Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: bamseyboy on October 14, 2008, 10:38:17 am

Title: New Jobs (Total Patch)
Post by: bamseyboy on October 14, 2008, 10:38:17 am
This is a patch I decided to make, simply it just changes all the classes totally.

Features:
-10 New Classes
-Many all new moves
-Totally revamped battles

Mercenary (Knives, Ninja Swords, Clothes, Hats)
Replaces Monk
The 4 Steals (Excluding Steal Accessory)
The 4 Ruins
Steal EXP
Steal Heart
Pummel
Earth Slash

Templar (Swords, Knightswords, Spears, Helmets, Armour)
Replaces Dragoon
Astra (Esuna)
Haste
Rasp (MP Damage)
Warcry (Decrease an enemy's speed)
Silence
Cheer (Focus)
Lifebreak (Shock)
Lifebane (Doom Fist)
Inner Focus (Chakra)
Holy Render (Holy element Aurablast)

Ranger (Crossbows, Bows, Hats, Clothes)
Replaces Thief
Leg Aim
Arm  Aim
Burial (Seal Evil)
Black Out
Beso Toxico
Vanish (Vanish self)
4 Rends
Sonic Boom
Wind Arrows

Grease Monkey (Guns, Hats, Clothes)
Replaces Chemist
Oil
Dirty Bomb (Oil on everyone)
Bullet Rain (Fire Damage to every enemy)
Charmshot
Stopshot
Blindshot
Red Spring (Haste)
Blue Screw (Dispel)
Green Gear (Poison)
Gold Mecha (Wall)

Assassin (Katana, Bows, Hats, Clothes)
Replaces Ninja
Shadowbind (Stop)
Aphonia (Sleep)
Ague (Slow)
Rockseal (Petrify)
Nightmare (Doom)
Last Breath (Death)
Fire Veil (Confuse)
Water Veil (Silence)

Witch Doctor (Staves, Poles, Hats, Robes)
Replaces Oracle
Dark
Dark 2
Dark 3
Vine (Earth)
Drown (Water)
Blast (Wind)
Drain
Syphon
Flare
Ultima
Scathe (Massive damage in a line)

Dream Weaver (Staves, Crossbows, Hats, Robes)
Replaces White Mage
40 Winks (Sleep)
Barrier (Protect OR Shell)
Lifefont (Regen)
Esuna
Reraise
Blind
Immobilise

Karma Mage (Daggers, Staves, Hats, Robes, Clothes)
Replaces Geomancer
Healing Song
Healing Dance
Healing Ritual
Karma (Life)
Chakra (Full-Life)
Majestic Light (Regen to large group)
Sign of Peace (Charm)
Sign of Hate (Berserk)
Preach (Increase Faith)
Incite (Increase Brave)

Beast Keeper (Books, Hats, Clothes)
Replaces Time Mage
Invite
Demon (Ifrit)
Queen (Shiva)
King (Ramuh)
Sprite (Moogle)
Fairy
Kirin (Regen to group, Silf anim)
Drake (Bahamut)
Emperor (Zodiark)
Focus (+MP)
Quickening (Large damage)

Viking (Swords, Axes, Helmets, Armour)
Replaces Bard
Bolt
Bolt 2
Bolt 3
Bolt 4
Pickpocket (Steal Gil)
Riptide Dragon (Leviathan)
En Garde (Defend on ally)
Pillage (Steal Accessory)


Job Tree

All '>' are job Level 4

Mercenary > Templar >Assassin
Ranger    > Grease Monkey
Dream Weaver > Witch Doctor > Viking
Karma Mage > Beast Keeper


Any constructive critisism?
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Post by: DarthPaul on October 14, 2008, 11:13:02 am
i think the ranger should also equip knives and swords because of the whole aspect of the ranger you see in books and movies namely aragorn and legolas (SP?) from lotr they were both technically rangers but one used a sword the other a bow
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Post by: bamseyboy on October 14, 2008, 11:18:45 am
Good idea, I'll implement that.
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Post by: Lydyn on October 14, 2008, 11:24:16 am
Before you get too far, it seems both SentialBlade and I are having the same problems; you can't change the Lancer, Ninja, or Samurai skillsets to <Default>. While you should (haven't tested it myself) be able to mess with the samurai forumlas and such of his draw out, you cannot set anything but throw and jump abilities to the Lancer or Ninja. It really sucks, but no one has figure out how to get around this so far. =/ Just trying to save you the pain of finding out later.

Otherwise it's an interesting idea. Might want to keep Geomancer with elemental though, I'm not sure if he has the same problem as the Ninja/Lancer/Samurai or not. I wish you best of luck!
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Post by: bamseyboy on October 14, 2008, 11:28:53 am
.... That's really.... sad.
I guess the Knight sprite will be used for Templar but what can I use for Assassin?
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Post by: Lydyn on October 14, 2008, 11:33:21 am
Hm. You can use my Dark Knight (http://www.ffhacktics.com/forum/viewtopic.php?t=238) sprite if you want and replace Dancer with Assassin. It's a similar idea to what I'm doing actually, heh. It's the "ODORI_W.SPR" in the first post (at the very end).
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Post by: bamseyboy on October 14, 2008, 11:36:17 am
I really have no idea how to use the sprite replacement.... program.
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Post by: Lydyn on October 14, 2008, 11:47:12 am
Well, there's very few people who don't understand my guides, so try clicking the link in my signature "Lydyn's Collection of Guides." It explains how to replace sprites, step by step. If not, you can still replace Dancer. I almost think Sprites are that extra goodie, but aren't needed for a great patch. :)
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Post by: DarthPaul on October 14, 2008, 12:00:16 pm
yes the sprite programs are the easiest part even if they arent in english
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Post by: bamseyboy on October 14, 2008, 12:14:24 pm
I just haven't used it yet, it does look easy (the interface I mean).
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Post by: DarthPaul on October 14, 2008, 01:14:37 pm
yea the hard part is photoshopping the images
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Post by: The Damned on October 14, 2008, 05:02:22 pm
If FFTA was good for anything, then one of the few things it was good for was showing how incredibly broken Assassin is, especially once you give players control of it. I'm bringing this up because your Assassin is basically the FFTA Assassin and considering what storylines thing you would do in your patch and the superiority of FFT's AI to its bastard "counterpart", some battles may be impossible, even random ones, depending on the amount of Assassins.

(Please no one point out the MALPAN 1.3 DD battle.)

Templar is similarly looking broken, but only because Shock. Get rid of that and it should be good.

You would have to fix Oil's glitch before Grease Monkey became fully functional; as it stands right now, Oil, even in 1.3, doesn't do what it's supposed to do.

Other than that, it looks nice, but 10 classes might be too little. It all depends on what direction you go in and what battles there would be if you completely overhauling everything.
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Post by: Jacob31593 on October 14, 2008, 05:29:58 pm
i like templar, if you could add the other banga classes from FFTA that would be awsome
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Post by: Archael on October 14, 2008, 06:51:40 pm
About the Ninja / Samu / Lancer skillset issue with <Default>

Why don't you guys just use a custom skillset for them?

I don't see what the big deal is...

Give them a new skillset which uses <Default>  (Give Lancer a modified Dragon skillset, etc etc)

problem solved
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Post by: Vanya on October 14, 2008, 07:09:13 pm
the problem with that is if a job is set to use a skill set other than it's original one it doesn't work right either.
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Post by: Archael on October 14, 2008, 07:42:27 pm
Ninja job doesn't accept any skillset besides it's default Throw?
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Post by: Vanya on October 14, 2008, 11:30:00 pm
No job does as a player unit. It causes odd things to happen.
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Post by: Lydyn on October 14, 2008, 11:32:37 pm
It does accept it, but I believe I was the first to discover the problem with this. Let me give you an example of what happens. Let's say you have the four skills from Squire; Accumulate, Throw Stone, Heal, and Dash. Now, let's say we give Ninja a custom skillset that has ... I don't know, Moogle, Gigaflare, Ultima, and Revive. Well, you go outside of battle and let's pretend you learn Ultima and Moogle.

Now the trouble starts when you enter battle. Even though I choose to learn Ultima and Moogle, suddenly I know Revive and Gigaflare instead! What? That's doesn't make sense though... well, in this example, if you had looked at what that unit learned as a Squire, you'd see they learned Throw Stone (2nd skill in this example) and Dash (4th skill in this example).

Basically, in simple terms what happens ... is when you apply a different skillset to a unit than what it was originally, it will take what skills you can use in battle off of what you've learned as a Squire - not the current class. You could not learn any, but if you learned all the Squire Action skills, you'll know all four skills in battle (or the first four, if there's more than four in the custom skillset).

So, it does work, just not the way we'd want it to.
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Post by: boomkick on October 14, 2008, 11:36:19 pm
uhh huh, gave the ninja a new ability set with all of the high powered abilities. Named Guts.

(http://i417.photobucket.com/albums/pp256/boomkick/SCUS_94221_14102008_202946_0991.png)(http://i417.photobucket.com/albums/pp256/boomkick/SCUS_94221_14102008_203306_0252.png)(http://i417.photobucket.com/albums/pp256/boomkick/SCUS_94221_14102008_203310_0435.png)

I believe this is absolutely possible, but you need to replace their skillset with another. Maybe an empty slot while your at it.
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Post by: Archael on October 15, 2008, 12:27:53 am
I see the problem

hmm

if that is indeed true, then

we need to find a skillset that looks at Ninja abilities learned

not Squire

I'm sure one of the custom ones has to have it

will take a lot of testing tho


else,

the above solution will work
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Post by: Lydyn on October 15, 2008, 12:56:32 am
I believe only Throw looks at the Ninja ... I'd assume even if you placed.. let's say Punch Art, the game will look at what the Monk has learned. All the special/custom skillsets aside from the generics will always look at the base class, since they're all counted as the base class - as we can see with the Holy Knight, Ramza's Squire, Heaven Knight, etc.

Not saying you're wrong though, you might be right. If you are though, you're also right about there being a ton of testing to find such a skillset. Until then ... bamseyboy and I will work with what we have.

Back to other things though, I have to agree with The Damned on this one, bamseyboy. I was looking at Assassin and it does look a bit overpowered. You could try for aiming for really low hit percents, but it might make taking the class kinda of 'meh.' There's sometimes a real balance in doing things.

QuoteShadowbind (Stop) - Low chance
Aphonia (Sleep) - Medium chance
Ague (Slow) Low to medium chance
Rockseal (Petrify) Very low chance
Nightmare (Doom) - Very low to low chance
Last Breath (Death) - Very low chance
Fire Veil (Confuse) - Medium chance
Water Veil (Silence) - Medium chance

That's my idea anyways. It's up to you though. :) Did you plan on posting this patch after it's done?
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Post by: bamseyboy on October 16, 2008, 07:03:21 am
Actually those changes are going to be made! By the way, I've had an idea about the skillsets for Ninja. If I simply change 'Throw' as the default skillset to 'Black Magic' would that work as I have no Black Mage being used in this game.

Or would it be easier and 'better' to change Assassin to the Female Only class? It would be unfair to the vikings to have no counterparts.

And any opinions on the Dream Weaver, I sense it's... lacking, though it'll have great speed I think it needs a better skillset.

Also... what can Oil and Dirty Bomb inflict instead of Oil. I though Oil could inflict Slow and Poison and Dirty Bomb could just inflict Poison? Any ideas.

The Templar's Shock might be removed or re-allocated.

The thing about having only 10 classes is well, I'm not good at management and am finding it hard to manage these 10. I don't know how anyone else manages, right now I have 6 Text Documents in my 'New Patch' folder just to remind me what goes where and what turns into what. I cannot see this being completed anytime soon.

But if I do complete it, it will definitely be released.
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Post by: SentinalBlade on October 16, 2008, 10:27:26 am
QuoteActually those changes are going to be made! By the way, I've had an idea about the skillsets for Ninja. If I simply change 'Throw' as the default skillset to 'Black Magic' would that work as I have no Black Mage being used in this game.

Here is the other problem:

If you give a generic job class a different skillset, lets say change elemental to sword spirit, then if you go into battle with the NEW Sword Spirit as a secondary, you instantly can cast ALL abilities in the skillset, regardless of if you have actually learned them D:
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Post by: bamseyboy on October 16, 2008, 10:58:10 am
Damn... That's.... making me change Assassin to the Dancer sprite, oh well.
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Post by: Lydyn on October 16, 2008, 11:47:06 am
Yeah, sadly. There's nothing much you can do with the actual Ninja class except change stat growths, innates, and A/S/M skills.

As for the Oil and Dirty Bomb, those sound like decent ideas. Might need to change JP costs for balance, but that's never a big deal.
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Post by: bamseyboy on October 16, 2008, 11:53:00 am
Thanks. Well the Assassin as Dancer idea is pretty good as I do have the Viking. By the way how would I go about making his stats balanced for his skillset? Hmm...