's a lot faster moving and when played properly it's honestly pretty easy... If anyone is interested in this idea let me know, and if anyone knows of common reasons that someone "Just couldn't get into it" then those reasons would be of even more use to the patch...

So once again, sorry for having been a whiny little fuck, and I hope you can find it in yourselves to forgive me in my emo-ness, and with any luck, I will be welcomed back into the ranks of hacktics.

 - Yours
          Zuka
8
If this thread could be purged I'd appreciate it, the patch has changed far too radically for this thread to remain relevant, though I won't post a new thread about the patch to prevent spamming. Though if this cannot or will not be purged then I understand and will try to adapt this thread.

For the time being you can find my most recent work at
http://www.geocities.com/deusincarnum/index.htm
There isn't much info about it but the patch itself can be downloaded there for play-testing or shits and giggles purposes.
9
Okay, I'm trying to create a blue mage, to replace the archer, I have a skillset made up, and I've figured out how to make sure he can only learn the moves he's hit with, however, my initial problem was that no matter what skil was listed it was treated as the charge skill in it's place, and when I changed it to an alternate skillset (#33 Battle Skill) and of-course changed the skillset to be the blue mage abilties I wanted, however, when I go into battle, no matter how few of the abilities my archer has learned he still has access to nine of the skills, and no more, my guess is because he has nine squire skills learned and the skillset I'm giving him is someone else's version of "Basic Skill" so the game thinks he should know all of the skills he would if he were a blue mage... is there any way i can fix this, perhaps a skillset I can use that won't be treated as a squire replacement? Or do I simply have to either pick another class to edit or give up on my Blue Mage (which is more likely cause i didn't really want to ditch anything but the archer)

|| Edit || Voldemort is the man, he told me how to fix this, sorry for taking up space on the forum. The trick by the way is change the abilities in the action menu to <default> for the skillset you want to change.
10
Hacking/Patching Tools / Problems with Tactext
December 21, 2008, 12:06:57 pm
Unhandled exception has occured in your application. If you click continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately.

Unable to load DLL 'FFTTextCompression.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E


?????????????

Anyone have this problem? It only occurs when i attempt to "Save to selected file" for my edits. I'm wondering now if my edits are saving at all or if this has thus-far been a waste of time.

|| Edit || Thank you Vanya that was very useful information. ^^
11
PSX FFT Hacking / A Question about stats
December 19, 2008, 10:55:51 am
Do i want growths (HP/MP/SPD/PA/MA) to be higher or lower? I've noticed that certain high HP classes like the monk actually have smaller HP growth than the chemist or squire, but is their high HP due to the multiplier, or is a lower HP growth the secret to high HP?

|| Edit || Just out of curiosity, does anyone know if changing the mimic skillset will glitch the game, or if I can edit the Mime into a non-mime class at all?
12
Old Project Ideas / FF Tactics, Swordskills edition.
December 14, 2008, 12:50:50 pm
This is Tactics, The Swordskills Edition, The Idea is to make swordskills more accessible and prevalent throughout the game, With this comes the complication of balancing out mosters to character strengths and balancing out classes to better deal with the massive ammount of swordskils. Any suggestions for new swordskills or mods on old abilties to better function in a world of ranged power are GREATLY appreciated.

I'll be needing 2 Beta testers, and if anyone is fluent with modding  story sequences, I could really use another programmer on the project. Feel free to e-mail me though I don't check my mail sometimes for days on end, lol.

Edit: Current Mods[/u]
All Characters can equip hair adornments and perfumes (that always bugged me)
All Monsters have increased stats
All Rare items are no longer rare, and are re-leveled

Lancer Changed it's name to Dragoon
Skillset Changed to Dragon
Added
Triple Bracelet - JP Cost 400
Triple Thunder - JP Cost 600
Triple Flame - JP Cost 600
Dark Whisper - JP Cost 900
Equip Spear
Dragon Spirit
Ignore Height
Move+3
Jump+3
Two Hands
Removed
Counter Tackle
Monster Skill
Equip Axe
Defend
Gained JP up
and Move+1

Dragoner
Skillset Has Been changed to Breath, to which All dragoner abilties have been added.

Monk[/u]
Can Wear Hats and Robes now. +1 Movement up to 4 from 3
Wave Fist: JP cost down from 300 to 150
to make up for swordskills being so cheap.
Y value Increased from 2 - 4, Lost Vertical Tolerance
Earth Slash: JP cost down from 600 to 300 JP
Repeating Fist: Gained Random Hits + Random Fire, lost vertical tolerance, Formula changed to 1E

Dmg_((MA+Y)*MA/2)#Hit(Rdm{1..X}) Y=5 X=5
Secret Fist to be renamed (Suggestions?) Range increased to 3,
Formula changed to 33 Hit_(PA+X%) X=85
Status Formula changed to All or nothing (Darkness, Silence, Poison, Or Death sentence)
Stigma Magic: Range increased to 3, AOE decreased to a single target Formula Unchanged, However, X
value was reduced from 120 to 75
Chakra: Gains Range 3, AOE reduced to a single target
Revive: Gains Range 3 Formula Unchanged, X value unchanged at 70, and Y value decreased from 20

to 10, Vertical Tolerance Removed

Wizard[/u]
Increased MP growth and Multiplier
Innate Short Charge
Added to Skillset:
Short Charge


Time Mage[/u]
Innate Short Charge
Added To Skillset:
Melt
Tornado
Quake
(support)Non-Charge, Lost Short-Charge
(movement)Teleport 2

Knight:[/u]
Equipment Break Skills now have Range 3 and require Sword.
Using the Mighty Sword Effects
Ability Break Skills (magic, power, etc) Now have a range 3, AOE 1 and mp cost 5, using the Magic Ruin,
Power Ruin, etc effects. Accuracy for Stat Breaks greatly increased. Equipment Breaks Changed to
Mighty Sword Formulas.
MP multiplier increased from 80 to 100

Geomancer: Gets a name change (Poll runs for 2 weeks)[/u][/i]
Skillset Replaced With Elemental Swordskills (Heaven and Hell Knight Skills, redone)
Can equip Knight Swords, and loses axes, also gains armor and helmets.
They Have Innate Any Ground
MP multiplier boosted from 95 to 110
Requires Knight lvl4 and Squire lvl4 Wizard lvl2

Other Changes to Skillset
Added:
Silent Walk
Move MP-UP
MP Switch
Equip Sword

Lost:
Equip Axe
Counter Flood (No longer has Geomancy)

Heaven and Hell Knight Skill Changes - Now Geomancer Skillset
All Formula's Changed to 2D,
All Require Sword,
None Are Random Firing,
None Animate on Miss
All Have CT 0
None can Hit Caster
     -Tier 1 All Have AOE Single target
Heaven Thunder - Y=1 Lightning Elemental
Asura - Y=2 Fire Elemental
Diamond Sword - Y=3 Wind Elemental
Hydragon Pit - Y=4 Water Elemental
Space Storage - Y=0 Ice Elemental Inflicts Random (Dark, Confusion, Silence, Frog, Poison, Slow, and Sleep)
Sky Demon - Y=5 Earth Elemental
     -Tier 2 All Have Aoe 1
Heaven Bolt Back - Y=1 Lightning Elemental
Asura Back - Y=2 Fire Elemental
Diamond Sword Back - Y=3 Wind Elemental
Hydragon Pit Back - Y=4 Water Elemental
Space Storage Back - Y=0 Ice Elemental Inflicts Random (Dark, Confusion, Silence, Frog, Poison, Slow, and Sleep)
Sky Demon Back - Y=5 Earth Elemental

Changes To Holy Sword Skills:[/u]
Stasis Sword:[/u]
Range Increased from 2 to 3
Formula 2D with Y equal to 3
Split Punch[/u]
Range Increased from 3 to 4
Formula 2D with Y equal to 4
Crush Punch:[/u]
Range Increased from 3 to 4 Vertical Decreased from 1-0
Formula 2D with Y equal to 3
Vertical Tolerance Removed
Lightning Stab:[/u]
Range Increased from 3 to 4 Vertical Increased from 1-2
Formula 2D with Y equal to 6
Holy Explosion[/u]
AOE 255 (enemies only) Vert: 255
Range target's self only
Formula Formula 32 Dmg_(Rdm(1..X)*(PA*3+Y)) NS  (X=25/Y=0)

Changes To Limit Skills:[/u]
ALL Limit Skills are now CT 0
Braver:[/u]
Jp cost down to 100 from 150
Range Increased from 2 to 3
Formula 2D with Y equal to 2
Cross Slash:[/u]
AOE 1 Vert 0
Range Increased from 2 to 3
Formula 2D with Y equal to 4
Blade Beam:[/u]
Range Increased from 2 to 3
Formula 30 AbsHP_(PA*WP) NS
Climhazzard[/u]
Range Increased from 3 to 4
Formula unchanged
Meteorain:[/u]
AOE 2(unchanged)
Range Increased from 3 to 4
Formula Formula 1E Dmg_((MA+Y)*MA/2)#Hit(Rdm{1..X}) Y=20 X=5
Effect Changed to Choco Meteor
Finish Touch[/u]
AOE reduced to single target
Range Increased from 4 to 6
Formula unchanged
Statuses unchanged
Omnislash:[/u]
AOE 2 (unchanged)
Range Increased from 3 to 5
Formula 32 Dmg_(Rdm(1..X)*(PA*3+Y)) NS (X=150/Y=5)
Cherry Blossom:[/u]
AOE 2 (Unchanged)
Range Increased from 3 to 6
Formula 42 Dmg_(PA*Y) DmgCas_(PA*Y/X) NS  (Y=60 X=45)

Ramza Squire Changes:
Skillset:
Accumulate
Braver
Cross Slash
Blade Beam
Climhazard - Chapter 2
Meteorain - Chapter 2
Finishing Touch - Chapter 4
Omnislash - Chapter 4
Cherry Blossom
Heal Gains Range 3
Wish Gains Range 3, and JP cost 100
Scream Gains Range 3 Brave increase reduced to 0
Ultima (still have to be hit with it)
Gained Equip Sword, Lost Equip Axe.

Squire Skillset Changes (Basic Skill)[/u]
Added Stasis Sword
Added Split Punch
Gained Equip Sword, Lost Equip Axe.

Archers Lose Charge and Gain Snipe with Heal, Yell, Cheer Up, Wish, and Scream.
Engineers Gain Thief Skills in Snipe to make up for the difference, Gain use of Crossbows, and Bows

Mediator Most skills have become more accurate.
Vertical Tolerances removed.
Thief Most skills have become more accurate.
Vertical Tolerances Removed.
Priest MP multiplier increased from 120 - 150
Innate Short Charge added, and Faith added to skillset.

Agrias HP/MP/HPmultiplier/MPmultiplier/PA multiplier increased
Skillset Changes
Added
Cure
Cure2
Raise
Regen
Protect
Shell
Esuna
Equip Sword
Maintenance
Lost
Equip Axe
Defend

Mighty Sword Skillset Changes
Added
Shield Break,
Night Sword,
Dark Sword,
Stasis Sword,
Scream,
and Equip Sword
Lost
Eqip Axe

All Swordskill Skillset Changes
Added
Heal
Wish
Scream
Gather Power
and Equip sword
Lost
Equip Axe

Monster Over-hauls[/u] - Still Working on getting the monsters to actually equip their newly

useable equipments
All Monsters have increased stats

Chocobo Gains Choco - Ball

Goblins - All Gain Wave Fist (Gobledeguk loses Goblin Punch)
All gain use of Knife, Ninja Blade, Sword, Axe, Gun, Crossbow, and Bow Weapon Types.
(Black Goblin Gains Katana, Gobledeguk Gains Katana, and Flail.
All Gain use of Shield, Helmet, Hat, Armor, and Clothing Armor Types.
All Gain Use of Shoes, Armguard, Ring, and Armlet Accessory types.

Squids Pisco Demons Get Witch Hunt and Wiznaibus
All Gain Use of Rod, Hair Adornment, Robe, Ring, and Cloak
Squidlarkin Gains Use of Armguards
Mindflayer Gains use of Books, and Perfumes

Skeletons All Gain Stasis Sword
All Gain Use of - Sword, Knight Sword, Katana, and Polearm Class Weapons
Bone Snatch Gains Ninja Blade, Living Bone Gains Guns
All Gain Use of Shield, Helmet, and Armor class armors
All Gain Use of Shoes, Armguard, ring, armlet and Cloak class Accessories
Living Bone gains use of Hair Adornments

Minotaurs
All Gain Knight Swords, and Axes
Sacred Gains Polearm.

ALL of these changes are still up for discussion, if anyone thinks they are not a good idea it would be nice to know and to know why, the balance of this mod is VERY important to me[/u][/i]

And if someone could tell me how to re-name abilities and classes, that would be awesome.

The Issue at the moment seems to be that Geomancer's and Lancer's automatically have a surprising ammount of their skillset once actually in-battle, though while in the menu screen they may only have one or two abilities, but hopefully, it's just something I did in testing and I can figure the glitch out of it, otherwise this project might end up dead in the water. I hope not... let's see
13
I just wanted to let you all know, that I just mastered every single job in the PSP version of Tactics, with all 16 of my characters (not including of-course the Byblos and Worker 8) that's all, just wanted to pat myself on the back and brag about it a little, hard work after-all...

PS. I didn't use any cheat devices on my PSP version, or mods, just the straight up game, as it was written...

(edit)PPS. I have 9 characters (not including byblos and worker 8 ) who are not "Mastered" summoners, thanks to Zodiac being a hit to learn only, sorry to mislead you all, and thanks for the reminder to edit this darth
14
Hacking/Patching Tools / Cannot patch tactics
December 06, 2008, 01:32:33 pm
I really have no idea how I'm supposed to patch this game. This is my first attempt at modding any games, and the simple fact is that though it may be clear to those of you who have experience in modding games, it is impossible to figure out for me. I've read all the faqs, and I've checked the boards, but I simply cannot find a step-by step, "How to make the patches work" guide, can someone please help me?