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May 23, 2024, 10:36:52 am

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Messages - Ansehelm

101
Excellent, that solved the hp problem.  The only other thing I notice is that while this works to attach R/S/M successfully, it seems to disregard values put in the "Item attributes" tab, e.g. a rug that was given the fly ability works with that, but the 2E float attribute doesn't work.  Even with that bug this opens up a lot of great possibilities, so I appreciate the effort you've put in thus far.  Fixing this would be icing on the cake.

Also, I'm unsure what kind of input it wants for the Unknown 1 Slot.  Unknown 2 is easy, but I'm not sure exactly how unknown 1 works.  For example, I put FB (fly) in both slots, and got an item that granted fly...and gave my character 99 PA and a bunch of extra move.  Very cool possibilities here, just not sure how to interpret the inputs.
102
Ok, so adding the R/S/M definitely works.  One issue that I see is that heavy armor and other high hp items only give a fraction of their hp boosts (conversely, low-hp gear like the beginning soldier gear gives several times its nominal hp boost).  My mod has some ASM changes, so there is a possibility that there's some overlap, but I don't think that's the case here
103
Looks like something to keep an eye on.  I'd like to take some time to test it, although right now I'm scrambling to get a demo finished for my hack. 

I wouldn't have phrased my comment quite as bonesy did, but he has a point - as modders, we put a lot of work into making a hack and adding fresh changes, but what ultimately makes a mod successful is the community, so we have to work not only to advertise our projects, but to get a pulse on players' interests so that we can give them what they want.  In this day and age, it's hard for a vanilla mod - excellent and balanced as it may be, to really stand out from the crowd of existing mods that have already stood the test of time.  Not to say it can't be done of course - I am in process of making a vanilla mod (at least plot-wise) and think it can be fairly successful - but your mod should stand out in some significant way that will make players clearly choose it over the other options (FFT +, CCP, 1.3 Content, etc).  Thing is, I'm not quite seeing the niche here.

My honest impression of this is that I like a lot of the features, but there's not much about it that seems really unique or compelling.  Most of this has been done before. To use a relationship analogy, it has the appearances of the "nice girl/guy" - it seems like a good mod with cool features that I should want to play, but may not ultimately have that spice that actually compels me to action or excites my emotions much.

Anyway, take this not as an attempt to undermine the success of your patch, but as a statement of the some of the things you will run up against and as an invitation for you to sell us your mod more effectively.  In any case, I have to appreciate the work put in here and hope others give this a shot.  I intend to when I have more free time.
104
Ah, I see.


http://uploads.im/7WNJz.jpg

Super Awesome!  The chocobos thank you.  Remind me to make a Pride Memorial Chocobo Sanctuary somewhere in my hack.
Woo woo!  Or we could have a long [insert platonic activity that is appropriate to your interests - my vote goes to poaching behemoths] on the beach sometime.    :cool:


So I look forward to testing this out in the coming days. And if you could fix that display issue without much of a headache, that would be groovy
105
Again, this looks very good, but I see it uses the same monster breeding space.  I really like what this hack can do, but I don't want to sacrifice monsta breeding (think of those little morbol eggs - they deserve to grow up to become big, slimy monstrosities!). Ergo, if the entirety of this hack could be put in that extra kanji space, you would make lots of little unborn chocolings very happy  :D

I'm not sure if I completely understand your statement regarding attaching attributes to R/S/M - I plan to eat most/any empty slots there, but if this adds attributes to R/S/M while keeping all of their current functionality as well, that would be very cool.  If adding attributes becomes/replaces the function of the R/S/M abilities themselves, I don't think I'd use it because I have designs for most of those slots and I can free up space for elemental effects by consolidating several redundant sections in "Item Attributes" in patcher.  I hope I explain myself
106
I'm sure there's some space I can find.  I found this thread by Xif in which she seems to have found some extra space, although it's  not conclusive. 

Is it as simple as copy and paste, or do I need to change the code to reflect its changed location?
107
New Project Ideas / Re: FFT:LHW (Lionheart War)
August 14, 2017, 04:32:01 pm
Sounds cool.  I'm down to playtest demos and give suggestions, inasmuch as I have time.  I actually have a lot of similar goals for my hack (e.g. bringing gil rewards down severely, new weapons, lowering spell CT), so maybe we can help each other out...I should probably finally make a dev thread on this site
108
Ok, so it looks like Celdia used ALMA, the legendarily buggy spreadsheets, to do that, so I think I'll see if I can get what I want with Emmy's hack.  Is there something about the monster breeding code that is used to make this work, or was it just convenient space?  I'd really like to use this without neutering/spaying all the beasts in FFT.
109
Quote...

Spoken like a true Tactics-ician, but a little late to the party, as was I.

QuoteI found the newer version under tools.


Anyway, case closed.  I had the shishi wiki bookmarked, but now I'll keep an eye on tools.
111
Ah, didn't realize there was a newer version.  I've been using 482 because that's as far as the updates go on one part of the site, but I found the newer version under tools.
Thanks
112
Spriting / Re: Lion's Bizarre Spriting Adventure
August 12, 2017, 12:01:55 pm
I'd definitely go with pale-owulf (bottom right), a classy sort of Dracula-esque look.  He's kind of a pretty boy anyway (he'll be played by Orlando Bloom in FFTactics: The Movie).
113
Hmm, looks like I'm missing something.  I've long been familiar with the in-battle sprites, but I can't access ITEM.BIN or the other BIN files - it looks like you are using a different version of Shishi in the first picture. 
114
Can't find them in Shishi...how do I access the item spritesheets?
I want to add/replace sprites that aren't currently in the game.
115
Awesome, so I really like this. Ideally it would be great to have it without overwriting monster breeding if you're aware of another area it could be inserted.

I didn't think negative stats from items were possible, but I saw it in CCP, if anyone's around who is familiar with how that was done.
116
Hey homies,

So I'm looking to make some items that give high stats in some areas and negatives in others to compensate (e.g. heavy armor with great hp boosts but -1 speed).  I know this is possible, but it doesn't work in patcher since the field for item attributes doesn't accept negatives.  How can I work around this?

Also, how does one get an item that includes an R/S/M reaction (e.g. a magic carpet that makes the user fly).  Again, I know it's been done, but how would I go about it?
Thanks
117
QuoteI'm not sure what even sparked this post, all the threads with you started here were assisted with the same people you're talking about. Seems rather silly, we're a rather helpful bunch (to people that are actively trying to mod FFT).


I've definitely come full circle and am back to not being bothered by it; although initially (as I mentioned) I just brought it up because I found the text-edit petulant and unexpected enough to be worth commenting on.  But sure, in even the medium-sized scheme of thing it's small potatoes, and no big deal.  I just like to avoid unnecessary drama and was concerned that my involvement with a project related with 1.3 might drag me into that.  Hope that answers your question; mine has been answered and I see that it's not a problem.  And of course, my posts were never meant to reflect badly on any of the members here, who are indeed very helpful, especially Xif and Emmy (who I notice frequents both boards).
Carry on.
Case closed.
118
[platonic :cool:] Angel, you're a beautiful person.  Thank you for your moderation and encouragement. [/platonic  :cool:]

That's fair.  I have thought about making my mod from the vanilla ISO; the main reason that I have chosen (so far) not to is that with regards to jobs/skills, I would really just be reinventing the wheel in terms of coming up with many generic jobs/abilities that are very similar to what we find currently in 1.3.  With regards to other aspects of the game, of course there are more drastic changes that would be made regardless of whether I modded vanilla or 1.3.  So that begs the question - when would my mod become not "based on 1.3?" If I took the 1.3 tactext file I made and change the names of a lot of the abilities and then apply to a vanilla ISO with my own patcher edits, is it uniquely my mod?  (This is almost functionally equivalent to "being inspired" by 1.3's abilities, which I clearly am to some extent, and against which, I think, there is no restriction.)  So I'd appreciate some insights regarding that, as well as the reasons for which you suggest I not make a 1.3 based patch.  Frankly, I'm on the fence right now.  On the one hand, I don't want to do more work than I have to, but on the other, I'd rather avoid whatever issues might come with being the pure genetic successor to 1.3 (regardless, I want my mod to be the functional successor of 1.3 in terms of having all of the good and little/none of the bad).

QuoteIn regards to WotL assets, it's been largely agreed upon by those with an artistic eye that they are not up to par with the original. Official they may be, they are looked down upon. But hey, they're official.

Fair.  Frankly I think Onion knight is close enough to perfect, but I agree that the death knight could be improved somewhat. Still, passable, and as you note, official.

QuoteBy all means, feel free to share your work here. The more it diverges from 1.3, the more relevant it becomes here, of course.

Naturally.  I suppose I walk somewhat of a fine line in terms of filling the niche of 1.3 (e.g. a souped up version that stays fairly true to the original) and making my own mod sufficiently different from 1.3, but I"ll do my best.

@Elric: I have no doubt that there is much that we can learn in life from philosophical potatoes. I am not sure what lesson this particular spud has for me, but I am open to further enlightenment. 
119
That would be cool, mate.  I have a project thread over on the ID forums, and I'll be making one here soon.  What is the nature of your project - do you have a thread?
120
Hey now, let's not shoot the messenger. I have no agenda other than happening to enjoy some of the features of 1.3 and wishing to improve on some of its flaws.  If that's a problem, then there clearly is a division.  I'm glad that there is a good relationship between FFH and ID; although I hope you can see how one might think otherwise based on the observation I mentioned.

Quote1.3 is an absolutely terrible base mod. The new sprites are disgusting, the battles promote a single setup to beat each battle (especially in ch4)...

Naturally you are welcome to regard it as you may. Yes, most ch4 battles were not well designed.  And sure, the Marche sprite (which I've scrapped for my mod) was garbage, but IIRC the other ones were imported from WOTL, so I don't really see a problem there.  The tonberry was actually quite good, and the cactuar...not my fave, but marginally passable.  Anyway, what I liked most about 1.3 was its redesign of generic abilities and jobs that were useful, compelling, and close to the intent of vanilla.  Are there other mods that do this?  Sure, but none that come to my mind as being clearly better than 1.3 while still keeping the flavor of vanilla.  That's why I've considered using 1.3 as a base, while doing my best to correct the issues you've pointed out. 

QuotePut more diplomatically...

Thank you for that.  I have no problem with 1.3 not being discussed here for logistical/ownership reasons.  I only wanted to point out that the antagonism and use of epithets (read: politics) is unnecessary (as is the antagonism by implication towards anyone who enjoyed 1.3 on any level).  If Arch was just a leech that ripped off someone else's hard work and made it worse, fine.  Let his mod die in obscurity and let its own poor quality speak for itself, trusting in the judgment of the players. Calling names will not bury him any deeper but rather tends to undermine the credibility of those who do it, which is unfortunate considering the high esteem in which I and others hold them and their contributions to this site. 

Quoteeverything i've heard about 1.3 amounts to it stinks more than a dead fish lol


Well, based on what you've seen in this thread, this is not the place to hear positive things about 1.3
Despite some negative reviews, and the creation of more balanced mods afterwards, it was quite popular a few years ago - search Youtube and you'll find thousands of LPs and other videos about 1.3 - the only other major mod that has a comparable level of Youtube exposure is Monster Tactics, a great mod, which technically gets more results in the search, although some of them are "monster runs" for 1.3 or other versions.  Or go on over to the ID board and you'll see a fair few threads that express the players' enjoyment of the mod, coupled with (in fairness) some disapproval, the nature of which you find here. 

Anyways, again I'm not here to be 1.3's poster boy/target. I will do as Angel suggests.  I will work on my mod through multiple threads - I only ask that my project not be shunned or torpedoed on the basis of some similarities with the better aspects of 1.3.  I trust in your indulgence that such may be the case.  Thanks.