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April 19, 2024, 05:34:48 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Aeros

1
New Project Ideas / Re: Patch Ideas Proposal Thread
September 12, 2020, 01:11:01 am
I'm pretty sure this is possible, but I don't know if anyone's done it yet. How about converting all the skills like Thief, Dancer, Bard, and Knight into one ability? Instead of Steal EXP and Steal Helm, the game completely randomizes which ability will be used. Steal Heart will have to be tweaked or excluded though. You will probably have to heighten the chances of getting a successful Steal or Rent in the game to make it more fair.
2
Spam / Favorite OST in FFT
August 25, 2020, 03:38:15 am
Hello. Just wondering what everybody's favorite original soundtrack is in FFT. Can you post the name of the psx and psp soundtrack?
3
New Project Ideas / Re: Patch Ideas Proposal Thread
August 13, 2020, 12:44:41 am
Hello. I'm still not familiar with what you can and cannot do with ASM hacking, so these ideas may not be doable. Please let me know whether or not they can be done.

Worker 8 needs to be repaired before it can join your party. This is basically just to make the game a tad bit harder. Some of Worker 8's parts are hidden in Ivalice, and you have to travel around the world map to find the parts. When you land on a certain area on the map, a text will pop up  saying that you found one of the parts. I don't know if this can be done, but maybe replacing one of the Items in the Deep Dungeon/ Midlight's Deep with a Worker 8 part would make it even more challenging. I suggest replacing the Kiyomori, since that can be bought at the Outfitter.

Teleportation has less of a chance of failing, but now cost MP. Not sure if that one has been proposed yet. Master Teleportation will remain the same.

Nyzer was saying how you can't have item consuming abilities, but does this also apply to the Formation/ Party Roster and not just a job ability?

Destroying eggs will now give you common Poached Items.

Phoenix Downs (or some other item) can be used to hatch eggs immediately
4

Gardener
Ability: Nature's Way
Prerequisites: Monk lvl. 5, Onion knight lvl. 3

To replace the Geomancer. The Gardener job is basically a spinoff of the Samurai job with Geomancer and Dragoner/ Dragonskin skills.

Stat Growth
HP: Moderate
MP: Moderate
Attack: Low
Magick: High
Speed: Moderate

Job Stats.
HP: Moderate
MP: Moderate
Attack: Moderate
Magic: Moderate
Speed: Moderate
Bravery: High
Faith: High
Physical Defense: Low
Magickal Defense: Low

Equipment.
Daggers, Axes, Crossbows, Handbags (Females Only)
Additionally, it would be cool to see shovels added into the game. Simply take the pole sprites and stick the metal spade part on them, and bam! You have a shovel. I just want  to propose to change the Pole art in the games, not the poles themselves.

Attack Set
All Geomancy

Toadstool
Does Damage. Has a moderate chance of affecting the enemy with poison and a small chance with Toad.
Description: Draw out a poisonous mushroom from handbag, causing the air to be filled with diabolical spores.
Radius: Self   Range: 3  Vert:  3   JP Cost: 250   MP Cost: 10   Effect:  Poison, Toad     Enemies

Mosfungus/ Mossfungus: Not like the one in the CCP Patch (BTW. Just checked that one out yesterday. It's AMAZING. My regards to Celdia and FFH). Does damage. Has a moderate chance of effecting the enemy with slow and a small chance with Doom.
Description: Draw out a deadly mushroom from handbag, causing the air to be filled with sinister spores.
Radius: Self   Range: 3  Vert:  3   JP Cost: 250   MP Cost: 10   Effect:  Slow, Doom. Enemies

White Rose: Heals Allies
Description: (FF2 reference) Pull out a magickal flower from handbag, healing allies who look upon it.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 150 MP Cost: 7 Allies

Onion: Gives Haste and Berserk to allies. Has a very small chance of causing blind as  well. While this might seem like a useless attack (Giving Haste AND Berserk to allies), it can be helpful if your party is comprised of Onion Knights, hence the attack Onion.
Description: Draw out a raw onion from hanbag, causing allies to tear up and rage.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 150 MP Cost: 4 Effect: Haste, Berserk, Blind. Allies

Yggdrasil Mistletoe: Gives Reraise and Regen
Description: Draw out a parsitic shrub, its leaves having the power to give eternal youth.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 400 MP Cost: 14 Effect: Reraise, Regen.  Target: Allies

Bam! Boo: Does damage
Description: Draw out a bamboo sprout, its ability to grow swiftly overwhelms the opponent.
  Radius: 4-dir   Range: 8  Vert:  3   JP Cost: 500 MP Cost: 16

Venus Flytrap: Does damage. Cause Don't Move/ Immobilize and has a small chance of causing Charm.
Description: Draw out a giant flytrap out of handbag, causing enemies to be trapped in its roots.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 400 MP Cost: 10.  Effect: Don't Move/ Immobilize, Charm.    Target: Enemies
Nymph's Charm: Just like Reis' Dragon's Charm, but works only on Nymph monsters. Charms Nymphs with 100% accuracy.
Description: Speak the ancient language of Wood-tongue (What was I thinking), persuading  Nymph to become an ally
Range: 2. Vert:  2.  Radius: 1. Target: Enemy Nymph. Effect: Traitor.

Nymph's Gift: Just like Reis' Dragon's Gift, but works only on Nymphs. Heals Nymphs while curing negative status effects with 100% accuracy. The unit will lose a bit of HP though.
Description: Lend the life force of the unit to restore that of a Nymph's.
Range: 2. Vert:  2.  Radius: 1. Target: Ally Nymph.  Cancels: Blind, Confuse, Silence, Oil, Berserk, Toad, Poison, Stop, Sleep, Immobilize, Disable, Vampire

Nymph's Might: Just like Reis' Dragon's Might, but works only on Nymphs. Gives +2 Speed, +5 Bravery Points, +1 Physical power and +1 Magickal power
Description: Encourage an ally Nymph in the language of Wood-tongue, boosting their speed, bravery, physical and magickal attack power.
Range: 2. Vert:  2.  Radius: 1. Target: Ally Nymph.  +2 Speed, +5 Bravery Points, +1 Physical power and +1 Magickal power

Nymph's Speed: Just like Reis' Dragon's Speed, but works only on Nymphs. Gives CT 100 to an ally Nymph, but immediately ends the unit's turn.
Description: Hurry an ally to do battle by giving it a pep talk in Wood- tongue. This act tire out the unit.
boosting their speed, bravery, physical and magickal attack power.
Range: 2. Vert:  2.  Radius: 1. Target: Ally Nymph.  Sets Nymph CT to 100

Reaction set
Nature's Wrath
Onion Breath: Causes Blind to opponents. Trigger: Melee attack


Status Set
Attack Boost, Ignore Terrain

Move Set
Lifefront, Manafront

Hope you guys like this idea. Critcism is wanted here. (I'm looking at you Nyzer!)
5

More FF 7 job classes.

Soldier 2nd class
2nd Tech.
Prerequisites: 3rd Class Soldier lvl. 3
Description: This Soldier class specializes in training soldiers to fight with all weapons, including their fists.

Replace Monk with Soldier 2nd Class.

Stat Growth: 
High HP
Low MP
High Attack
Low Magick
Medium Speed

Job Stats.
Moderate HP
Low MP
High Attack
Low Magick
Moderate Speed
High Bravery
Low Faith
Moderate Physical Defense
Moderate Magickal Defense

Equipment
Weapons: All item can be equipped, but fists work best
Head: Helms
Body: Clothing

Attack Set:

Cyclone, Pummel, Aurablast, Shockwave

Solar Plexus: Causes Stop.
Description: Aim for the enemy's stomach, stunning him or her with a gut punch
Range: Weapon   Radius:  1  JP Cost: 250   Time: Now    Effect: Stop

Comet Punch: Reduces opponent's HP by half. Not a great chance of hitting.
Description: Smack an opponent with great power, lowering their HP by half
  Range: Weapon   Radius:  1  JP Cost: 350 Time: Now

Sucker Punch: Sets opponent's CT to 0.
Description: Knock the opponent in the stomach, leaving him or her gasping for air.
 Range: Weapon   Radius:  1  JP Cost: 400  Time: Now    Effect:  CT 0

Acu-Punchure: (Pun intended). Heals your buddies and removes nasty status effects.
Description: Apply a certain amount of pressure in a jab, healing wounded allies.
  Range: Weapon   Radius:  1  JP Cost: 300 Time: Now    Removes: Poison, Vampire, Charm, Silence, Disable, Immobilize, Stop

Status Set:
Equip all Wea. : Lets you equip any kind of weapon. Not sure if this will work though.

Brawler



Reaction Set

First Strike, Counter



Move Set
Warm Up: Similar to Life Front, which heals a small amount of HP every time the unit moves. Also innately halves damage from Ice Element attacks.

6
Is there somewhere in the forum where I can view completed ideas for  jobs for inspiration?

BTW. Love everyone else's jobs in the Jobs proposal thread
8
I understand. I'm going to reserch some more before I post again. No problem with the crit: I need it!

I just want to see it actually go somewhere feasible, rather than running headfirst into a brick wall.

Running headfirst into brick walls: it's what I do best at. (See Uribos)
9
Concerning my earlier post...

Shin-ra infantryman: Suppresion wouldn't work, would it?

Scientist: Definitely throw Examine out the window
Taking back what I said about the Scientists not having the Chemist skills. I think the Scientists should keep that.

Incubate must die!!!! (For now.)

Ok. I'm going to go research some patches now.
10
New Project Ideas / Re: Patch Ideas Proposal Thread
August 01, 2020, 02:46:30 am
Oh ok.
11
New Project Ideas / Re: Patch Ideas Proposal Thread
August 01, 2020, 02:11:38 am
Hello. I don't know if anybody has proposed this before or if it's already a thing, but IT was thinking what if monsters have jobs? Monsters still don't earn JP, but they can either get new jobs either by gaining five levels in their current job, or by getting a certain amount of crystallizations. IDK, this might crash the game because of too many monster sprites in use, but would be quite fun, even if it's only one monster type that gets a job. Additionally, either you can recruit the monster from the soldier office or Poaching den once you've encountered them. Monsters will have only three attacks, all learned, and the Beastmaster skill is now useless.

Some ideas would be adding more chocobos, seeing that there are already so msny chocobo sprites already done. White chocobo, Gold chocobo, armored chocobo (that can equip armor, hooray!) and a chocobo cannon ( yes a chocobo cannon) would be cool

The Malmboro (I forgot who made that, it was Alma inside a Malboro sprite I believe) would be awesome.


If you think this can be made possible, I will work on monster job ideas right away!

12
Hello again. Back with more FF7 ideas. These may or may not work,just saying. I am eager to hear your feedback.

Turk
Spycraft
Prerequisites: 3rd Class Soldier Lv. 2
Infantry man Lv. 2

 Turks can replace Archers, since the Archer Job class sucked anyway..

Stat Growth
Low HP
Moderate MP
Moderate Attack
Moderate Magic
High Speed

Equip.
Weapon: Poles, Flails, Ninja Blades, Axes, Katanas, Guns,  Crossbows
Head: Hat
Body: Clothing



Attacks

Arm Shot, Leg Shot, Seal Evil, Shuriken (Ninja's throw ability),
Stop Bracelet (Celia and Lede's {Lettie's??} attack. Immediate KO, but unlike the Assassin's skill, it's not 100% guaranteed to work. Any Melee weapon required. JP Cost: 450

Hide: (Inspired by JOT5). Grants Invisibility/ Transparent. Basically Snake's attack from JOT5. The Turk's version only affects Self however.
Description: Disappear from an enemy's sight to prepare for  a killing strike.
Range: Self    Radius. 1    Effect:    Invisibility/ Transparent    JP Cost: 200   NOW     MP Cost: 5

Silent Shot: Fire at an enemy without triggering the lost of Invisibility/Transparency. The attack is guaranteed to work, but not guaranteed to let you maintain Invisibility/ Transparent Status.
Description: "Slaughter the enemy's forces from the shadows, picking them off one by one."
JP Cost: 200      NOW    No MP Cost

Smoke Bomb: Invisibility for your troops and blindness to the enemy. Use Reis' Holy Breath animation for the smoke?
Description: Hide one's self in a pillar of smoke, becoming invisible and hiding oneself from the enemy.
JP Cost: 800.  Range:Self.   Radius: 3.   Vert.3 Target:Allies and Enemies
Effect: (Ally) Invisibility.    (Enemy). Blind

Air Strike: Not sure if this one would work, since it would require a custom animation. This is basically a summon of a helicopter, flying around and then leaving. I believe you have to replace a summon to have  a new summon, so maybe get rid of Ilfrit.
Description: Call a helicopter from HQ to shower a barrage of bullets upon the enemy.
JP Cost: 300.  Range: 4. Radius. 3.  Vert.  2.  (Enemies). Mp: 24. Speed.15. 

Reactions:
Bullet Dodge:   Dodge projectiles from Guns, bows, and crossbows.
Trigger:  Guns, bows, crossbows.  JP Cost: 400

Overwatch: Not sure if this one can work....  Fire at an enemy after they've finished moving. Not very accurate.
Must equip: Guns, Crossbows. JP Cost: 400. Trigger: Enemy moves

Status set

Equip Axes, Vanish???, Concentration, Equip Crossbows


Soldier 3rd Class
3rd Tech.
Prerequisites: Infantryman. Lvl. 2
Description: While not the most powerful of Soldiers, the 3rd class is significantly more powerful than the common infantryman.
Stat growth.
High HP
Medium MP
High Attack
Medium Magic
Fairly Low speed

Equip.
Weapons:  Swords, Knight swords
Head: Helmet
Armor: Heavy armor

3rd class soldiers to replace knight. They are the exact same thing, just with more attacks

Attacks: 
All knight attacks
Plus....

Air render: Same as the Monk's Aurablast, just better to use with a sword. Use same animation?
Description:  Strike from a distance with an attack that tears the air.
JP Cost:  300. Range: 3.  Vert. 3.   Radius:   1

Rend Courage: Lowers bravery
Description: Antagonize the enemy with wild swordplay, scaring them off.
JP Cost: 350 Range: Weapon's.  Radius:   1

Rend Reputation: Lowers Faith.
Description: Wield a blade with incredible power, impressing the enemy and lowering their Faith in their masters.
JP cost: 350. Range: Weapon's.   Radius:   1

Rend Blessing: Cancels any positive buffs.
Description: Destroy positive buffs granted to the enemy.

Reactions:  Parry, Reflexes?? (Ninja skill)

Status set
Equip heavy armor
You can give the 3rd class soldier or the dragoon Equip shields, but I prefer giving it to the latter.

That's all for this post. I will try to send Second and First class Soldier proposals soon, and I'm thinking of replacing the Thief, Ninja, and Samurai with Wutai troops (IDK what though.) If you guys have any ideas, please PM me
13
Hello everyone. Just curious to see if it's possible to create a sprite potrait that moves, like a GIF or repeated animation. I've seen many peeps on FFH do it for their avatars, but can it be done in FFT. I'm not sure if someone has already posyed this question yet, and if I'm posting this question in the wrong area, please let me know.
14
I understand @Nyzer. I've already seen some of the things you've done on here like JOT5, and will look into more of the patches here. Thanks for the feedback!
15
That was my first post by the way. Coming up: The Turks and the Soldiers: 3,2, and 1 class!
16
Hello. I'm new here. I love the work and dedication you are putting into this game. I didn't know that FFT could be taken so far!! I have no skill in spriting or coding (like @Daizengar, but I have some ideas for some generic jobs and Special jobs as well....


Ever wonder what it would be like if Shin-ra took over Ivalice (If you  haven't, then it looks like I'm the only weirdo here.)? FFT generic jobs get taken over by Soldier here! Six generic jobs to replace or add to the collection of jobs in FF Tactics: The Shin-ra Infantry man, the Turks, Shin-ra Scientists, and 3rd, 2nd, and 1st class Soldiers!

I play the WOTL version of FFT, and don't know the names of every FFT spell or job or ability in the PSX version. Nevertheless, I will try my best to address a subject by the PSX name, along with the PSP version.

Constructive criticism is welcome.

I haven't finished with making every single description for each character and attack, and you re welcome to modify or finish them if you would like to.


You are free to use this idea without my permission, and you can remix or change it however you like.

Alright! Onto the ideas!


Shin-ra Infantry Man
Ability: Battle Tech.
Prerequisites: None
Description: The bulk of Shin-ra's army, the Infantry Man is the first big step into becoming a Soldier.

This class was meant to replace the squire. Shin-ra Infantry Men are obviously meant to be an early game job, but since it more interesting attacks and abilities, and can equip a variety of weapons, you may use them throughout the entirety of the game.

Stat. Growth

HP: Moderate
MP: Low
Attack: Moderate
Defense: Moderate




Equip.

Weapons:  Daggers, Guns, Poles (Closest thing to a baton???)
Head: Hats
Body: Clothing


Attacks

Focus (Wasn't it Accumalate or something in PSX?)
Rush
Potion
Ether
Phoenix Down

Barrage: An attack Balthier can learn in WOTL. Can it work on PSX?


Squat: Exactly like Focus/ Accumalate, but it increases 1+ speed rather than attack. Same animation use.
Description: Squat to increase the unit's focus and speed.  Soldiers do the every day.
JP cost: 300 Range: self     Radius: 1

Dynamite: Pretty much allows the use of throwing bombs early game.
Description: Throw an explosive at the enemy from your inventory.


JP cost: 70

Suppresion: Immobilizes an enemy with a flurry of shots to Immobilize them. It would be cool if the animation of the suppresion is just the Shin-ra soldier attacking over and over again, even after the unit's turn. So basically it's a repeated animation of attacking until the unit's turn comes around again. If you have a whole bunch of infantrymen using suppresion, you could have a fire fight going on. I don't know if that would work well for the device you are playing on however. Would this be possible?
Description: Launch a flurry of attacks onto an opponent, forcing them to not move. Has a small chance of doing damage.

Reactions: Counter Tackle

Support: JP Boost, Defend, Equip Guns, Beastmaster

Move: Move +1, Accrue JP?, Treasure hunter


Scientist
Ability: Research
Description: Crucial for the deveopment of Shin-ra's products, Scientists are dedicated to the research and evolution of Soldier.


Something to replace the Chemist job. The crucial abilities needed for early game were transferred to the Shin-ra Infantry Man. Stuff like Maiden's kiss and golden needle can be substituted by the white mage/priest's Ensuna.

Stat. Growth
HP: Low
MP: High
Attack: Low
Magic: Moderate


Equip.
Weapons: None
Head: Hat
Body: Clothing

Attacks:
Examine:Any opponent that was examined by the Scientists does 30% less damage to that unit.
Description: Studies the opponent's customs and method of attack, and records kt dwn for future use.
JP Cost: 270   Range 3 Radius: 1

Mako up: Increase Mag. Points by 1. Basically like Focus/Accumalate
Description: Infuse one's self with Mako, boosting the unit's magick power.
JP Cost: 300  Range: self. Radius: 1

Lecture: Similar to the Mimic Darvolon  Orator/talker skill. Has the same animation.
Description: Bore the enemy to sleep with long redundant reports about mako levels.
JP Cost: 300   Rang: 3.  Vertical:   3 Radius:   2.  Effect: Sleep

Incubate: puts a ko'd unit into an incubator. The unit will still be KO'd,  and will hav the KO countdown. Once countdown reaches 0 however, the incubator will disappear and th unit will hve full HP, MP, CT set to 100, and all status effects from equipment restored. Sn imcubtor sprite will have to b mde in rder for this thing to work.
Description: Place a fallen ally in an incubator, slowly reviving them.
JP Cost: 450  MP Cost: 8  Range: 1. Vert.  1.  Radius. 1

Rocket Fall: An attack simlar to Reis's Holy Breath, hitting random tiles. For the animation, I imagine using the Grenade monster's Bomblet attack.

Description: Launch multiple missiles in enemy's direction. Not very accurate.
JP Cost: 700 Range: 4.  Radius.  3.    Vert.   3.

Reaction: Mako Frenzy: Raises Magick power by 1. Same animation as Pa save/adrenaline rush.
Description: Consume an overdose of Mako,  getting stronger  in Magick as th battle wages on.
JP Cost: 750     Trigger: HP loss

Status
Safeguard

Curiousity: Whenever hit by a magick spell, the unit with. Curiousity will temporarily learn the spell, and can use it for the remainder of the battle as long as they meet the MP cost. Special character spells do not trigger Curiousity.
JP Cost: 1500

Move set
Accrue exp

Apologies for all the spelling mistakes you may find here. I have the stupidest auto-correct ever. I will try to send my next post on a different device. I will be busy next couple of days, but will be back to finish this thing off. Until then, have a nice day!