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Topics - maugustus1

1
Made a new archer skill, gave it all the leg aim flags, put it in the entice slot, put it in the archer skill set, and put that on the archer job. THe abilty works perfect with a bow/gun, but not with any melee weapons :( heres a screen cap. Archer ability menu changed to default,
2
First time spriting, want to use this for a holy knight. Need some crits, all i did was alter the helmet. Also let me know if anyone has a better idea for a holy knight mayb mix some bodies in or something!! thanks
3
On my first play through I reached riovanes castle around level 40 or so, At the entrance battle rafa appeared as malak, then after winning the file would save as 000000000000 and the sprite changed back to generic. At the formation ramza was lvl 0 with the 2 basic jobs, and when attempting to go on to fight weigraf the game would auto end...using memory card saves only, and different isos. help please! :mrgreen:
4
New Project Ideas / FFT: ReTouched (version 0.7)
June 08, 2011, 09:16:13 am
FFT: ReTouched.
This is a hack that tries to fix a lot of oddities from the original game, while keeping in touch with the original design. This mod is slightly more difficult, because of this, but not by far. Another main point to this hack was the guest system. Not only has the way you play with guests changed, they all have NEW unique abilities. I also figured not everyone liked to use guests, so I included 2 new jobs based off of guest jobs: the Holy Knight, and the Dark Knight. I also decided to go with fft completes script and overhaul to names, I find it much more enjoyable when you understand the story!

FFT: ReTouched CHANGES

ASM's

•   Axes & Flail damage becomes (Rdm{0..PA-1}+PA)*WP
•   Weapon Guard Innate all
•   Poison damage from 1/8 * MaxHP to 1/4 * CurrentHP
•   Mighty Sword ignores equipment presence and hits monster(and knight abilities)
•   Special characters can do propositions
•   Float weak against Wind; Oil weak against Fire
•   Increase Jump damage by 3/2 regardless of weapon
•   Crossbow formula becomes WP*WP
•   Pole formula becomes MA*WP
•   Untruth Bug correction
•   Defending reduces physical damage by 25%
•   JP scroll glitch fix
•   Blade grasp trigger: sword attack only
•   Defend innate all
•   Require Sword>>> Require Sword, Knight's Sword, Katana
•   Undead units receive 25% for phoenix down
•   Removed permanent Brave alterations
•   Removed permanent Faith alterations
•   Weapon Guard innate all
•   Global class EV (50% sides EV, 25% back EV)
•   Teleport will always fail at move +1
•   Brave converted to Fury, works like faith, still named brave
•   Knights sword formula WP*PA
•   Speed save adds CT now
•   Equip change innate all, good luck using it!

Speed growths set to 255 to all jobs, there are several 'tiers' of speed exactly like FFT: REBIRTH.
See the rebirth page for detailed info on the tiers.
ENTD Changes:
All enemies are at least Party Level, bosses are Party level +4.
Midway through chapter 1 you should start to see better enemy variation.
There are generic holy knights and fell knights in chapters ¾.
Every story battle now gives useful items!!
Enemy Equipment has been improved; bosses and some enemies with great stuff early on have the safeguard support.

JOB CHANGES

Lowered JP for all abilities, removed Gained JP UP, move get JP, and Gained EXP UP.
Changed JP required for job levels as follows JOB LEVEL/ JP NEEDED: 1/0, 2,200, 3/300, 4/400, 5/625, 6/1250, 7/1550, 8/2800
All special jobs (for guests) now have Focus, Salve, and Tailwind.
Starter generics have much better brave/faith, also there are only 4 now (male squire, male chemist, female squire, female chemist.)
HP increased by approx 25% for all jobs.
Squires: Innate Poach. Finger guard removed, tame moved to squire. Gave squires tailwind.

Chemists: Innate Throw Item.

Knights: Innate Defend. have Equip Swords: Enables use of Knight's Swords, Swords. Defend moved to knight. Counter moved to knight. Can no
longer equip robes.

Archers: Innate Concentrate. Equip gun moved to Archer, renamed Equip Projectiles, enables Guns, Xbows, and Bows.

Monks:  Innate Barehands. Bonecrusher moved to monk.

Priests: Innate Magic Defence UP. Harmony moved to Priest renamed Dispel.

Wizards: Innate magic attack up. Equip robes added, allows robes in any job.

Time Mages: Innate Short charge.

Summoners: Innate halve MP. Faerie adds regen now, and Silf Ressurects an area.

Thieves: Innate Safegaurd.

Holy Knights (new job!): Innate Lifefont.
Skills: Judgement Blade 6 MP, Cleansing Strike 6MP (chance for don't move, effect area increased to 2 vert 0 like stasis sword), Northswain's Strike 16 MP, Hallowed Bolt 16 MP (chance for Blind), Divine Ruin 24 MP. All abilities are Holy Elemental.
Divine Ressurection (NEW!): Resurrects allies in the area around the paladin. 100% res chance. 2 vert 3 effect area. 36 MP, Auto target, heals 33% health.
Holy Light(NEW!) Heals allies in a large area around the caster. 2 vert 3 effect area 16 MP Auto target (heals for Faith*(MA*32))
R/S/M: Cup of life, Magick Boost,
Oracles: Innate Defense UP

Geomancers: Innate Attack UP. Equip Axes moved from squire.

Lancers: Innate ignore Terrain
Samurais: Innate Doublehand. Gained First Strike.

Ninjas: Innate dual wield. Removed throw axe.
Fell Knights (new class!) Innate Bonecrusher.
Abilities: Shadowblade 6 MP, Duskblade, Nightmare, and Ague (last 2 are lucavi abilities.
Lich Strike( NEW!) Range and effect similar to Hallowed Bolt. Chance to inflict doom. 24 MP High damage (like Divine Ruination)
Deathspell. (NEW!) Large range instant death 48 MP. 100% chance to kill. 1 vert 0 effect area.
Raise Dead, single target 10 MP resurrect, 50% hp, undead status.
R/S/M: Soulbind, Fury, Move+3, Jump+3

Dancers: Removed Faith Boost

Bards: Removed Bravery Boost.
All bosses have innate Def Boost and Mag Def Boost.

GUEST JOB CHANGES: All include increased stats.

*Ramza. Changed jobs substantially,
Chapter 1 :Cadet: Innate Treasure Hunter and Beastmaster. Added the ability Pacifying Strike. Range 2. Effect 1, Vert 0. Hits for holy dmg and can add the sleep effect. Costs 6 MP. R/S/M  Counter, Defense Boost, Move +1.
Chapter 2/3 Ramza: Sellsword: Stats increased. Added Holy Strike, range 3 effect 2 vert 0, 6 MP. (may slow the target.) Added Righteous Strike 16 MP, range 3 effect 1 vert 1(may cause berserk). Added Shatter Strike, 16 MP, Range 3 effect 1 vert 1 (may add poison). R/S/M Counter, Dragonheart, Defense Boost, Lifefont.
Chapter 4 Ramza: Heretic Knight. Stats on par with strongest guests.  Added Divine Resurrection and Holy Light. Final Swordskill named Divine Retribution. Range 4 Effect area 1 vert 0, MP cost 24. High Damage and range for cost (may add Dead).  R/S/M Added Arcane Defense.
Ramza retains his squire abilities and can equip shields in chapter 1 and crossbows in chapter 4.

*Mustadio: Innate Arrow Guard, Concentrate. Has Steal Weapon, Steal Accessory, Steal Armor, Steal Shield, and Steal Helmet. Also Galaxy Stop 60 MP. Removed seal evil. R/S/M Adrenaline rush, Equip Projectiles, Concentration, Archer's Bane, Move +1.

*Agrias:  Innate Lifefont, Defend. Added Seal Evil. Divine Resurrection, Holy Light.
Divine Protection (NEW!) 48 MP Adds Regen, Protect, Shell, and Haste. Effect 2 vert 3, auto target. Instant cast!

*Rafa: Innate Arcane Defense, Dual Wield. Can equip all mage weapons and poles. All attacks vertical tolerance reduced to 1, gave small mana costs 0,4,6,8,10,12. Moved Beowulfs Faith to her, added esuna. New ability Celestial Speed 12 MP, adds haste and faith. R/S/M Arcane Def. Magick counter, Arcane Strength, Manafont

*Malak: Innate Arcane Defense, Doublehand. All attacks vertical tolerance reduced to 1, gave small mana costs 0,4,6,8,10,12, increased damage. Can equip swords and katanas. Moved doubt to him, gave him dispel. Added Nether Slack, 12 MP adds slow and athiest R/S/M Arcane Def, Arcane Stregnth, Manafont, and Magick Counter.

*Meliadoul: Innate Safegaurd, Concentration. 4 new abilities exactly like the other crushes. Crushes cost 12 MP. Crush Spirit( destroys Fatih), Crush Resolve (destroys bravery), Crush Legs ( don't move), Crush Arms(don't act). R/S/M Counter, Equip Swords, Safegaurd.

*Beowulf: Removed Faith, Doubt, Chicken. Added Ardor Brand, Frost Brand, Lightning Brand, Beserker Wind, Zombie Spatter, Break
(each attack has 4 range, hits 1 enemy for PA*(WP+3) dmg and has 100% to inflict a status)and Templars Verdict (4 range 2 vert 3 effect, 100% silence in range)(TBC)

*Reis: (TBC)

*Orlandu: (TBC)


Item Changes:
All items have had their price doubled.
Example

Potion 350 gil
Hi Potion 1200gil
X Potion 4500gil
Ether 2000gil
Hi-ether 5000gil
Phoenix down 2500gil

Max WP is 20 for ANY item
Daggers have speed +1
Knights Swords, Samurai Swords, and Lances cannot be Dual wielded
All staves heal, best staff can cure most statuses
Rods increase Magic power.
Poles have greatly increased WP.
Katanas can cast their own spirit ability, murasame can cast murasame.
Increased MP and HP on most hats, clothing, armor, and helms. In some cases its only 5 HP, in others its 40.
Hats have a little MP now
Robes have substantially more MP.
Adornments (like ribbon) are the rare head pieces now with good HP and MP
Max level helms and armor have some MP
Below is the renamed patch with new changes!
Thanks to everyone that helped!! Notably Generalstrife and Eternal!

5
The Lounge / Hello everyone!!
June 08, 2011, 09:02:36 am
I've been on this site quite a few times, its great. Currently making an fft patch based off of fft complete and rebirth. Gonna start a thread in projects, hope for some feedback!