Final Fantasy Hacktics

Projects => Works in Progress => Topic started by: AuraDragon on December 03, 2008, 08:56:43 pm

Title: FFT++ [Beta 0.3] Now with EVENTS
Post by: AuraDragon on December 03, 2008, 08:56:43 pm
(Attached)

Dropping this load into the forum quick, so I'll just paste my Notepad full of changes, some changes aren't listed cause of A) Forgot or B) Removed.


//LIST OF CHANGES

'SKillset 51 is Boss Skillset 1 ( Dash, Wish, Accumulate, Spell )


Nightmare = All or Nothing : Crystal/Treasure, CT 10, MP Cost 50, Evadeable, Range 4, Effect Area 0,
Dash = Range 4, Vertical 3, Formula 00, Direct
'Stasis Sword = JP 150, Range 3, Vertical 1, CT 2, MP Cost 5, Y 5, Doesn't hit allies
'Lightning Stab = Vertical 2, CT 4, MP Cost 10, Y 7, Follow Target, Hit Caster
'Dark Sword = JP Cost 200, CT 2
'Night Sword = JP Cost 200, MP Cost 10
Accumulate = Y 3
Wish = Range 2, MP Cost 5, Formula 0C, Y 15, Element = Holy
Lifebreak = Direct
Cure 1 = Y 10
Cure 3 = Effect Area 2
Cure 4 = Effect Area 0, Y 50, JP Cost 600

Squires can equip Guns, Crossbows, Bows, Polearms, and Shields, weak to dark and have Innate Defend
Chemist can equip Crossbows, Bows, Shields, and Robes
Knights can equip Axes, PA Multiplier of 125, Innate Counter and Weapon Guard
Archers can equip Helmets and Knives and have Jump 4, Innate Critical Quick
Monks can equip Robes
Time Mages can equip Rods
Summoners can equip Helmets, Innate Move-MP Up
Thieves can equip Bows, and have Innate Catch
Lancers have Innate Ignore Height
Samurais PA Growth is 40

Chocobos have 7 Move and 6 Jump


Various ENTD Changes, specifically Level, Skills, Equipment and Bosses have ??? stats

All Equipments have lower Enemy LVL Requirements, 'Blood Sword is now on par with Knight Swords.'


'Phoenix Down = Cures Crystal as well
Knight Swords are now unique.


And hidden goodies along the way.//

Anything with a ' at the beginning is a Not Implemented yet.

And if you have comments, suggestions, ideas, found a bug, or just want to flame me for posting such a small patch:  Post Below.  :D


(Note: No more fftpatch file, get PPF-O-Matic to install the patch, use the unpatcher to uninstall.)
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Post by: AuraDragon on December 05, 2008, 03:18:29 am
Wow, everyone is speechless huh?

I guess my patch is really good! :D

lol, and I forgot to mention, there are no ENTD changes past Chapter 1.
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Post by: BloodyBlade on December 05, 2008, 03:29:09 am
Dammit Aura! Insert those sprites!
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Post by: DarthPaul on December 05, 2008, 12:03:02 pm
This is for the psx right?
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Post by: BloodyBlade on December 05, 2008, 01:33:19 pm
Yea.
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Post by: DarthPaul on December 05, 2008, 02:12:36 pm
Thanks don't wanna waste time with the wrong ISO.
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Post by: VincentCraven on December 05, 2008, 02:38:19 pm
Knights have Innate Counter and Weapon Guard?

How did you make this work? I thought Weapon Guard was either available to all, or it was a reaction ability.
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Post by: AuraDragon on December 05, 2008, 02:41:09 pm
Just give the Knight Innate Counter and Weapon Guard in his Innate skills, he could have had Hamedo and Damage Split as well, allowing the knight to pull off 4 reactions at once, I tested it and it works:  Fun to watch a knight block another knight with his sword, then counter, and then the opposing knight blocks with his sword.
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Post by: BloodyBlade on December 05, 2008, 02:44:17 pm
What would be more fun is that you HURRY up with the sprites! GOGOGOGOGOGOGOGO!
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Post by: AuraDragon on December 05, 2008, 03:43:47 pm
I'm working, I'm working!

You are too enthusiastic about my sprites, but then, you are the only one who actually wants me to progress.  >_<
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Post by: DarthPaul on December 05, 2008, 03:46:16 pm
I would like for you to add the awesome sprites to the game also.
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Post by: AuraDragon on December 05, 2008, 04:02:04 pm
Maybe I will have BloodyBlade produce some screen shots for better advertising, as only three people are interested in my Patch so far, and possibly Koizumi. >_<
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Post by: BloodyBlade on December 05, 2008, 04:27:56 pm
Sure!
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Post by: Xifanie on December 05, 2008, 04:41:24 pm
You shouldn't add innate reaction abilities to units the player can use since the innate ability will overwrite the ability in the reaction slot. Meaning you can't have anything else than Weapon Guard + Counter.
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Post by: BloodyBlade on December 05, 2008, 04:53:24 pm
But that is only for Knights IIRC. I doubt I will even stay as a Knight on his patch. Probably be a NINJA!
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Post by: DarthPaul on December 05, 2008, 04:58:53 pm
Yes but as a knight you wouldn't have any options on reaction abilities.
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Post by: BloodyBlade on December 05, 2008, 05:32:00 pm
Well from what Aura listed, you dont need any probably since you got 2 instead of 1. 2>1
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Post by: DarthPaul on December 05, 2008, 06:20:29 pm
Yes but you are still limited.  What if you I dunno needed a knight with auto-potion.
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Post by: AuraDragon on December 05, 2008, 06:44:07 pm
You can equip Auto-Potion, you just need to re-equip it each fight. xD
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Post by: Xifanie on December 05, 2008, 08:06:08 pm
the point? it's overridden right before the battle, not after
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Post by: AuraDragon on December 05, 2008, 08:24:44 pm
Well damn, Zodiac, can you go make an asm fix?  :D
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Post by: Zuka on December 18, 2008, 02:36:13 pm
I don't know, I don't thik you ever really NEED a knight, just like you never really NEED any class, just their class abilities, and in most cases you can get more use out of them in other classes (Battle Skill set to an Archer or Engineer for example) So i really don't see the issue
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Post by: MagiTek v1.0 on January 20, 2009, 10:12:38 am
I think it was an excellent idea, although if you can find a way to make that into the knight's new counter instead of innate, that would be better.
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Post by: Azrael on April 28, 2009, 06:16:26 pm
Weapon Guard + counter = Hamedo with more animation, basically..
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Post by: Dominic NY18 on April 29, 2009, 10:10:16 pm
AuraDragon hasn't posted any updates in a LONG time, apparently, so...

*Muramasa Lock Down*
Title: Re: FFT++ [Beta 0.3] Now with EVENTS
Post by: reinoe on July 09, 2013, 03:48:29 am
I can't wait for this release!  Great work on the events.  Keep up the great work, I can't wait for the next update.
Title: Re: FFT++ [Beta 0.3] Now with EVENTS
Post by: RavenOfRazgriz on July 09, 2013, 03:51:31 am
Is there a reason you bumped a thread from 2009?
Title: Re: FFT++ [Beta 0.3] Now with EVENTS
Post by: Leon on July 02, 2018, 03:29:34 pm
Put a CT to swordskills was really a something new for my eyes!

I guess its really something that could have being in the game in first place, so it would a reason why to use direct attacks instead of just "magical" meanings, that is something very questionable for "Knights".
Title: Re: FFT++ [Beta 0.3] Now with EVENTS
Post by: Nyzer on July 02, 2018, 03:38:11 pm
Quote from: RavenOfRazgriz on July 09, 2013, 03:51:31 am
Is there a reason you bumped a thread from 2009?