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Messages - Zolias

21
New Project Ideas / Re: Patch Ideas Proposal Thread
December 08, 2015, 04:38:42 pm
Quote from: Toshiko on December 07, 2015, 04:48:52 pm
Nobody will ASM hack for WotL. If you want help with ASM, switch to PSX version as your base. If you insist on using WotL as a base, you're gonna need to learn to write ASM yourself, without also causing the game to fail catastrophically under its feeble emulation layer.



Trust me, if I understood Hex at ALL, I would've done it myself.  I clearly don't get it, and if it's possible to remove both Multiplayer stuff (while keeping the game itself intact, with a few Dark Swords here and there and a pair of Minerva Bustiers, I would think it may help the game run even better.  Basically, delete what I don't need, keep a few things I might (and put them somewhere else for good measure, so they're hard to come by), it may just work wonders... at least, in theory, anyway.  Also, need to include the speedup patch that someone else made for WotL (can't remember who).

I can do a lot of the classwork (MC and maybe figure out something about the Paragon class), make monsters cast what I want, and maybe put any Ramza encounters as set classes on FFTP (changing them depending on encounter).  I think eventually I can deal with 24 Roster (including guests), since all we're having in the party is 4 characters that can change classes (MC, Paragon, human-like monster, and Reis after changing to normal), and the rest monsters.  So, that's actually a lot of things down, but I would need an advisor, a spriter (I have a spritesheet for the MC that someone made for me, but it needs some alterations), a scripter, and a portrait maker.  I have an idea what the added people will look like, but I have no artistic style whatsoever.  Remember, this is my first attempt at a game, but any help would be appreciated.

Quote from: Jumza on December 07, 2015, 07:34:04 pm
And get your hands dirty with work! You say you want a team because you lack the knowledge, that means you don't really have a great idea of how this stuff works :/ Once you know a little bit about how everything works you'll be able to be more specific with what you want / need, and you'll get a better handle on what your limitations are as (I assume) a non-ASM'er (of course you can always ask the talented people for help :P).

Once you have something to show people, actual work, then they'll flock to you (sometimes)!


I'm actually going to start on what I can do now, though a few of the Unknown effects on FFTP confuse me.  Trust me, I'm getting my hands dirty on what I can do, and asking for help for what I can't.
22
I have a project idea that I'm going to need help with, specifically with ASM Hacks.  I need someone who can do ASM Hacks for Roster (want 40 available, preferrably with the ability to swap locations with others), and for a new class similar to the math class, but without the tediousness of picking who gets hit, but also matches the spell's natural abilites.  Basically, a Blue Mage that has the ability to learn ALL Magics by either being hit by them or learning them from other classes. 

If any spriters, scripters, ASM Hackers and others wish to help, feel free to PM me.  I need all the help I can get.

My post is on this page:  http://ffhacktics.com/smf/index.php?topic=9202.msg212644#msg212644

It'll be done using WoTL as a base, and also removing all Multiplayer crap, if possible (except for a few Minerva Armors/Bustiers/whatever they're called here). 

(If a mod could place this in the ASM Hack section, or whichever one fits best for this post, I'd appreciate it)
23
New Project Ideas / Re: Patch Ideas Proposal Thread
December 07, 2015, 04:16:01 pm
NOTICE: I will be using WotL Translations for skills/classes, as it's the only version I know of.  If you don't like it, I apologize beforehand.  However, I will most likely use the PSX version for the base.  Just need a way to change the name of the abilities...

Also, deleting old post and making new post for bump... because I'm also asking for help.  May end up doing this after all :D  When I get a few people for the team, I'll plan on making a post under the New Projects thread.  I mainly have a need for ASM Hackers for Roster and a new class, someone to come up with the sprites and portraits, an advisor (someone to assist with the formulation of classes; what gets cut, what gets replaced for what... the fun stuff, basically) and finally, someone to help with scripting and map placement.  Also to remove the damn old british-type talking during conversations (does that count as scripting?)

I have an idea which, unfortunately, I'll need help working on due to lack of prior knowledge of coding, ASM hacks, or anything of the sort.  It, in a way, seems like it could be similar to a Pokemon mod, but in actuality that the MC can only have monsters as allies (except for one other human ally, which I believe would come about around the middle of Ch.3, and one customizable monster ally that can change classes like a human, who would come around Ch. 2), and could only do so once he gains the necessary Support Ability. I have the MC listed under the Job and Etc. Ideas Proposal Thread, with notes for reasoning and possible cuts that may need to be made.  His default name would be Zolias, with the option of changing it (insert shameless self-insert plug banter here).

Dreadlord  (Brave: 70  Faith: 100  Move: 4  Jump: 3  Phys Evade: 20%)

A knight of pure, concentrated darkness, this warrior wields Fell Swords with superior technique. 

Innates: (JP Boost), {Accrue JP} [Halve MP, Swiftness, Lavawalking, Treasure Hunter] 

SIDE NOTE: Accrue JP will only be in Ch.1, as it's the training chapter. Ch.2 and Ch.3 will only retain JP Boost. Ch.4 will have changed him completely, adding Swiftness, Halve MP, Treasure Hunter, and Lavawalking (for a specific Treasure to be obtained at Mt. Bervenia)

Absorb: Dark

STATS

Stats when Active Job:  HP: A+  MP: B+  Atk: A-  Mag: B  Speed: A-

Stat Growths:  HP: ***** MP: ***  Atk: ****  Mag: ***  Speed: **

Demonblade: Dreadlord job command. The ultimate in dark sword techniques that inspire fear into their victims.

ACTION ABILITIES

(Side Note: all skills have no vertical limit, are SP: Now!, and use the weapon's element unless stated otherwise.  Also, Hell's Charge attacks in all 4 directions at once, instead of a choice of one.  Finally, all skills bypass Evasion.)

Shadowblade - Learned
Range: 5  Radius: 1  Effect: Drain HP

Dusk Blade - Learned
Range: 5  Radius: 1  Effect: Drain MP

(Ch.2 Upgrade)

Frozen Enclave - 400 JP
Range: 4  Radius: 3  Effect: Stop

Deathbringer - 350 JP
Range: 3  Radius: 2  Effect: Doom

Graveblade - 500 JP
Range: 3  Radius: 2  Effect: KO

Oppressive Force - 900 JP
Range: 5  Radius: 3  Effect: Silence

(Ch. 3 Upgrade)

Hell's Charge - 2000 JP
Range: 4-dir.  Radius: 7  Effect: Confuse

Shadowburst - 1500 JP (Self-Damage)
Range: Self  Radius: 5  Effect: Slow  Element: Dark

Armageddon - 3000 JP (Self-Damage)
Range: 4 (cone)  Radius: 4  (More damage the closer the units are)

Crush Armor - 200 JP
no change

Crush Helm - 400 JP
no change

Crush Weapon - 500 JP
No change

Crush Accessory - 800 JP
no change

Dread - 1000 JP
Range: 5  Radius: 1 (Enemy)  Effect: Brave-10

Purgatory - 2500 JP  Damage Calc: Mag x PWR x (100-Faith)/100 x (Target Faith/100) It's a combination of Netherseer and Skyseer Abilities, in that order
Range: 5  PWR: 25  Radius: 1  MP: 15  SP: 85  Element: Dark

(Ch.4 Upgrade)

Raging Howl - 1250 JP
Range: Self  Radius: 1  Effect: Brave+10, Atk+2, Mag+2, Spd+1

Oblivion - Hit to Learn  (Damage Calc: Same as Purgatory)
Range: All  PWR: 50  Radius: All  MP: 60  SP: 66  Element: Dark

REACTION ABILITIES

Typical Squire Abilities


SUPPORT ABILITIES

all other Squire abilities

MOVEMENT ABILITIES

Move +1 - 200 JP

Master Teleportation - 10000 JP (Available w/ Ch.4 Upgrade; if JP limit is only 9999, then it would be 9999 to learn)

Possible Cuts/Alterations

The Magic Skills - If there is no way to make the spells work with that calculation, then I'll just use the Netherseeker calculation. 
EDIT: I'll just use Netherseeker combination... easier to do and very useful.

The Sword Skills - If there's no way to make the skills have an infinite vertical range with described range and radius, then keep the names but they'll function the same as their counterparts (Orlandeau/Agrias' line)

Skill descriptions are assuming 2 Radius is the Plus-shaped AoE

Visual would look like this guy's Ramza, but with the generic Monk's head and blood red cape



Portrait would change between Chapters 

Ch.1: Brown hair, brown eyes, similar facial structure

Ch.2: Brown hair, red eyes, angry look if possible

Ch.3: Brown hair, red eyes, and a vertical scar down his left cheek (so it'd be on the right side of the portrait).

Ch.4: Brown hair, brown eyes, nose added horizontal scar added in the middle of the vertical scar

TIP: Best used with Monk abilities.  Free Healz and Spelz For Dayz with Chakra lolz


To make it seem completeable, however, there might need to be a few changes to monsters, such as some of the slower ones (with a few exceptions) should gain a slight speed boost.  Another thing should be that Chocobos should always have Choco Cure, regardless of their color, so one doesn't always have to rely on mere potions for healing (after all, the Red Chocobos doesn't need any other attack to pick from other than Choco Meteor, but still would need to peck in order to Counter, I believe...)  If possible, the more human-shaped monsters would be able to wear armor (Exception is Chocobos... Chocobos should wear armor because they're awesome).

Yellow Chocobo - Same as Vanilla

Black Chocobo - Choco Beak, Choco Pellets, Choco Cure, Choco Esuna

Red Chocobo - Choco Beak, Choco Meteor, Choco Cure, Choco Esuna

Removing the need for Beastmaster Ability, so might remove that Support Ability althgether


Monster Eggs should be kept;

Boost JP will be kept on all original classes, as a way to help JP Gains.

All I need is a sprite and portrait of a monster-like creature, and I can turn it into a class that can change. 

Custom Weapon and Armor set for MC already in the works... just poking at the kinks, hoping they'll fix themselves.

For future reference, a small list of things that may need to be done (in any way possible) before initial setup:

1) Custom Monster Ally; wields weapons, armor, and accessories, and COULD be treated as a human with changing jobs and JP Gains. (CHECK....somewhat)

2) Give Armor to Chocobos; may need to slightly adjust their HP stats accordingly. (CHECK)

3) Enable other Class Abilities (Read: Tame) to MC, and be able to list the skill as Learned under both MC's Class and Orator when it's learned under one. (CHECK)

4) Enable one normally enemy-only skill to MC and a future ally (Read: Master Teleport) to be available at Ch4, keeping Move +1 available all the time. (CHECK)

5) Enable Chocobos of any color to always retain Choco Cure. (CHECK)

6) If using WotL as a base (which is preferable), IF anyone has made significant changes to it that can be worked on further (Example: Elric's The Lion War patch for vanilla), remove animated cutscenes.

7) Plan for an event to add a SINGLE Ultima Demon to the party; no eggs available. (Not necessary, but would be fun)

8) Make monsters have all 4 abilities available without the need for Beastmaster (CHECK)

9) Planned ultimate gear (Obtained in events during Ch.4 and some Treasure Hunter locations) (CHECK)

10) ADVISE people to use the slowdown removal patch made by I forgot who... (Might just include it with the patch in a folder)

Heavensbane - Fell Sword 1H/2H A Dark Sword once used by an ancient guardian of the Underworld.

Atk: 45  Parry: 30%  Inflicts: Slow, KO  Always: Faith  Boosts: Dark

Obtained: Mt. Bervenia Treasure Hunt Spot (Lava Treasure Spot, 100% to obtain Godslayer)


Hellfire Shield - Shield  A Dark Shield once used by an ancient guardian of the Underworld.

Phys Ev.: 60%  Mag Ev. 0  Immune: Oil  Absorb: Fire, Ice

Obtained: Ch.4 Event


Demon King's Helm - Helmet  A Dark Helmet once used by an ancient guardian of the Underworld

HP: 175  MP: 50  Immune: All Negative Status Effects except Athiest and Oil

Obtained: Ch.4 Event


Demon Guard - Armor  Dark Armor once used by an ancient guardian of the Underworld

HP: 200  MP: 50  Always: Regen, Reraise

Obtained: Mount Bervenia Treasure Hunt Location (Materia Blade Spot, 100% chance to obtain Demon Guard)


Demon Gloves - Gloves  Dark Gloves once used by an ancient guardian of the Underworld

Physical Attack +2  Magic +2, Speed +2  Always: Haste, Protect, Shell  Absorbs: All Elements except Dark  Boosts: All Elements except Dark

Obtained: Ch.4 Event




Not sure how those'll work, but they'll replace the following items:

Valhalla (Fell Sword)

Onion Shield (Shield)

Onion Helm (Helmet)

Onion Armor (Armor)

Onion Gloves (Gloves)


I'll work on a plausible story, since it's the only thing I CAN do (even if it's as simple as making it similar to vanilla, but changing SOME things around, like names). For any type of early bugtesting scenerio, simply switching out Ramza for the MC MAY be possible.  Will edit if I have more information.

I've come up with a tiny bit of story and first battle for Ch.1, as well as starting roster.

Chapter 1 Roster Setup - Main Character: Zolias (Renamable) Job: Dreadlord (Look in the Job Idea thread for more information) | Ally: Red Panther  (Random Name, Roster Number 2), Goblin (Random Name, Roster Number 3)  Yellow Chocobo (Name: Koko for a FFV Reference; Boko's mate in that game, Roster Number 4)  |  Guest: Gaffgarion (Fell Knight)  {Takes place after Ramza's battles, and follows in his footsteps}

Short MC Description:  Zolias, an orphan of the 50-Year War who was raised by Gaffgarion, a friend of the family, after the conclusion.  Gruff and cynical like his adoptive father, but shows an occasional bout of kindness every now and then. Starting Age: 16 

First battle of all is basically the same as main game, but adding in MC as well.

Ch 1: The Unrelenting (if anyone can come up with a better name, feel free to rename it)  Starting Point: Dorter   1st Battle: Similar to Ramza's first battle in Gariland (4 Squires and a Chemist)

The main line is MC is under Gaffgarion's tutelage, and Gaffgarion is supposed to be tailing Ramza as per ordered by Dycedarg.



Other thing I need to learn to figure out is how to get the proper sprite in for the MC (Probably would need help from an experienced spriter).  I was thinking that the story I plan to make (most likely with other's help) takes place during Ramza's Story, where during a few battles or so, MC and Ramza will encounter each other.  Sometimes, Ramza will be a Guest; sometimes, they'll be opposing forces (as a way of helping each other get stronger, so those battles will have an important role in which enemies do not permanently die...yay for immortal enemies?). 

Over the 4 Chapters, Ramza will grow, as well.  You won't meet him in Ch.1, Ch.2 and Ch.3, he'll be in his mercenary-variant and have up to Steel; Ch.4, He'll have Shout and if you meet him past a certain point in the story, he'll also have Ultima.  Unfortunately, he won't be recruitable, since he's doing his own story (obviously) so he'll keep his Traitor Immunity (saw that in FFTP).  In fact, to keep away from being able to recruit enemy people, all jobs will have Traitor Immunity.



I can't say whether or not people would enjoy this game idea, as it's akin to a self-insert fanfiction, but I do want to make it as enjoyable and fairly close to the lore as I can (which unfortunately, I know little of), while adding my own twist.  So with this, I'm going to do a little more on FFTP.

I present Mia, the Paragon now.

Paragon (Brave: 45  Faith: 100  Move: 3  Jump: 2  Phys. Evade: 10%)

A Mage of unparalleled might that can cast any spell instantly, but must learn magicks initially.

Innates: Treasure Hunter, Halve MP, Arcane Strength, Arcane Defense

Absorb: None

Stats when Active Job   HP: C+  MP: A  Atk: D  Mag: A+  Spd: A-

Stat Growths  HP: ***  MP: *****  Atk: *  Mag: *****  Spd: ****

Blessed Magicks: Paragon job command.  The might of the purest Magicks called into reality to bless allies or bring suffering to foes.

ACTION ABILITIES

White Magicks - Learned

Black Magicks - 1000 JP

Mystic Magicks - 1000 JP

Time Magicks - Learned

Summoning Magicks - 2000 JP

REACTION ABILITIES

Shiradori - 700 JP

SUPPORT ABILITIES

Defense Boost

MOVEMENT ABILITIES

Move +3 - 1000 JP

Master Teleport - 10000 JP

NOTES:  Mia will most likely need ASM Hacks for her abilities to work, but she's essentially a single target Arithmatist (which will be removed from this game, along with Onion Knight and Dark Knight; I'll keep in Mime for stat grinding lol)  Also, for those wondering why it has to be a female, it's obviously what your thinking; the ship has sailed!  lol  For a description of what she looks like, imagine using Rapha's body sprite (made with a lighter skin tone) with a female's head with long blue hair.  For a portrait, imagine the Mia from Golden Sun, but with blue hair instead of aqua, and not in a ponytail (and noseless, apparently) 

EDIT: I can just change Mime, remove the type it is possibly, as well as setting the stats and equipment accordingly to do what she does, I believe... just that she can learn all Magics through JP OR by other classes... doesn't really matter, tbh, as long as she can use ALL Magics; might even change them to no channel time and remove swiftness.

Short Mia description: A priestess who left the Holy Church after seeing one of her own become a Lucavi.  A kind girl, she can never leave anyone who's suffering  Starting Age: Same as MC's Current. 

Also, useless bonus points for who gets where I got the name of her class first lol

_____________________________________________________________________________________

Safeguard removed from class innate list; disabling the AI use of Steal/Rend: Armor/Weapon/Accessory/Shield.   They can still steal everything else, but not equipment.  This does NOT mean that Safeguard is useless; there may be some boss units with Crush-type attacks, so be prepared.

Starting it over on FFTP, so I can remember what I do.  Also will make a notepad file telling me what I've done, what I've still got to do, and what I cannot do alone.  PM me if you wish to be of help.  I'll be making a post in the ASM Hacks section of the site for assistance on the ASM Hacks I need.

Also, planning on adding Reis to the team, without whatever-his-name-is also teamed with Ramza's group (Ramza's group are all guests, and she feels that we need the help more than they do, so she would join us instead... she also does revert back to normal (Holy Dragon -> Dragonkin), and whatever-his-name-is joins as an immortal guest.



That's all I have atm; will edit when I have more ideas.
24
Quote from: Jumza on April 04, 2015, 02:37:33 pm
That's true :P With more jobs and abilities unlocked the difficulty really went down. If you nerf random battles, I wouldn't make them too much easier.


Makes sense.  Maybe the first area (I believe it's Barius Hill) should be a bit more of a training area, with some randomized units, and maybe at least a higher chance on human enemies appearing (they make great ability farms, for example, if you toy around with the last one as the others crystalize)
25
New Project Ideas / Re: Patch Ideas Proposal Thread
April 04, 2015, 10:48:36 am
Quote from: Jumza on April 01, 2015, 05:05:28 pm
I would say that most, if not all of the sites mods are just fanfiction (especially JoT5 :P).

You could probably ask an ASMer to help you out with that formula, whether they do it themsleves or if they help you figure it out. Formulas aren't too hard to handle as far as I know.

My suggestion would be to replace Ramza and his sprites / jobs with your main characters, and paste Ramza's old stuff anywhere else. If he isn't in your party for the entire game like the Main Character is, he doesn't need the special code in his job that allows him to grow throughout the chapters (also I think that's what you have to do anyway). Ramza could easily be made into a special character that changes throughout the times you encounter him.


To be honestl, Jot5 gave me the inspiration to go out on a limb and even attempt to try to make my idea work.  Also, I'd need a spriter to build the sprites for my main character before I'd be able to replace them with Ramza's.

I also am trying to figure out how to place human allies to be able to get them later (such as Mid Ch.2, for example), or if that's another program besides FFTP that came along with the download.  After all, there's going to be only 3 others, though 2 of the 3 are already in the game's code: Reis and Beowulf; will leave Beowulf mostly unchanged, though maybe with some slight alterations to his abilities.  After all, Beowulf seems like he'd join anyone who would take the Gollund Mines job, after all.  Obviously, Reis' Dragonkin job will have some alterations because she's one of your few units to be able to change jobs, and it seems kind of weak in vanilla.  If I could also find a way to give starting equipment to her (the 1st and only Minerva Bustier, some kind of perfume, and a Barette), she could be very useful. 
26
Personally, I've only experienced one myself, but I HAVE seen a lot of posts about 2 specific Random Battles that have given people a lot of grief; the one I experienced is on the return trip towards Lionel Castle, at Barius Cliff, I believe it's called.  The 5 Lamia battle.  I saw it, said to myself 'Well, I'm screwed' and turned it off to get myself to relax after a little bit (I sometimes get engrossed in games, and that battle came after I dumbly forgot to save for a bit (feel free to point and laugh... looking at you, RoR!)

The second one, which I had the pleasure of somehow avoiding, is the multiple turtle group at the waterfall area (I forgot the name already; been a while since I last played.)  I kinda get the gist of it; multiple turtles, using earth attacks with massive AoE to damage your units, while healing any other turtle caught in the range.

27
Counter: Deathblow.  We all know how it works, I believe; high risk, high reward deal.  Fairly low chance of hitting, but good damage, except against undead units (due to it's Dark elemental nature).  This Help! Topic has a serious question about it, which made me think of my own questions.

I have 2 questions:

1) Does Bandit's Eye help increase the accuracy of this interesting counterattack?

2) Is there any way (outside of Bandit's Eye, if it DOES increase its accuracy) to help increase the accuracy for it?
28
I'm not exactly sure if this is the right place to ask this, but it does involve at least something I've noticed while using the FFTP, and I'd rather ask than make a blunder.  Feel free to move it into the correct area if I AM asking in the wrong place.

Under the job tab, I've noticed Ramza's Squire sets have an automatic immunity to the Traitor status.  Obviously, being the main character, he should be immune to becoming an enemy, for obvious reasons.  My question is whether or not that, since his sprite doesn't change when he changes his jobs, if his immunities transfer to whatever job he has, or if it's just hard-coded into the game that he just cannot be an enemy at all?  I'm asking because he's the only unit in the game to be able to have his faith increased beyond 93 (I believe) without deserting. 

I'm wondering because I'm in the very, VERY early stages of an attempt to create my own hacked version, and I want to know if it's possible to be able to have the few 'special' (in my game's case, human) units be unable to desert, regardless of an enemy's attempt to inflict Traitor or their Faith totals like the main character, regardless of when you get them in the storyline.

Any answers, or possible ideas in this regard, would be highly appreciated.
29
Works in Progress / Re: FFT: A Stone's Ripple
April 01, 2015, 01:23:36 pm
You gave me insight on stuff I could do for my own plans, and since I doubt I can help much with anything in the technical department, I'll just do what I can: Support! 

Definitely like the way you're building up anticipation and doing what you can to make a good game.  Keep up the good work, and I can promise you that I'll definitely give the game a try when it's finished! 

Jumza and Zolias attained Support Level C  Sorry, wrong game series... lol
30
New Project Ideas / Re: Patch Ideas Proposal Thread
April 01, 2015, 06:40:34 am
Quote from: Jumza on March 30, 2015, 04:38:40 pm
You could :) It would be wise to get a little work done before hand so that you might take some screenshots or videos and show them off to people, but yeah. Go for it!


Yeah, I thought about it, and I'm gonna play around with the program a little more to try and figure out things, and maybe to possibly add a damage formula in if it's not already in there, with the basic, understandable version of the formula being this:

Total Magic Damage = Spell's Power * Magic * (100-User's Faith)/100 * (Target Faith/100)   Best result: User's Faith = 0 (Athiest)  vs. Target's Faith = 100   

It's a combination of Netherseer and Skyseer ability formulas, in that order, that I think would work the best.  (if you check my updated earlier post under the Dreadlord tab, I bet you can figure out for what abilities)

Other thing I need to learn to figure out is how to get the proper sprite in for the MC (Probably would need help from an experienced spriter), and how to make another set of jobs for the MC to grow between 4 chapters outside of Ramza's Squire job, as I was thinking that the story I plan to make (most likely with other's help) takes place during Ramza's Story, where during a few battles or so, MC and Ramza will encounter each other.  Sometimes, Ramza will be a Guest; sometimes, they'll be enemies (as a way of helping each other get stronger, so those battles will have an important role in which enemies do not permanently die). 

Over the 4 Chapters, Ramza will grow, as well.  You won't meet him in Ch.1, Ch.2 and Ch.3, he'll be in his mercenary-variant and have up to Steel; Ch.4, He'll have Shout and if you meet him past a certain point in the story, he'll also have Ultima.  Unfortunately, he won't be recruitable, since he's doing his own story (obviously) so he'll keep his Traitor Immunity (saw that in FFTP).  In fact, to keep away from being able to recruit enemy people, all jobs will have Traitor Immunity.  Btw, I'm also going to add this information to my main post through the means of the edit button.  Already added some before, but yeah... no Edit notifications, apparently lol

I can't say whether or not people would enjoy this game idea, as it's akin to a self-insert fanfiction, but I do want to make it as enjoyable and fairly close to the lore as I can (which unfortunately, I know little of), while adding my own twist.  So with this, I'm going to make a call for assistance eventually
31
New Project Ideas / Re: Patch Ideas Proposal Thread
March 30, 2015, 12:44:27 pm
Quote from: Jumza on March 30, 2015, 10:29:16 am
It doesn't really need one :P It shouldn't be gibberish either, just open up the FFTPatcher program, go to the top tabs and select New PSX Patch or new PSP patch and go to town exploring all the things!

FFTOrgASM and ShiShi can come later, you should explore the patcher first


Well, I did some tweaking, and probably will need to get a clean iso to patch it and see how it runs with the changes.  Now this makes me wonder... if I got this much, should I just open a New Project Ideas thread for it?
32
New Project Ideas / Re: Patch Ideas Proposal Thread
March 30, 2015, 08:59:14 am
Quote from: Jumza on March 29, 2015, 01:55:10 pm
You should download the FFTPatcher and explore it for yourself, you'd see that everything you want to do is basically possible using the one program, but I'll address your questions anyway.

I'm not sure how the FFTP handles the PSP exclusive items (like the Dark Knight / Onion Knight only weapons), if it can edit them or even see them at all. It is recommended that you edit the PSX version of the game, not the PSP one simply because more people have done work on it. In both versions though, you can set certain classes to be able to equip certain items in the Jobs tab.

You can change weapons from 2H to 1H and back again really easily, it's just a checkbox.

If you want to remove an item from throw, you have to remove it's item class from the skillset. If you don't want Ninja's to throw Chaos Blades, you have to remove Knight Sword from the Ninja skillset. If it's just enemies that you don't want throwing that kind of stuff, set their chance to learn (in this example, Knight Swords) to 0%.
EDIT: I'm sure there is a better way to exclude certain items though, I've never tried to do that before :P

There is a treasure hunt tab which allows you to edit the X and Y co-ordinates of the items you can get, you can find out the Co-ordinates by going to the map section on the site, it's got all of that stuff listed. You can also change the treasures themselves in this tab, and if you want to make it 100% to always get one item you can just set both (the lower chance and the higher chance) to one item.

Go download the FFTPatcher!


Ok, decided to bite the bullet and download it.  Now I gotta ask.... where's the instruction manual, because I have no idea what to do...

I can understand a few things, but it mostly looks like gibberish to me
33
New Project Ideas / Re: Patch Ideas Proposal Thread
March 29, 2015, 11:42:16 am
Quote from: Jumza on March 29, 2015, 10:47:24 am
If you wanted to, for example, give the Chaos Blade the properties of the Excalibur (Innate Haste, Strengthen Holy) along with Chaos Blade's original properties (Innate Regen and proc Petrify) you would have to click a total of 5 buttons after opening the FFTPatcher.

Open FFTPatcher and create new PSX or PSP patch

1. Click Items tab
2. Click Chaos Blade
3. Click Item Attributes (on the Chaos Blade page, not the tab)
4. Click Holy under the Strengthen category
5. Click Haste under the Permanent Status category

Done.

When I said user friendly I meant it :P


o.o  Yeah, that would be easy...  Is it also able to change equip requirements (Ex. Remove class limitation from Onion equipment) and names of weapons, as well as a certain wielding capability (Fell Swords, for example, are 2H weapons; able to make them 1H/2H)?  Or as an alternative to wielding capability, able to remove a certain weapon from being available to enemy Ninjas to Throw?  Also, what about changing Treasure Hunt locations, treasures they give, and the chance to give it (Bravery-based to 100% chance) or is that labeled under ASM Hacking? 

Honestly, though, if it IS that easy, I think all I would need is an Event Manager or two, Spriters, and text overhaul, along with someone who can create a few special classes, if it's not available to FFTP.  Seems like it could be easier than I thought! (I mean from impossible to possibly doable)  Oh yeah, that and a memory wipe for myself, so I could fully enjoy the story unspoiled, but that's kinda pushing it XD
34
New Project Ideas / Re: Patch Ideas Proposal Thread
March 29, 2015, 07:47:53 am
Quote from: Jumza on March 28, 2015, 09:08:45 pm
This all sounds very possible with FFTPatcher work + a few existing ASM hacks (Like roster size increase). The FFTPatcher is extremely user-friendly, I bet you wouldn't have much trouble getting this going.
EDIT: Except increasing JP gains and adding noses :P Can't do that with FFTP (unless you give everyone JP up, or move JP up, but that won't fix noses haha)


Well, then ignore the noses.  (damn...)  I already did have the idea to have the MC's initial Job have JP Boost as an innate, as well as a support ability to learn for when we would need to change jobs for more skills (Martial Arts would probably be the best idea for a second skillset; when isn't it? lol).

This should tell me I should start learning to code, but at this point in time, I'm not quite confident in it, even if FFTP isn't considered coding, and how user-friendly it is.  I'll need to look things up more, but in the meantime, one question: How easy is it to -create- a weapon, even if the concept is as simple as changing an existing weapon a bit?  I'm asking because I have an idea for an -ultimate- weapon (combine the damage of the Chaos Blade and effects of Excalibur into one weapon, which is essentially the main idea, but with slight tweaks, as well) for the MC, and I have no idea how easy/difficult it would be to include it.
35
New Project Ideas / Re: Patch Ideas Proposal Thread
March 28, 2015, 08:44:20 am
-Deletion Requested due to reposting-
36
I was actually thinking of a class a few days ago to go with an idea for a game I had, as well... a job that would most likely make even Sword Saint Orlandeau piss his pants to encounter.  Going to be using WotL translations for skills, since it's the only kind I know, but if I remember any PSX versions, I'll add them in (these)... lol  -Raises Flame Shield-

Dreadlord  (Brave: 70  Faith: 45  Move: 4  Jump: 3  Phys Evade: 20%)

A knight of pure, concentrated darkness, this warrior wields Fell Swords with superior technique. 

Ability: Safeguard, Waterwalking, Swiftness, Halve MP, JP Boost 

Absorb: Dark

Demonblade: Dreadlord job command. The ultimate in dark sword techniques that inspire fear into their victims.

ACTION ABILITIES

(Side Note: all skills have no vertical limit, are SP: Now!, and use the weapon's element unless stated otherwise.  Also, Hell's Charge attacks in all 4 directions at once, instead of a choice of one.  Finally, all skills bypass Evasion.)

Bloodbath - Learned
Range: 5  Radius: 1  Effect: Drain HP

Mana Surge - Learned
Range: 5  Radius: 1  Effect: Drain MP

(Ch.2 Upgrade)

Frozen Enclave - 400 JP
Range: 4  Radius: 3  Effect: Stop

Deathbringer - 350 JP
Range: 3  Radius: 2  Effect: Doom

Graveblade - 500 JP
Range: 3  Radius: 2  Effect: KO

Oppressive Force - 900 JP
Range: 5  Radius: 3  Effect: Silence

(Ch. 3 Upgrade)

Hell's Charge - 2000 JP
Range: 4-dir.  Radius: 7  Effect: Confuse

Shadowburst - 1500 JP (Self-Damage)
Range: Self  Radius: 5  Effect: Slow  Element: Dark

Armageddon - 3000 JP (Self-Damage)
Range: 4 (cone)  Radius: 4  (More damage the closer the units are)

Crush Armor - 200 JP
no change

Crush Helm - 400 JP
no change

Crush Shield - 450 JP
same as all others, but on shields

Crush Weapon - 500 JP
No change

Crush Accessory - 800 JP
no change

Dread - 1000 JP
Range: 5  Radius: 1  Effect: Brave-10

Purgatory - 2500 JP  Damage Calc: Mag x PWR x (100-Faith)/100 x (Target Faith/100)
Range: 5  PWR: 25  Radius: 1  MP: 15  SP: 85  Element: Dark

(Ch.4 Upgrade)

Raging Howl - 1250 JP
Range: Self  Radius: 1  Effect: Brave+5, Atk+2, Mag+2, Spd+1

Oblivion - Hit to Learn  (Damage Calc: Same as Purgatory)
Range: All  PWR: 50  Radius: All  MP: 60  SP: 66  Element: Dark

REACTION ABILITIES

Counter Tackle - 180 JP


SUPPORT ABILITIES

Tame - 500 JP

all other Squire abilities

MOVEMENT ABILITIES

Master Teleportation - 10000 JP (Available w/ Ch.4 Upgrade; if JP limit is only 9999, then it would be 9999 to learn)

STATS

Stats when Active Job:  HP: A+  MP: B+  Atk: A-  Mag: B  Speed: A-

Stat Growths:  HP: ***** MP: ***  Atk: ****  Mag: ***  Speed: **

EXTRA NOTES

Yes.  Quite OP indeed...  and this is actually the Protagonist for my idea (which obviously wouldn't happen, because I know nothing of coding, spriting, or anything else about making a game.)

Innate JP Boost, while almost unfair, actually IS fair, due to such high JP costs to master the class.  Waterwalking so he doesn't drown.  Swiftness and Halve MP just because he's OP.  Absorb: Dark obviously makes sense in my own head (but I also was dropped on my head as a baby, mostly because I fell out of my playpen on my own, so there's that... XD). 

Master Teleportation is broken, but it'd take forever to gather that much JP even with an innate JP Boost, so there's the balance for that.

  High stats and growths, because it's a powerful class, obviously.  Also, if you didn't notice, the skills are slightly remodeled Sword Saint + Dark Knight skills, with 3 skills altered from Ramza's Squire job.

Dread replaces Steel (Cheer Up is the original, I believe), but reduces an enemy's Brave by 10.  Raging Howl replaces Shout (Yell, I believe), and while it reduces the amount of Brave you receive, you also gain 1 extra point of Atk and Mag.  Finally, there's Purgatory (originally was Ultima in Ramza's skills) and Oblivion (Based off of All-Ultima).  This is actually something I thought would suit him, and for those who don't understand the damage calculation I put up there, it's actually simple:  The highest damage is possible if the Dreadlord has 0 Faith (Athiest) and the target has 100 Faith (Faith).

Tame: Undead is basically the only way to get allies in this planned version, except for a single supporting human.  Monsters such as the Skeleton and Ghost families are affected by this, but it also affects Undead Classes, as well.  Undead Black Mages, Undead Time Mages, Undead Knights, etc. will also be affected by Tame: Undead.  As a secondary skillset, I would recommend Martial Arts. 

This job shares a skill with another job, Tame, and learning them in either one will consider it learned for both.

If I could also add a special weapon which he'd get at the start of Ch.4, it'd be this:

Godslayer - Fell Sword  A pitch-black blade forged of Dark Matter.  The blade is so dark, even light and time gets absorbed.

Atk: 40  Parry: 30%  Always: Athiest, Haste  Absorbs: Holy  Boosts: Dark


I don't have a drawing for what the character would look like, but I do have a way to describe it:



It'd be like that Ramza, but having brown hair, no cowlick, and the cape would be a blood red.  The portrait would look different, yet it's hard to describe....  Brown hair, red eyes, and a vertical scar down his left cheek (so it'd be on the right side of the portrait).

Well, this is just wishful thinking anyway, since I have no means of creating this, so... yeah.

EDIT: I put some added info, but the main idea is if someone wanted to work on this idea, but can't get the ranges/radius/vert. increases on some of the skills, just keep the changed names, but otherwise, keep them as their counterparts (should be easy enough to figure out what swordskills are what, but the HP/MP Draining swordskills are based off of Dusk Blade and Shadow Blade).  If unable to make the magic abilities work with the described formula, then the magics can be cut from the class.  I might also place a post under Patch Idea Proposals, if anyone felt like making it for something to do when they have nothing to do, or to see if the idea could work...
37
The Lion War / Re: FFT - The Lion War
March 24, 2015, 12:28:11 pm
For once, I read through an entire topic (which is rare, cuz I'm lazy 99.9% of the time), and I must admit... the stuff said here makes my brain hurt, since I have no idea what any of it means (except for 150+ Event spaces...  Means more possible events, right?)

Also, definitely like the idea of the NG+ and point system to unlock special rewards (Teleport 2 is Master Teleport, I'm guessing?  I only played WotL, not the original, so I'm kinda partial to that one, and that was mostly for having Ramza being a Dark Knight, which is already quite enjoyable... lol) 

I also know, since it was stated many times, that you won't be changing things since TLW is a base (which I assume you mean things other than NG+ stuff, which are bonuses for no-life grinding away), but just to clarify something...  is it possible to add a NG+ perk to give Reis' Dragonkin job the ability to equip body armor (probably something like clothes/robes, nothing to spectacular), since it's not possible (I think) to add more equipment, like the Minerva Bustier. 

One other thing, which I doubt would be implemented, but have to ask anyway... about Boco's evolution to Black/Red Chocobo, I personally think he should keep Choco Cure through all these forms (even though Red Chocobo has it as a Beastmaster/Monster Skill hidden ability) mainly to keep him different from other chocobos of the same color (for example, Black Boco would not have Choco Esuna, but Choco Cure... and Red Boco would have Choco Cure replacing Choco Pellets, or whatever the PSX name of it is, since nobody would dream of using that when they have the almighty Choco Meteor, and the hidden skill could be Choco Esuna... it's rehashing already existing skills to make a better Boco, but since I have little -read: none- ability in the art of changing things, I have no idea if it'd be possible at all). 

Finally, I have one last question:  would it be too weird to ask if there'll ever be a manual sort for the party roster?
38
Simple answer: just poison the bastard XD
39
Um... is it weird that Ramza, who was my lowest level character (Lv 2 @ Bariaus Hill while Dante and Cloud were around 3 or 4) is now my highest level character (13 after tons of grinding) after finishing Bariaus Valley and getting the secret that isn't much of a secret anymore, btw lol) after I unlocked the magic classes for him?  Link also shot up, and is kinda important for Ramza's level potential with White Magic (seriously, White Magic + Saria's Song = Level Grind; even better when they have MP Absorb lol).  Snake is my other who is fairly low leveled, but was my highest for a while (tons of lucky Move! uses).  Cloud and Dante are now my lowest level characters, and I don't even use items anymore.

Bariaus Hill first attempt, just like most people, made me realize why I hate Lamias, but also the reason I'm grinding Ramza in Mage classes... lol

I've also found that Bariaus Hill randoms, that the combo of Knight + Chemist + 1-2 Squires is the second easiest; easiest tends to be Beastmaster + Chocobo.  All in all, no need for items once you get past Knight 2 and Chemist 3 with Ramza. 

btw, I was doing a lot of Grinding and got Flare for Ramza... I loved the dialogue for it!
40
Quote from: KingUrameshi on February 28, 2015, 11:31:12 pm
Hello all, I am a huge fan of FF Tactics since release. Just wanted to say I'm new to this site and played chapter one of JOT5. Excellent idea and the best mod I have played so far. Really can't wait for chapter 2 so I can spend a whole day beating it just like I did with chapter one. Definitely a mod I just can't put down.

P.S. Solid Snake is the man, his default class is just overpowered and the absolute best!


Snake is pretty awesome if you give him Equip Projectiles and spam Assassinate over and over again with a Bowgun.  Though judging by the name of his base job, you won't need to waste the Support Ability slot once guns are available. 

Actually, I wonder what kind of remark he'll make when he finds guns exist in Ivalice, as well, which obviously starts to appear medival to him, what with using swords, bows, crossbows and going into castles and forts for the majority of Ch.1...

EDIT:  I just learned that Snake's Special Ops class can use bowguns without the need for Equip Projectiles... I feel dumb now.