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Messages - Mysfit

1
New Project Ideas / Re: Dycedarg's Elder Brother
December 08, 2015, 05:56:39 pm
When I think about names for characters, I like to consider the meanings of existing names or the translation of a particular word in other languages as that word or meaning relates to a quality embodied or expressed by that character. So, maybe looking up names that traditionally offer meanings that could be construed as being representative of this character's parents or indicative of certain hopes and aspirations his parents might have had for him could provide some basis to build from. Reinterpreting those names using Japanese pronunciation conventions or otherwise just playing it by ear could then add that extra layer of variation to help it blend seamlessly with the other names in the Beoulve family and/or Ivalice at large.

Here are some that I brainstormed using a list of masculine French names and tracing the ones I found interesting to their root language/meaning:
http://www.behindthename.com/names/gender/masculine/usage/french

Absalon: "My father is peace."

I thought this was fitting since Balbanes seems to have a reputation of being extremely honorable, wanting to bring everyone together and do the right thing. A name like that is emblematic of Balbanes' hope for that mission statement to carry on through this immediate heir to house Beoulve. As for giving it the Ivalician treatment, maybe something like Avzalam or Avzolan could work.

Alphonse: "Noble and ready."

Balbanes obviously thinks very highly of his station of nobility as a knight and of the role that house Beoulve serves. He would likely view his children as a direct continuation of that and name them accordingly. Perhaps something like Alfaantz or Ulvans?

Dieudonné: "Given by God."

Nobility's involvement with the Church of Ivalice is very much commonplace, even if it's just on the surface so as to keep up appearances. It would seem likely that either Balbanes or his first wife would be devout enough to dedicate a child to whatever the notion of a god means among the people of Ivalice. Possible variations, Dardonai, Dyrodon

I hope this helps. The process runs the risk of being time consuming the further down the rabbit hole you go, but for me at least, it provides some sort of logic to what I'm doing rather than just desperately trying to blurt out something cool-sounding out of the blue.
2
Help! / Re: Hot Feet
December 03, 2015, 06:45:00 am
Ah, I see! I mistakenly thought the status and the movement ability both behaved the same way. That solves it then. Thanks very much.
3
Help! / Hot Feet
December 02, 2015, 06:50:45 pm
Hi all,
So, I encountered a hypothetical situation as I was thinking about potential changes and wanted to know if someone here more experienced than myself might already know how this particular scenario would resolve.

Say a unit had the Float status applied to them temporarily and stopped over a lava tile. If the Float status was removed while the unit was still on that tile with no other means of permitting passage over lava, what would happen? Would the unit receive damage or crystallize? Would the game freak out and crash? Would it just be goofy and have nothing happen at all?
4
Help! / Question/Request Regarding "Wish" (Formula 3C)
September 15, 2013, 07:43:07 pm
I'm wondering if anyone has considered the notion of editing the Wish formula in any way, if possible. What I myself had in mind was to have it heal MP instead of HP while the damage dealt to the caster is still resolved. The intention being for the creation of a sort of self-cast life tap ability that trades a measure of HP for a measure of MP.

Is this something doable?
5
Help! / Re: Weapon Animation Question
March 19, 2013, 07:44:58 am
I see. Thanks for the insights. I'm sure there's another way I can work out what I have in mind generally, so no worries. I'm open to input from anyone else who may come across this, but for now, it's back to the drawing board.
6
Help! / Weapon Animation Question
March 18, 2013, 10:41:27 am
I'm wondering if it's possible to coax a specific weapon swing to behave like it does with Throw by default. So, for instance, if one were to configure Knives to have a range greater than one, is anyone aware of a way to have the default Knife swing behavior be such that the Knife sprite goes flying toward the targeted panel?
7
Help! / "Requires Sword" on Reactions
October 23, 2012, 10:22:20 am
Might someone with more experience with regard to ASM hacking have possibly looked into this sort of thing at all? I was curious whether it was possible to somehow have that boolean applied to specific reaction abilities as can be done with active ones. I specifically had "Hamedo" in mind.
8
Help! / Re: Negative Item Stats
October 15, 2012, 11:35:49 pm
Thank you very much!
9
Help! / Negative Item Stats
October 15, 2012, 08:12:12 am
Is it at all possible to affix negative stats to weapons and other equipment, specifically negative values for PA, MA, Speed, or Jump?
10
Help! / Re: Abilities Triggering Weapon Proc.
October 13, 2012, 03:12:48 pm
I see. My intention is to at least attempt to add that particular check from the Attack command formula to a custom formula. Is there documentation anywhere of the ASM behind the formulas, ideally with some interpretation of how the different parts of it are supposed to behave? I'm not much of a programmer, but I'd like to become familiar with this.
11
Help! / Re: Abilities Triggering Weapon Proc.
October 12, 2012, 11:03:25 pm
I actually mean something to the effect of a skill which considers the equipped weapon for its damage, but also considers the chance to trigger any spells attached to that weapon as well (e.g. Flame Rod which has a chance to cast Fire [spell] on hit). I know that there would be a great deal of ASM coding needed to graft that together; I'm curious if anyone could enlighten me on just how much and if it can even be done without breaking everything horribly.
12
Help! / Abilities Triggering Weapon Proc.
September 07, 2012, 02:17:49 pm
I apologize if I'm asking something that's been asked before, but I couldn't find anything that mentioned something like this specifically. I was wondering if there was something anyone could suggest with regard to making abilities that are flagged with weapon range and weapon strike also apply weapon proc. chances as a normal weapon attack would.
13
Help! / Sprite Distortion in Cutscenes
July 24, 2012, 01:07:42 pm
I've been playing around with applying sprite sheets. I've found that sprite sheets which I've replaced that also have counterparts in certain cutscenes (e.g. male Squire) are shown as the vanilla sprite but with the color palette of the intended new sprite instead when they appear. It occurs only during specific sequences of frames in that the sprite pops between the intended image and the distorted vanilla sprite depending upon what's happening in the scene. I've only replaced the standard, in combat sprite sheet. What could I do in order to fix this beyond just reversing the change entirely?
14
PSX FFT Hacking / Re: ASM Lessons
February 09, 2012, 12:57:50 pm
I'd like to suggest, as a total ASM nubcake, that,if at all possible, the opcode documentation (http://zodiac.ffhacktics.com/PSX-INST.txt) mentioned in Lesson #0 be featured somewhere more prominently (perhaps in the Tutorial section of the main site or as a sticky in the Tutorial forum), because until after having discovered this just now, I had been entirely in the dark as to where all of these mysterious operators mentioned in the routine hacks were coming from and what they meant, rendering a lot of the ASM tutorial information and hack suggestions I had been reading up to this point to hermetically sealed secrets of black magic and sorcery. I'm certain making that document easier to find for others would clear up a lot of people's initial confusions and apprehensions. If it already is featured somewhere, then I concede to my blindness and accordingly rescind my suggestion.
15
Help! / Question Regarding "Darkness" Status
February 08, 2012, 01:39:21 pm
I was wondering if anyone here could give me some clue as to what I could look into in order to modify the "Darkness" status to affect units set with the "Concentrate" support skill as well, if at all possible.
16
Help! / Implementing Custom Formulas
January 01, 2012, 08:42:26 pm
Is it possible to implement formulas of my own design (such as those used to determine the damage output of weapons and abilities), and if so, how would I go about doing this?
17
Help! / Re: Do innate Reactions work?
September 30, 2011, 06:40:37 pm
Thanks very much!  :D
18
Help! / Re: Do innate Reactions work?
September 30, 2011, 12:32:55 pm
Priority as in it disregards the equipped reaction in lieu of the innate one, or priority as in the innate reaction will attempt to trigger first followed by the equipped reaction second?
19
Help! / Do innate Reactions work?
September 30, 2011, 09:52:26 am
Additionally, if they do function as would be expected, would having an innate reaction alongside a learned Reaction (like an innate Hamedo effect with a set Weapon Guard) break the whole thing or something equally as unpleasant, or would each Reaction respond appropriately when applicable?
20
Help! / Re: Quick FFT Patcher Formula Question
September 29, 2011, 10:50:55 am
Yet another reason to wish I was familiar with the subtle nuances of ASM hacking...  :(

Thanks for the help.