Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Dome on July 08, 2014, 09:57:03 am

Title: Blue mage: How to properly make it?
Post by: Dome on July 08, 2014, 09:57:03 am
So, can a 100% working blue mage be implemented in FFT?
I mean, a job that learns spells from the enemies, can cast them without making weird movements (Like pulling daggers out of nowhere), etc etc...?
Title: Re: Blue mage: How to properly make it?
Post by: Angel on July 08, 2014, 12:10:32 pm
Yeah. Just look at how Ultima and Zodiac are learned in vanilla. Jot5, for example, uses learn on hit liberally. Perfectly feasible to make a blue mage class however you desire. Not sure what you mean by 'weird movements' though, since that would depend entirely on how you yourself design the skills and their respective animations.
Title: Re: Blue mage: How to properly make it?
Post by: Dome on July 08, 2014, 12:12:29 pm
Thanks for the quick reply
About the "weird movements":
Try giving "Choco meteor" or "Giga flare" to a generic unit and you'll see what I mean
Title: Re: Blue mage: How to properly make it?
Post by: Angel on July 08, 2014, 01:01:47 pm
Aha. Yeah, it does depend greatly on what you do with the move animations themselves. If you were sticking with vanilla abilities, you would definitely be a bit limited in what you'd end up using, but the sky's the limit if you make a new set of abilities and effects to go with them.
Title: Re: Blue mage: How to properly make it?
Post by: Timbo on July 08, 2014, 04:16:54 pm
If you want to hand out abilities like Gigaflare, you can change the animations.
Title: Re: Blue mage: How to properly make it?
Post by: Jumza on July 08, 2014, 04:25:58 pm
Quote from: Jack of All Trades on July 08, 2014, 04:16:54 pm
If you want to hand out abilities like Gigaflare, you can change the animations.


You'd have to find some animation that fits both sprites, which would require a lot of testing. The only ones you can really be sure are safe are abilities tied to monsters that have type 1 /2 spritesheets, Goblins, Skeletons and Squids.

But if you do find some animations that fit both types of sprites, please share your findings :) I'd certainly be interested in having that kind of info.
Title: Re: Blue mage: How to properly make it?
Post by: apollo326 on July 08, 2014, 07:28:49 pm
Quote from: Jumza on July 08, 2014, 04:25:58 pm
You'd have to find some animation that fits both sprites, which would require a lot of testing. The only ones you can really be sure are safe are abilities tied to monsters that have type 1 /2 spritesheets, Goblins, Skeletons and Squids.

But if you do find some animations that fit both types of sprites, please share your findings :) I'd certainly be interested in having that kind of info.


You mean how Eye Gouge(goblins) and Flame attack(bombs) are basic attack animations with the correct weapons, followed by the spell animation. I find those work pretty well.
Title: Re: Blue mage: How to properly make it?
Post by: Zenko on July 08, 2014, 07:34:28 pm
Or someone could make an ASM hack that allows to assign different animations based on sprite type for abilities.
Title: Re: Blue mage: How to properly make it?
Post by: 3lric on July 08, 2014, 07:40:23 pm
This was part of why I recorded all vanilla monsters attack animations and numbers,
as well as normal units.
Title: Re: Blue mage: How to properly make it?
Post by: Kaijyuu on July 09, 2014, 12:23:34 am
I dunno if this has been fixed by someone yet, but one problem with a potential Blue Mage is if you want abilities to have an MP cost, the monsters that use them will be bugged. First, they won't have their MP depleted by using them (not too bad), but their AI won't use them if they seem to not have enough MP to cast them (kinda bad). As such, MP draining a monster would be an excellent way to debilitate it even if it doesn't actually use MP.

Of course I could just be making all this up; it's a vague memory from years ago.
Title: Re: Blue mage: How to properly make it?
Post by: kyozo22 on July 09, 2014, 02:40:57 am
I think this is incorrect. Monsters are hardcoded to not lose MP, yes, but I'm pretty sure that as long as they have enough MAX MP to cover the MP cost then they should be fine. I think. :)
Title: Re: Blue mage: How to properly make it?
Post by: Dome on July 09, 2014, 04:24:21 am
If an ability costs 6 mp, and the monster has at least 6, it will use it
If an ability costs 6 mp, and the monster has 5, it will never use it

I know because bombs didn't want to cast fire until they had the right amount of mp in FFT:+, and stop to if their mp get drained
Title: Re: Blue mage: How to properly make it?
Post by: kyozo22 on July 09, 2014, 05:47:19 am
Ah right. My apologies, I was incorrect.
Title: Re: Blue mage: How to properly make it?
Post by: Kurosabes on July 09, 2014, 01:51:48 pm
Monsters can actually consume MP. You have to set their skillset to <default> instead of "Monster" in the FFTP Action Menu. A side effect is that player controlled monsters will have permanent access to their Monster Skill. AI controlled monsters can use it if you set them innate Monster Skill.
Title: Re: Blue mage: How to properly make it?
Post by: nitwit on July 13, 2014, 03:07:37 pm
Quote from: Dome on July 08, 2014, 09:57:03 am
So, can a 100% working blue mage be implemented in FFT?
I mean, a job that learns spells from the enemies, can cast them without making weird movements (Like pulling daggers out of nowhere), etc etc...?


I'm interested in this too, please share your findings on animations.

I don't know how you could make a simple, easy-to-understand document that tells you what each animation option does when placed with each sprite type.  It sounds like a POTA.

For MP, is there anything wrong with giving monsters a very high MP multiplier but a low MP growth, besides Oracles and Beowulf having a ready supply of MP via MP absorb abilities?
Title: Re: Blue mage: How to properly make it?
Post by: Valkirst on July 13, 2014, 03:38:01 pm
I have done it, I made a Blue Mage to replace the bard and have him learn on hit, all the monster spell types and made a berserker female and had her learn on hit Attack skill types. I had the animations for the blue mage all be summon or black mage animations and picked which ones I thought fit the monster types form animations I already knew from the regular classes mostly the monk animations.
Title: Re: Blue mage: How to properly make it?
Post by: 3lric on July 13, 2014, 05:45:31 pm
As I've already mentioned, we have a Blue Mage in Jot5, it works fine,
there is no further confirmation needed as long as you choose your animations correctly.
Title: Re: Blue mage: How to properly make it?
Post by: Timbo on July 13, 2014, 06:23:43 pm
I've always thought the trickiest thing is rebalancing all of your monsters MA and all of the powers to keep things from being under or overpowered.
Title: Re: Blue mage: How to properly make it?
Post by: nitwit on July 13, 2014, 07:06:12 pm
Quote from: Jack of All Trades on July 13, 2014, 06:23:43 pm
I've always thought the trickiest thing is rebalancing all of your monsters MA and all of the powers to keep things from being under or overpowered.

I know I saw some damage calculation spreadsheets around here somewhere.
Title: Re: Blue mage: How to properly make it?
Post by: Valkirst on July 14, 2014, 12:10:49 pm
What Jack and Nit said. :)

But I guess Elric figured that out for JotF. Awesome possum.
Title: Re: Blue mage: How to properly make it?
Post by: 3lric on July 14, 2014, 01:00:11 pm
Actually, Raven figured it out, but yeah, close enough lol