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Messages - Atma

21
Good idea.  The fact alone that you have to either hit the left or right hand (or both with 2 sword) makes me like this.  That proves they can 'aim' for a certain hand.  While a weapon vs a shield might take a different technique to break, it would still be nice to merge them.
Preferably I'd like them separate, but in both skillsets.  Seems unlikely, tho.
22
The formula used by the magic guns works like that.  It's limited, but that's the only thing that comes to mind
23
Help! / Re: New characters
October 23, 2013, 02:32:06 am
In regards to Simon and Balmafula, replacing them wouldn't affect anything since they only ever use event sprites, or do the events call these sprites as well?  Also, since they don't have a skillset, how would someone go about adding one?  Would it entail taking some other skillset and changing it, or can we use a blank slot?

As for the Undead sprites... they are 'special' monsters... so, what does that mean?  Would any skillset you give them have all abilities learned?  Can they be given equipment in ENTD?  In other words, can they 'act' just like Humans if you set them up as such?

Also, are there sprites that can be used for generics, or would they all be special units besides the ones already designated as generics?

(p.s. sorry for asking more questions than actually answering anything... i just have very little free time to test this out)
24
Guess that would mean if a monster from your team (either from breeding or invited) would revert back to dropping the usual items.  So any changes done with this method only works during the fight you initially encounter them.
Edit:
On the plus side, it would prevent abusing monster breeding for getting rare drops. 
25
Help! / Re: Please help me :(
October 10, 2013, 01:49:04 am
I've never attempted emulating PSP on my PC cause I've had 3 PSPs already, so no need. 
There are some good mods and custom things you can do if you want to spice up the old vanilla version of the PSX Tactics.
In all honesty, the WotL version is better in some ways, but mostly inferior in all others.  The addition of cinematics is alright.  The new jobs really aren't much more than new sprites with mostly uninspired abilities.  If you really want, use your PSX version and create the Dark Knight class.  Luso and Balthier are meh.  I never cared to use 'em.
Only other thing is a few extra battles.  Nothing spectacular, tho.  Heck, I can barely even remember them.
26
INTERESTING. 
Seemingly simple solution, didn't think it was possible, tho.  I'm assuming with all the slots for equipping items you could put multiple items and have the drop be from those you chose.  So, if you wanted a normal and rare drop you could say use 3 slots to equip a Hat and 1 slot for some accessory.  It would theoretically give you 75% for normal and a 25% for rare.
Glad you found a solution.  I pretty much thought this wouldn't be doable without asm.  Random chat and brainstorming ftw.  Nice find!   :D
27
Help! / Re: Monsters treasure chests
October 09, 2013, 02:36:43 am
Nope.  Didn't want to combine the ideas.  I only mentioned the consumables as an idea pertaining to monsters and humans dropping a single item. 
My idea regarding Elements I'm already aware of how to do, but I'm gonna use Raven's workbook to improve it now that you mentioned it.  It's exactly what i needed.  Thanks for that! ^.^

So, thought I'd try to advance this topic a touch... I was looking at the items in FFTPatcher and noticed the Enemy Level field.  I was wondering if you could increase the level to make an item less likely to drop, or at least be dropped by higher level enemies.  You can enter a number higher than 99 which makes me wonder if you go above 99 if it would never show up, which could let u take it out of the possible items to drop.
Now, I was also thinking of changing the item type of others to None since those seem to be what enemies drop.  However, I'm not sure if you were to change something like a shield to item type=None if it could still be equipped as a shield or if it would be a useless item.
Of course supposing these ideas actually work, it still doesn't let you choose which enemies drop what.
28
Help! / Re: New Sprites
October 07, 2013, 05:50:48 pm
So, even replacing them with a TYPE1 or 2 sprite makes them behave like a MON?  That's actually useful for me, if that's the case.  Can they learn abilities?  Can they change Jobs?  Can they equip items and learnt abilities?
29
Thanks for the hook up.  Definitely exciting.  I'm assuming it overwrites the original formula, so using both would require overwriting another formula?
30
Help! / Re: Monsters treasure chests
October 07, 2013, 03:39:05 pm
I've been successful editing and getting results with geomancer, but I'll definitely check his workbook. 
On topic... I was thinking you could edit the items it chooses from (not sure what problems it may cause) but I don't think you could move the Item abilities anywhere for it to work as it should for chemist.  Unless you wouldn't mind make skills that don't require stock to use.  I was thinking just adding a CT to skills that mimic items so as to imitate time required to mix or create the item.  This is of course an odd work around that probably won't get us what we want, but if no one can figure it out through asm, might be better than nothing.
31
Help! / Re: Monsters treasure chests
October 07, 2013, 12:48:20 pm
I understand both methods.  We're a touch off topic, but whatever...  These are more just ideas than plans so no need to try and solve this.  I would love to edit the geomancer's terrain dependency, but that's either a very tedious method using Ganesha(possibly) or asm to change the abilities.
32
I forgot about some of those issues.  It pretty much creates more problems than it fixes.  Guess it comes back to an asm method to make this possible. 
33
For some reason I thought this was possible... I was planning of doing something like this, too.  I just looked through the formulas and realized I can't think of a way of doing it. 
I'm not sure if there's an asm hack for editing that formula, if there is I'd definitely love to use it, if not... requesting any asm hacker to take it on.  Would really appreciate it.
34
QuoteSo, first of all (and inevitably), you need new sprites versions for all humanoids monsters: goblins, skeletons, squidlarkins, lamias, minotaurs, etc. (And i think the minotaur is too big for a type 1 or 2 spritesheet)

Indeed.  My idea would require making a new sheet for the monster.  It has to fit the frames, which will limit which monsters this method works for.  However, with that done the Job is no different than a human's. 
For equipping a weapon, you'd probably edit the weapon sprite to likely just remove it (which of course cuts down on equipable weapon types), but you can alter the animation of it's normal attack.  Like giving a bite animation for bare handed and a fireball or something in place of the bowgun.  You can simply(well, not so simply) draw in the arm section of the sprite sheet to alter a bit of how it looks.  I'd like to test this all out, at least make a Moogle or something.  If I do, I'll definitely post more.
Edit:
Pasted a few frames onto a TYPE 1 sheet.  Could be pretty tedious.  To do it well, I'd probably have to take the arms out of the walking animation (or do a lot more work on the arm frames).  It's definitely gonna need some custom frames and whatever weapon animation I want to use would need to be added.  I guess the more complex you want the sprite/character, the more complete the sheet would have to be.  If you just want 1 attack frame and 1 casting type frame, it's not too bad.  Less humanoid could be easier, or much tougher.  So, this method is a possibility but not an easy one.  This is more tedious than an ASM solution might be, but an improvement over a regular MON if it fits on the sheet.
35
Help! / Re: Monsters treasure chests
October 07, 2013, 01:20:25 am
Yes and no.  You could use the Geomancer's skillset and either make all the abilities the same, or if there were a way to make all the terrains the same (or remove the terrain check) then it would be a simple 1 slot ability.  You wouldn't be able to see your stock, tho.  I'd assume if you ran out of stock the ability would grey out.
I've been wanting to do this for a General Leo type character with Shock! or maybe a Pray type skill for a while.  I realized I'd either have to learn all the skills in the Geomancer skillset (which works fine, but seems kind of silly) or I'd have to be able to edit the terrain to make it all 1 type. 
36
PSX FFT Hacking / Re: Remove chicken status...
October 07, 2013, 01:13:04 am
QuoteThe wonderful hack posted here by Formerdeathcorps removes all the chicken mechanic linked to Brave parameters, But you can still create a skill (via FFTPatcher) for add chicken status to units.
The difference with vanilla is that now, the only effect of chicken is the sprite change.
The chickened unit conserves player's normal controls and remains like a chicken forever, unless you set a CT for the status or use a chicken-canceling skill.

So, his hack still has the sprite change, but everything else removed?  If that's the case what I'd like would be the exact opposite.  Everything the same, but the sprite change removed.  In all honesty, I don't care much, but would be an improvement I'd actually like.  If it's easy for someone to do, then sweet, but if it's a pain I can live with it.
37
afaik you can just change they type from MON to TYPE 1 or 2 and use that slot..  So long as you don't mind losing the original monster.  This would of course mean they won't self breed and won't trigger the Monter Skill support.  If you've seen the skeleton sprite that was finished as a human, that's essentially what I'm talking about.  This method can also alter which attack it could use.  Empty would use fist animation, could use bowgun and make a projectile attack (like a spit or throw attack).  Worst thing is the size of the sprite.  Chocobos, for example won't fit the frames for a human.
I was actually already thinking of changing the chocobo to the dragon sprite so you can use dragon skills on it (would lose the mounting option).
38
I wonder if you gave a human job a monster sprite if it would work.  I'm guessing MON type sprites would change the character from a human to a monster, tho.  Maybe some creative monster sprite pasted into a human TYPE 1 OR 2 would work.  Might try that when I get some time...
39
Help! / Re: Monsters treasure chests
October 04, 2013, 01:12:08 pm
Actually, the idea of humans and monsters only dropping 1 item is kind of cool.  Like spirit energy or something that is required for a necro or some jobs' abilities or skillet.  Kind of like draw out, but either only 1 ability or multiple abilities all using that single item as a power source. 
40
Hacking/Patching Tools / Re: Choto's Tools
October 03, 2013, 05:49:35 pm
WOW!  Just found this topic.  Unfortunately I'm at work, otherwise I'd be fiddling around with this.  No matter how good it is atm, I'm glad progress has been made in effect editing.