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Messages - hierophant

1
PSX FFT Hacking / What would happen if I...
July 23, 2013, 09:48:39 am
...limited Move to 2?  Or possibly 1? 

Would there be maps it would be impossible to get around on?  (that's my main concern)
2
Spam / if you've ever asked someone "asl?" ...
April 02, 2013, 12:35:21 pm
if anyone's interested I just self-published some erotic fiction as Mickey Silva on amazon.  The title is "The Promised Land (and Other Erotic Stories)"

Hope someone enjoys it.
3
Spam / where hierophant inflicts noise upon you
February 25, 2013, 02:44:55 pm
So.  One of the ways I've been spending my time while locked up is trying to teach myself to play guitar.

I've been getting frustrated with it, and I haven't played for a few weeks.  This is a (really lo-fi) recording I made in the chapel here with my MP3 player awhile ago.  It should give you an idea of what I'm trying to do musically.



https://soundcloud.com/mekk_pilot/noise
4
Edit:  trying to make more plausible requests:

--Skip title screen, go directly to an event.
--Have an equipped item allow access to a command set. (For example, an equipped masamune allows access to the "masamune" skillset, populated by the "masamune" ability)
--Any ability that would check for range checks the jump stat for horiz/vert range.  Never mind if this would affect Attack.  Also with this:  Move stat = Move & Jump.

Edit2:  So I forgot monster skill triggers on adjacent monsters.  Could this be rigged to give a unit haste when an enemy is adjacent?
5
Help! / bypass title screen?
February 22, 2013, 01:17:44 pm
would it require ASM hacking to immediately load up an event when the game starts?

I know you wouldn't have access to the "continue" option. I want to make an old-school endurance gaming challenge.  Anyway, you've got save states with emulators. 

Thanks in advance.
6
I had no idea eventers were so rare.  Thanks for the heads up.  I might be able to get a couple of hours a week of supervised computer time, so I guess I'll try that route.
7
New Project Ideas / another quixotic hierophant thread
February 21, 2013, 12:19:18 pm
Hey all. As some of you are aware, I no longer have access to my own computer (I'm either surfing at the library or a shared computer). FFH is ever in my thoughts, though. Basically, I'm looking to make a patch by proxy. If anyone wants to take a break from their own project, or work on something new, I've got some stuff jotted down on a prospective patch. It will be mechanically fairly simple, with only a few ASM hacks (selected from those already known). I'd like to have static stats for each job: no exp or jp, all jobs unlocked, all abilities mastered. I'd like to have a short new story, with 15-20 battles, no world map. So anyway, this is probably not happening, but if there is anyone interested, send me a PM, I can give some greater detail.


Edit:  When I say "new plot," what I mean is a string of propositions.  This is what I would want from an eventer:

--Pre-battle dialogue (no movement)
--An event between battles where a new task is given (will differ only in dialogue)
--2 additional events (no gestures/special FX, just walking/talking)

9
Spam / DANCE PARTY !!!
November 24, 2012, 12:13:55 pm
10
New Project Ideas / Re: hierophant's untitled project
November 17, 2012, 05:11:02 pm
Quote from: MiKeMiTchi on November 17, 2012, 06:17:41 am
What engine are you going to use for this, by the way?


I'm thinking it's going to be a PnP project, now.   I'm a sub-novice programmer, and I want to focus on design for now, instead of getting up to speed on Unity or something.

@Dome: You're probably right.  I'd be fine with you (or someone)moving it.
11
New Project Ideas / Re: hierophant's untitled project
November 16, 2012, 07:45:05 pm
Forgot a class.

Pathfinder : Mobility specialist.  Has abilities that transport other units.
12
New Project Ideas / Re: hierophant's untitled project
November 16, 2012, 07:42:27 pm
Changing my mind:  PnP all the way ... have to make everything easy to do by hand.

Here's the tentative list of classes (prolly won't allow MC'ing):

Vanguard :  Basic Tank.  Can't be hit by medium or low dmg attacks unless 2 or more opponents adjacent.

Bezerker :  Heavy hitter. Has charging move that allows him/her to move thru opponents, dealing dmg.

Stonefist : Most versatile finisher. 

Commando : Opponents get no dmg bonus by flanking/surrounding.  Has abilities that hit multiple adjacent enemies.

Assassin : Teleporting, backstabbing, status-inflicting ninja.

Archer : (rather one-dimensional ATM)

Healer :  Zone heals, raises dead.

Wizard : Nuker. 

Hierophant : AoE specialist.

Bard : Global FX when singing.  Multiple bards give harmony multipliers.

So, even though I'm going PnP, since it was designed mostly as a cRPG, prolly only DM & adventurer will play...since not all units will act during a turn. 

Stay tuned for updates.
13
RP Forum / hierophant's RPG project
November 15, 2012, 03:19:39 pm
http://ffhacktics.com/smf/index.php?topic=9330.0

I was instructed to crosspost here:  I'm working on an RPG system, if anyone wants to check it out.
14
New Project Ideas / Re: hierophant's untitled project
November 15, 2012, 03:14:43 pm
So that's the basics of what I've got so far.  I'm working on setting up a cost curve for actions, as well as giving what classes I've got "personality."  I'll open it up to Q&A, I'm entering text with a PS3 and trying to be as succinct as possible, so I'm sure that all wasn't the clearest.
15
New Project Ideas / Re: hierophant's untitled project
November 15, 2012, 03:07:16 pm
OK, now the basics of combat. 

This is FFT-like squad on squad action.  The player with the highest average speed (right now the stat is a question mark) gets to either roll first, or pass initiative to the other squad.

So, one squad is the attacker. Basically, as long as the attacker outrolls the defender, he/she can continue executing actions.  There other ways to lose initiative: 

-- KO'ing a unit w/o using a finisher action
-- using a finishing action w/o KO'ing a unit
-- whiffing (rolls 1 apart or equal) with negative momentum

So if it wasn't clear, the rolls are made and then the actions are chosen.  Certain actions affect "momentum" which is a continuum where attacker's or defender's rolls are added to.  Moving fast units/jab-like actions increment momentum, slow movers and more powerful moves decrement it.

Certain actions also activate a "stun counter" where the target unit is vulnerable to more powerful attacks for X turns or until initiative is regained.

As action are executed, the whole team moves deeper into 6 combo levels occupied by possible actions at given bonus levels.  That's another way to lose initiative : a squad not having a legal move at a given bonus/combo level configuration.  Certain actions will loop back to earlier combo levels.  There are finishers at all combo levels, although they are only available to certain classes at certain combo levels.

16
New Project Ideas / hierophant's untitled project
November 15, 2012, 02:43:33 pm
(I asked where to post this on IRC since it's not really FFT related ... if this is the wrong place let me know)

I'm working on, basically, my own RPG .  I'm making this thread looking for feedback, and perhaps assistance.  I'll make multiple posts cuz my connection is spotty. 

Right now I'm hpoing this will become a cRPG rather than PnP, but I try to make everything easily testable w/ PnP.

First off, the 3d6 rolling system the game is based on:  a player makes a 3d6 roll.  He/She has a store of extra rolls if the result is unsatisfactory.  However, if 2 of the numbers are the same, the player can either keep the roll or roll again at no cost.  If the numbers on the dice are a sequential series, the player earns an extra roll, and can either keep the roll or reroll at no cost.  If all 3 numbers are the same, the roll is assigned a value of 18.

Unless crafting/rolling a skill check in general,  an opposing roll is usually made.  Let's call the first roller "the attacker" and the second roller "the defender." The attacker must outroll the defender by 2 to succeed in making an action.  If the attacker outrolls the defender by 4-7, the attacker is in bonus 1.  If the attacker outrolls the defender by 8 or more, The attacker is in bonus 2.  If the defender outrolls the attacker by 2, it's usually a counter; by 4-7, defender in bonus 1, 8+ defender in bonus 2.