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April 27, 2024, 02:51:11 pm

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Messages - Aiolon

21
QuoteBecause he has never PMed me to move it to completed, so i can only assume he is still making changes and doesn't consider it complete


THIS^
I'd love to see this in completed patches but im not 100% happy with the final product so im still making changes and making sure everything is working.
the current version can be played from beggining to end but im still improving a few things. the next version should be the completed one as currently im working on:
Monster skills (because some of them look like pointless filler)
Random units placement (to make some battles harder)
Assassin and Dark knight jobs (skillset and more balance)
this should be complete this month.
22
good luck! tell me if you find bugs or if you have questions and/or suggestions :P
remember to save often~

also glad to see you are back.



EDIT: i have been notified that ppf file will not show in the PPF O MATIC when opening the folder that contains the patch, this is because i forgot to set the file name as a .ppf file but the patch is still there.
the patch file can be found by changing the file display to All files. il make sure to fix this for future versions lol.
23
i couldn't understand your first question but yes you can have all those Innate abilities activated with patcher and working just fine and you can only add 1 more (the one equipped into your unit slot)

as for the second the answer is NO. innate abilities always take priority over the ones your character has equipped and your character will always ignore any reaction you gave it in the formation screen. reactions as innates are only useful for monsters and they can only have 1
24
Help! / Re: Editing Skills
February 27, 2018, 05:39:14 pm
Hello there! welcome to final fantasy hacktics~

both of the questions you asked have been asked a few times before and there are tutorials out there for these. you can try using the search function or lurk around the tutorial section to learn a lot of things and help yourself without having to wait for someone to reply to your questions in the future.

Quote1 - I wish to know if its possible to increase base JP for a NPC - i wish some characters already had some spells learned, with FFTpatcher i haven't been able to figure out how to do that, i tried placing Abilities as innate but it had no effect. I wish to do that because i want to add a "mini boss" in some scenarios, and any ability that have more than 100jp appears as not learned. With FFT patcher, i could create a new set of skills, name them as vanilla and set it with 100jp, but for that i would need to replace some skills, as far as i know, any change i make to a ability affect all characters that use that ability, for example: if i set a lightning stab with100jp for wiegraft to be used on the first encounter, Agrias, Orlandu, and any other character would learn that spell with 100jp.


Im terrible when it comes to giving instructions so im going to use a list format since its easier for me.
the are 2 ways in wich you can manipulate the JP of a NPC.
1- Job levels: Go to the job levels Tab in FFTPATCHER and there you can edit The JP needed for each job level and the levels you need to unlock a new job.
example: if you set Level 3 to cost 1000 JP,  if you find a unit that has Knight job unlocked then this means that unit is going to have 1000 JP for Squire as level 3 is needed to unlock knight.
this is this fastest way to help NPCs to have higher amounts of JP but this will affect you as well as leveling Jobs and unlocking new ones will now be more time consuming.
2- ENTD Unlocked Jobs: if you want to be more specific and want to add a very skilled unit then go to the ENTD tab in patcher and follow these steps
1- go to the battle that you want to edit
2- pick a unit and edit it to be anything you want it to be
3- go to the Jobs unlocked option and edit it to your liking
4- the flag/Option next to unlocked jobs determines the job level. (max level is 8 and this will be affected by all the changes you made to JP requirements for each level)

as for you other concern, there are a few abilities in game that are not used or so rarely seen and useless that you can modify them without regrets (many monster abilities). and you can clone an already existing ability by doing the next
1- pick the ability you want to clone and right click its name
2- select clone (duh)
3- find the ability you want to overwrite and paste clone all
4- Edit the JP costs or anything you like.
5- Go to the Animations tab to copy the hex numbers of the original ability then paste those same numbers into the ability you used to duplicate
6- open tactext an change the name and description of the ability you modified

Quote2 - Is there a way to edit abilities colour? like making a Stasis Sword red, or anything like it

go here for a very detailed tutorial http://ffhacktics.com/smf/index.php?topic=8644.0 unfortunately the screenshots are not working but if you follow step by step then you'll be fine.
alternatively use this one made by Xifanie http://ffhacktics.com/smf/index.php?topic=11353.0

it can look pretty confusing and scary but give it a try and youll be doing it super fast after a few tries.

25
Please correct me if im mistaken and i hope i am but FFTVGRP is still needed to import the portraits of monsters with different palettes.
shishi allows us to import UNIT.BIN monster palettes one by one but thats not the case for portraits or atleast i couldn't find a way to do it with shishi :/
of course this is only the case if people wants to add custom monsters and make them recruitable.

also, RIP CDmage and
FUCK PHOTOBUCKET and their greedy updates
26
okay i have no idea of how the hell this happened but you are right.
i have found the bug (THANKS FOR REPORTING IT) and fixed it.
this is one of those bugs that are the result of an accident that i believe ocurred during one of the fixes for the most recent versions.

you have no idea how useful this is for me, not many people play this so any bugs i missed can be a real problem. ugh, i feel like one of those cheap Free to play / pay to win game developers: fix something and break something else.

im very sorry for the inconvenience but yes... at this point anyone that has made it pass that point of the game is screwed... mustadio is still mustadio but looking like rafa so all the sidequests are "safe" but if you dumped "Rafadio" out of your party then the sidestuff is locked.

will be posting an updated version fixing this extremely stupid bug. i get super frustrated with myself when stuff like this happens >->

very very sorry for this :( this was an accident that happened after i finished my test run so i didnt run into it.
27
VERSION 2.1.2 IMPORTANT!!

Fixes a few bugs and one of them is actually gamebreaking.. i thought i had this fixed but silly me saved a patch and forgot to apply it so..

Fixes:
-Fixed Bethla Garrison Sluice fight that had 2 knights unable to become crystals making it imposible for the player to finish the battle.
the knights have been replaced with chocobos that can be poached or turn into crystal.
-Fixed some item requirements in synth shop.
-Fixed the description and job names for Rafa and Malak.
-Fixed some random human units flagged as monsters.
-Fixed Mustadio's Secret ability! stupid me forgot to hit that learn on Hit -_-. Considering this is particularly hard to get since the stupid boss that has it Refuses to attack mustadio unless A) The ability is strong enough to kill him or B) he is the only target he can reach. Good luck getting it :P
Chapter 4 Bed dessert boss fight

- Increased The HP of robs and some clothing.

Thats all the relevant changes for now~ hopefully i won't have to fight more bugs but if you find something really odd then let me now! taking suggestions and answering questions~

Current version in the OP



28
L O L angry dude! thanks!

the alucard stuff was split into normal equipment except for the sword.
the helm and the armor (now renamed as Cloaked mail) can be obtained through item Synthesis unlocked at chapter 3 with the secret hunt ability equipped on atleast 1 unit.
the sword is still obtainable with move find item at bervenia volcano or it can be obtained as a war trophy from a battle in deep dungeon (Low chance)
ring of varda was removed :/

move find item was reworked.
in chapter 1 and 2 its made so the player gets a chance to obtain powerful stuff early such as finding Tier2 weapons in chapter 1.
sometimes you can find stuff that can only be obtained from poaching or synth shop before chapter 3.
chapter 3 and 4 MFI becomes a bit uninteresting since at that point of the game the player has acces to most of the available equipment but you can still find rares or useful items from time to time.
Deep Dungeon has nothing but elixirs or rare magicite and maybe something else ;P

if i had to talk about exclusive items or better said secret items, i could list a long table with all the poach exclusive items but other than those there are 3 War trophy exclusives that can only be obtained from special random battles.
1 bow, 1 sword and 1 shield
several rares can also be obtained from War trophies if you get lucky.
29
New Project Ideas / Re: QBS_ZODIAC_FFT
February 08, 2018, 11:53:25 am
thats unfortunate but im glad to know you are still willing to get this finished. its nice to be ambitious and to have a lot of cool ideas but if you take look at the archives section theres a bunch of terminated projects with great ideas and cool concepts that A: Did not work or B: they couldnt implement them because they just couldn't find a way to do it so they just left the things broken and dropped their projects with a sorry but i can't do it for X/Y reasons.

a 1 man project even if its a vanilla mod its actually a very time consuming challenge and something that i believe people does wrong is to imagine they have all they need to make it true from time to motivation but the right thing would be know the tools you have, know your posibilities, the things you CAN do and the things you CANNOT do. unless Xif or some other hacker/spriter magicians come in and make your dreams come true.

don't feel down, i can tell you that if your patch is ever finished you won't feel 100% happy with it, you'll always be telling to yourself: but it could have this, this should work like that, or its not good enough! and other things.
Remember your patch is vanilla so not many people are going to be interested but you can be sure that at least 1 person maybe a user or maybe a guest is going to give it a try and maybe get pretty far if not finish it and you will probably never know.
most hackers or other skilled people prefer to give a helping hand to story patches or other projects that look to ambitious but possible. (reputation is also a thing.)

relax and dont wander to far from the things that you can do. you have plenty of very useful hacks out there. it's kinda sad but even in the big videogame industries things like these can happen, take a look at KONAMI. Hideo Kojima the master of metal gear series and Koji Igarashi master of Castlevania series had a lot of incredible ideas for their games that had to be discarded simply because KONAMI said: yes, it would be great but we have l i t t l e  m o n e y  so work with what you have! its a little out of context but even so they managed to come out with GREAT GAMES!
look at some of the completed patches out there. they are pretty basic but have cool concepts and are actually fun to play, Heck look at mine! the best way to tell my patch is different is by loading a complete game save file and take a look at the inventory, jobs, synthesis shop and maybe try out a few battles because if you just start from the beggining the first thing you are going to say is: So whats different?

sorry for the wall of text i just felt the need to say it. don't give up, i can tell you that you are going to have at least 1 player and maybe its a bit sad but its going to be me. :cool:
30
Posted version 2.1 fixes a couple bugs and one of them is actually important for item collecting (an exclusive poach item required to make 3 end game items using synthesis shop was missing.)

current version in the Opening post.

31
New Project Ideas / Re: QBS_ZODIAC_FFT
February 05, 2018, 01:55:02 pm
i see you are going for the grinding route, I like that  :cool:. I would like to suggest you add smart encounters hack to help with the grinding, it helps a lot.

hurry up and give me that beta! i want to wear my black glasses and my bug detector.
32
Thanks! and yeah you stay away from other peoples patches until you get yours running.

33
It's been over a year since the last time i was here but i have returned! and this time i returned with something.

Long time ago i started this project with enthusiasm, hype and excitement i was prepared to make this project a thing, however as time passed some things began to change and saying that i quited this project due to the lack of interest its a total lie.
I have real life friends that love this game and they were really interested in the things i was doing (mods) so i tried to impress them and i really wanted to gain their aproval, i wanted to be worshipped by them and while everything was working the way i wanted i started to notice something.

In the end i realized that i dropped my original ideas and i was making the game THEY wanted, not the project i had in mind. As time passed they lost interest and moved to other games leaving me with a crappy "fanservice" project with a bunch of mediocre ideas.

few months later i regained my interest in FFT Mods and decided to finish what i started but back then there were many things i ignored or didn't know how to use such as ENTD always /randomly present flags, Job level and AI JP management so my entire ENTD edits were completely broken and after playing through my abomination i encountered hundreds of bugs and a broken balance so i decided to start over while keeping my original ideas and after many many tries and bug fixes here it is.

the changelog is HUGE! and i believe this mod is 10x times better than the ugly beta that i posted here a year and half ago.
the changes go from Item changes, job changes to ENTD.

the core mechanics of the mod are still alive and working! CT 0 magic, Tiered equipment, Full ENTD rework, MP universal and item collecting (War trophies, Poaching and Synthesis shop).

The game is fully playable from chapter 1 Orbonne Monastery to chapter 4 Deep dungeon END 1-4 so it can be considered complete. i will post a changelog in the future.

34
New Project Ideas / Re: QBS_ZODIAC_FFT
February 02, 2018, 11:09:00 pm
i hope those summoning changes are not as awkward as they sound :p
watching a giant monster electrocuting a bunch of dudes but not damaging them its plain weird in my opinion.

i need to see that in action :cool:

on the other hand~ i really like blue mage jobs (strange thing is i have never made one for my projects).
You need to be extremely careful when adding innate abilities to the jobs. if i remember correctly, innate abilities always take priority over equipped abilities and some of them don't stack with each other, making the equiped ability completely useless and in the case of reactions none of them stack.
to resume it: having an innate reaction ability makes any equipped reaction completely useless. <-- i could be mistaken but im sure im not.
35
Spriting / Re: Custom Sprites WLDFACE.BIN and UNIT.BIN
February 01, 2018, 10:41:33 am
NOTES: The flan BMP im putting here its a fixed version. the one submitted to the site has the first 5 frames displaying a horrendous blue line that makes it look super awkward in game.
i have also Added an alternative list of palettes for dragons that uses an ugly snow dragon that i made as well as the other 2 unused palettes in the original game (most likely intended variations to holy dragon).
the snow dragon/white dragon looks a bit unrealistic because god knows its hard to make light colors look great but i still tried! i like my snow dragon >:l


36
Spriting / Re: Custom Sprites WLDFACE.BIN and UNIT.BIN
February 01, 2018, 10:06:40 am
part 3 (monsters) NOTE: if you are using Shishi v492 you can import palletes for UNIT.BIN but not for WLDFACE.BIN (portraits).
if you import it this way then any monster you recruit will display the first portrait you imported and it wont match the monster pallette in your formation screen. you need to import each portrait using FFTEVGRP to have them match their respective unit pallete.

37
Spriting / Re: Custom Sprites WLDFACE.BIN and UNIT.BIN
February 01, 2018, 09:58:37 am
Part 2 (More generics and special characters)

38
Spriting / Custom Sprites WLDFACE.BIN and UNIT.BIN
February 01, 2018, 09:48:26 am
The purpose of this thread is to share some of the WLDFACE.BIN and UNIT.BIN (Formation screen) files that i have made for some of the custom sprites that can be found on the site.
the main reason to do this its because some people have a hard time understanding how this works and it can be a tedious thing to do if you dont know what you are doing. i still encourage people to learn how to do it by themselves. this can help a lot
http://ffhacktics.com/smf/index.php?topic=6702.0

Part 1 (Some generics)
39
New Project Ideas / Re: QBS_ZODIAC_FFT
January 31, 2018, 09:07:52 pm
um Nice!

(Post edited)
40
New Project Ideas / Re: QBS_ZODIAC_FFT
January 31, 2018, 10:51:57 am
thanks for the reply.

1- Quote in spoiler
Quote1- One thing I have always disliked in games is artificial difficulty through stat boosting/A.I immunities etc. I feel certain bosses should have some immunities, Namely monsters/Zodiacs. But human characters should be just as vulnerable as the player and also have access to the same abilities including instant kill moves as the player.
To accomplish this I removed most status immunities from human characters while buffing monsters and Zodiacs to make them tougher and more useful. Then changed every skillset in the game to give the a.i access to the strongest spells in the game more often by increasing certain "Chance to learns"
I'm expecting a game far more challenging than vanilla, without the masochism of 1.3.
It should be an enjoyable experience. I'm making stat abuse impossible also by changing level drain abilities to HP/MP Drops etc.

pretty nice, i personally didnt like 1.3 because of how luck based it was most of the time.

2- just a tip! BE CAREFUL with evade %. evade its always good for the purpose of balance but this is a public project and the most infuriating and frustrating thing is missing an attack. having high evade% kills a lot of tactic and makes it more luck based and its specially annoying when your attacks always have 50-60 chance to succed.

3- glad to hear that! its very time consuming but absolutely worth it!

4- sent you a pm regarding this topic.

5- mmm yes ENTD takes several days of work but its essential. chapter 1 its easy but every chapter there are new areas unlocked to the point that when you reach chapter 4 you have acces to random battles 1,2,3,4 and 5 for each area and theres 19 green dots + 40 Deep dungeon battles + story battles. infinite respect if you finish this abomination, i did it and i wanted to quit fft forever... developers seem to get the boring part of the games ; -;.

6- the graphical glitches happen because of a magical thing called EVTCHR. those are files containing specific frames for events. open your shishi and you can see them by yourself. editing them requires spriting skills so if you like to keep the mod clean in that aspect then you are going to have to get those spriting skills leveled up...or be like the others and just ignore them  :P