Final Fantasy Hacktics

General => Archives => Topic started by: VincentCraven on November 11, 2007, 07:48:06 pm

Title: New challenger has arrived!!
Post by: VincentCraven on November 11, 2007, 07:48:06 pm
So anyway, I was testing my game, booting out Rad, Lavian, Alicia, and then it hit me. These guys are still useless!

What should I do with the unspecialized special units? Currently I have...

Rad - Red Mage (would be a new class)

Lavian - unlocked up to Geomancer

Alicia - unlocked up to Lancer

Boco - all Chocobo skills and can Fly, but has lower stats and 5 move (No other chocobo can fly anymore)
--[previously suggested Mbarrier, which is just too good]


Any other classes that you think should be added are welcome in this topic. Note however that my ability to add new skills is limited.
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Post by: huthutchuck on November 11, 2007, 11:07:29 pm
You read my mind with the creation of red mage!  I'd like to see the red mage be half white, half black with only the lower level spells like fire 1 and fire 2, no fire 3; raise, no raise 2.  And of course equip swords.  

I also like the the thought of the class of mage knight.  The knight would have elemental based sword attacks similar to Steiner from FF9 ala fireslash, bolt slash.  How about the animation for the fire, bolt and ice spells with a sword swing.  Kinda cool, hopefully not too powerful or cheap.
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Post by: Chrona on November 11, 2007, 11:13:28 pm
Seems rather worthless really, since you can't implement the traditional Doublecast
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Post by: huthutchuck on November 11, 2007, 11:15:48 pm
i don't know the thought of having access to black and white magic PLUS a second class is very appealing.
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Post by: karsten on November 12, 2007, 02:24:55 am
make lavian a knight sword (mystic knight) and alicia a necromancer :P
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Post by: Reiska on November 12, 2007, 02:34:46 am
I'd like to see Mystic Knight as well, FF5-style.  Sword user that has skills that do weapon damage or slightly more than, but with elementals added on.

Red Mage also isn't a bad suggestion; it could get Cure/Cure 2/Raise/Protect/Shell/Fire/Fire 2/Bolt/Bolt 2/Ice/Ice 2/Poison, at least.  If you wanted to _really_ diversify it, you could also throw in Haste and Slow, but that might be a little much.

Really, though, this raises another question: is it possible to add new jobs to the generic job tree?  Or is there no room there?  Because Red Mage would really be a neat class to open up for everyone if were possible.

We can't implement Doublecast, as far as I know, but we might be able to do something like Red Mage's unique ability in FFXI by giving it innate Short Charge (or even Non-charge, with a low enough MA so as to avoid insanity); the Red Mage's 2-hour special in FFXI is to instant-cast all spells for one minute.
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Post by: Xifanie on November 12, 2007, 06:51:03 am
Err I'm not sure we can perfectly implement Mystic Knight yet.

Weapon strike is Weapon Elemental & I'm not sure Black Mage spells are compatible with Weapon strike either.
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Post by: VincentCraven on November 12, 2007, 08:03:46 am
Seems rather worthless really, since you can't implement the traditional Doublecast

But Red Mage is so cool looking. Once I implement the sprite, you won't even notice the lack of Doublecast!  XD
Meh, Rad going from plain Squire to almost Red Mage is a nice step up though. His class will be fast but weak, most likely.

Quotemake lavian a knight sword (mystic knight) and alicia a necromancer Very Happy that would be fun!

oh and i'magainst boco being so overly useful Razz

Both classes mentioned require me to hack a lot into this game, unless I'm overlooking something.

Boco's Mbarrier will either A) add one status randomly B) have very low chance of activating C) decent chance to activate, but each status will have a separate chance to work. Dunno what other skill I'd give him for him to be better. His faith starts out at 48, so it's not like he's awesome from the start. There's also that MP Cost on a monster problem...

Reiska:
That set mentioned +Regen is what I'm looking at.

No room, but the question I got from that is, should we make another class be moved out of the job tree and onto a special? Maybe if I made Mime as a unique monster or something? Then I'd make Blue Mage require 4 Oracle and Time Mage. Red Mage would require 4 Priest and Wizard.

Short Charge? Unlocked pretty easily by him or his MAM is like 90. Pretty fitting without access to Doublecast.
Non-charge?  low enough MA so as to avoid insanity would be especially low. Sounds kinda bad to me, since that opens up insta-cast Bahamut and insta-cast Meteor. Insta-cast was kinda the thing for Blue Mage.
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Post by: karsten on November 12, 2007, 11:34:53 am
for mystic knight just make it so:

example:

fire2 sword: normal attack but fire elemental and with chance to cast fire2

same for the other elements... nice, easy, clean and even useful to exploit monster's weaknesses. make a sword for all elements:
holy
dark
wind
earth
fire
ice
bolt
water
at maybe 200/250jps each

for the necromancer just give him
dark holy
drain
don't move
don't act
a random darkness elemantal attack (darkness cures undeads)
maybe lich too
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Post by: VincentCraven on November 12, 2007, 12:41:37 pm
:o  But... wouldn't that work like Holy Sword? I'll give it a try, but...

A necromancer w/o power to raise undead? That is certainly possible. I thought that was what defined it though.
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Post by: karsten on November 12, 2007, 02:57:12 pm
Quote from: "VincentCraven":o  But... wouldn't that work like Holy Sword? I'll give it a try, but...

A necromancer w/o power to raise undead? That is certainly possible. I thought that was what defined it though.
why would be like holy sword? i don't see how they can look the same... it's more like having a sword with a chance to cast  a certain magic you wish...
something like ice brand, no?


if you can make use of those "SUMMONING MONSTER" spells to have it call for skeletons or ghosts it would be awfully funny :D
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Post by: huthutchuck on November 12, 2007, 03:19:41 pm
I can definitely agree with the replacement of mime.  I always thought if i wanted someone to do a skill twice i would just bring two characters that have the skill.  My vote is for Red Mage first any other new characters second.  No-no to Non Charge, imagine it with Destroy sword, Holy and Flare.  Not cool.  Maybe innate short charge at the most.
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Post by: VincentCraven on November 12, 2007, 04:37:56 pm
So karsten, are you suggesting that I add in swords that are only usable by this class? Adding the Ice brand formula to an ability makes that ability activate the weapon's elemental. Dunno how I'd get around that.

Mime does have its uses, considering it imitates all your units abilities, not just one. That's like having 8 attacks per round instead of just 5. I think I'll make mime a secret monster.

As for Red Mage, Short Charge or nothing, but probably nothing.
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Post by: Xifanie on November 12, 2007, 04:58:36 pm
We could give Boco all chocobo skills but with weaker stats.

I still don't know for sprites. I haven't checked yet on how to make a new sprite being completely functional.
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Post by: huthutchuck on November 12, 2007, 05:57:27 pm
How about giving some of the current swords elemental attributes like ancient sword to flame,platinum to water, diamond to air?
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Post by: VincentCraven on November 12, 2007, 06:52:48 pm
All chocobo skills certainly could work.

Swords are already good enough as it is, but that's a thought.

And if I can't use new sprites, I might have to make new classes look like Rudvich or something...
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Post by: karsten on November 13, 2007, 02:21:16 am
Quote from: "VincentCraven"So karsten, are you suggesting that I add in swords that are only usable by this class? Adding the Ice brand formula to an ability makes that ability activate the weapon's elemental. Dunno how I'd get around that.

special swords might be a way too.... but i was actually thinking about adding elemental attack chance to your normal sword attacks... maybe you might use samurai's attacks as a base, change range to 1 and make them evadable... mmh

but actually you know better what can be done and what not...
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Post by: VincentCraven on November 13, 2007, 08:31:15 am
That's worth a try. Note however that the damage will not vary based on your weapons power using the Draw Out formula.
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Post by: karsten on November 13, 2007, 08:41:10 am
Quote from: "VincentCraven"That's worth a try. Note however that the damage will not vary based on your weapons power using the Draw Out formula.

for varying you might make those weapons equippable only by Mistic Knight, and having MA bonuses attached?
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Post by: huthutchuck on November 13, 2007, 02:07:39 pm
Also, how about the equation of the magic guns where the weapon power is equal to the magic attack; just shorten the range.
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Post by: Argg0 on November 13, 2007, 02:29:37 pm
I like the idea of using the WP as MA (the gun formula).

But... any chance we add it as effect of the weapon when using Skill X?

So that we'd have weapon damage followed by a spell.

That may not be possible, and, be rigged... <_<

Still, Mistic Knights are fun!
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Post by: Jaakl on November 13, 2007, 05:00:13 pm
i know the topics theme but i was thinking that the edited dak knight would be a good idea and change the roster number (utopically) too. i suggest that alicia and lavian could be changed to a type of ''soldiers of agrias'' like Gladiators or maybe fencers snipers or rangers
and create a job like Steiner of FFIX
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Post by: VincentCraven on November 13, 2007, 06:54:59 pm
For Mystic Knight:

The magic gun formula seems to default to Ice/Ice2/Ice3. Elements other than the standard three do not cast the respective element. Using this as an ability causes the user to cast Ice. Units cast Ice even when the ability is set to Lightning elemental.

All I know so far about ability with chance to cast a spell is that the element doesn't take effect. I haven't tested it enough to know whether an ability can spawn another ability ("Bolt" magic from "Bolt Sword" skill).

Here's what I know will work, though it's not that good a substitute:
A) Make swords that cast a spell randomly and have a particular element accompanying it. This would replace several other swords and possibly equipment from other areas. This would cause the weapons to either be too powerful or become useless as the story progresses.

B) Use an ability not based on weapon power.  This would be either PA based, MA based, or both. This would cause the abilities to be completely independent of your weapon, except for minor bonuses to MA/PA.

Jaakl: Dark Knight? Like Gafgarion? No way. If you are talking about the PSP Dark Knight class, I can't recreate that. I also cannot increase the roster number. I do have a moderately updated spreadsheet in the Beta files post: you are welcome to look at my options there.
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Post by: Xifanie on November 13, 2007, 10:03:13 pm
Jaakl: It's like as if you were asking me to lift 240lb when I can barely lift 160lb (Yeah, I'm weak but I'm progressing).

Just compare the current me with the PSX and the stronger me with the PSP. the PSX has 2mb RAM; 2MB.

That's what we call hardware limitations. Plus even if it would be possible it wouldn't be worth the trouble. Really.

As for your ideas, you'd be better doing it yourself as you likely want to make a path for yourself only. It's one of the law of physics: Patches without a theme phails at being popular at all. Themes are like hard mode, FFVII mode (I really want to make an event with Cloud, Aeris, Elmdor (as sephiroth)

Event Starts
Sephi is behind Aeris
Cloud Arrives
Stab
Cloud: NOOOO! Why?
Sephi starts casting meteor
Cloud slashies Sephi
Sephi: No!!! Swords, my only weakness! *dies*

Damn, I just resumed the whole game. >_>'
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Post by: VincentCraven on November 13, 2007, 11:25:51 pm
^ It's a shame that Cloud just happened to be proficient in such a weapon. Oh well.

I'm kinda leaning toward no Mystic Knight or Necromancer unless more options become available. I am a fan of magic swords, but until I can figure out how to override the weapon elemental, I'm not so sure about this.

For Red Mage, should it be an exclusive class or placed on the job wheel? Mime is coming off, just because it can be a monster and still function exactly the same. If not Red Mage, what other class did we have in mind? I already plan on making the "Fury" set, which basically makes the wearer a Berserker. The combination of equips favors Squire as of now, though the Axe graphic is kinda messed up. Maybe the reason is that I changed a sword into an axe?
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Post by: Xifanie on November 13, 2007, 11:36:19 pm
I personally don't know for sure how to change a job on the job wheel. I just hope for you that the mime restrictions will come off.
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Post by: huthutchuck on November 13, 2007, 11:50:37 pm
For now lets just stick whith what we know can be done.  I saw a post earlier about Lavian and Alicia being "Agrias Knights?"  Maybe they should have some Holy Sword abilities without the Lightning Stab or Holy Explosion?  Just a thought.  Just as long as their is a Red Mage.
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Post by: karsten on November 14, 2007, 02:29:37 am
Quote from: "VincentCraven"^ It's a shame that Cloud just happened to be proficient in such a weapon. Oh well.

I'm kinda leaning toward no Mystic Knight or Necromancer unless more options become available. I am a fan of magic swords, but until I can figure out how to override the weapon elemental, I'm not so sure about this.

For Red Mage, should it be an exclusive class or placed on the job wheel? Mime is coming off, just because it can be a monster and still function exactly the same. If not Red Mage, what other class did we have in mind? I already plan on making the "Fury" set, which basically makes the wearer a Berserker. The combination of equips favors Squire as of now, though the Axe graphic is kinda messed up. Maybe the reason is that I changed a sword into an axe?

it's nice to se that you listened to my suggestions :D )
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Post by: VincentCraven on November 14, 2007, 07:49:28 am
I personally don't know for sure how to change a job on the job wheel. I just hope for you that the mime restrictions will come off.

Oh yeah.... that could be a problem.

I'm not so sure about having so many Holy Sword abilities flying around, but I suppose if Agrias is better than them, they won't be used much. Maybe if they are regular knights but one with Stasis Sword and one with Split Punch?

Yeah karsten, I'm liking your suggestions pretty well. The Draw Out type set with MA weapons is about as close as I can get. We could make the Necromancer sorta work. It would be a powerful, slow class that uses only Dark skills, making it great for non-boss types. I still don't have new sprites for any of this guys though.
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Post by: karsten on November 14, 2007, 08:51:55 am
by the way is it possible to add abilities like rei's one but for skeletons and ghosts to the necromancer? it would be incredibly funny!
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Post by: VincentCraven on November 14, 2007, 09:05:30 am
I doubt it. I think the "affects dragons" part is part of the formula. I'll check it out when I get back to my PC.
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Post by: huthutchuck on November 14, 2007, 09:41:02 am
I didn't even consider the new class(es) being specialty classes.  If they are will they replace squire for the units? Just as an added thought, Crush Punch to necromancer, just because it can add:Dead; innate undead and immune to bloodsuck.
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Post by: VincentCraven on November 14, 2007, 09:44:52 am
Naturally, squire is the base class for generic units, and it is always replaced for specials.  If I can figure out a way to un-mime the mime slot, then Red Mage will probably become a generic class. I like the idea of innate undead and immune bloodsuck for Necromancer. Probably also absorb: dark.
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Post by: huthutchuck on November 14, 2007, 09:49:11 am
Cool, imagine a class that would fear the Chemist and their accursed phoenix downs.
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Post by: karsten on November 14, 2007, 11:30:00 am
with innate blood suck you lose control of the unit
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Post by: Argg0 on November 14, 2007, 12:41:52 pm
They said Imune, not innate.
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Post by: Jaakl on November 14, 2007, 05:54:13 pm
I dont Know if you can do that the special chars, such as Mustadio for example, be generic, Can you? because if the answer is yes ignore this reply

Ok, I apologize for being so stupid and so foolish. But Be ware of something, you cannot do the Red Mage or the Mystic Knight A special Unit, because we cold fall in a non playable game patch. A non playable Patch? you would ask, yes a non playable one, because we will have our 12 special Chars plus Boco and Rad, Alicia And Lavian. And people here is the problem, If you do Rad Especial we (people who enjoy the patch) would never complete de propositions. Same As Lavian and Alicia you need at least 3 generic units to complete the propos. So think about it, again I apologize for being so stupid and i hope you understand my doubt about this.
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Post by: Jaakl on November 14, 2007, 06:01:14 pm
The necro you are doing Is quite Cool And i have A question. The new sprite (Red Mage) can be visualized on the formation screen? Just A question.
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Post by: VincentCraven on November 14, 2007, 06:18:57 pm
People still do propositions? I never did, and I completely forgot about that aspect. If I am shutting off an aspect of the game, then something needs to be fixed; however, by the time one receives all the characters, would he not also have done all the propositions he needed to do?

Also, if I can add Red Mage to the wheel, then one of the characters who is usually generic may have to stay generic, unless Rad is a Necromancer and the other two units are Mystic Knights. These new classes, however, currently do not have a new sprite, and, due to my lack of programming experience, these characters may be forced to use an existing sprite. The only sprites I know I will need right now are for Red Mage and Blue Mage. If nothing else, the classes will be identified by their names, not their appearance.
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Post by: huthutchuck on November 14, 2007, 06:30:48 pm
Here's my suggestion:
Red Mage for Rad as his base class with
bolt
bolt 2
fire
fire 2
ice
ice 2
cure
cure 2
antidote
raise
protect
shell
regen
poison.
can equip swords, no innates,the spell list is enough

necromancer replacing mime with
dark holy
death
death sentence
darkness
drain
zombie touch
demi
maybe crush punch(add:dead)
with innate undead and float, immune to bloodsuck.

Lavian and Alicia getting Stasis sword and Silence(Magic Sword) in their knight class abilities

Just a thought. I think Necro may be a bit much but this is a start
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Post by: Jaakl on November 15, 2007, 08:28:53 am
I think the necro would be more dark :twisted: , it would have all the abilities of the eyeballs And all the abilities of the ghosts and not the Crush Punch (Cause its a Necro not a swordsman) And Equip Something like rods And Dictionaries or only Dictionaries And have blood suck As a commad ability, (if undead and blood suck do a everse combo dont put the blood suck ability) then the necro would be like this:

Drain Touch
Zombie Touch
Grease Touch
Sleep Touch
Look of Fright
Look of Devil
Death Sentence
Circle
Death
Demi
Dark Holy
Darkness

Equips Hats Robes Dictionaries and Accesories (non gauntlet) And no clothes

Innate Undead Float    Inmunne Blood suck???


That is My Suggestion
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Post by: Argg0 on November 15, 2007, 10:51:55 am
Who said you need to keep them all?

Also... last time I did prepositions was... 8 years ago? Damn, I'm old.. >_>

Sudden Cry? A behemoth skill? On a mage? About the same thing as Crush Punch... ¬¬
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Post by: Jaakl on November 15, 2007, 01:30:53 pm
Mmmm Maybe you're right sudden cry doesn't go there but the other skills yes
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Post by: VincentCraven on November 15, 2007, 06:08:58 pm
Looks like I'm stuck with Mime for the time being. I have no way to change the equip options, or skill options for that slot, so that slot is stuck as Mime. This may be nice for making a skill exclusive to one class, however. Perhaps Blue Mage would be appropriate here? Now it's really a monster! I kinda like Blue Mage being able to use equipment though.

As for Necromancer, I can't give Necromancer Blood Suck as a secondary. That option only works for characters who are preset in an event. I'm pretty sure if one were to recruit Elmdor (not possible because of his immunity) then he would not have Blood Suck as a secondary. If he does, then I may look at it, but from what I know, that is not the case.

Necromancer skillset, I dunno. Might as well not bother since I can't put it on the wheel for now. Only thing I thought was out of place was Float. Necromancer seems more Skeleton like to me, not Ghost like.
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Post by: Chrona on November 15, 2007, 07:07:46 pm
Try removing the job's Invite immunity and invite him
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Post by: VincentCraven on November 15, 2007, 08:17:29 pm
I know how, but I didn't really feel like inviting him. Blood Suck seems more like a Vampire thing anyway. I guess I could look into it, but it'll have to wait until the weekend.
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Post by: Argg0 on November 15, 2007, 08:36:43 pm
He would still have it, until someone remove it from his secondary (like putting another thing in place), then it wouldn't be possible to put it back.
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Post by: huthutchuck on November 16, 2007, 01:08:49 am
Lets not forget this thread started about finding uses for Rad, Lavian, Alicia and Boco.  Lets not allow our desire for new classes, even mine with Red Mage, forget about the original problem.
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Post by: VincentCraven on November 16, 2007, 05:19:32 pm
Ah yes. Rad = Red Mage. I suppose your suggestion for Lavian and Alicia could work.
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Post by: huthutchuck on November 16, 2007, 06:54:13 pm
I haven't gotten all the way through sigma yet, Is Cloud on level 1 when you get him, if not can that be changed?
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Post by: Jaakl on November 16, 2007, 07:12:53 pm
It would be great, cause its horrible to level him up when you have your chars in a high level. Conclusion a pain in the ass to train him
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Post by: VincentCraven on November 16, 2007, 08:07:30 pm
Yes, he is level 1. The reason I haven't changed his level is that I need to add the ENTD4.ENT revision as well. Btw, I need to restore his stats, I think.
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Post by: huthutchuck on November 16, 2007, 08:31:31 pm
Well as one of the people making suggestions and not the actual patching, do what comes first and what is easier for you.
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Post by: Xifanie on November 17, 2007, 07:55:12 am
Geez, stop powerleveling Vinc, raising your hacking level from 1 to 3.5/5 in one night, you're crazy.  :?
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Post by: VincentCraven on November 17, 2007, 08:05:54 am
But there's so much hacking to do...

*Takes battle axe to FFT*
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Post by: Asmo X on December 05, 2007, 08:30:49 am
I was wondering if it would be possible to have Light Cavalry classes. The sprites would just be mounted combinations and take up one slot on the formation screen. I know you can't have a mounted character on the formation screen in the traditional sense so you'd have to lodge it as a "new" sprite. They would also be monster-type classes. So you could have, say, a samurai mounted on a chocobo and its skillset could be something like Koutetsu, Bizen Boat and Choco Attack. Choco Esuna/Cure or something too if you can/want to have a 4th. Maybe the chocobo could actually be unique as well. 5 move and Fly or something. And Green.

An idea I had for a mounted knight was that the Chocobo's Choco Attack could randomly break equipment. But I have a feeling that would take up a valuable skill slot.

You might also have stranger combinations like a Goblin on a Behemoth.
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Post by: VincentCraven on December 05, 2007, 08:41:15 am
The skills for that are not too difficult, but making a class with a sprite that not only incorporates two classes in one but also alternates between animations for the rider and for the chocobo would be. I'm not saying it's not valid, but the sprite for that may not work the way we want it to. If this works, this method will be great for making mounted Knights and such as well.
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Post by: Asmo X on December 05, 2007, 08:56:37 am
Forget alternating animations. The Chocobo part can handle it all. It'll get the point across fine.

At least the sprite won't have to be built from scratch.
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Post by: VincentCraven on December 05, 2007, 07:16:09 pm
^_^ That makes things so much easier.

By the way, I recently decided to give Rad innate Short Charge and the ability to wear gauntlets as well as armlets. His MAM is set to 100, so I don't think Short Charge will be a problem. His SpM is 120 just to make up for the fact that he doesn't have Doublecast. When I got him, he was pretty pathetic, especially since he starts on lv1 Red Mage and relies on his lv4 White Mage and Black Mage to cast magic. The fact that he is a male doesn't help him either. At least I made Mythril weapons give +1 MA >.>
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Post by: Asmo X on December 05, 2007, 07:53:57 pm
That can be a new ability: Change Gender.
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Post by: Argg0 on December 06, 2007, 01:08:27 am
Since he is a male, he will be pathetic near females... even if he had 150 MAM like Wizard...

I think that Summoner MA would be better... or, make Rad a female? It wouldn't be hard. Can Rad be a female name? Raddy maybe? >_>
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Post by: VincentCraven on December 06, 2007, 06:19:00 am
Well, I gave Wizard 135MAM and Summoner 120MAM. Maybe 120MAM then? I would think with Short Charge and high Speed that even though he is male, giving him Wizard MAM would be too much. I'd rather boost his speed to 130 than make him much stronger.
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Post by: Xifanie on December 06, 2007, 04:52:45 pm
Basically, Red Mages are half WM, half BM and half Knight. (inspired from the manbearpig)

Just sum all the stats and divide then take a number around that.
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Post by: VincentCraven on December 06, 2007, 06:07:53 pm
Well, I thought of that originally, but...

.. HPC HPM MPC MPM SpC SpM PAC PAM MAC MAM Mov Jum CEv
Kn 009 160 015 070 100 100 035 120 060 070 003 003 010
WM 011 080 010 120 100 110 050 090 045 110 003 003 005
BM 012 075 009 120 100 100 060 060 040 135 003 003 005
_________________________________________________________________________________
RM 011 105 011 103 100 103 048 090 048 105 003 003 007

his stats don't come out to be very remarkable. I was thinking about using most of these stats, but without Doublecast I think he deserves more speed. His attack power, which should be more than other mages, is neutralized this way.
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Post by: Argg0 on December 06, 2007, 06:15:11 pm
Speed doesn't really make up for Low damage (or double cast), at least not with Spells.

Due to charging times.

Also, a fast mage is, usually, a midcharged mage.
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Post by: VincentCraven on December 06, 2007, 06:57:11 pm
Even with Short Charge?  :(
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Post by: karsten on December 07, 2007, 02:12:20 am
the growths are ok and he doesn't need short charge or anything. being a red mage with all his equip and spells is already good enough. i think we don't need just another powerhorse
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Post by: VincentCraven on December 07, 2007, 08:33:21 am
Really? So the above stats are good enough w/o Red Mage having any innates? Don't forget that he is a male using magic and his versatility is already limited by his lack of high powered skills. You sure anyone is going to use Rad as a Red Mage as opposed to a Summoner or something? My point with Short Charge and speed was to input a semi-Doublecast. Sure, it's much less effective...
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Post by: VincentCraven on December 07, 2007, 11:27:42 pm
How is this?

HPC HPM MPC MPM SpC SpM PAC PAM MAC MAM Mov Jum CEv
011 100 011 105 100 100 048 100 045 115 003 003 010

w/o Short Charge and has ability to equip Swords, Staffs, Rods; Hats, Robes, Clothes; all accessories (unlike other mages, which can't equip gauntlets)
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Post by: huthutchuck on December 08, 2007, 02:59:22 am
One vote for short charge.  If everyone was going to have access to red mage then I would say do without it but because this is a special class it should have a little extra to separate it from the pack.  Like all other special classes you should want to be that class at the end of the game.  There should be an advantage to being a red mage as opposed to a black with white as a secondary or vice/versa.  Short charge will make someone go back to red mage once they have learned the abilities they want.
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Post by: Xifanie on December 08, 2007, 08:08:55 am
Yeah, with that, the class should be all set.
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Post by: VincentCraven on December 08, 2007, 09:43:06 am
I dunno chuck. By the end of the game, Red Mage will have a Rune Blade (or Materia Blade which has +3MA since it's not required for limits) and a Magic Gauntlet. The Robe of Lords is especially useful on Rad, since he is also a fighter. He covers so many jobs with this set up, you just can't go wrong with Rad. If you manage to get the Genji Gauntlet, Rad will be a perfect candidate for Geomancy/Counter Flood.
Granted, if I turn out wrong about his usefulness, I'll reconsider Short Charge.

So, does anyone know if a mounted unit will fit on the Chocobo sprite? I'm a little skeptical, but I can see it happening. So far, I plan to make a mounted Knight and Samurai. Attacks will be executed by the Chocobo for simplicity sake, unless someone wants to go through the trouble of changing the sprite animation. I believe I can merge the duplicate classes to free up their duplicate sprites.
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Post by: Kuraudo Sutoraifu on December 08, 2007, 10:02:32 am
If anything, you'd want the rider to be performing the animations simply because the chocobo sprite is the most complicated sprite set in the game.  And I'm sure a mounted sprite could work but I'd need to figure out how to do an oversized sprite.  The only oversized sprites in the game that I know of are Altima I and II.
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Post by: VincentCraven on December 08, 2007, 10:21:34 am
Oh, I was just going to try to fit a human sprite onto a chocobo sprite, but if that doesn't work, then it'll be a great deal of work to make the sprite.
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Post by: karsten on December 10, 2007, 02:18:37 am
Quote from: "VincentCraven"I dunno chuck. By the end of the game, Red Mage will have a Rune Blade (or Materia Blade which has +3MA since it's not required for limits) and a Magic Gauntlet. The Robe of Lords is especially useful on Rad, since he is also a fighter. He covers so many jobs with this set up, you just can't go wrong with Rad. If you manage to get the Genji Gauntlet, Rad will be a perfect candidate for Geomancy/Counter Flood.
Granted, if I turn out wrong about his usefulness, I'll reconsider Short Charge.

what i was thinking.
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Post by: Argg0 on December 10, 2007, 06:25:19 pm
For the Monted knight... couldn't you just take screenshots of a monted one and include them as one unit?
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Post by: Asmo X on December 10, 2007, 09:55:27 pm
Quote from: "Argg0"For the Monted knight... couldn't you just take screenshots of a monted one and include them as one unit?

This is what I was thinking. Just mount a chocobo and rip the sprite....if that's possible. If you wanted the chocobo to be unique, you'd just have to change the colour a bit, yeah?

This might be a decent chance to bring back a couple of those skills that were thrown out because they were too good. Since monsters have a limited skillset, can't switch classes or equip anything, I say it's worth a shot.
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Post by: Kuraudo Sutoraifu on December 11, 2007, 10:08:07 am
It's not creating the sprite that would be hard; it's trying to fit a double-sized sprite into a normal-sized spritesheet that's the hard part.  But if I can figure out how large each frame in the sprite sheet is, we could test to see if something would fit.
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Post by: Argg0 on December 11, 2007, 02:42:05 pm
1- Paint the place where it's supposed to be a unit in some color.
2- Did all the square showed up?
3- If so, make it bigger, go back to 2.
4- Else, add some other color in the borders.
5- Did the new color show up?
6- If so, add another color. Go back to 5 until you be satisfied with the size.
7- Else, make it smaller, go back to 2.

I guess this will solve the problem with the size.
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Post by: Kuraudo Sutoraifu on December 12, 2007, 12:52:49 am
I'm not entirely following what you are saying, but I assume that you mean to add square into the sprite set to find where the edges are.  Which is a great idea, but I don't feel like doing that for 70+ frames of animation (at least not yet).  But I suppose if we found out the first frames dimensions, we could find if a person on a chocobo could fit in the frame.  That would work well enough.
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Post by: Asmo X on December 15, 2007, 07:30:25 am
So presuming the sprite issue can be ironed out, what should these light cavalry units do anyway? Or has that already been decided?
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Post by: VincentCraven on December 15, 2007, 08:24:43 am
Nope, not decided yet. I was going to see if I could find the event where Delita mounts a Chocobo in the intro and insert that event into some of the story battles, but I haven't found it yet.

 Feel free to give your ideas about the cavalry, if you have any. Oh, and when you say "light cavalry," what exactly do you mean? Do you mean just mounted units?
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Post by: Asmo X on December 15, 2007, 10:21:06 am
Quote from: "VincentCraven"Nope, not decided yet. I was going to see if I could find the event where Delita mounts a Chocobo in the intro and insert that event into some of the story battles, but I haven't found it yet.

 Feel free to give your ideas about the cavalry, if you have any. Oh, and when you say "light cavalry," what exactly do you mean? Do you mean just mounted units?

Yeah thats it. I just wanted to draw a distinction between chocobo-riding the normal way (i.e what we messed around with a while ago) and these units which will (presumably) only take up one space in the formation screen and have a minimum of skills being that they're monster class.

For the Samurai one, I was just thinking a couple of Sam skills (please pick Bizen Boat, it looks awesome!) and a couple of Choco skills. How about giving it Fly, 5 move and Meatbone Slash? Would anybody use this? Could we go further? It cant equip or change classes for cheap skill combos or anything so what it has, it's stuck with.

For the Knight, I dont think giving it break skills will be all that good, so I'm really not sure. It should have Def Up or something though.

Also, how do you want to use those extra skill slots? Do you want to try and make new skills from scratch or fill them with variations of existing moves? For instance, If you could make a Choco Attack that also breaks a few things at once that might be something good for the Knight cavalry.
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Post by: VincentCraven on December 15, 2007, 03:10:13 pm
Defense Up for mounted units sounds good, and I really don't know how strong the units would have to be to be useful. The only plans I had for the empty slots so far was for the Necromancer skills once I (or Zodiac) finds out how to change formulas. An attack that breaks more than one piece of equipment at a time sounds excessive, but then again these characters are limited in their usefulness since they are monsters.
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Post by: karsten on December 17, 2007, 02:23:24 am
too many overpowered units are coming out....

make them move/jump advantage, equip shield,sword and spears and they'll already be broken.
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Post by: Asmo X on December 17, 2007, 05:50:10 am
Quote from: "karsten"too many overpowered units are coming out....

make them move/jump advantage, equip shield,sword and spears and they'll already be broken.

They arent going to equip anything, are they? They're monster class.
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Post by: VincentCraven on February 03, 2008, 07:34:29 am
I've found out how to make enemies mount chocobo, so we don't need the 'all in one' mounted units.

Hey Karsten: you said you were working on your own patch right? Which equips did you change into the 'Fury' equipment? Or did you just put in a Berserker class? Either way, I'm not sure whether I should make them all appear late or stagger them.
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Post by: karsten on February 03, 2008, 08:13:30 am
Quote from: "VincentCraven"I've found out how to make enemies mount chocobo, so we don't need the 'all in one' mounted units.

Hey Karsten: you said you were working on your own patch right? Which equips did you change into the 'Fury' equipment? Or did you just put in a Berserker class? Either way, I'm not sure whether I should make them all appear late or stagger them.


i made berserker out of mime. gave him some inherent abilities too. also i made a red and blue mage. if you want we can share some ideas and maybe come out with a joint effort.

By the way, concerning mystic knight, is it possible to have a sword attack behave like a spell? i mean close to what beowulf and zalbag do. that way we might have a really easy to made new class, right?
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Post by: VincentCraven on February 03, 2008, 08:34:06 am
Hmm.. perhaps I should make Berserker an 'invite only' character? Berserk units aren't immune to invite are they?
Beowulf's skills should work fine, except we still have two problems:
-I don't know how to make a skill have the 'slash' animation when making new skills (not a big problem, just looks wrong)
-I can't make a weapon-based formula with an element attached to it (which could be solved by a Draw Out type formula)

 I'm liking the idea of 'joint effort'. Anything else drastic that you've done so far?
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Post by: karsten on February 03, 2008, 09:04:10 am
i've been testing a lot with "new classes" so far to check how well they work. so far the test are GREAT! all the classes i made meld perfectly in and are not overpowered in any way

I've made necromancers on top of dancer/bard
req. lv black mage lv4

skills
life drain
spell adsorb
zombie
death
dark holy

also i've fused mediator/oracle, since many of their skill were redundant
2chemist/ 2 white mage

invitation
persuade
paralize
silence song
paralize
petrify
death sentence
insult
negotiate
mimic daravon

on top of oracle i've made a blue mage and this class is really funny to use!
choco esuna
choco cure
choco meteor
blow fire
gather power
thunder
aqua
ice
and wind souls
mimic titan
lick
magic spirit
goblin punch
odd soundwave

with such a skill set it's not overpowered in any way, choco meteor make more or less geomancy like damages, the many element can be exploited for a few extra damages, can add a tens of magic points, give reflect, take away good status from opponent. all of that without being to goo.

gather power is not overpowered since the class can use only maces, and knifes. no gauntlets too. inherent monster skill.

calculator -> red mage
geomancer like growth and equip
requires 4 black mage, 4 tima mage, 2 chemist
skills
fire,ice,bolt, cure 1-2
raise
haste

inherent short charge

mime->berserker
req 3 squire 3 knight 2 monk
innate attack up, any ground, berserk


this and some other few things so far i'm glad of how well the classes work. let me know your toughts!

karsten
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Post by: VincentCraven on February 03, 2008, 09:32:40 am
Necromancer: I'm trying to figure out a way to make a revival skill that will make dead units revive, but become undead without making alive units become undead. Haven't tested it, but I think I may run into problems there.

I'm not so sure about the fusion of mediator and oracle. I'm not too found of mediator myself though. Blue Mage skillset is okay. I may have given too much power to my Blue Mages by making each skill so unique.

Inherent short charge Red Mage w/ haste? I thought Regen or Poison would be more fitting. Short charge isn't overpowering it, is it? And I would say that Red Mage needs 4 white mage instead of time mage.

A berserker that can't equip anything sounds a bit disadvantaged, is it not?
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Post by: karsten on February 03, 2008, 09:41:38 am
Quote from: "VincentCraven"Necromancer: I'm trying to figure out a way to make a revival skill that will make dead units revive, but become undead without making alive units become undead. Haven't tested it, but I think I may run into problems there.

I'm not so sure about the fusion of mediator and oracle. I'm not too found of mediator myself though. Blue Mage skillset is okay. I may have given too much power to my Blue Mages by making each skill so unique.

Inherent short charge Red Mage w/ haste? I thought Regen or Poison would be more fitting. Short charge isn't overpowering it, is it? And I would say that Red Mage needs 4 white mage instead of time mage.

A berserker that can't equip anything sounds a bit disadvantaged, is it not?

i think red mage had haste in FFV... also his spells are so weak that it's not a big deal to have short charge. also the MA multipliers are not so shiny.

for what concerns fusing mediator/oracle, i suggest you to give a try, it works great, and make the cpu more effective.

for what concerns necro, i was wondering, if you give the undeads immunity to cristal/chest, will they always respawn?

the berserker can be tuned to your wish with multiplyers since he can't equip nor put on any secondary
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Post by: NeedsMoreNoise on March 18, 2008, 04:28:17 am
Quote from: "karsten"i've been testing a lot with "new classes" so far to check how well they work. so far the test are GREAT! all the classes i made meld perfectly in and are not overpowered in any way

I've made necromancers on top of dancer/bard
req. lv black mage lv4
...
also i've fused mediator/oracle, since many of their skill were redundant
2chemist/ 2 white mage
...
on top of oracle i've made a blue mage and this class is really funny to use!
...
calculator -> red mage
...
mime->berserker

karsten

Hi, I'm a nib to these forums (but certainly not the game), and I just wanted to say your class changes are the best I've heard of, so far. I'm pretty computer-illiterate, myself, so the only things I can really contribute are ideas.

Here's one, though: Because of the posts about too many overpowered characters, would it be possible to create a simple event/change an event in which you could choose between two (or possibly more) of the previously mentioned characters?
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Post by: karsten on March 18, 2008, 05:09:39 am
Quote from: "NeedsMoreNoise"
Quote from: "karsten"i've been testing a lot with "new classes" so far to check how well they work. so far the test are GREAT! all the classes i made meld perfectly in and are not overpowered in any way

I've made necromancers on top of dancer/bard
req. lv black mage lv4
...
also i've fused mediator/oracle, since many of their skill were redundant
2chemist/ 2 white mage
...
on top of oracle i've made a blue mage and this class is really funny to use!
...
calculator -> red mage
...
mime->berserker

karsten

Hi, I'm a nib to these forums (but certainly not the game), and I just wanted to say your class changes are the best I've heard of, so far. I'm pretty computer-illiterate, myself, so the only things I can really contribute are ideas.

Here's one, though: Because of the posts about too many overpowered characters, would it be possible to create a simple event/change an event in which you could choose between two (or possibly more) of the previously mentioned characters?

sadly, not yet. but maybe someday... ;)
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Post by: huthutchuck on March 18, 2008, 03:32:57 pm
Just a quick question Karsten, how is the AI for the berserker you made?  I've had units before that were berserk and made very stupid decisions, even for a berserk character.