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Messages - 3lric

4061
Quote from: Jumza on November 22, 2011, 09:13:02 pm
This is pretty much the exact same thing i PM'ed to Elric, my idea for a subquest with Luso and Frimelda.

I Have an Idea for a sidequest ( hopefully your still open for ideas?) Anyway, it's like the reis sidequest from FFT, and the Frimelda sidequest in ffta2.... So in ffta2 there is a sidequest in which you can get frimelda the paladin which we now have a sprite for!   
So basically (the way you meet beawoulf) you meet Luso, he sais he is trying to find a pink zombie which has last been sited in colliery ( or whatever string of maps you'd like to use), so you go through alot of battles (Which should be full of skeletons as in FFTA2 in all her fights she is always surrounded by zombies) and at the end you find her as a pink skeleton, so you can keep her this way which would just be a special skeleton, or as you can do in FFT you can turn frimelda to normal, so you travel to a place where Luso (he will remain in your party as long as you have frimelda zombie ver. with you) claims he knows there is a cure in the form of an herb, so you go wherever (preferably not nelveska temple as it would resemble reis's sidequest too much) and you find the herb, you heal Frimelda and Luso sais he can go home again, wheras Frimelda would like to stay with you, ( thus curing Frimelda making her way more powerful then zombie Frimelda causes you lose Luso, but it should be worth it, make her better than him) and he leaves, your party Dante Snake Cloud and Link realize he said he was going home, so they attempt to chase after him but they find themselves too late as Luso is gone, so now you have Frimelda the Paladin, I would love to help make her skillset if you do decide to use this, and her pink zombie sprite ( would be extremely simple im good with palettes)
So much good work so far! keep it up!

So uh, yeah thats it! feel free to toy with the idea in any way.


I like this a lot since as Jumza said, it's kinda Beowulf type subquest, also after Luso leaves and you have the Paladin (which makes a great midclass such as the Bandits you can recruit i chapter 1) and doesn't add 2 characters which would just seem like to much at once since the game has 5 main characters. This sounds like an awesome subquest for Chapter 2 which is Dante's chapter.
4062
Quote from: Jumza on November 22, 2011, 08:39:25 pm
Here you go Elric, Frimelda the extremely pink skele!  :)
EDIT: Derp I just remembered! when she is a zombie the cloth she wears is green... Ill fix it in a minute!
EDIT: Alright here now i got it right!


Lol awesome!, Post the subquest idea that you PM'ed me here as well so the rest of the team can see it :)

4063
Help! / Rumors and Side Quests
November 22, 2011, 08:54:00 pm
Okay so We've run into a snag, I'm trying to replicate either the Beowulf or Nelveska Island sidequest or rather using them as a base. What we need to figure out is this:



you can see 00AA here, now i assume this means

"Once this rumor is active, IF character reads this, then upon leaving then this land is Drawn"

This is all fine and good, now here are the 2 issues we have

1. When i use ZERO/ADD in the event previous to active a rumor on the map how can i make it be at a specific place rather then where it would normally start at? Example, if i put in the Nelveska Temple Rumor i can't access it since Zeltennia isn't on map yet which i thought i could avoid with step 2.

2. I planned to have the Death Corps rumor (the first rumor in the game) do something along these same lines, but i also can't access that one, so i Instead found a Rumor that starts at Lionel and intend to edit that one so that upon leaving Lionel a event happens if theyhave read this rumor and 2 certain characters are present. I can handle all of this EXCEPT, and this is the biggest issue

I don't know what the Values would be the make something happen on a different rumor or even what the values of the rumors are, they are not the latter values on the main page. They would be in the first set of numbers and they can't be found by just counting back either like most things on the main page (in Event Instructions) can be. So basicly this is what I'm looking at currently:

Equal?           ???          01
UnitPresent    Ovelia (Bandit 1)
UnitPresent    Simon (Bandit 2)
Event            .....         ....

So that first Equal is what i need to figure out I'm assuming in terms of linking something to an Event. Unless you look at Beowulf's which is a bit more complex, which is why i attempted to replicate Nelveska's first

Any help or insight on this would be greatly appreciated

OR IF anyone can think of another way to setup sidequests, we aren't married to the idea of doing it this way it just seemed to most simple to think of, so let us know!
4064
Quote from: Lucifer_zero on November 22, 2011, 08:09:59 pm
I just thougth of something

All skills will be avaible as soon as the game start ?????

I dont know NOTHING about editing, but is there a way to make the class change as the ones that happens with Ramza ? So then you could make you learn more skills only when you get at a given point.
As Dante need certain equip to use certain skills that not so much problem for him, but for the rest....

It would be nice if characters could learn a move on event, like it was being hit by some attack and then they learned it ( i thought this on Link and his songs ).




Well in the game Ramza is 3 different characters 1 for chap 1, 1 for chap2/3 and 1 for chap 4 so i dunno how we would easily do that but I'm sure it could be done, now one thought was to have some of the moves be secret as in a certain character has to get a certain crystal in order get a move unlocked. That way they won't have everything unlockable at once and gives a lot of room for subquests and such


QuoteI wish i could help with more than just some random ideias -_-

It's okay, the ideas your giving are great  :mrgreen: Never sell yourself short when it comes to thinking up ideas, since ideas are a big part of how we work things out  :mrgreen:
4065
Quote from: Celdia on November 22, 2011, 03:24:13 pm
When I get around to working on those I'll try to make some notes and maybe work up a tutorial for it that may be of some use to you later.

That would be awesome, as I'm sure I'm not the only one stressing over these


Quote from: Lucifer_zero on November 22, 2011, 07:57:09 pm
First, congrats on getting on progressing pacthes !!!!


Second, as i see the skills, i´ve thought on somethings, like the heal skills being % based formula, instead of MA dependent.

Like, Links Fairy being 15~20% and Snake 33% or 50% only on self...

And one thing, boomerang hit all in line or the first on line ( like a bullet )

and whats gonna be Ramza Skills ( Swordloooooltechs ? ) ???? ( i´m sooo just curious )


For Snake, why dont more skills that use invisible ? Like one that gives 100% silence ( Cutthroat ) or 100% sleep (like the karate chops that you see on much of the movies) ? Also one Sniper skill (100% acc + no reaction + long range, high CT ) ?


For monsters by the weekend i should think something... ^^


Well Ramza is a Duke and his skillset is Fencing so they would be something to do with that, as for snake we would love to have more invisible activated moves, but its just a matter of figuring out how to do it  :D


Quote from: Durbs on November 22, 2011, 04:14:14 pm
We're also going to need monster skillsets for the new ones we're using (off the top of my head I remember that we're using Werewolf, Lamia, and the Tortoise), if anyone wants to pitch ideas. I have a few, but I want to hear what everyone else has too.


Good thought Durbs! I honestly hadn't even really thought of this.. Why? I have no idea since it was pretty obvious that we would need them lol
4066
QuoteApologies for anything redundant here but I'll admit, I haven't been following this project as closely as it deserves. First off, congratulations on the jump to Progressing Patches. Good to see more things making their way over here.

Thank you very much  :mrgreen: That means a lot being that your patch is among the ones that inspired me to start this patch in the first place.

QuoteI don't have anything in mind for you guys off the top of my head, but you're welcome to poach things from CCP if you like as far as skills go. Just let me know what in case its something I'm using special hacks to make function and I'll be able to give you the data I have for them.

We may have to take you up on that, we had some moves and such made but some didn't function correctly so i just removed them for the time being until we had a more structured moveset for all the characters, which thanks to Eternal we have a lot of that now. Now i just gotta take the time to make them, which i suck at lol.
Quote

As for the EVTCHRs, depending on the issue, you might try to match up the palettes in both the EVTCHR and the sprites they're affecting. I found that mine didn't have the palettes organized the same between the two and its making things display all funky. Dunno if that'll help but you never know.

Well basicly not knowing anything about EVTCHR's i had taken the sheet used for after Weigraf kills Gustav and he holds his sword out when the party approaches, i took the 4th version of this EVTCHR sheet since it was Weigraf's colors and i changed the palette to tht of Link and replaced Weigraf with his right arm extended with Link doing the same, then imported it back into the EVTCHR.bin but once i loaded it into the game just to test it, it definitely did not look right, do i have to change all the palettes of each EVTCHAR? I didn't think i would since they are all on separate sheets. Then again i know nothing about graphics so i could've just totally done something completely wrong lol.
4067
Quote from: Kagebunji on November 22, 2011, 12:40:27 pm
After Zelda i intend to fix what currently is done, like Ramza's current portrait for example.

That would be fantastic  :mrgreen:
4068
Quote from: Kagebunji on November 22, 2011, 12:15:23 pm
Hey there mates, I'm a new member of this project, and I immadiately capture all graphic related stuff. My main goal atm is to do Zelda, starting tomorrow.

Great to have you aboard Kage  :mrgreen:
4069
Quote from: Eternal248 on November 22, 2011, 12:10:28 pm
Because Cloud starts with the Thunder Materia in FFVII as his default, and his name just seems to lend itself to Thunder, don't you think? ;)

I do agree i like this idea for Cloud
4070
^^F*** yea these are awesome, i will post here the skillset Durbs originally came up with for Snake, they are great we just need more of em

Snake's moveset ideas:
Grenade
-Fire element, 5-panel total (cross) AoE
-Animation is a throw of a sphere (preferably black or grey)
Nikita Launcher
-Similar to Earth Slash, but fire element + explosions
- Not entirely sure of the animation, as the Nikita is a rocket launcher...
Ballistic Knife
-Range of two, moderately less powerful than regular attack, chance of instant death
Roundhouse Kick
-Basically spin fist
FOXDIE
-Inflicts poison
Sneak
-Adds Transparent
Stealth Takedown
-If invisible, high damage is dealt. One range.
Rations
-Heals small amount of HP
4071
Quote from: Eternal248 on November 22, 2011, 11:43:18 am
Got a very basic draft of Link's skillset so far:

LINK

1)   Fairy         Restores HP.
2)   Fairy Bottle      Add: Reraise
3)   Boomerang      Damage in a line, strikes twice.
4)   Magic Boomerang      Damage in a line, Add: Stop
5)   Bomb         Fire damage with 1 AoE.
6)   Deflect         Add: Protect/Shell on self.
7)   Blade Whirlwind      Weapon Damage around self.
8)   Zelda's Lullaby      Add: Sleep around self.
9)   Epona's Song      Add: Haste around self.
10)   Saria's Song      Cancels debuffs around self.
11)   Sun's Song      Restores MP around self.
12)   Song of Time      Add: Slow or Stop around self.
13)   Song of Storms      Wind/Thunder damage around self.
14)   Bombos         Deals heavy Fire damage to all enemies.
15)   Ether         Deals Ice damage to all enemies and may inflict Immobilize.
16)   Quake         Deals Earth damage to all enemies and may inflict Disable.

EDIT: Any objections to moving this to Progressing Patches?


These are great Eternal! This is actually a lot of what i had written for Link's skillset a while back, and you've given quite a few great new ideas here!

And progressing patches would be fine no problems there at all  :mrgreen:


Quote from: Joseph Strife on November 22, 2011, 11:48:54 am
Good idea Et, but out idea was to have some use for the performing animation the Link sprite has, so we were thinking about giving him some abilities like bard/dancer ones, but yes, we could use some skill on this skillset you thought. I liked some of the abilities.


This is correct tho i really like using those Songs from Ocarina of time, and his ideas on them are much better then the ones i had originally written  :mrgreen: . I was going to suggest a harp song only because I've just about beaten Skyward Sword, but that's to newish lol
4072
New video up in the first post. This video is directed toward the FFH community, so give it a look and if it interested you let us know  :mrgreen:


-Elric42
4073
Quote from: Kagebunji on November 20, 2011, 08:41:58 am
Definitly no. I hate the idea of making it some episode series. This should be a patch all the way.


Lol no worries Kage, I wouldn't do that with this patch, but in the future it is something i might consider making for other characters with different story then this.
P.S. You were correct about the standing poses, I should've been using either 00, 01, or 02 instead of 06,07, or 08  :| haha, it will all be fixed and thank you for pointing
it out enough times for it to stick in my brain to get it fixed :D

Quote from: Lucifer_zero on November 20, 2011, 11:21:55 am
But still, i would enjoy if it was a serie to... well... it surely my most expected hack right now.. ( losing only to one FF VI hack... )


Thank you Lucifer_zero, the fact that people want to play this and see our updates is what keeps us going at the speed we are, after all it's the fans and people that play it that will make it flourish and grow  :mrgreen:

___________Also__________

We will have another video out tomorrow, that while it's not "part" of the patch it is still directly related to it. Tho it is directed towards the FFH Community rather then that patch itself, so be sure to check it out tomorrow!  :mrgreen: :mrgreen:

4074
Quote from: Jennifer Darknight on November 20, 2011, 03:13:14 am
...hey, whaddaya know...

Goes to show what happens when I don't pay attention. Thanks so much!

^^; Sorry about that--I'm pretty new to this whole hacking thing, so I'm still trying to figure things out.


No problem, If you ever need anything else don't hesitate to ask here, go on chat, or you can PM me if you like

And Welcome to FFH, where all you dreams come true
(Tho some people say this may not be the case, but mine certainly have)
4075
You need to make sure the CONFIG.INI is in the same file as the compiler/decompiler,

also make sure you decompile the test.evt first to generate the PSX Events.txt
4076
Quote from: Eternal248 on November 19, 2011, 11:58:11 pm
I'm going to make a suggestion here and say not to make it a patch at all. Your event skills are fine enough to make a series of episodes of this, methinks.


Thank you for the compliment Eternal  :mrgreen: :mrgreen:

That idea had occurred to me at one point, which you will probably notice once the next video comes up in a few days, event editing is incredibly easy (except EVTCHRS and the Unknown commands) and honestly the most time consuming part is getting the script and flow for each event worked out with my team so i can see it in my head and make it real, the latest one (werewolf event) took me a grand total of 4.5 hours after we got the script worked out and everything. But the main goal is to still have a very playable game. We already have a worldmap now and a subquest as well as quite a few fights so the patch will proceed.

But i had really thought of making some sort of short series with events in my free time as well ever since i first saw The Chronicles of Kanbabrif.

IF i do this it will most likely be after Chapter 1 is done and we are getting the story worked out for Chapter 2. So if you have any thoughts or ideas on this let me know as i would love to hear them  :mrgreen:
It's also something i would have to discuss with my team, because i can't do any of this without them, I just make the events and come up with a bit of story stuff, Durbs provides A LOT of the imagination behind it, among many other things.
4077
Quote from: Pickle Girl Fanboy on November 19, 2011, 10:44:36 pm
You learn fast.


Thank you  :mrgreen: We try. Tho not as fast as i would like to on some things since there are still a few things that need to be learned to do and or make certain things happen, primarily with side quests


Quote from: Durbs on November 19, 2011, 10:45:15 pm
Haha. And, btw, the music on the Barius areas is off, and I don't remember what we originally set it as.


Lol Durbs is correct, I suck as selecting the right videos apparently :P and the correct ones are gone, i suppose i should also update the dorter video so
it's not so confusing having the Middle-Aged Man in Bariaus Valley with a different sprite. I will correct these errors within the next few days  :mrgreen:
4078
6 New/Old Videos made public today, check em out and give us some feedback! We will have another uh.. different kind of event video up within the next 2 days so stay updated damnit ;)


-Elric42
4079
FFT+ / Re: Design your own Deep Dungeon battle!
November 19, 2011, 04:00:27 pm
Quote from: TrueLight on November 19, 2011, 01:25:02 pm
I don't think its possible, but what about a battle with one of every job (Generic Jobs). They will have the best equipment possible and have innate maintenance so people won't be tempted to steal their equipment. I don't think it would be a hard battle, but it would be fun  :)


Unfortunately this doesn't cohere to the sprite limit :/ otherwise it would be a great idea, can't have more then 9 sprites i believe, but you can have duplicates  :mrgreen:

4 dancers w/ nameless song
and 2 Lucavi with ??? stats..
this would be hard lol
4080
Non-FFT Modding / Re: OMFG FF7 MODDED
November 17, 2011, 07:47:41 pm
Quote from: Vanya on November 17, 2011, 07:11:17 pm
Two thing I'd like to see in this hack.
1) Lower resolution models to fit the BG better, or higher resolution BG to fit the models better.
2) Textures on the enemies so they match the players models better.

BTW, did they ever finish up the new models for all the in-battle PCs?


From what i remember all the characters for in battle are redone (may have been 1 or 2 that wasn't i cant recall)

Now if they actually redo all the scene like this as well I will definitely play through again it for the millionth time, since it would fit the new hi-res character model much better