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Messages - Starmage21

1
PSX FFT Hacking / Re: Choto's ASM Hacks and Effects
February 24, 2016, 08:29:22 am
Choto, I have a request for Mighty Sword.

I like your fix, but I would want to tweak it a bit myself. Vanilla game, the Mighty Sword attacks break gear and deal damage, else miss.

Can we change the algorithm to: If gear = yes, then break gear, deal no damage, Else deal damage. The intent is a sort of "one-two" effect where breaking gear AND doing damage hurts too much, while failing completely on a pack of monsters, or against humans who have no gear (weapon break against monks, for example), where Meliadoul sits on the sidelines stripped of gear.

I say "we" because I will attempt to do the same thing myself, based on your hack, but I have no assembly experience. I dunno how well this is gonna turn out :)
2
The Lounge / Re: TacticalRPG Engine
February 22, 2016, 08:50:55 pm
This is AWESOME!
3
Help! / Re: Help with class changes
February 19, 2016, 08:46:25 am
Thanks guys!

This is my first crack at modding and ASM, but I am a SQL DBA by day. I learned early on not to redo work if someone else has already done it (and in some cases did it better than I wouldve thought to).

1.) Choto's ASM has a hack to make the Mime a "regular" job.
2.) I still want to do something about the Bard/Dancer, I think I'm going to make it the Divine Knight copy for both sexes
3.) Since the Divine Knight can use Swordskills to break equipment (gonna use someone elses hack that makes it a % chance), the Holy Knight has a lot of damage/status versatility, I'm going to turn the Knight into a Dark Knight, give him Dark Sword, Night Sword, the Power/Speed/Mind/Magic Break, and maybe Dark Holy.
4.) Give the "Regular" Break skills to the Squire.
4
Help! / Help with class changes
February 18, 2016, 11:25:40 pm
I'm going to make something of a "Strawberry" version of the Vanilla PSX game.

My original plan was to replace the Dancer, Bard, and Mime with some new classes (Dark Knight, Holy Knight, Divine Knight), but apparently the Mime's skillset is pretty hardcoded in and makes it a pain to deal with.

Also, there is the gender requirement on the Dancer and Bard, and ASM hacking the gender requirement off messes with the Job Wheel.

Would it be feasible to remove the Mime from the Job Wheel, remove the Dancer and Bard's gender requirement, and put the (replaced) Bard in the Bard/Dancer Job Wheel slot and the (replaced) Dancer in the Mime slot on the Job Wheel to keep it from spazzing out?


So far, I'm pleased with the skill set changes for the Sing and Dance skill sets. I made the entry requirements for the new classes low, and in the first battle Lavian had Holy Sword and used it on the bad guys (this should also mean that random skill bad guys should have the sword skills too!). But only women could be holy knights (replaced Dancer), and men could be Dark Knights (renamed Bard).

Is there a better way to go about this other than Renaming the Job, and Skill Set and reassigning the skill slots?
5
Help! / Re: Job Editing & Dummy Jobs
February 17, 2016, 10:47:53 am
So then its better to replace lesser-used, but already existing player jobs and replace those. (restatement to represent my gained understanding based on your reply)


My intent is this: It seems dumb to me, to have these special classes on special characters, and then as part of the story they give you these characters who have that special class that overwrites Squire (which IMO has a marginally-useful ability set). Which means they didnt think it was too overpowered for you to bring Agrias and Orlandu into battle. So based on that, why not add a Holy Knight (Agrias-alike) and Dark Knight (Gafgarion-alike) and Divine Knight (Meliadoul-alike) that is available for all your characters and not just the specials? Hell, they even added the dark knight to the PSP version!
6
Help! / Job Editing & Dummy Jobs
February 17, 2016, 09:23:34 am
There is only so much room in the game for jobs, so the best way to create a new job is to replace an existing one. There are several 'dummy' jobs that are in the game, but not used in any combats so what they can do doesnt really matter.

Can these dummy jobs be edited and added to the list of available player jobs?

Example: Duke job (Larg and Goltana) changed to "Holy Knight" and made into a viable class for all of your characters to job-change into?