Seeq seem more like porcine than sharks to me, especially concerning their Final Fantasy XII designs.
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Quote from: Leonarth on August 18, 2020, 11:52:48 pmThrough the existing engine hacks: no, nothing related to that has been done.Almost a year and a half late, but fair point. Was just curious for the most part.
Through engine hacks in general?
Learn ASM, write the code, the GBA runs it. The specs are the limit.
What you are suggesting isn't really that far out there compared to what already exists in the game: you have Throw/Hurl (select an item, power is based on the item) and Double Cast (select two abilities) already, so the game even has built-in support for menus like that. It still wouldn't be an easy job, of course. It's also not something I'm interested in making, I had to look this up to even know what you were talking about.
Quote from: rrs_kai on June 08, 2021, 02:35:32 pmI haven't because they were mostly the same for a large portion of the this mod's development.Should probs update the thread title and the changelog on the first post to reflect the changes brought to 1.07.
Lately, I've made the following changes:
Removed Shieldbearer, Doublehand, Reflex, Strikeback
Humans got MagPow+ and Moogles got Doublesword
Many have received Immunity and Absorb MP, and all races can equip shields
Thanks for reminding, I will update the docs.
Edit: Updated the documentation and here is the link to the tab named R and S abilities
I will document them, and those two are the only changes to R-abilities
---Absorb MP triggers for all MP based skills
---Last Berserk = Quicken + Boost + Haste (think of it as an adrenaline rush)
Did you find anything other than Firestream?
Which version have you played? The 1.0 is not the best one and will soon be removed; I've only kept it for archival.
The latest one is the one to get. I am planning for an update that removes a lot of the fancy skill effects which should iron out any chances of bugs. Might take a month.
Anyway, could you please post all the bugs that you've observed?
Quote from: Vyllain on September 02, 2020, 04:05:44 amI'm also having an issue with how my Battle mage(soldier replacement) can't learn the abilities labeled soldier. The abilities don't have an AP bar either. I think it may be an issue with the fact you changed their sprite to that of the sage. I am having the same problem with white and black mages.That's a shame. The creator might've possibly lost interest in this game and/or the hacking project.
In a paw full of feathers, you are confronted by a paladin and two Battle mages. Is this a glitch? the paladin had reflex and the two Battle mages had counter. With my team at the time, which was an emperor, a failed Battle mage that I meant to be another emperor (more on that later), a broken white mage, a broken black mage, and a mage breaker. Needless to say, I was destroyed by them because I couldn't get any abilities other than weak offensive ones. Also, my Battle mage, which was Luso, couldn't become an emperor because it required 3 archer skills when my working emperor didn't have any.
The mod is nearly unplayable, and really suffers because of it. I saw so much potential for it to be a great thing. Jobs seem great and add a lot to the game, but the huge bugs just get way too in the way.
Quote from: dck on August 30, 2020, 01:33:10 pmAlso, I'm open to suggestions as for what job concepts people would like to see covered/returning. I've always just done it on my own due to all the constraints but given the extra freedom it's not bad to have a few more ideas. Just writing this post was already good for getting a good overview of things to work on.If possible, would love it if you imported the whole Mirror Items gimmick over to Alchemist as well as give them Mix and Stash from Final Fantasy X-2!
Quote from: Leonarth on August 26, 2020, 11:41:42 pmASM. Learn ASM and write your own code so you can make new laws.Both of those points make sense. Thanks.
Although I would assume in vanilla laws are only checked after you act, so moving to a square adjacent to a Judge wouldn't trigger anything (unless you also modified the game to do so), so the law would be "Acting while adjacent to a Judge".
Quote from: Leonarth on August 18, 2020, 06:25:44 pmThat's actually a good thing to bring up.That's great to hear! That means that one can effectively turn the Alchemist job into its X-2 incarnation in terms of function, and move most of its Abilities over to Sage.
Although you could always have done that, doing so would have also costed a Potion, if the player had any. That's no longer the case, the item ability effects now only consume items when used through the Item ability.
Quote from: Nyzer on August 01, 2020, 10:50:07 amYour name is Dual-Wielding Ninja and yet you did not make your avatar a ninja? Truly a tragically missed opportunity
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