• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 30, 2024, 09:51:17 am

News:

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


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zeio

1
Spam / Re: completeboy wrote a new sig
March 26, 2010, 04:19:07 pm
I lol'd Koko
2
The Lounge / Re: Final Fantasy XIII
March 24, 2010, 06:15:27 pm
Quote from: "Zodiac"It's got fucking lesbian motorcycle!!

Clearly worth $60
3
Wouldn't you need the weapon strike fix ASM hack to get this to work correctly?  Or else you're just going  to get a bunch of [weapon elemental] attacks instead of what you specify them as.
4
The Lounge / Re: Final Fantasy XIII
March 16, 2010, 03:49:44 pm
Game is lacking too much in the content department to be considered a solid title of the series.  I realize they wanted to make it visually stunning, but they just consumed far too many resources that could've been spent elsewhere making the game overall more enjoyable.

From people who have made end game, they're saying all the 'extra' content is just grinding gil to upgrade to everyone's ultimate weapon and *gasp* fighting more battles.  No mini-games, no nothing.  Just more battles.

Wow.  Just wow.
5
FFT: ASM'd / Re: FFT: ASM'D!
March 11, 2010, 07:08:57 pm
QuoteEDIT about Quake/Tornado/Melt: I just realized they're all the same spell with different elements. Do we do something about this or kinda leave them in their Black Magic-style of being mirrored elements of the same thing?

They all have different MA multipliers in default FFT, though.  I think it's 38 for Melt, 37 for Tornado, and 39 for Quake.  Don't quote me on that, though.
6
The Lounge / Re: Now Playing
January 15, 2010, 12:12:47 pm
Just picked up a copy of Dragon Age and Assassin's Creed II.  Can't wait to try them out after work today.  (ps3)
7
The Lounge / Re: Heroes of Newerth
January 01, 2010, 04:40:38 pm
Name is Lloyd2k4 on hon
8
The Lounge /
December 23, 2009, 10:34:59 pm
Kefka.

"SHUT UP!  You all sound like a bunch of lines from a self-help booklet!"
9
The Lounge /
December 19, 2009, 10:08:14 pm
No One Like You - Scorpions
10
Non-FFT Modding /
December 03, 2009, 11:25:37 am
I've already changed all the +2 esper bonuses to +1.
11
The Lounge /
December 01, 2009, 06:54:12 pm
IX, but game is way too easy.  WTB hard mode ff9
12
Non-FFT Modding /
December 01, 2009, 12:22:36 pm
I'm trying to set a soft level cap by making it take an absurd amount of EXP to level up after you reach a certain level.  Damage in FF6 gets a little out of control at later levels because of how well things scale with level increase.
13
Non-FFT Modding /
November 30, 2009, 02:57:50 pm
Hey Eternal, do you know what kind of variable(s) is/are used for the Experience absolute values and Experience increment values?
14
Non-FFT Modding /
November 17, 2009, 01:23:33 pm
Suggestion:  nerf Marvel Shoes, or balance all the late game around it.  Preferably the former.  Just Auto-Haste and Regen should be good enough considering Marvel Shoes completely invalidate Running Shoes, Cure Ring, Guard Ring, Pod Bracelet, and a lesser extent, Force Shield.
15
FFT: ASM'd /
October 23, 2009, 03:30:42 pm
QuoteGiving innate no-charge to Zodiacs...? You sure know about balancing dude... >_>

yes, I do.  Reread my post again and you'll understand.

You simply give the zodiacs abilities that aren't overpowered with no charge.  Cyclops does not define Velius in any way, but if you must give him clops just make him his own clops that's balanced around having no charge.

it's really not that hard.  All the Zodiacs have innate no charge in the patch I'm working on and it's managable as long as you know how to build them a solid skillset.

At the end of the day, though,  phil can do whatever he wants.  It just seems really funny to me to see a Lucavi standing around charging (even if it is with short charge) when they're meant to be the almighty evil that destroys everything.
16
FFT: ASM'd /
October 22, 2009, 11:40:20 pm
that's why you balance them around innate no charge.
17
Basically, I just want to know if I can make the 'Require Sword' flag also include Knives in its check.  In other words, it will allow the use of sword skills if a knife/dagger class weapon is equipped.  

This isn't for making sword skills more flexible, but rather I'd like to recreate the skillset for thieves, give them some 'backstab' like abilities that require a knife to use.  This would mean they could do it with swords as well, but it's not that big of a deal since I can just remove Equip Sword support and make it so the class can't even use swords.

Also, one more question.  In one of the general information topics, it talks about being able to create skills that can't be used until a state has been found on the target.  In other words, Pdown will only work if the target is 'dead' status, or seal evil will only work if target is 'undead' status.  Example of a new skill was detonate:  explodes a target with 'oil' status.

Is it possible to make this check on the caster instead of the target?  Can I make it so an ability is only available if a certain status is found on the caster?  

Example:  Ambush (requires 'Transparent', Knife) Strikes the target dealing (PA+10)*WP damage.

Sadly I doubt the latter is possible, but it would open up for some fun possibilities if it was :O
18
Help! / Editing the starting generics, Help! addition :)
September 29, 2009, 07:38:02 pm
Quote from: "me"Is this done in 102 Military Academy of ENTD? I want to fix their Brave and Faith values so I don't RNG terrible stats for them and have to reset or spend too much $$ getting my own from the soldier office.
Quote from: "philsov"It is possible.

gogogogo!
19
PSX FFT Hacking /
September 26, 2009, 04:41:29 pm
Couldn't you make Mime take lv8 in ALL jobs, then just make it take a ridic amount of JP to get to lv8 (3k+) and set them all to have mime unlocked to get them pretty much everything assuming they make the percentage checks on the chance to learn%?

Also on the topic of ENTD editing, for random battle maps, is the value after a map name the chapter in which it unlocks in, or does the game randomly choose from one of them?

Example:  Mandalia Plains West 1, Mandalia Plains West 2, Mandalia Plains West 3.  Does 1 = unlocked in Chapter 1, 2 = unlocked in chapter 2 or is it random which the game chooses?

I've been working on my own random battles and I was under the assumption that it picked a random # of the four non-rare battles even from the start (chapter 1), but from the several randoms I've fought on the same map from the same direction I'm just getting the same battle over and over, which leads me to believe that 2, 3, and 4 are all unlocked in their respective chapters.
20
Is it possible to edit the zodiac compat percentage modifiers in ANY way (even if it's an ASM hack)?  Basically, i'm sick of them being so dramatic (.75/1.25 and 0.5/1.5 is too much IMO), and would like to tone them down to something like .9/1.1 and 0.8/1.2.

Hell, i'd even go as far as remove them altogether, but this can be worked around by simply making everything in the game have the same Bday.  That'd be a huge chunk of monotonous work, sadly.