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Messages - Zaen

41
Old Project Ideas / Re: FFT: kind of
July 08, 2011, 03:19:44 am
Here's a project I started. I weeded out changes I made that didn't apply without ASM and such. It mainly has ability, skillset, and ENTD changes at this point in time. Also, I forgot to take out Golem. I might have changed it, though...

It could be a nice baseline for the project.
42
Old Project Ideas / Re: FFT: kind of
July 08, 2011, 02:31:03 am
I think that Meliadoul should have a unique skillset, in that Orlandu doesn't get those abilities. Also, balance out WP. Nothing should have much more than 20 WP, especially given Throw and how high SP and PA can get.



Edit: Orlandu:
Stasis Sword
Split Punch
Lightning Stab
Icewolf Bite
Blastar Punch
Night Sword
Dark Sword

More:
Speed Break/Ruin -20 CT
Less W-ev for cloth? It's currently 50%.
Stronger bows
Perfumes/Bags? What to do with them?
PA*WP for Bags, Knight Swords, Katanas?
43
PSX FFT Hacking / Re: FFTPatcher needs some lurve
July 06, 2011, 12:45:04 pm
I'd talk about an anecdote that has to do with a pot and a kettle, but I'm pretty sure that's entirely unnecessary at this point.

Thing is, this discussion feels worthless because we all know almost nothing will come of it.
44
FFT Arena / Re: FFT: Arena PPF download BETA 130
July 01, 2011, 01:06:12 am
Hmm... Do you have any proposed changes for Bard/Dancer/Mime combos? Those were substantially broken and annoying. I've thought about it quite a bit.. and maybe an idea would be just a slight boost in CT, maybe an MP cost.
45
PSX FFT Hacking / Re: FFTPatcher needs some lurve
June 27, 2011, 07:22:18 pm
Who cares how it's updated as long as it's updated? If spreadsheet is easier to make, do it.

I'm going to agree with Raven, though. A better Event Editor > FFTPatcher Update in terms of need for this community. The only reason I'm not doing a story patch (other than my lack of creativity) is the event editing.

But it would be nice for a newer FFTPatcher. Especially one that has a built in map and replaces the names in Jobs unlocked in ENTD with the ones in the rest of Patcher. That would be lovely.
46
I DO NOT UNDERSTAND THIS GAME ON THE MECHANICAL LEVEL.

The guide didn't help me at all, as it is far too much to think about all at once, being new to this.
47
I call Austria.
48
Ok, the Short Charge on the Charge Skillset just makes Charges resolve after the unit's turn. I was seeing archers let off charge +7's and stuff instantly. Not cool.
49
Help! / Re: Ability Requirement Hack help
April 13, 2011, 07:36:30 am
Ok, here's how it works.
1) Open ARH
2) Open the Data tab. It should look like a table with many many 0's and some boxes toward the very end, if you scroll over to the right. Equip Sword and Materia Blade requirements are the first two rows, but they can be changed.
3)Put a 1 in the spot for whatever weapon you want the skill to require. You can also just forbid certain weapons from using them, but that's the same as requiring everything but those.
4)Look at the two digit number on the left. That is the hex value you replace the FF with in the skill slot you wish to limit.
5) There should be a big box on the top of the first tab. Don't bother with RAM or pSX stuff, and just use the BATTLE.BIN and SCUS_942.21 offsets (just go to the number without the 0x in the specific file), and put in the Data Table, Jump, Jump, and Require Sword Hex edits in the correct places.
6) Recompile your ISO/BIN/Whatever (the GAME) with CD Mage, and you should be good.

This is assuming you already extracted the BATTLE.BIN and SCUS_942.21 beforehand.
Also, you can do nifty things like require up to 5 of any specific items for an ability, as well as requiring specific skillsets, specific R/S/M, and even a certain gender to use the ability! Also, you can make abilities only usable when inflicted with a certain status. It is remarkable, really. Feel free to mess around with it when you get used to it.
50
Also, unless it has been mentioned before, the setting growths to 0 hack doesn't work at all. I was getting 15 to 18 speed level 3 archers and wizards in Dorter... which explains the quadruple turning.
51
Hey, pokeytax, you made a typo in the recategorising RSM hack. You have FFFF and GGGG in the last part instead of GGGG and HHHH.
52
PSX FFT Hacking / Re: Pride's small ASM
April 04, 2011, 06:51:57 pm
Very nice. I might use the Endurance and Jump ASMs.
53
FFT Arena / Re: What's happening here?
March 27, 2011, 09:58:28 pm
MP cost for Sing/Dance abilities. Maybe 8 or 10?
Less PA boost from Martial Arts. 5/4 instead of 3/2?
Lower Y value for Suiton. Not sure on specifics, but it just needs to be lower.
54
I'm saying yes... only if yes means what Celdia proposed in the first post. OP for head mods.
55
Spam / Re: SPAM FAQ
March 24, 2011, 08:52:24 pm
56
Spam / Re: What pokémon are you?
March 18, 2011, 07:44:34 pm
57
PSX FFT Hacking / Re: R/S/M Ability Effects
March 12, 2011, 10:30:19 am
Actually, jump +X can be useful. FFM has a formula hack for Jump that makes the jump stat affect it.
58
I'm sure the whole point of this was to not have "normal, hard, and insane" difficulty, but one that has aspects that suit each player. Or something like that.
59
I Want It All.
60
Don't Stop Believin'.