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May 28, 2024, 12:43:32 am

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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 - Wasabi

41
Archives /
November 29, 2009, 06:24:14 pm
If there is a healing element involved, "Mend" and "Medicine" can be fused into one ability.
42
Help! /
November 29, 2009, 06:15:17 pm
Quote from: "Vulpes R"
Quote from: "MiKeMiTchi"Rad is considered as a name, and is a generic. Therefore can use all generic job sprites, he doesn't have a custom\own sprite..

In FFTPatcher there's a 7F Rad sprite set. What does -this- one do?

7F is the female Ninja sprite set. For some odd reason the name list is shared with the sprite set list, but sure enough they both function very differently under the ENTD tab in FFTPatcher.
43
Help! /
November 29, 2009, 06:09:12 pm
Be sure that the job's skillset in the Action Menu is set at "Default." Otherwise, change it so that the new abilities you put in the skillset works correctly.

And better yet, follow this topic. It will be added assistance in helping you on your road to developing all of the common custom jobs that have been, or are currently, in discussion within this website.
44
Old Project Ideas /
November 29, 2009, 12:10:39 am
Quote from: "Dormin Jake"I'd say do the latter, all variants under one heading.  Less confusing that way, especially considering some of these variants only differ in one or two areas.

Might I say, by the way, I love this topic?  I love this topic.

This. You can easily separate each category under a given custom job with the "list" post-command and present each explanation with a [li]. Everything will still be merged within one document (with proper procedure).

And, not to offend, but I think keeping the Mystic Knight weapon range is a silly restriction. Just make them evadeable and you can keep the range at a limit of 2. Who's to say that they should be penalized because they can equip heavy armor? What can be said for Agrias, Orlandu, Gaffgarion, Meliadoul? The only benefit that I see in keeping the skillset weapon-ranged is so that [maybe] archers and gun-users can have access to the skillset.

Aside from that comment, making their skillset entirely a fusion of PA and MA is a good suggestion, however the formula may need some tinkering. Instead of formula 2D which only implements WP and PA, the Elemental formula (PA+Y)/2*MA is probably the way to go. I've read an old topic concerning swordskills being implemented the Elemental formula, and all it needs is a proper rebalance with the Y multiplier. However, those that are finnicky with keeping the Mystic Knight's "Spellblade" weapon-based might have a disagreement with this notion, since the formula is based on the unit's stats and have no say on the WP value. That is unless I'm unaware there is an ASM hack that can change formula 2D to use the MA value instead of PA.

And also, if the Mystic Knight's skillset is free from the "Require Sword" boolean, will there be any extensive protocol to keep Monks or barehanded units from using the skillset? From my knowledge with FFTPatcher, I don't see anything that would prevent them from using the skillset since there are no booleans that call for an ability to be restricted only to weapons (only the ones that require either the sword or Materia Blade). Granted if the skillset is given a formula with a WP component in it, it will turn out to be a blank skillset for the unit, but I do want to see if there is a way to balance this loophole.
45
The Lounge /
November 27, 2009, 08:54:35 pm
Every day is Ham Day. That is what Hambo would say.

Happy four day weekend! :O
46
Help! /
November 27, 2009, 08:52:12 pm
I use Tactext on my PSP ISO all the time. There's an option in the menu bar of the program that refers exclusively to PSP ISOs.
47
Old Project Ideas /
November 27, 2009, 08:43:15 pm
If I read correctly, Mystic Knights won't be MA based, but PA based with the formula 2D swordskill formula. Geomancers will be with (MA+Y)/2*MA (at least that's what I think you were intending, philsov, since without the division component Elemental would be WAY OVERPOWERED).

And mind my ignorance, but I don't exactly understand the sword strike ASM. Does that prevent formula 2D from becoming weapon elemental, and make the ability abide by the elemental it's applied with? Also: As much as I do enjoy seeing the Mystic Knight's swordskills being weapon-ranged, I feel that considering that this game is an SRPG giving their skills a range of 2 (single target) wouldn't be a bad idea. It won't compete with other big name spellcasters/melee-fighters in the job-wheel, and it will give the Mystic Knight some flexibility on the field.

Also, if the Red Mage is going to have the MA Up support skill, I believe the Black Mage should have reassembled multipliers and maybe CTs to compensate for it.
48
Old Project Ideas /
November 26, 2009, 11:08:08 pm
For the Red Mages, in retrospect to the FF1 version, I've always assembled them as melee fighters with enfeeble magic spells. When applying that logic into the job tree in Tactics, the ideal of replacing it over Calculator is a good endeavor. For elemental attack spells, that may be difficult to discuss, but imo I would like them to be weaker versions of the Truth/Untruth skillset, with a quicker CT and have an MP cost. I would like these "random hit" formulas to work on enfeebling magic as well, but I'm not exactly sure how much percentage is calculated on hit for status inflictions (formula 5E "Dark Whisper" inflicts Dead & Sleep at 6.25% for each status, correct?). For the tiers on their elemental attacks spells, I feel that at maximum tier 1 to 3 is a good start, but I don't mind if only tiers 1 to 2 is a good restriction, considering that if we do use formulas 1E or 5E for these spells a 3rd tier spell may be too overpowering (and the extra 3 slots could be used for more enfeebling spells. It's just a matter of juggling around additional Y values, or X hit values.

The only roadblock I see are cure spells. I would like to make them unique, but considering how restricted some of the formulas are in Patcher the only idea that comes to mind is making one element a healing element across the board. Outside of ASM hacking, formula 1E/5E could be used in this application.

Enforcing a restricted "dualcast" or double cast component to the ability themselves sounds a bit ridiculous, considering that I don't see any benefit in having one ability hitting twice in a row. Mind you, I'm making this judgment from what I've seen from a Mercernaries mechanics trailer involving Rad's double-casting spells, so that's my only experience of how a double-casting spell would emulate on the field. However, an ASM hack on the Calculator skillset, as Vanya described where the abilities within the skillset are listed twice in a row to emulate a "dualcast"-ing action is phenomenal imo. An arduous task to work on, but worthwhile one at that. I hope this is possible.

And if this hasn't been mentioned yet, spells emulating Zalbag's "Ruin" swordskills would be a worthwhile input. I've always felt that those abilities would work great for the Red Mage as great enfeebling spells. These should go into their skillset I believe.
49
Old Project Ideas /
November 25, 2009, 08:51:25 pm
Vanya, I agree with your assessments on Blue Mages and making them speed based. They also have a decent amount of MP, a step or two lower than the Summoner, but enough so that they can deal and surmount the high costs for each of the monster skills they learn. The idea of giving Monster Skills an MP and CT value, while giving all monsters innate Non-charge/CT 0, is the right path to go as well.

In my patch, I've given them growths comparable to most of the mage classes, such as the Black Mages PA, Time Mages MA, Thieves SP (not so much tbh), Summoner's MP etc., but their multipliers are just shy from their amounts aside from Black Mages PA, in which I feel should be higher. Considering that they can equip knives and light swords, they have a melee component to them as well, and this should be considered within a Blue Mage build. However, in terms of HP growth and multiplier, it should be kept decently low/moderate. Not to the point of a regular mage build, but akin to a job that usually equips light armor/robes and can keep up with damage on the field (Squire, Archer, Geomancer, etc.).

Blue Mages can be made into a jack of all trades, but that doesn't they cannot be a master of none as well. It's just a matter of looking at the stats under Patcher and re-balancing them for the Blue Mage within a slight margin. The same can be said for the Red Mage, but as for them I have no solid clue how their skillset is made, and how effective they can be with them on the map.
50
Archives /
November 23, 2009, 09:02:15 pm
What about "Bruiser?" From Tales of Destiny 1: Bruiser Khang.
51
Non-FFT Modding /
November 22, 2009, 10:24:36 pm
Wow. LD's a masochist.
52
Archives /
November 22, 2009, 10:19:56 pm
Null Zone -> Arcane Break / Break Arcane / Null Arcane
Will Feast -> Indolence

Not really a huge fan of the job name "Defiler." "Terror Knight" is more toward my preference.

And the ability quotes could use some work. They sound a bit cheesy.

An axe skill would be a really nice addition as well. Nothing comes to mind at the moment, but it would be fitting to see.
53
PSX FFT Hacking /
November 22, 2009, 10:10:59 pm
I believe the cone shaped range for Abyssal Blade is hardcoded with a custom formula. As I see it, it is currently impossible to replicate it via PSP to PSX with the current Patcher program.
54
Spam /
November 21, 2009, 10:11:28 pm
And naturally big.
55
Spam /
November 21, 2009, 10:01:48 pm
Quote from: "Zodiac"

56
Spam /
November 21, 2009, 09:49:34 pm
Aquarius. Feb. 3 (which is also the Japanese holiday for Setsubun).

I'm in a weird place for the Chinese Zodiac. In the western calender, I'm a bull, but in the Lunar I'm a rat. I guess I'm a hybrid?
57
Spriting /
November 21, 2009, 09:45:04 pm
I think that sprite will look good with float. Very nice. Props!
58
Mercenaries /
November 21, 2009, 09:38:52 pm
LD, off-topic, but have you utilized the elemental gun formula on any weapons in Mercs? That's what I was explaining in my previous post.
59
PSX FFT Hacking /
November 21, 2009, 09:24:11 pm
Now THAT battle was BS.
60
PSX FFT Hacking /
November 20, 2009, 09:28:28 pm
Mustadio with Move+3 against Elmdor with Teleport 2?