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May 20, 2024, 01:10:14 pm

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Messages - Rufio

81
Haha, thank you!  That means a lot coming from you.
82
Journey of the Five Ch.1 / Re: Bug Reports
August 22, 2014, 07:11:56 am
Hi there.  I finished my first play through your game a couple days ago and all I can say is wow.  Well done.  Everything.  I have nothing constructive to add so I'll just point out where the game called me Ramza instead of Rufio.

script x00A - message 04
script x03A - message 02
script x044 - pretty much the whole time
script x0AC - messages 05, 09, 0B
script x0AD - message 02
script x0B6 - pretty much the whole time
script x0BA - pretty much the whole time
script x0c2 - message 02
script x0CB - pretty much the whole time
script x0E0 - pretty much the whole time
and the message that made me notice -> script x0B8 - message 07

I don't know if these have been pointed out before, but here you go.  Once again, thanks for an amazing game.


Edit:  OH! I almost forgot, during my powergaming playthrough my second go, all of my jobs and learned abilities got right messed up after the Dorter Slums mugging scene.  I did some investigating and think it might be the missing EventEnd() tag on script x02F.  That's all I could think of.
83
Since the demo is out and I will be posting my progress and whatnot to that thread, I am turning this thread into sort of a master-guide. Also for me to keep track of what I'm even doing.

ASM Information (Big thank you to everyone who made these)

Inverted Fury/Faith
  - Physical abilities are (attacker's Brave)*(defender's Faith)*constant*damage
  - Magical abilities are (attacker's Faith)*(defender's Brave)*constant*damage
Completely New World Map
Weapon Battle Sprites
Equip X changes
Proposition hack
Random Battle changes
Ability Requirements Hack
Sprite ID causes game over
Sprite ID cannot be dismissed
Remove Permanent Brave/Faith Alterations
Weapon Strike Element fix
Weapon Strike Rewrite
Two hands affects weapon strike abilities
Original Attacker Hits After Hamedo
Chocobo Movement Hack
Equip Change uses move instead of act
A bunch of formula edits
Intro text changes


Jobs:

Tier 1
Base/Squire - Each of the 5 main characters has different skills and available equipment
Apprentice - Pretty much a chemist, still working on some abilities here.

Tier 2 (Requires jlvl 2 Base or Apprentice)
Fighter - Martial. Most abilities require a 1`handed weapon.
Barbarian - Primal. Most abilities require a 2 handed weapon.
Cleric - Divine. Most abilities require a shield or implement.
Wizard - Arcane. Most abilities require an implement.

Tier 3 (Requires jlvl 3 base or apprentice, jlvl 5 primary tier 2, jlvl 3 secondary tier 2.)
Ranger - Martial/Primal. Most abilities require either ranged or light blades.
Rogue - Martial/Arcane. Damaging abilities require light blades.
Warlord - Martial/Divine. Most abilities require a shield.
Seeker - Primal/Arcane. Most abilities require projectiles.
Druid - Primal/Martial. Most abilities require one handed weapons.
Shaman - Primal/Divine. Abilities learned from monsters.
Paladin - Divine/Martial. Most abilities require shields.
Avenger - Divine/Primal. Most abilities require heavy two handed.
Runepriest - Divine/Arcane. Most abilities require shields.
Warlock - Arcane/Primal. Most abilities require implements.
Sorcerer - Arcane/Divine. Most abilities require implements.
Bard/Warden - Arcane/Martial. Most abilities require woodworks(Instrument/Quarterstaff).

Tier 4 (requirements TBD)
Swordmage - Arcane/Martial. All abilities require 1 handed Sword.


Weapons:

Basic Weapons:
Dagger - MA*faith/100*4 - +2 MA - considered light blade and implement.
Rapier - PA*brave/100*6 - light blade
Longsword - PA*brave/100*8 - one handed
Greatsword - PA*brave/100*10 - two handed
Greataxe - PA*brave/100*12 - two handed
Flail - PA*brave/100*7 - one handed reach
Spear - PA*brave/100*9 - two handed reach
Hammer - PA*brave/100*8 - one handed
Arrows - PA*brave/100* - two handed projectile
Bolts - PA*brave/100* - one handed projectile

Basic Weapon Enchantments:
Fire Element - Flaming
Water Element - Frost
Lightning Element - Shock
Wind Element - _____ of Winds
Earth Element - Earthen
Fey Element - Fey
Holy Element - Annointed
Dark Element - Ebon


Special Weapons:
Tome - MA*faith/100*4 - +3 MA - One handed Implement
Staff - MA*faith/100*4 - +3 MA - Two handed reach Implement
Wand - MA*faith/100*4 - +3 MA - One handed Implement
Quarterstaff - PA*brave/100*10 - Woodwork
Lyre -  MA*faith/100*5 - +3 MA - Woodwork

Exotic Weapons:
Under Construction

Artifacts:
Under Construction


Armors/Shields/Headgear/Accessory:

Armor:
Heavy Armors - Add High HP
Medium Armors - Add average HP/MP
Light Armors - Add Low HP High MP

Shields:
Light Shield - Add High M-ev
Heavy Shield - Add High P-ev
Enchanted shields are either light or heavy and, in most cases, provide a buff.

Headgear:
Common headgear gives +25 hp and gives a status immunity.
Rare Headgear gives 40HP/20MP or 20HP/40MP and provides a buff.

Accessories:
- Gauntlets provide Elemental Strengthen
- Capes proved Elemental Absorb/Weaken
- Rings grant a buff
- Shoes grant a movement related bonus


Elements:

Element flow: Each element is weak to the following element and cancels the previous.  Monsters absorb their own element.

Fire -> Water -> Lightning -> Earth -> Wind -> Fire

Fey -> Dark -> Light -> Fey


Monsters:

Each monster type has an element, a move to be learned by the Shaman, a special attack granted by a Druid, and a poachable helmet/shield/accessory.
Chocobos - Wind
Goblins - Earth
Bombs - Fire
Cats - Lightning
Mindflayers - Water
Skeletons - Dark
Ghouls - Dark
Flotiballs - Wind
Hellhounds - Fire
Pigs - Water
Trents - Earth
Minotaurs - Fey/Dark/Holy
Marlboros - Lightning
Behemoths - Fey
Dragons - Holy
Hydras - Dark