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Messages - Kurosabes

261
FFT Arena / Re: Arena Team Battle
December 03, 2014, 10:51:50 pm

Titania
Female
Aquarius
70
50
Dancer
Ninjitsu
Auto Potion
Equip Ranged
Fly
Windslash Bow

Twist Headband
Power Sleeve
108 Gems

Witch Hunt
Meiton, Kagesougi

___
End

If I could figure out what I'm doing wrong with the Meiton formula... can't be normal that I end up calculating over 1 million damage right?
262
PSX FFT Hacking / Re: ASM Requests
November 30, 2014, 06:00:19 am
Hm, I thought there would have been more requests than that within a month's time. I guess I'm the only one that can't figure out ASM even if my life depended on it... I suppose I'll post some of my wishlist then. I don't have any expectations of course, but if any of these feel like good ideas to someone for their own mod and is willing to make an ASM, then.. I'm not against it :)

In no particular order...

Edit: Edited for stuff I don't need anymore. Math Skill costing MP and that last one with element absorb is all that's left.

- Math Skill costs MP, perhaps even more than if you'd normally cast the spell. Because calculating precisely on top of focusing energy - instantly - seems quite mentally exhausting to me.

- X status (Charging, Performing, Frog, Sleep...) doesn't take extra damage from attacks. Or at least a way to reduce that extra damage. Found it (partially). I really didn't look around enough, found a lot of stuff tonight.

- Berserk also reduces Magic defense. Actually I have a load of similar ideas, if I could choose which status increases or decreases defense or attack (whether physical or magical), that'd be great. I'd also like to mess around with accuracy. I believe some mods out there have things for magic accuracy as well. Anyway, this is kind of on the same branch as the above I believe

- Picking up crystals cancels X statii when choosing HP/MP Restore. Darkness, Poison, Silence, Don't Act. Low priority

- Shadow Walk (renamed Silent Walk): Save 20 CT regardless if you move or not. This is low priority, just wanted to find some extra use for that move ability..

- Magical C-Ev. I want this especially for monsters, who have no way to dodge any kind of magic. Alternatively, making equipment possible so that I could have them wear mantles (in my mod, mantles are more about magical evasion) Found it, but having a little trouble making it work. I'll tinker more with it when I have time.

- Replace Formula 2D: (PA * (WP + Y)) with (PA * (WP + Y)) / X. If possible, a value of '0' in the X slot would default to '1' to prevent division by 0. No more need

- If a target absorbs a certain element, they don't try to block or dodge an attack of that element. Similarly, a unit under Oil/Float status could not dodge Fire/Wind elemental attacks. (I think someone recently posted that idea)
263
Help! / Re: obtaining the .spr & .bmp files
October 13, 2014, 02:36:35 pm
Extract fftpack.bin (in USRDIR), then extract it again with FFTPatcher. Choose where to extract, then everything should be there. This should be it, just did this myself to make sure I gave you the right directions. Also, this sticky should help for further things related to changing WotL sprites

http://ffhacktics.com/smf/index.php?topic=10141.0
264
Help! / Re: Changing the menu color
August 02, 2014, 04:17:01 am
I stumbled upon a file in my folders called "bg.gif" which is seems to be what you're looking for. I think it was within the FFTPatcher's resource folder because there was FFTP-related stuff extracted on the same date in the folder where I found it. I find it odd it has anything to do with FFTPatcher, but this is pretty much the only clue I have right now. If I figure out anything else I'll let you know. Here's the file for the time being.
265
Quote from: DARKANGELUXZ on July 22, 2014, 12:30:58 am
I need the MemCardGenerator tournament
please


It comes bundled with the FFT Arena patch

http://ffhacktics.com/smf/index.php?topic=5625.0
266
FFT Arena / Re: asm help?
July 12, 2014, 05:05:46 pm
This problem with Item and other 'special' generic skillsets not working can be solved by reverting the 'fixed' skillsets in question. This can be done with one of Raven's workbooks (the skillset fix can be manually chosen there to choose which ones you want to actually fix and which ones you want to keep as they are). You definitely don't want to change Item for instance, it really messes it up for no reason (And other skillsets that are not actually changed like Elemental). Also check in FFTPatcher if Arena has the skillsets in question set to <default> or not. Pretty sure you'll want Throw to be <default> if it already isn't. Anyway, this might require some experimenting to get it right.
267
Help! / Re: Changing Ramza chapter 2 sprite
July 09, 2014, 11:17:57 pm
In the downloads section, get the FFTPatcher Suite. Within it is ShiShi, which allows you to change battle sprites. You can import .bmp, or make your own palette by extracting the .bmp. You can export the .bmp of the sprite you want to edit (export it twice, make a backup) and then edit the colors using the palette editor found here http://ffhacktics.com/smf/index.php?topic=3901.0 When you're done editing, null the palette before saving and import your modified palette into ShiShi.

To 'automatically' unlock Dark Knight specifically for Ramza, just add the skills to chapter 2 Ramza's skillset. You can use FFTPatcher for that. Add them to chapter 4 Ramza as well because he changes to that skillset at that point. Just make sure they use the same skill slot (you'll have to move down Shout and Ultima a bit to make room for Dark Knight skills). It's probably not exactly what you're looking for but it's the only way I could think of.
268
Just a minor display issue with 'Units rot or reanimate without skipped turns'. When a Death Sentence'd unit count is 0, the 'Death Sentence' doesn't show, the unit just drops to the ground without any indication, kind of like when it's the last unit standing in vanilla.
269
Monsters can actually consume MP. You have to set their skillset to <default> instead of "Monster" in the FFTP Action Menu. A side effect is that player controlled monsters will have permanent access to their Monster Skill. AI controlled monsters can use it if you set them innate Monster Skill.
270
I'll be entering this tournament. You can use my team as shown in the team submissions topic.
271
Lockeadon, I believe the 'Units rot or reanimate without skipped turns' hack that comes with FFTorgASM can do that. Make the undead units that you want to always revive become immune to both Crystal and Treasure, and they should revive without fail. I've not tested it extensively, however.
272
FFT Arena / Re: AI Tournament This Summer 2014
June 17, 2014, 04:13:28 pm
I had voted #1 since I've never really participated in Arena, but whichever wins, I'm fine with it. #2 is roughly what's being used for vanilla tournaments.
273
I can't seem to get it right... but here's one more. I'll start working on the sprites now and focus more on the portrait later.

Update 20 June: The sprites are more difficult than I anticipated... I have to re-shade the upper parts of the cape to get rid of the hood (since the hair covers it anyway). The attack sprites in particular are troublesome, it's hard to tell where the hair is going to darken the cape (shadow) because the sprites are partial. The body is there, but the head is somewhere else, and it's partial as well. It's also hard to tell which one is linked with which. I feel that I'm not really good at this or I'm just really overcomplicating things. I could have just taken the female knight's head, paste it and do some tweaks. I'm sure that anyone else would be long finished by now.

21 June: Ok, figured out that Shishi shows which images are linked. On the frame window, there's lots of empty black space so I figured you could zoom on the sprite. Doesn't seem like it though, and I have zero programming knowledge, so I don't know how to add my own zoom option in. Anyway, I can use the windows magnifying glass, that will do.
274
Ok, here's another portrait before I head to sleep.

Two actually. v3.0 actually was made before v3 (which should have been named v4)
275
There's nothing but the portrait right now. It was actually a fairly random idea to get some practice. My original intent was to make a Fou-Lu sprite, but I've got sidetracked and here I am making a Knight portrait. But I'll definitely go through and make sprites as well once the portrait looks good enough. Maybe someone down the road will actually use this when it's completed.

The link will probably help me out as well. I have some basic understanding of pixel art, but complex art like hair is something I've never really worked on.
276
Spriting / Knight with long hair (first sprite)
June 16, 2014, 04:18:35 am
I'm working on a generic Knight with long hair. I've only been working on the portrait since I figured this was the hardest part, and this is the result so far. No huge change from the original portrait, but I guess there's a start to everything. There are two versions, the one with side by side comparaison is the most recent one. The standalone is my first version.

Update: Added some more portraits and compiled them together.

Update 2: Added first sprite concept.

Update 3: Updated the sprites (mostly changed the cape symbol)

Update 4: Here's the knight in walking animation. Let me know what you think.



I'm aware of the hood still being here. Just want feedback on the hair.

Don't mind that white bar randomly appearing at the bottom...
277
Help! / Re: Holy AOE
February 17, 2013, 12:52:05 pm
It's probably hardcoded to the animation effects. I'm not sure if anyone ever delved into this part of the game code or tried anything with it.
278
After some testing, I found out the potion slots used in the Auto Potion hack only affect allies, not enemies. I found a way around this by simply altering Potion in FFTpatcher to heal as much as desired (as enemies use that auto potion slot by default no matter what, they have infinite Potions) and removing "Potion" from the game and giving Eye Drops the same effect as a Potion. It was just convenient that my patch had Eye drops disabled however. Not sure if that was a known issue or not but I'm pointing it out for those that don't know.
279
Help! / Re: Modding Negotiate
February 06, 2013, 04:30:18 pm
Try changing the formula in FFTPatcher if you haven't already.
280
Help! / Re: Keeping ColorField after an event
February 05, 2013, 05:21:55 pm
Alright I've tried Ganesha, but the background doesn't change when I hit the bracket buttons. I've also found out I need map2gl to actually see the field's colors. I've installed that but the program just closes after I open a .GNS file. I've tried extracting the library but that didn't help (I don't know if that was necessary either). The map2gl's README also mentioned that the bracket button can change the weather. Could that be it, or does both Ganesha and map2gl have this feature? Anyway, I'm stuck right now :?