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Messages - Nyzer

541
Completed Mods / Re: FFT: Emergence (PSP)
May 05, 2019, 12:19:07 pm
https://finalfantasy.fandom.com/wiki/Blind_(status)#Final_Fantasy_Tactics
QuoteFor physical attacks executed by a unit with Darkness, all targets' evade percentages are doubled. Blind lasts until the end of battle, or until cured.


https://gamefaqs.gamespot.com/boards/937312-final-fantasy-tactics-the-war-of-the-lions/43555229#5
QuoteBlind only works when you could evade anyway. You can't evade from the side or back unless you have a shield, mantle, or are using the Parry reaction. Also doesn't work if the attack ignores evade anyway. Pretty pointless in this game due to that.


It becomes more useful in PSX patches that make W-EV automatic instead of wasting a reaction slot on them. Otherwise, it's not that great.
542
I've never seen that message before. No clue, sorry.
543
You only saved the patch. You didn't actually patch the ISO yet.
544
Help! / Re: Lucavi Question
May 04, 2019, 01:26:40 pm
You don't.

Not only is it not currently possible, but the problems with setting up something like this go beyond simply making a new spell formula. You'd have issues with the sprite limit, the character stats and EXP and JP and everything would get super fucked up during the changeover, so on and so forth. Could it be possible in the future? Maybe. But it wouldn't be anywhere near worth the effort. There's no structure in place to allow this, so you'd have to carve your own, which is amazingly difficult.
And to give you an idea of how hard it is to make FFT do something it wasn't originally designed to do, consider how inflexible the job wheel or party roster size are. How inflexible they have been for all these years. Even when someone does cobble together a way to expand them, it's flawed, buggy, and/or only works on specific emulators.

Jot5 has plot specific reasons why Dante can't use his Devil Trigger form at will, and the reason behind that is specifically because it would be too ungodly complicated to even try and give him an ability for it. And that was with a team of several of FFH's brightest stars working on it, the same people adept at finding what can be broken down and recycled into something new and wonderful.

An event to replace one specific non-player character with one other specific character during a specific battle, at a specific point of the battle, when you don't mind losing any in-battle character progression for them? Now, that's doable. You can even (temporarily) replace a player character during the battle if you don't mind losing out on all of the progress they've made during the battle (and just to cut you or anyone else off here; yes, you care. Your players would care. All it takes is one person who's 20 JP away from a new awesome skill, earning enough to get it, and then having it yanked away again).
545
The process of using FFTP on the PSP version is literally identical to using it on the PSX version. The one single thing you might do differently is to select PSP instead of PSX with the dropdown menus when applicable.

FFTP is also an extremely straightforward tool - even if you had never used it before, it should be really easy to figure out what to do with just five or ten minutes of looking around.

So what are you having issues with?  :|
547
Yeah, I just double-checked the one time I've done it in an event - I didn't use WarpUnit, so I can't confirm if it works. WalkTo will work just fine.
548
So, there's no need to make three back-to-back posts in this topic. Just... finish the one post before posting.

Your image is too large for the page, it's best to scale it down a bit if you see something like that happen and then just edit in the replacement attachment.

As for the video, you could have just given us a Youtube link. Not that we really need it. The same effect happens in the Jot5 release version as well. Normal FFT doesn't really have a way to process the delay in archery skills between the weapon animation and the arrow hit.

I don't know if anyone ever came up with a workaround for it.
549
Pretty sure it's just by Warping a unit to the Chocobo's X and Y before the map is revealed.
550
X and Y coordinates are part of the Battle Stats. So... mayyyyyybe?
I dunno, it's not anything I've come anywhere close to trying. Yet.
551
Technically you could use event commands and variables to get the unit's X and Y, and possibly use the same to move the unit... Edit: No, you cannot.

Buuuut that's pretty complicated. And it would still require events to accomplish, it couldn't be an every-battle thing.
552
Related to her teleportation movement, maybe?
553
Well, it definitely can't be used for recruitment or anything, and IIRC only one sprite in the game can be the file size of Altima II. Not sure if there's anything else.
554
Oh, damn! Are you making a full Lucavi/Altima sprite out of that?
555
She's been wondering why you asked it in the first place; the way you phrased that line comes across as almost offended that she asked why you wanted to know. Rather than answer that, you rephrased it, which... seems like an attempt to evade the question...? It's confusing.  :|
556
QuoteWooooah, are you for real??


You have no idea how many people have come here looking to reinvent the wheel or do things in some super convoluted way.

There was someone on reddit not long ago who went through the trouble of finding all the Gameshark codes to point at jobs for modification and posted it like it was some major discovery, when FFTPatcher is like 12 years old now and can do so much more.

It's a question worth asking.

In this case you'd do better off using Shishi for the character animations, and there is a thread R999 made with all the spell effects: http://ffhacktics.com/smf/index.php?topic=4830.0
557
Yep.

There is a super easy way to do this though - FFTPatcher can set any unit to Controllable in the ENTD tab.
558
Help! / Re: Help changing some sprites
April 19, 2019, 05:53:05 pm
Yeah, they're supposed to be like that. The portraits don't use the sprite palettes. They use Palettes 9-16. Check out the Franken-spriting tutorial, CONMAN mentions palettes and how to see them in GraphicsGale.
559
Help! / Re: Help changing some sprites
April 19, 2019, 03:54:24 pm
The formation sprite and portrait use different image files than the spritesheet.

The spritesheet portrait uses a different palette than the sprite itself. You should be able to learn more by checking the Tutorials out.
560
Help! / Re: Help changing some sprites
April 19, 2019, 10:10:40 am
There's another tab in Shishi. I actually forget what the name is, but you'll want to check that dropdown menu for "Formation Sprites" or something. It might be near "WLDFACE".