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Messages - Nephlymio

1
Ya thought so... the problem is, I never did patch my iso yet, I'm just changing lot of stuff at once before going into the iso for ENTD. So I think I'll change those names to what they were in the item list in the zip file and see if it works... *cross fingers* I think I kind of saved while changing names so the patch might be fine with some names but not the new ones...

grrr... got to fix that cuz I made tons of changes... :?

EDIT: changing names back to what they were didn't change anything, got the same error message popping out. Saving new patches work, but getting that one specific doesn't work... If anyone know what happened and know how to fix, please help!
2
Ok, saved my patch, now I can't open it back...

Here is what I've changed between last save and failure...

-shield items name from resources.zip
-shield items pallettes
-sprint shoes evade% P and M
-Job levels and JP need 400-9000ish
-item attributes (first 6) exept 0

I can still make a new patch, but can't open the one I've been working on

3
Ya I missed on something here...

I lower stats of monsters sometimes reaching about 45 PA or MA which is totally ridiculous... this involves changing all the monsters skills formulas to fit their new low power... LOL

I try having speed between 7-12 and not higher cuz oralandu with 16-18 speed + haste is ... is ... PAIN!

I balance every class and monsters so I can fit the monster skills into red mage, this also involves that you can lower their power and magic
BUT!
Every skill that lower stats now require MP so there is no more abuse since I don't use any ''regen spell'' for MP. Else would just be broken. I also reduce MP increase so that a level 99 can cast about 2-3 more regular spells than a level 1 character. This also makes a big difference in long fights, the MP restriction make you use your spells better and a little more wise damage vs MP cost rather than just spaming because you know you will finish the fight before depletion of MP.

My sayings are :

Having big spells isn't always the RIGHT spell to cast
Having Small spells makes your strategy better
Terrain is there for a reason, tactical advantage
SKY MP is the limit!
4
Help! / Re: Shishi and the hatefull ISO
June 22, 2013, 09:01:59 pm
Mmmmm... lol ... have you used those dead spritessheets?

heureummmm... some of the sprites are used for dead characters only

OR

You haven't set the right type 1/2 to the sprite so you get messy things like this.

Proceed : go into shishi, check if the sprite you are using is type 1 in both the rectangle box on the right, or type 2. than go on animation and check the walking (animation 6-7-8) If the arms don't fit the body, change to the other type and then just go on another sprite and come back and check animation again...

If fix, this should fix your thing.
5
Usually, I remove those useless weapons (harp, silk, crossbow, sometimes Axe, Flail, Edicts, Poles) and put more swords, knight sword, bows, lances, rods, staves nad none the less, knives... I get down to the basics rather than having many different types of weapons which players aren't really interested in using.

I try making shields having a slow increase evade stats but starting a little higher, such as 20 to 40% rather than the actuall 10 to 75% ...

Armors and helmets are almost the same, accessories are linked to class types : Physical = gauntlet, Mantle : Magical = rings and Mantle : Rogue classes = Boots, Mantle

I give gauntlets more in power, rings in magic, and boots in movements like DHaaa! LOL

Like this, it's less confusing for the player, less types of equipments and less choices for each class. Also, the player will want to dig in for better of each types but he knows that finding a ring will make is mage class somehow better...

I remove ''useless'' or ''OP'' classes and abilities : alchemist, Bard, dancer, oracle, Archer, throw ability, Jump and replace them with some cool classes like paladin (skills affect 4r-4v on self, all allies status bonus / healing or all enemies fire / lightning / holy) Red mage (skillset is all monsters on hit learnable skills) Dragoner (like Reis but can equip more into knight stuff) Beastmaster ( replace mediator, has lances or axes depending on how I feel)

Item innates all, Move-find item innates all < like you need sensors on your shoes to find a maximilian armor ?!?> I remove Equip change but keep defend.

And the most important upgrade of all would be that none of the skills are able to kill targets in one hit while dealing damage. The reason for this is simple : less character in a party = less power so to make the opponent lose a party member, you need to put some efforts in it. Lightning stab FTL in original FFT, breaks the fun while not challenging. I rarely make attacks go over 100-120 HP of damage while characters have 300-600 HP. This makes battles last longer and status abilities worth it.

Have you not ever feel like ''omg'' while using Orlandu first turn kill crit lightning stab against elmdor ...?
I also put many more mini-bosses in random maps to throw out special equipments as there is only some basic equipments in shops. This gives the player a good reason to use thieves and searching for hidden treasures all along the gameplay. Also, potions are very expensive and more rare to find so the player will keep them only for emergency rather than JPuping with them... I also remove the level degen so there is no level hacking. And many many more, this is just a prelude to what I change to make the game look better, play longer, and way more challenging.
6
I've been playing around with Alma and an idea as came out of my mind. It results as a suggestion and a ''can we do that?''

Here is what I'm playing with right now, Jump as inherit from a skillset.
If dragoon or valkyrie skillset is ''equipped'' it would give out the jump command too. My question is, is it possible that level jump and range would increase by class level?
Because I don't want the jump command as a main command and having to spend jp and a skillset all together. I find jump a bad ''main skillset'' as it gives nothing else than jump as an attack...

Here is what I mean :

if class level dragoon = 1, learn skill level 1 jump, learn skill level jump 1 ( or just turn it on by making a single ability rather than 2)
if class level dragoon = 2 ... range and jump + 2 and so on

My thinking on this is, it would be nice that skills would be learnable from a checkbox in attributes... (rofl) So we could set a knightsword to give a special attack to a skillset as an hidden skill for a certain class by removing the learn from jp in fftpatcher?

or

Make a support ability give multiple advance command to a knight or mage skillset such as ''Advanced Magic''. When equip that support could make abilities like meteor / flare / fire 4 / ice 4 / bolt 4 enabled for the mage class since those abilities would be hidden into that skillset and not JP learnable.

The same way, we could make a specific class to inherit the attribute and unlock more of the skills than there actually is in the basic skills or white magics.......... This would be terrific!! We could set one big table of skills and make those generics see only a quarter of it, but special characters could have that and even more of the hidden skills making a compact skillset configuration.

This looks big, but it is all linked together since they all relates to the attribute sheet.

If this is possible, make sure those skills would disapear when unequipping the thing that activates them...