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Messages - 3lric

4021
The Lounge / Re: Mootheroo Says Hi To You
December 01, 2011, 01:01:02 am
Quote from: Mootheroo on November 30, 2011, 09:58:18 pm
I don't want to start a new thread for what is a very short question, so thought I might as well place it here.

In the original PSX version, there are 12 special characters, including Ramza? Or 12 in addition to Ramza? Because I've seen both 12 and 13 mentioned online.

I am asking because I need to know whether I have 3 or 4 spots left for generics and monsters, before I start the game, so I can plan things out accordingly.

(I know I could find my answer in one of the FAQs but not having finished the game yet, I don't want to spoil myself and read about all the special chars)

I thought the limit was 16? and there is also an ASM hack around here somewhere (Roster Hack IIRC) that makes it 20 i think
4022
The Lounge / Re: Mootheroo Says Hi To You
November 30, 2011, 02:54:27 pm
Welcome to FFH!
And just because don't know about programming or anything like that doesn't mean you can't make a mod :). There are many wonderful tools here to help you achieve this goal
4023
4024
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 29, 2011, 08:15:07 pm
Pokeytax! You are awesome man. I totally get it now! Thanx you very much
4025
4026
Spriting / Re: We need MOAR Monsters
November 29, 2011, 07:22:52 pm
This is looking good CONMAN, can't wait for it to be done. I love monster sprites :D
4028
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 29, 2011, 08:08:40 am
I'm not quite understanding how to use this so I apologize if my question seems noobish, but this is what I would like to do:

I have 4 characters in my mod that need to start with 1 Job (a different one for each), once the level gets to 5 on that skillset they would unlock a second job and once that job was level 7 they would unlock their third and final job

All other units would remain the same as normal, (besides the fact that their are only 9 generic classes in my mod)

From what i read above it seems like this is definitely possible but after messing with the spreadsheet for a bit i honestly have no idea how to use it. Any help in understanding how to make this work would be greatly appreciated  :mrgreen:
4029
Quote from: Durbs on November 28, 2011, 08:38:52 pm
Yeah, that's a good point. I was thinking more of Link and Snake when I said it.

Yea i had thought that too, since Link has a few palettes, Snake has 5 identical palettes lol but the rest only have the 1 they start with so they would have to be made. Unless we used Old Snake for one of the jobs lol... tho that concept isnt bad at all.. Maybe Devil Trigger could be one of Dantes movesets? Could request a cool sprite to be made for that  :mrgreen:
4030
Quote from: Durbs on November 28, 2011, 08:33:56 pm
I think we need to do some restructuring... :)
And no, they don't have to change. It was just a thought to be original.

It's a good thought actually if we could get new sprites for each but that would take a long time lol, A palette swap may work for some but not for others. Remembers Dante's palette swap? Lol
4031
Quote from: Durbs on November 28, 2011, 08:19:50 pm
Well, looks like we have some job options opening up for our protagonists (except Ramza, who will only have his own and the generic jobs). :mrgreen:

http://ffhacktics.com/smf/index.php?topic=7031.100

What we can do for alternate jobs, too, is a simple palette to differentiate from the base class.

Fuck yea!, and do we really need to change what the 5 (except Ramza) look like from job to job? wouldn't you rather just have them stay as normal like other uniques normally would?

So here is what we need now  :mrgreen:

Link-
       Warrior       -  Ancient Skills
       ???            -  ???
       ???            -  ???

Snake-
       SPEC OPS   -  Stealth
       ???            -  ???
       ???            -  ???

Cloud-
       EX-Soldier    -  Limit
       ???             -  ???
       ???             -  ???

Dante-
       Half-Demon   -  Devil Cry
       ???              -  ???
       ???              -  ???
4032
Quote from: Joseph Strife on November 28, 2011, 11:12:31 am
Holy Shit! A hell of luck you could recover everything.

Yup, now I'm going to backup everything on 3 different drives nightly and make a DVD backup atleast once a week  :mrgreen:
4033
OMG today a bunch of shit that i was working from was randomly deleted from my PC and i had an open remote desktop in my taskmanager. So i dunno how i got jacked but i did, After several hours of Recovering files then formatting my HDD, reinstalling windows, installing tons of peer-blocking and anti-virus crap then sorting through the remains of the mess that was JoT5.. LUCKILY with everything i was able to recover we are right back where we were so finally we can start progressing again  :mrgreen:   :mrgreen:
4034
Quote from: Lucifer_zero on November 27, 2011, 09:15:10 amTonberry is one of my favorites enemies on FF-series

Mine too  :mrgreen:

Quote from: Lucifer_zero on November 27, 2011, 09:15:10 am
- IMHO, Tonberries are: Low mov creatures that don´t stop coming for you, with absurd damage potential when they get to you, and counter with some powerfull skills, they can take easily one person at time, but that their weakness, only hitting one, even it is almost sure death, with that ideia in mind i did make for each tier a powerfull atack,

This is exactly as it should be, great job!

Quote from: Lucifer_zero on November 27, 2011, 09:15:10 amIt would be more FF-like if there was some formula that use some information on game, like number of enemy slain, hours played, Battles doned, elc.

- Give him a exclusive counter, listed as Karma, as the same skill it have, triggered by any form of damage so every damage you give it will make it make you lose all HP already lost, for a more powerfull aproach, if Karma can be done as a counter, then i would surely put it on Innate bellow Damage Split, so theres a chance to it hurt you before he makes you lose more HP

- If possible, i would put every Tonberry with 100 Brave + Damage Split + Karma as counter, that means if you attack a tonberry without killing it, then he could recover half that damage and give you the Damage you gave him + all that you lost before, he IS the king of counters after all...


If it could be done that would be fantastic but i think this would take a large amount of ASMing. which i know nothing about :/

Quote from: Lucifer_zero on November 27, 2011, 09:15:10 amDeath Light      -  affects all in range of 3, very high currentlyHP reduction (70~90%) that cancel every positive buff, but can only affect characters that have at least one positive buff.

I like this one

Quote from: Lucifer_zero on November 27, 2011, 09:15:10 amAnother Idea for King Presence is removing golem from game ( if it isnt already ) and make King Presence Golem.

Now this is something i can do  :mrgreen:

EDIT: THIS HAS ALL BEEN UPDATED TO THE MAIN POST
4035
Awesome again Lucifer_zero  :mrgreen: I will update these into the main page later today once i have slept.
I also came up with a moveset for the Bandits that are listed on the main page and sent it to Durbs to look at, it should be on there later today

EDIT: Werewolf and Bandit Movesets added to first post
4036
The Lounge / Re: FFH Community Picture Gallery
November 26, 2011, 07:44:01 am
Quote from: Joseph Strife on November 26, 2011, 05:42:20 am
You realy think? I saw the video you PM me and i didn't saw much similarity.

maybe it's just me, i think everyone looks like someone lol
4037
Quote from: Lucifer_zero on November 26, 2011, 05:38:42 am
Hum... yeah, i do remember that what i´m doing is a separete class as 4th tier, i know that there is a limit on job that can be created, but for now, correct me if i´m wrong, Byblos, worker 8 and Divine Dragon ( or whareter it was called ) wont be in this game, right ? That make at least 3 jobs that can be changed into 4th tier jobs, also also on worst case you could trash some other monsters that wont be using...

And not every monster should have a 4th tier, i´m giving the ideias for 4th, as they could end being side quest bosses


I still like the idea and yea i hadn't thought of doing it that way, that should work just fine  :mrgreen:

Do you have any ideas for the Werewolf yet?
4038
Quote from: Lucifer_zero on November 25, 2011, 09:20:20 pm
Time for Lamia


Tier 1 - Siren - Innate Move on water / Immune: Silence, Charm, Dont Act /
"A creature with a beautiful voice that put anyone to sleep and not awake"

*Calm voice  ("A tender voice that makes enemies calm and more slowly" )
3 Range atack, small chance to slow

*Lullaby
5 range around self, mid chance (30%+MA) to put everyone on sleep

*Perish song
Only around, inflict Death Sentence



Tier 2 - Lamia - Innate Move on Water / Immune: Silence, Charm, Dont Act
"The ones who hear it´s song end up losing all the sanity"

*Voice of Fury
3 Range Attack, small chance to  Berseker

*Mental Noise
5 range around self, mid chance (30%+MA) to put everyone on confuse

*Perish song
Only around, inflict Death Sentence



Tier 3 - Valkyre - innate Fly / Immune: Silence, Charm, Dont Act
"The voice of an angel with the spirit of a demon, countless were deceveid by it voice"


*Angel voice ("A voice from heavens, that can even make you belive that 1+1=0") [pun intend with my college, i do math]
3 Range Attack, small chance to Charm

*Heaven Choir
4 range around self, low~mid heal on every ally on range ( not reversal on undead )

*Perish song
Only around, inflict Death Sentence



Tier 4 - Lilith - Innate MOV-HP UP/ Always: Regen / Immune: all except confusion and dont move
"The mother of all lamiae, they say it songs can even change a human itself"

*Perish song
*Calm voice
*Lullaby
*Voice of Fury
*Mental Noise
*Angel voice
*Heaven Choir
*Poison Frog
4 Range 2 AOE, inflict poison + frog with mid~high chance ( 45%+MA )



For this setup Lamiae are basically Debuffer with not so much atack power, also dont mind the names, i dont have a good imagination for they, talking about it, this is what i thought when doing the tiers

Tier 1 is kinda classical lullaby, making they lose time, making they acting late than foreseen, thats way i put slow together

Tier 2 is to try to waste turns, berseker and confusion goes well with that ideia.

Tier 3 is something more diferent, if something have angel voice, it voice should heal, not only that, a voice from heaven can make you belive and follow thing you never would do before, so charm ( and, again, never get tired of saying, its so much powerfull debuff )

Poison Frog is kinda old on FF serie, if some monster use music as wapon, then one should have this skill, nothing better than putting it on the BOSS tier.


Well, Perish song is meh, but i didnt thought on anything better yet, ill still keep thinking on something on lamiae


:mrgreen: This is awesome Lucifer_zero, I will update these ones to the main page as well tomorrow once I'm back to my computer and not on my phone. I'm going to have to also ask Kagebunji how we can go about have a 4th monster Tier since in the case of Reis or Byblos they were actually separate classes. But other than that your doing a great job with this, we may need some other older monsters to have different abilities as well to change them up from vanilla. And as more monster sprites are made they will be added to they mod as well, I know CONMAN was working a few good looking monster sprites

EDIT:  Movesets updated in Main Post
4039
The Lounge / Re: FFH Community Picture Gallery
November 25, 2011, 06:46:54 pm
Quote from: Kagebunji on November 23, 2011, 02:00:59 pm
You are a pierced beast, Elric, haha.

And me
http://i40.tinypic.com/2i6ywlu.jpg

:mrgreen: Pierced and Tattooed

@ Kagebunji, you look just like my buddy Spikes lol

@ Joseph Strife I still think you look like the singer from Local H with shorter hair haha
4040
@Lucifer_zero i will add some of those Tortoise movesets to the main post either by tonight or tomorrow

I'm more busy with the holiday weekend then i thought I would be and I still want to finish up 2 more events by the end of the weekend.

@Durbs, I've been looking at the RAD 3 spreadsheet for a little while now and if/when pokeytax responds with a positive yes or no on weather it can be done, as long as he can provide me with at least one example then I can get the rest all finished.

Working on finishing up 2 or 3 events Durbs has already sent me the scripting for and once they are done, we have the boss fight and a couple events for the 2 sidequests. Then we can spend a week or so getting all the moves worked out and most likely another week of testing and bug fixing (provided there is nothing major) after which we should finally have that demo release we have been promising you all! Keep looking forward, the time is drawing closer!

-Elric42