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Messages - 3lric

4041
Quote from: Celdia on November 25, 2011, 03:13:02 am
MG was suggesting a change to the site where you can list what you do here - spriter, portraitist, ASM hacker, patcher, playtester, etc., so it would be visible for others to see what you're good at/what you work on. At least that was how I read it.

Ooooh, i get it thank you for clearing that up. That's not a bad idea
4042
Spam / Re: It's finally here....
November 25, 2011, 01:38:08 am
You can also play it on a PS2 with a bit of softmodding.. thats what i do.
There are only a few patches that can't be played on a console
4043
Quote from: MasterGrand on October 18, 2011, 06:25:22 pm
Hello guys

Do you like put your skill type  ?

what is skills type , sample : sprite or portrait or hack...etc

best regards

Maybe I'm missing something.. but i don't get it...?
4044
Quote from: Durbs on November 24, 2011, 08:47:33 pm
Yeah, I agree; it was just an idea. I posted in the RAD thread to see if we can use that to give each character different jobs, so when Poketax comes on next hopefully we'll have an answer. We can always sacrifice unused skillsets and job classes in the original game to give the 4 each at least 2 classes instead of just 1 (while retaining generics).


Yea you are correct i think i may have read it incorrectly in my turkey induced state :P.
My very original idea when first starting the mod was to do exactly that, have each of the 4 that aren't from Ivalice have there own Job tiers, like 3 or 4 since Dante (in DMC 3 anyway since i never played anyone past that) Has Gunslinger, Trickster and Sword Master I believe, Also it would be good since each person already had equip/change innate since for example Link's skills will either involve a bow or sword but doing it this way we can have a secondary class for his bow moves and other jobs which would include his songs, same with the other characters. The more i think about it, the more I'm loving this idea.

I've been reading in the RAD 3 Topic and it seems like this might be doable but being as we are still focusing on events i don't personally have the time to verify that so hopefully you are correct and Pokeytax can give us the info we need to make it happen  :mrgreen:

Quote from: Eternal248 on November 24, 2011, 10:15:52 am
Make bullet-esque skills by using Draw Out, and having the Break Rate for each Katana be 100%. Make all Guns one-handed with Innate: Dual Wield. From here, make each Draw Out skill require having a certain Bullet (Katana) equipped to use that skill.


And Eternal thank you for bringing up the fact that i could make guns 1 handed and make him innate dual wield, i was wondering if that was possible since Dante needs 2 guns rather then just one, after all you can't have Ebony without Ivory  :mrgreen:. I must ask tho, why do you think we should use the Drawout rather then modifiying the Items or the Ninja abilities? I only ask becuase i heard there was some issues when it comes to modifing the Samurai skills

Quote from: Kagebunji on November 24, 2011, 02:23:06 pm
Ok, here is a small preview. Note that the dress still needs to be changed on two of those frames.


Good God Kagebunji that is awesome! Your doing a fantastic job so far  :mrgreen:

Quote from: Lucifer_zero on November 24, 2011, 12:19:42 pm
Oh, i just putted those two to know make sure it was something like that ^^

Hum... when i had read your description it looked as one esuna for one and a nerfed esuna for a group, so thats basically why i´ve thought on this, especially on 10, something that cure Undead/Blood Suck is really welcome, but having it on something that remove almost other thing is strong ( that would make a skill that takes strenght from moves that, for instance, gives Undead + Poison one someone ) mine concern isnt the only the strenght of the skill alone, but what it-ll reflect on others skills -_-

IMHO, Regen + Haste is too powerfull, on true Haste alone is something kinda broken in this game when used with high speed characters / too much strong,

Maybe if my 14 worked, it could be Wishga ? What you think ?

YEah, i know what you mean, but i didnt mean to have exactly throw stone, but something like what i proposed, maybe something like "Vacuum Blade", and add Wind elemental to the skill.

About 11, 12, 13, i´ve trhought on something that would make me use this skillset, without removing some possibility of the secondary, if you have skillset to much like one from priest, you end rarely using white magic cuz you can do almost everything you need with your main skillset, so i tried to focus on having skills alike priest one, but that dont make all priest could do ( this remind me of Tactics Ogre, where Cleric have Area Heal and Priest have Revive and Heal All, they are two jobs that are too much alike, but each one does what the other dont so you end up using both instead of only one of they )

==================

For Tortoise, Big ____ i think its better than having low %HIT, having a huge MP cost, so enemy can cast they only two times at max on begining ( i dont remeber if someone did get MP costs work for monsters ) and this ONLY if you couldn´t invite monster, as tortoise could have immune charm ( i think charm is one of most breaking status in game... )

If you could invite enemy, then i agree that they hit should be something like 50%+MA ( also Tortoise are mean to be slow Tank, so they will need something a little more strong to compensate that )

[ at least Big Guard+ should stay 100%, as it would be one "Boss" skills, boss are mean to be more hard ]

================

The ideia of everyone of the 5 having 3~4 jobs is great ! If this could be make itll be better than having generics, and... what about making ( if its possible, of course ) they have all 2 main jobs, and the other one or two being one "generic" job, that you could find on battles, but its exclusive for they, for instance, lets say Ramza have Duke and Defender as mais jobs, and Mediator as a third job, no one from other five will have mediator as possible class, but you can find enemies as mediator

And more, instead of having one recruit ofice, you can only get generic through certain random battle wher they join you, with the job locked
This way they end up worse than the 5 stars, as they´ll be not so versatile, but generics needs that drawback, as the game want you to play with the 5 stars; at same time, having Ramza and one Mediator could prove more usefull than having Dante on team, for instance, or even will be better than giving the mediator´command to Ramza when you need his Duke AND Defender skills.

Also some jobs should be generic only.
And another thing, the 5 star having 3~4 class will make less needy of 16 skills per skillset!, so one jog Snake have his Spy skills, and on another he have his weapons.


I love that you keep giving these long posts full of ideas  :mrgreen: Its great. Tho i will still let Durbs do the deciding with you on Ramza, since you guys both have excellent ideas and with my head so wrapped around event editing I would need to push some knowledge out before i could take this all in HAHA
4045
Quote from: Durbs on November 24, 2011, 11:29:18 am
I like this idea, but not necessarily for the entire main set. Is there a way that we can get him to be able to switch to a second class?

Actually, that brings up some interesting ideas... what if each of them (Ramza included) had 3-4 job classes that they could switch between? We'd probably have to eliminate the current system of generics to do this and make a series of enemy-only classes, but I kinda like the idea.

Thoughts?

Normally I can go for just about anything, but you already convinced me once that we NEED to have generics and that's why we are building the battles the way we have been, and i've really liked it that way, I would really hate to get rid of them now, While i can agree that the main characters may need a bit of something extra, to complete remove the generic classes would be changing a lot
4046
Quote from: Eternal248 on November 24, 2011, 09:34:33 am
You guys need to come on IRC more. :(

Sorry Eternal I shall try to come on more often, been real busy on the mod + finally just beat Skyward Sword ( :mrgreen:)and got over being really sick

Quote from: Durbs on November 24, 2011, 09:46:52 am
I don't know about ammunition, especially if we're already doing something like this for Dante (eg moves are ALMA based).


I'm not sure about Lucifer_zero but i was referring to actually modifiying the Item abilities such as potion, phoenix down antidote and giving some to Snake as attack abilities, like grenades and things like that that need to actually be bought such as the ninja's ice/fire/thunder balls.

And I honestly don't know what ALMA is but if your refering to Dantes moves that require different equipment to use that not quite the same thing as modifying some of the item abilities themselves (or even the ninjas) to be use for snake such as bullets or grenades.

Hope that clears up any confusion  :mrgreen:
4047
Quote from: Lucifer_zero on November 24, 2011, 07:17:49 am
Yeah, right that ^^, except for the Roundrouse Kick and the ones that work only when invisible, all other would end up having ammo ( item ) instead of MP cost.

I really like that
4048
Quote from: Lucifer_zero on November 24, 2011, 06:08:20 am
Hum, as i dont know what part from snake you didnt get, ill try to explain everything that on my head:

When i said about how character learn their skill was for one thing basically: to not get some power skill from grinding JP, even if you putted some high JP cost if you grind enough you could have the non secret skills right on the start, so learning they at some point of game is another way to limit what you can use ^^

For snake, the ammunition would be like item, i mean, basically ammo, you need to have some item in inventory to be able to use the skill, every time you use, you spent one of that item, when i said to trash some item, was to remove some item from game to make the item for ammo to snake


Oh i get it now, an yea i see what your saying, some skills will be limited, and the whole making them acquire after certain events would be great, my main issue is, other then making them learn by crystal I don't know how to make someone learn a secret skill, so if you know how I would welcome the knowledge. The only other way i could think of to do that (unlock different ones from chapter to chapter such as Ramza learning Scream) would be to make a completely separate skillset for chapter 2 and so on as they did in vanilla, and when you consider doing that for 5 separate people, that eats up alot of skillsets

Also the more I think it over, the more I'm liking the idea of Snake having some moves like either the throw moves that the ninjsa have or Item moves could probably be modified to do about the same, if this is what you mean?
===============================
Quote

For Tortoise, what i have thought on so far is something like:

1st Tier
Stelltoise - innate = defense UP , cannot enter water, mov HP UP / Weak: Water, Absorb: Ligthing
"A Tortoise soo hard that it cant event enter on water without drown and rust"

* HardShell Strike
An attack with knockback efect, close range
* Big Protect
Protect on every member of the team
* Revenge
HPmax - HPactual, range 3

2nd tier
MyrithlToise - innate MagDefUP, ignore height, move on water / Weak: earth, Absorb: Wind
"A Tortoise born from the famous magical metal, that is so light that their feet dont even touch the ground"

* HardShell Strike
An attack with knockback efect, close range
* Big Shell
Shell on every member of the team
* Diference
the skill from Byblos

3rd tier
Adamantoise - Innate DefUP, MagDefUP, cannot enter water, move on lava / Strong: Fire, Water, Wind
"Made from the legenday metal, Adamantoise is barely hurt from slashes or magic, even lava is nothing for it"

* HardShell Strike
An attack with knockback efect, close range
* Big Guard
Protect + Shell on every member of the team
* Last Resort
Self cast, only on critical, gives full HP + Berseker + Protect + Shell + Haste

4th tier, THE BOSS
Unknowtoise - innate DefUP, MDefUP, MovHPup, move everywhere / Always: Protect, Shell, Start: Reraise / Immune: dead, Dont Act, Dont Move, Charm / Strong: every element Null: Dark
"They cant say of what this Tortoise is made, some say its a material from another world"

Skill set - Metal Shell ( i know, gotta work on this name )

- HardShell Strike
- Revenge
- Diference
- Last Resort
- Big Guard+  ( shell + protect + regen on everyone on team )


Also everyone of the Tortoise would me immune to Charm, so you cant have they cast their Big skill for your team, didnt think much more from this

Still didnt thought on specific counter to Tortoises, i dont even thought if they sould have a specific counter or each Tier one type of counter.

I´m already thinking on something for Werewolfs, so far each one will have one Claw attack that inflict some a status, each tier one different debuff ( poison, Charm, undead, Blood Suck) and Howling Moon, a self cast Haste... and right now thinking on what could be last attack, and names on they.


For Lamia surely they will use at least one song skill that inflict bad stats ( the classical Sleep and Poison+frog ) and from then i didnt think nothing yet -_-


well, thats for now.


I like the tortoise moves you came up with here and as long as there's no objections from any of the team i will post them to the first post tomorrow with the rest of the moveset
4049
Quote from: Lucifer_zero on November 23, 2011, 09:11:05 pm

6) Wish - Instant Revive with really low HP, always a need on some suport, but close range
7) Wishga - revive with 75% HP, high MP and/or CT = Raise, that way it will at leat be better than Raise, but still close range as wish
8) Calm Body - remove, on self and around, body stats debuff: Don´t Move, Dont Act, Silence, Darkness, Petrify, Poison, stop, slow and Oil.
9) Tranquil Mind - only on one, remove mind debuff: Berseker, Sleep, Confuse and Charm
10)Purish Soul - only on one, remove soul debuff: Death Sentence, Undead, Blood Suck and Frog
11)Protecure - only hit one with small HP recover (cure 1) + protect
12)Reshell - only hit one, Regen + Shell
13)X-Cure - Cure 3 on one character
14)Arise - Reraise if not dead, Raise 2 if dead
15)Purifying Hymn- Adds regen, protect, shell, and haste on one unit ( Mag Barrieeerrrr ^^ )
16)THROW STONE - just kidding, to tell true i was thinking on another ranged skill that have 100% knockback AND cancel charge, but didnt think on one good name,


Some of these seem very similar to what Durbs had thought up, the Arise is quite a interesting idea, I really like the last onewith 100% knockback and cancelcharge i could see that being extremely useful and i also agree that he would need atleast one simple type of throw stone move, also atleast 1 of Ramza's will have to be learned from a boss crystal in a "kill all enemies" battle (such as when you kill gafgarion) but otherwise lets see what he has to say about the changes you've made, since he thought up the movelist originally.


QuoteAnother thing i was thinking is on how each char could learn they skills
Dante is dependent of equip, great ! ^^
Link could be the event like i said
Cloud i thought on something like reading rumors on some guy on black that liberate a fight on some place that you can only enter with Cloud, like a duel, as if Cloud was seacrhing after the rumor being something on Sephiroth, there he would battle someone and start next to some crystal with the new skill.


Alot of character abilities will be available from just having JP to buy them tho they won't be cheap JP or MP wise but some will be learned from bosses.
I like the whole thing with a rumor but that unfortunately at this time isn't something i can do more then vanilla already had (Nelveska Temple & Goland Coal City) because I don't know how to link other rumors to things like that and unfortunately i have a subquest in mind for using a rumor later on, so that would remove that possibility, but i do like the idea of having a duel with some characters, and there are other ways go about doing sidequests that I've thought of as well  :mrgreen:

QuoteSnake, AMMUNITION ! ( trash some itens, make they into the skill and plan where they could be avaible )

I'm not sure what you mean here

QuoteAlso, monsters would be tammed on this game ? If not, Tortoise could have something like
* HardShell Strike
An attack with knockback efect
* Big Guard
Protect+Shell on EVERY ENEMY
* Revenge
HPmax - HPactual
And more, will they have tiers as Vanilla ? if Yes, what about to make some a 4th Tier thats like Byblos/Worker 8, i mean, special monsters, that have acess to every attack from they and buffs ?


There may be a skill to tame monsters, we haven't really done alot regarding the generic classes, but since the game will have generics i suppose we should work on that as well.
Also yes the custom monsters do have tiers same as in vanilla  :mrgreen: and a 4th Tier would be quite interesting indeed

Quote1- someone with group buff + atack would end to much versatile, that can make it a little broken, and if you put the group buff with low hit hate, then people would just not use they, or use only when there was not anything else to do
2- Thats the charm on secondary moveset, you can focus the first one on one thing and the other on what you need to complement the first.


This makes a lot of sense actually

Thank you very much for all your ideas! Keep them coming  :mrgreen:
4050
In UnitAnim
01
02

Are all standing animations tho they make them stand at a Angle and need to adjusted by the person editing the event, these would be the correcting standing poses versus 06, 07, 08 since those are for when they stand still in battle.

Just thought i would let you know  :mrgreen:

EDIT: I made a video of all the Character Unitanim (since some monsters are different) they are numbered rather then named but they should be pretty simple to figure out.
You can see it here:
4051
Help! / Re: Rumors and Side Quests
November 23, 2011, 08:47:09 pm
Quote from: pokeytax on November 23, 2011, 08:36:34 pm
Sorry about the delay!

I'm not sure how to change where rumors are active - that variable is marked '0AA' because it's unknown to me. Not all rumors may change variables. You would have to look at what values in memory change after you activate the rumors.

The Goug Machine City sidequests are easier to work with, I think, although actually using rumors would be really cool.



Ok well atleast I know now that it may not be possible to do it tht way other then modifiying what is already there, tho i hope eventually that may change as more info becomes available, for other sidequests i guess i can go the  IF char/treasure is present route, thanks for the reply Pokeytax  :mrgreen:
4052
Quote from: Joseph Strife on November 23, 2011, 06:54:43 pm
For me it's good too, but except for the frist skills this sounds like a priest skillset, anyway it's realy good. I liked it.


This is true, so the whole Duke and Fencing aspect of Ramza may need to change but other then tht it looks very workable
4053
Help! / Re: Rumors and Side Quests
November 23, 2011, 06:57:14 pm
Quote from: Pride on November 23, 2011, 12:35:55 pm
I've been wondering this for a very long time but I've never been able to find out how to do it. So I'm hoping that someone else knows how to do it as well (maybe Xif?)


Well, here's hoping someone does lol :?
4054
Quote from: Durbs on November 23, 2011, 06:09:37 pm
Here's a (slighty modified) PM I set to Elric if anyone else is interested in reading it. I'm also curious if anyone knows if moves 3+4 are possible.

Ramza would make a good support character, like Eternal said; high hp, mid strength, etc. His class could be 'Defender', and we could make knight swords in this game have more beneficial effects than offensive powers to compliment that. In the support arena, here's my skillset idea. Note that I did not talk about accuracy; the higher-level support effects will have less chance to hit. Also note that the 'sword skills' will require a heavy MP cost based on each of their powers, and the spells will require MP costs that increase based on their effect (Purifying Hymn, for example, would have a steep MP cost).

1.) Soul Cross- Attack damage (+ an element, perhaps holy) around the unit
2.) Spirit Purge- Ranged attack + removes positive statii
3.) Harrowing Blade- Ranged attack + gives Ramza protect
4.) Hallowed Blade- Ranged attack + gives Ramza shell
5.) Ultima Sword- To emulate Ultima in the game; high non-elemental damage to one unit
6.) Wish- Revive a fallen unit
7.) Wishga- Revive a fallen unit with more hp
8.) Cleanse- Removes most negative statii
9.) Cleansega- Remove fewer negative statii to a group
10.) Restore- Moderate healing spell to one unit
11.) Restoraga- Decent healing spell to a group
12.) Refresh- Significant healing spell to one unit
13.) Purifying Hymn- Adds regen, protect, shell, and haste on one unit
14.) Rejuvenate- Adds regen on a group
15.) Mantra- Adds shell on a group
16.) Aura- Adds protect on a group


I have also added these to the First post for Ramza's Moveset, awesome job Durbs!
4055
Hacking/Patching Tools / Re: PPF-O-Matic Patch Time
November 23, 2011, 08:15:48 am
Quote from: Naysaer on November 21, 2011, 05:15:38 pm
A big shoutout to Elric for going out of his way to get this up and running for me. Thanks.

No problem buddy  :mrgreen:  glad to help
4056
Spriting / Re: Kagebunji's sprites- Moving on...
November 23, 2011, 07:04:02 am
That Zelda Port is fucking amazing, completely exceeded my expectations  :mrgreen:
4057
Quote from: Twinees on November 23, 2011, 06:22:43 am
This patch seems to be progressing really well guys, keep up the good work and good luck :)

Thank you very much Twinees  :mrgreen: we will not disapoint.
4058
Quote from: Eternal248 on November 23, 2011, 05:55:04 am
We already have enough offensive characters. Why not make Ramza a support unit, like with what I did in PW by giving him Talk Skills?


OOOooOOhhh I really like this idea!

Tho i would still like him to retain a few things from FFT ie: Wish, Accumulate, Throw Stone, and maybe 2 or 3 attacks. He can then have a few of his original buffs like Scream, Yell and such, if you have some ideas for a few new ones i would love to hear them :)
4059
Quote from: Lucifer_zero on November 23, 2011, 05:31:46 am
How about skills from vanilla specials ? Like as he learned from they, but didn´t master, so they have small diferences with originals, something like ( with quotes from myself )

Holy Explosion - Agrias - 4 panel instead of 5
Lighting Stab - TG CID - CT 2
one from mustadio - Mustadio - only close range
Icewolf Bite - Meliadoul - instead of destroing acc, it hurt and... still didn´t think about it...
Space Storage - Rafa/Malak - only hit one panel, 1 to 2 ( or 3 ) times
Dark Sword - from the ghost of Galfgarion - This one could be vanilla...
Dragon Tame - Reis - instead of inveite 100% is charm OR confuse 50%
Shock! - Beowulf - Range of 5 instead of 8
Thats 8 skills so far, 8 more for work, i was thinking on like 4 or 5 that Ramza have from begining and the other 4 or 3 being the end ones

For the begining skills so far what i´ve thought was ( didnt think about names yet )

- One revive skill (like wish from fft+)
- ultima
- one "sword draw" tech, 4 range, instant, normal attack damage
- one sword combo, hit 2-5 times, if possible a formula with SP
- one sword cleave, stronger 2 line range skill

For the last 3, the skills would came from the Alma, Zooooombag and his father inheritance

- MagBarrier , with huge MP cost, like 50~70 ( it could be nive if skills could cost % of mp... this one deserves a 40~50% mp cost )
- Destroy Sword, damage AND lower MA/PA
- Heavenly Sword, 4 range, Damage, remove buffs, an heal Ramza ( a drain without dark elemental that dont inverse on undead )

I like a lot of these ideas, Keep in mind unlike the other 4, Ramza will be able to change classes. My only issue is that most of these are very powerful so to avoid making someone as broken as Orlandu
we would have to make the cost of each of these very very high, which doesn't leave him much for lower level skills such as something like a throw stone/dash or accumulate or scream.
Also being that Ramza is a Duke and his skillset is Fencing he would be using something such as a Rapier, in which case Sword Cleave would need to be called something else but we could still use the formula you mentioned above :)

We also need to leave atleast 1 or 2 skill slots open for each character to learn secret moves (tho they can be planned ahead of time)

Quote
Hum... on CCP Tactician only can use skills while on some stats, cant make something like that with insivible ?

It's very possible that we could I just don't know how yet since we haven't really messed with abilities much as of yet
4060
Adding all Moveset ideas to main post so they can be organized as well as show what we still need