I am aware that I may have to wait for the text editor to edit the world bin and many other things but seeing the topic about Funeral having abillities inspires me to think.
Perhaps we could make skillsets (NOT NEW EFFECT FILES THATS TOO MUCH WORK ^_^) and new jobs for the game
Well basially corresponding on what I said I want to hear peoples thoughts of new characters, their skillsets, ETC.
But what I'm excited to see is monster classes with skillsets because for some time I had thought of makeing new monsters to replace the old ones
I think it'd be cool to have a section of the forum dedicated to making new jobs and monsters and stuff, but not have them affiliated with the VK patch. That way people could come see what they like, download the files, and add them to the game themselves. Everybody has their own ideas about what would be good to add to the game after all, and we wouldn't have to debate about what would be best to add into the patch anymore.
As for new monsters tonberries sounded like a cool idea to me, but I haven't really put much thought into it yet.
i think good monsters are of course the tonberry and another good one would be the iron giant (not like worker8 like the real ones off of all the other ff games) http://images2.wikia.nocookie.net/final ... ant8-b.jpg (http://images2.wikia.nocookie.net/finalfantasy/images/thumb/1/11/Irongiant8-b.jpg/200px-Irongiant8-b.jpg)
also in my game ill have a Mystic Knight
the skills are kind of like the way steiner from ff9 combines black magic into an attack.
Mystick Knight
skillset name: Mystic Sword
skills:
Heat Smash -chance to inflict berserk
Thunder Blade -chance to stun
Ice Smash -chance to inflict slow
Wind Slash -chance to inflict confuse
Stone Strike -chance to inflict petrify
Splash Sword -chance to inflict poison
they do elemental damage and perhaps ill make them inflicht different status at a chance, like thunderblade would have a stun effect (paralize).
they are like non-charge black magic however ill use a formula that includes both MA and PA
Ah, well Asmo X it looks as if your Alchemist idea is more then possible!
That's currently on an Antidote that will hit Lavian for that much, but... there are a few odd glitches, the damage is part of that.
i like the idea of not having to remove any pre existing spells tho (except for beowulfs set, i need the slots for my 2 new jobs) mmm when am i going to create myself as a character.. i think it would be cool if alot of ppl created themselves as characters........ ah well.. (sorry for rambling)
Quote from: "Zozma"i think it would be cool if alot of ppl created themselves as characters........ ah well.. (sorry for rambling)
that would be cool but its soo hard i will attempt to but if im 1 pixel off it will be messed up in game
LastingDawn: Thats awesome. Nice work.
QuoteZozma (Posts: 193) Sun Mar 30, 2008 9:06 pm
well shes technically going to be a bonus character in my game, both her and lavian will not join the group untill late.. and i plan on making it a challenge just to save them, but not the objective. their skills cost mp, plus the attacks are based on lvl 2 spells so shes not overpowered really, i may just make it so they only do the element damage. but the point of slashing thru a sword is not only the fact that they have physical attack combined with the spell but that they can be used quickly basing these off of the temple knights skillset as a matter of fact i totally took out that set to create new magic sword skills.
The next thing will be Lavian
She looks just like the "Flame Seer" from golden sun
but if i were to make her a total fire mage i feel that would create
an imbalance in the game lacking the other 3 main elements..
on the otherhand a necromancer would be sweet....
ehh well heres all the ones ive thought of adding to the game so far...
1) Rad the Red mage (not replacing the calculator a special job of its own)
2) Alicia the Mystic Knight
3) Lavian ??? i dont know but obviously a mage type...
4) A berzerker
5) Boco the blue chocobo (can fly and use magic woo)
6) (I might create a moogle out of that pig monster thing...)
LastingDawn (Posts: 39) Sun Mar 30, 2008 9:26 pm
Ah, well if she's late and not right after Orbonne, I wouldn't worry about it. I thought they would just join after Orbonne, thereby allowing five special character's all at once. Since she is late, forget all I said about that. A challenge to save Lavian and Alicia sound interesting, what did you have in mind?
Zozma (Posts: 193) Sun Mar 30, 2008 9:46 pm
no way, only rad who has up to lvl 2 black magic and cure and wall...
the other two would be way too many specials joining at once... im going to make them appear late and youll have to save them from the other end of the map. probably before their crystal counter hits 0 lol...
i dont want this game to be easy at all
All that we lost from the transfer, as well as an update on the "Alchemy" we've got it 100% it turns out the Formula "Cure Status" is a misdemeanor, it is very hard to say what that formula does, but changing the formula was not needed in any case, just switching Cure to Afflict, did the job (wish I would have done that first...) some pics!
I was thinking of doing an Alchemist, but I don't see how I could. what I'm thinking of is making new spells that have the same graphics and effects as the items. Could that be done?
it can, there are 10 blank skills just below the skill "parasite" (tho i used them for my own custom skills) and your idea sounds great. i tried one thing, using an antidote to poison instead of to cure poison and it could even be set to consume the certain item. technically you could create a new skill like that and still have the origional used the correct way. but with the editor you dont have access to doing things like assigning which item is consumed (unless its one of the origional item skills...) so it'd be glitchy.... it would be great if when you select the type of skill it was, it changes the menu to accomodate that as well....
That would be great! I'd love to eliminate the math and aim skills in order to create some more interesting abilities for new classes.
i think skills that require weapons other than swords would be neat...
i mean monks have their punch art.. holy/dark/divine knights have sword skills..
but what about one for say.. an axe, staff or even a bow? (charge can be used with anything)
like on romacing saga each weapon type has skills of its own...
still to do that they'd have to create more code for limiting certain skills to other weapon types besides swords...
anyway, im pretty sure that using items for more than one purpose would be doable...
Well... I had no problem setting up the Alchemy skill 'Create Potion'.
I gave it a range of 4, vertical 4, area 0, CT 1, MP cost of 4, used formula 48 (same as Potion).
I set the AI Behavior box and the one next the same as the potion, and lastly, I set the attributes like the cure spell.
However, the effect graphics glitch when I try to cast it. Any ideas what might be wrong?
Hmm? Formula 48 was the legitimate, Restore 10 * X HP, formula?
Yes! That part actually works fine as far as I can tell.
Haha! Wonderful! This clears up a few of the unknown formula! It also in theory allows items created around the other formulas.
From what I can see it does look like the items and normal skills share the same formula list. Now if I could just get around that graphics glitch it would be perfect.
About the Mime job. From what I've heard there's currently no way make it stop mimicking, right? But if you give it a different skill set can the Mime use it or does the mimicry override the it?
Alchemist!!
it would be cool if it has a transmute ability like turning enemies into treasure.
Such a thing would have to be of very low chance. Or of many conditionals. It could easily become overpowered. But such a thing is a simplistic manner, with Treasure Chest being just an ailment.
I agree. It should probably be the most expensive spell for the Alchemist to learn.
transmute.... that is doable isnt it? nice idea.....
maybe if theres a way to set it so the enemy has to have taken a certain amount of damage for it to succeed or something like that?
or maybe the targets must be dead to transmute.
thats probably better actually. is there a formula existing for that? "target must be dead in order to take effect? other than life and phoenix down... hmm
I think there's a forumla like that for weapons, but skills? *Shrug*
The only one I know of for sure is the one used y Seal Evil, but of course, that depends on the unit being UN-dead.
hehe the transmutation skill probobly will be Lust's weakness.
LOL! I hadn't thought of that. =)
OK, so I'm redesigning the Squire into a Warrior. Here's what I have so far:
-Equipment-
Knives, swords, axes, flails, staves, pole-arms, and crossbows.
Shields, helms, hats, clothes, shoes, gloves, rings, and capes.
-Battle Skills-
First Aid - *unchanged*
Provoke - 20% chance to +Berserk, single target. R:3 AoE:0.
Battle Cry - +1 Brave, self and surrounding allies. R:0, AoE:1.
Throw Stone - *unchnged*
Wild Swing - Use weapon to strike all surrounding targets. R:0, AoE:1.
Mighty Strike - An attack with increased power, but slow delivery. R:1, AoE:0, CT:1.
-Abilities-
Vigilance
Equip Axes
Defend
Move+1
Jump+1
I'm basing it on all the different Warrior jobs that have appeared throughout all the FF's with a focus on FF1 and FFTA. Any skills or abilities that are being made available earlier that in the original will be balanced by either powering them down or increasing costs.
What do you guys think?
Battle Cry - +1 Brave, self and surrounding allies. R:0, AoE:1.
That's not going to be very useful at all.
Actually, I originally thought of making it raise more brave and extending it's range a little. Also, what if you group together your warriors in formation and have them all use it simultaneously? Ever seen the front line of a medieval battle in a movie like 'Braveheart'? I'm open to suggestions, of course.
What's First-Aid and Vigilance do?
First-aid is called Heal on the PSP. It cures poison, blind, and mute.
Vigilance is called Caution on PS1. It reacts to physical damage by placing the user into defend status.
Heal and Caution, got it. Thanks. ^_^ Yeah, it looks pretty good to me, but maybe bump the Brave up to +2.
QuoteZozma (Posts: 193) Sun Mar 30, 2008 9:06 pm
well shes technically going to be a bonus character in my game, both her and lavian will not join the group untill late.. and i plan on making it a challenge just to save them, but not the objective. their skills cost mp, plus the attacks are based on lvl 2 spells so shes not overpowered really, i may just make it so they only do the element damage. but the point of slashing thru a sword is not only the fact that they have physical attack combined with the spell but that they can be used quickly basing these off of the temple knights skillset as a matter of fact i totally took out that set to create new magic sword skills.
The next thing will be Lavian
She looks just like the "Flame Seer" from golden sun
but if i were to make her a total fire mage i feel that would create
an imbalance in the game lacking the other 3 main elements..
on the otherhand a necromancer would be sweet....
ehh well heres all the ones ive thought of adding to the game so far...
1) Rad the Red mage (not replacing the calculator a special job of its own)
2) Alicia the Mystic Knight
3) Lavian ??? i dont know but obviously a mage type...
4) A berzerker
5) Boco the blue chocobo (can fly and use magic woo)
6) (I might create a moogle out of that pig monster thing...)
I hate to bring up something old, but going over formula I just realized how easy and possible it is to make a Necromancer class, there's a skill that only affect Undead which is Seal Evil. Now it's formula works around the Undead factor.
"(Sp + X%) If Target is Undead"
Around this formula a lot of skills and such can be made for instance...
"Command Undead"
Range 3
Effect Area 0
Vertical 0
Inflict Status 3E (Charm)
CT: 0
MP: 10
Formula 40 "(Sp + X%) If Target is Undead"
X = 70
----------------------------------------------------------
Haha! This is merely off the top of my head, so I am sure many others can come up with suitable skills! I cannot wait to see what this creative community manages with this! The only limitation will be the Necromancer's coveted stat will be speed. Which in my opinion is highly interesting for a Mage like class.
That's just plain awesome... whew man, I'll even have to think on that one. xD
If we ever get to the point that we can edit or create formulas it will open a huge amount of possibilities.
But what else can be done with formula 40?
It allows you to inflict about any sort of status effect you want on an undead ... except maybe regen? I'm not sure. You'd have to toy around with it. I'm sure there's something else that can be done, I just haven't looked into it yet.
Regen would be like poison to an undead unit.
If anyone dose decide to work on a necromancer, remember that a true necromancer has mastery over life and death, also.
I'm becoming tempted to change the oracle to one... only I'd need to switch it so it required wizard levels instead of priest.. or it'd probably require both. >.> *Shrug*
That's a pretty nice discovery about the Necromancer!
I was thinking as a temporary replacement until something better comes around, skills like these could be used.
From my older post:
Concerning the Necromancer dilemma:
For now, why don't you just make it so the Necromancer can use a spell that acts as Raise (or Raise 2), that also Charms or Invites , casts Berserk, and gives the unit the status effect Undead? Hell, maybe it'd be possible to turn off the "Reverse Undead"-thing for the spell, so you could raise the
already Undead.
Together with some attack spells/status-inflicting spells (Zombie/Blood Suck), an intrinsic Resist Undead and Resist Blood Suck, it could be a very playable class, while sticking strictly to the necromancer archetype. It might be a little too unbalanced to be in the job roster, though, so maybe make it a Special one.
Some specifics:
- Job name: Necromancer; skill set name: Seid (//http)
- Oracle-like growth, but with a lesser HP growth.
- Able to equip Dictionaries, Robes, Clothes, and Hats.
- Intrinsics: Half Dark, Weak to Holy, Resist Zombie, Resist Blood Suck
- Possible skills:
- Spawn Undead: Like Raise, but the target becomes Undead and [Charmed/Invited]. This can also be used to revive the already Undead.
- Spawn Undead 2: Like Spawn Undead, but the target is also *Berserked. This can also be used to revive the already Undead.
- Spawn Vampire: Like Raise, but the target is also [Charmed/Invited] and Blood Sucked.
- Dark Ritual: Weapon-based attack that, if successful, also casts Regen on the Necromancer. (If not possible, replace with Drain Touch).
- Dark Holy
- Dark Whisper
- Look of Fright
- Nightmare
- Maybe more?
- Ecclesiastical necromancer sprite for male, and more Vodun-oriented/lesser clothed necromancer sprite for female.
Not sure if some of that's possible - especially raising the already undead. Mostly because I'm pretty sure you can't stop the unnate status of undead ... thus, requiring you to probably rework a lot of the code or something. Kind of neat though, the idea in general. ^_^ I like the raising the dead as undead, lol ... especially the vampire.
Quote from: "Lydyn"Not sure if some of that's possible - especially raising the already undead. Mostly because I'm pretty sure you can't stop the unnate status of undead ... thus, requiring you to probably rework a lot of the code or something. Kind of neat though, the idea in general. ^_^ I like the raising the dead as undead, lol ... especially the vampire.
It's extremely possible, I think. When using the FFTPatcher to make the new Spawn spells, make sure to uncheck the "Undead Reverse" box.
Oooohhhh... awesome.
Quote from: "Lydyn"Oooohhhh... awesome. 
I know; Melon's the man. xd
...
I'm the one who discovered that, don't make unbiased presumptions.
Well ... then Zodiac's the man! Whoo!
Quote from: "Zodiac"...
I'm the one who discovered that, don't make unbiased presumptions.
Well you can be the man, too; don't take offense that I've never looked into who made what, haha.
Berserker ideas (an expansion of older conversations):
- Job name: Berserker
- Skill set name: Tribal Art
- Stats:
........
HPG..HPM..MPG..MPM..SpG...SpM...PAG..PAM...MAG..MAM..Mov..Jum..CEv
10 130 13 50 100 110 50 123 50 65 4 3 15
- Able to equip Axes, Flails, Hats, Clothes, Bracelets, Cloaks, Shoes.
- Intrinsics: Poison immune
- Skills:
- Rage: Casts Berserk, Haste, Regen; lowers Weapon Defense. (Range 0, Effect 0) (If anyone's figured out a way to decrease accuracy, let me know.)
- Wave Around
- Battle Cry: Lowers Brave of enemies. (Range 0, Effect 2, Vertical 3)
- Mighty Blow: Instant critical hit, low chance of hitting.
- Sacrifice: Exactly like Self Destruct, minus oil.
- Scream, maybe.
- Zozma already has the male sprite, too.
However, this might not be the 'Berserker' archetype people might be referring to. If that's the case, I'd assume it'd be proper to have huge HP, physical, and speed growths, with an innate: Berserk.
I never really liked the idea of having a completely uncontrollable character.
It would be cool if we could add an effect like every time the berserker takes HP damage there's a chance he goes into a berserk state. And that chance increases as his HP gets lower. But that's just wishful thinking at this point.
What could be done is have them start with berserk status instead of it being permanent. Or add a special item exclusively for them that gives permanent berserk.
can someone elaborate on the raising spawn thing :O
i thought of making a necronmancer a while back but couldn't figure out how to get them to come back to life while adding the undead/charm status.
Oh and i'm pretty sure regen doesn't act as poison to an undead unit. I tried it before and it kept healing them for some reason.
Raising spawn isn't possible as far as I know, since you can't cancel status (dead in this base) and add status (undead & charm in this case). You can only do one or the other, but not both.
oh i thought you guys were talking about it like it was possible :\
yeah thats the problem i ran into when i tried to do that.
Well, they were ... I wasn't.

It did sound possible, until I just now thought about it. Still, the much rather the D&D definition of necromancy as in the controling of life and death through magic.
So in that sense, it's not out of place to give them normal raise, an undead spell, and even death and spells like that.
Yeah but i REALLY like the idea of bringing back the enemies fallen comrades to attack them.
I mean REALLY.
Quote from: "Zozma"thats probably better actually. is there a formula existing for that? "target must be dead in order to take effect? other than life and phoenix down... hmm
I had an idea for this. If you were to use Raijinili's idea about making the dead status freeze the CT guage, and make treasure and crystal status only stackable on dead status that would effectively do the trick. Transmute spells would then only work on dead units. Also, it would make transmute the only way to get treasures or skill crystals during a battle.
The same concept might be applicable to a "Raise Undead" spell.
Quote from: "NeedsMoreNoise"(If anyone's figured out a way to decrease accuracy, let me know.)
In case it was still needed; just make it also add: Darkness. That's pretty much the only way to decrease accuracy right now.
Then it could be called 'Blind Rage'? =)
I'm doing some pretty standard stuff for now, just doing a sprite swap and making a class that combines Talk Skill, Ramza's abilities, and the Bard. It also has steal heart.
But I'm intrigued by the alchemist idea, and I want to learn how to make new skills for my upcoming Magnus character(Ogre Battle64, greatest N64 game evar). His title will be gladiator, chapter 2 and 3 it will be Vanguard, and chapter 4 it becomes General.
For chapter 1 he gets Clothes, swords, boots, gauntlets and mantles, which he retains the entire game. Chapters 2 and 3 he'll gain access to katanas, and in chapter 4 he'll get Knight Swords, and lose clothes for Armor. No hats of any sort (but he can have high hp to compensate.
Skillset will include all the 1 spells plus poison for chapter 1, chapters 2 and 3 loses the 1 spells and gets the 2 spells and the 3 spells, along with frog. Chapter 4 loses the spells, gets some swordskills, like split punch, the mighty sword ones (basically only single target ones). RSM will be weapon guard, abandon, Move + 3, Defend. Innately has Magic Defense UP, Half MP (for not having Robes).
Basically a faithful recreation of Magnus from OB64. I want him wearing a mantle at all times, but he also had gauntlets and boots. He'll have to have stats coming out the hat to be good, but I think he'll be fun to use.
As a base I'm using Cloud.
I need some ideas for a Scholar job. I was working with the Calculator skill set, but that tanked. Anyone have any other ideas they'd like to share?
I would say make Scholar a "Mage" Support job and give it a few of the lower White Mage/Black Mage spells.
Maybe they could be able to give mp to other units and raise ma.
Abilities that can't be done yet:
- lower CT or halve CT time for other mages
- give an MP regen effect or MP poison effect
- increase/decrease elemental resistance for a certain element for an enemy or ally
I can think of more stuff like the above but I know its not possible yet.
Those are pretty good ideas. The Scholar will be the base job for the magic-user side of the job tree.
I have an idea for the MP charging ability. I can use one of the Limit Break slots to make a skill that has kind of bad CT, but when it completes it'll restore some MP to a specific single target.
An MA increasing ability like accumulate is doable.
I think they should also have faith altering abilities, no?
In addition I'm thinking of giving them same basic spells that cause non-elemental damage.
oops...
Quote from: "Vanya"Those are pretty good ideas. The Scholar will be the base job for the magic-user side of the job tree.
I have an idea for the MP charging ability. I can use one of the Limit Break slots to make a skill that has kind of bad CT, but when it completes it'll restore some MP to a specific single target.
An MA increasing ability like accumulate is doable.
I think they should also have faith altering abilities, no?
In addition I'm thinking of giving them same basic spells that cause non-elemental damage.
i think a scholar would be a cool idea for like uhh o crap i forgot his name but the guy that tells the whole final fantasy tactics story
oh and i think that the scholar should have faith altering skills but what about some special magic attack skills?
Quote from: "trickstardude7"Quote from: "Vanya"Those are pretty good ideas. The Scholar will be the base job for the magic-user side of the job tree.
I have an idea for the MP charging ability. I can use one of the Limit Break slots to make a skill that has kind of bad CT, but when it completes it'll restore some MP to a specific single target.
An MA increasing ability like accumulate is doable.
I think they should also have faith altering abilities, no?
In addition I'm thinking of giving them same basic spells that cause non-elemental damage.
i think a scholar would be a cool idea for like uhh o crap i forgot his name but the guy that tells the whole final fantasy tactics story
oh and i think that the scholar should have faith altering skills but what about some special magic attack skills?
What I was thinking is giving them a simple damage attack that comes in a variety targeting styles. Like one that works just like a weapon attack, one that hits all sides, one that hits in an area around the caster, one that hits in a straight line, etc...
I was going to say faith altering abilities as well but I wasn't sure if you wanted to do Faith modding. Maybe they can just put Faith and Innocent on enemies or allies?
Here's what I have for my Scholar job:
Weapons: Books, Rods, and Staves. (Book will have a chance to cast spells unless I can make a new formula for them.)
Equipment: Hats, Clothes, Shoes, Rings, Bracers, and Mantles.
Skillset: Arcanology (The study of arcane arts)
Charge - Transfer 20 MP from caster to target. Cost 20 MP.
Zealot - +Zeal status. R:3,V:3,E:0. (Zeal=Faith)
Skeptic - +Doubt status. R:3,V:3,E:0. (Doubt=Innocent)
Advocate - Faith +10. R:3,V:3,E:0.
Contradict - Faith -10. R:3,V:3,E:0.
Strike Magick - Non-elementl magic dmage. R:1,V:2,E:0. Cost 4 MP.
Ranged Magick - Non-elementl magic dmage. R:3,V:2,E:0. Cost 8 MP.
Zoned Magick - Non-elementl magic dmage. R:0,V:2,E:1. Cost 12 MP.
Linear Magick - Non-elementl magic dmage. R:6,V:2,E:6. Cost 16 MP. Hits targets in a straight line.
Erratic Magick - Non-elementl magic dmage. R:3,V:2,E:1. Cost 20 MP. Random 1-3 hits.
Support:
Academicks = Gained JP - UP. Improved study skills.
Analyticks = Gained Exp - UP. Improved observational skills.
Movement:
Study = Move - JP UP. Study the technicks used by others while walking the battlefield.
Observe = Move - Exp UP. Observe the tacticks used by others while walking the battlefield.
Love the scholar, sexy enough to steal.
Bwahaha
Good! that's what I want to hear! =)
Do you have any suggestions to improve it, or is too sexy for your thoughts?
It's really quite pretty. No suggestions, but a question or two:
Regarding the various spells at the Scholar's disposal, do they vary any in damage? Or is the MP cost tied solely to increasing range and usefulness of the multipaneling while they all do equal damage?
And what vanilla FFT spells are these based off of/take effect files from?
They do, in fact, do minimal damage. And, yes, the MP cost is to reflect usefulness/better range. My idea was that Scholar are studying the very basic of spell-casting. Since Black Mages learn the various elemental properties I figured it would make sense for them to have learned ranges as Scholars.
I haven't decided what effect files to use yet, but I did study various spells/skills when making these.
Strike Magick -> Fire
Ranged Magick -> Throw Stone
Zoned Magick -> Fire 2
Linear Magick -> Earth Slash
Erratic Magick -> Rafa's Asura
I was also thinking of doing one based on it hitting on all sides, but with an infinite vertical range; Geyser Magick or something. And another based on Draw Out spells. I'm probably going to replace most of the old Mystic spells with these. That is the ones I'm not giving back to Black, White, & Red mages.
Again, love it. As I'm a career student myself, this would likely be my job class if I were more pixelated. Still, I haven't learned how to project bursts of arcane energy yet. You'd think a BA would be enough to at least produce a multicolored flash of light or something, but no.
Freaking state schools. Enrolling at Gariland for my doctorate.
I've got new skill sets for the mages in my Classics hack. They include some new spells:
Black Mage:
Fire - Fira - Firaga
Thunder - Thundara - Thundaga
Blizzard - Blizzara - Blizzaga
Blind - Poison - Death
Quake - Tornado - Flare - Ultima
White Mage:
Cure - Cura - Curaga
Raise - Arise - Reriase
Protect - Shell - Wall
Silence - Sleep - Confuse - Berserk
Regen - Esuna - Holy
Time Mage:
Haste - Hastega - Quick
Slow - Slowga - Stop
Float - Reflect
Drain - Osmose - Dispel
Gravity - Gravira - Graviga - Comet - Meteor
Toad and Petrify will go to my Alchemist job. Zombie will too, unless I decide to make a special Necromancer Unit.
What do you guys think? Feedback, please!
Looks pretty good. How would the different gravity spells work?
Gravity would reduce current HP by 25%
Gravira would reduce current HP by 50%
Graviga would reduce current HP by 75%
Most of the Level 1 spells would only affect 1 unit and I'm thinking of increasing the range of level 3 spells.
Most status affecting spells will affect a small group.
you know what, in ff6 the high level gravity spells could only hit one unit
if you were to do that then i know a good effect file for you to use
'Death Sentence' the floating eye monster's version
(effect#163 in fft patcher but i dont know the number in the folder because 163 is the hex number)
How would a Red Mage fit into that mix of your's Vanya?
I'm planning on some ASM hacking of the calculator's abilities to make hime a cooler job.
Something along the lines of he'll be able to modify the range and area effect of any of the spells that are flagged for math skill. Red Mage will be able to use low level black, white, & time magicks. To make them usable from the get go they'll have a free spell similar to the scholar's 'pure' magic spells.
Also, all the gravity spells will have an area effect of 0.
Red mage
Blue mage
These two would be a good new class
Red mage can have double cast
Blue mage can learn the special attacks from the monsters
blue mage can equip Knife.
Red mage can epuip swords, armor and clothes
These have been discussed extensively. The problem with double cast is that the traditional one isn't possible without a complex ASM hack. The Blue Mage has already been executed and only requires re-balancing of monster or human stats and spell powers. =)
Quote from: "trickstardude7"Quote from: "Vanya"Those are pretty good ideas. The Scholar will be the base job for the magic-user side of the job tree.
I have an idea for the MP charging ability. I can use one of the Limit Break slots to make a skill that has kind of bad CT, but when it completes it'll restore some MP to a specific single target.
An MA increasing ability like accumulate is doable.
I think they should also have faith altering abilities, no?
In addition I'm thinking of giving them same basic spells that cause non-elemental damage.
i think a scholar would be a cool idea for like uhh o crap i forgot his name but the guy that tells the whole final fantasy tactics story
oh and i think that the scholar should have faith altering skills but what about some special magic attack skills?
Alazlam Durai you were thinkin Alazlam Durai
go Olan woot woot
My new Medic Class:
Requirements to unlock: Knight Lv3
Required for unlocking: Monk
Weapons: Knives, poles, crossbows, & guns.
Equipment: Hats, clothes, shoes, gloves, rings, bracers, & mantles.
Skillset: Medical Care
A) All of them will have Hit% based on PA+X.
Critical Care - Cancel: Critical. Restore 33% HP.
Treat Illness - Cancel: Poison, blind, & mute. Restore 2% HP.
Treat Injury - Cancel: Don't Move & Don't Act. Restore 5% HP.
Treat Psyche - Cancel: Faith, innocent, confuse, charm, & berserk.
Heal Gash - Restore 25% HP.
Heal Wound - Restore 50% HP.
Heal Trauma - Restore 100% HP.
Revive - Cancel: Dead. Restore 25% HP.
Resurrect - Cancel: Dead. Restore 50% HP.
Reincarnate - Cancel: Dead. Restore 100% HP.
R)
Caution
S)
Gained Exp - UP
M)
Move - Get Exp
Pretty much all of these skills will be very expensive to learn... like a real doctor! =)
What do you guys think?
Wonderful! Given the correct limits, of course... though for the Revive line, I think you should try to hit something a little bit closer to reality...
Not really sure... how to make that work though.
*full applause* very nice vanya very very nice that is a great idea
lol @ the "like a real doctor" quote, funny
very nice job.. very powerful if all o those are instant moves
Thank you very much! =)
@LD: The reason it isn't as in line with reality is that this guy's going to lead into the monk job. And believe me, the JP cost for what is basically a free Arise spell will be fairly high, plus it won't be guaranteed to work every time or even often for reincarnate.
BTW I'm going to be studying up on the different chakras for the monk's new skillset. =)
@Voldemort: Yes, instant. But very expensive to learn. If I could give them a CT without them being able to move I would, but...
Reincarnation will cost more than 2 or 3 entire skillsets combined.
Ohh.... sounds very interesting!
Quote from: "Vanya"My new Medic Class:
Requirements to unlock: Knight Lv3
Required for unlocking: Monk
Weapons: Knives, poles, crossbows, & guns.
Equipment: Hats, clothes, shoes, gloves, rings, bracers, & mantles.
Skillset: Medical Care
A) All of them will have Hit% based on PA+X.
Critical Care - Cancel: Critical. Restore 33% HP.
Treat Illness - Cancel: Poison, blind, & mute. Restore 2% HP.
Treat Injury - Cancel: Don't Move & Don't Act. Restore 5% HP.
Treat Psyche - Cancel: Faith, innocent, confuse, charm, & berserk.
Heal Gash - Restore 25% HP.
Heal Wound - Restore 50% HP.
Heal Trauma - Restore 100% HP.
Revive - Cancel: Dead. Restore 25% HP.
Resurrect - Cancel: Dead. Restore 50% HP.
Reincarnate - Cancel: Dead. Restore 100% HP.
R)
Caution
S)
Gained Exp - UP
M)
Move - Get Exp
Pretty much all of these skills will be very expensive to learn... like a real doctor! =)
What do you guys think?
I agree with LD the names are odd for the revive abilities.
Definitely change reincarnate to something like resuscitate.
I worked on it more since then.
Current skillset:
Critical Aid: first aid but better
Mend: +25% HP
Heal: +50% HP
Restore: +100% HP (These last 3 don't work right at the moment.)
Treatment: cancel - poison, mute, blind, don't move, don't act
Therapy: cancel - faith, innocent, berserk, confuse, and charm
Revive: cancel - dead. +5%HP
*All* of them have a limited chance to succeed based on a percentage plus PA.
*All except Mend, Heal, and Restore which are either going to use another formula or a custom one if I can figure out how to do that.
Learner:
Requirements to unlock: None
Required for unlocking: None
Weapons: All
Equipment: Hats, clothes, shoes, gloves, rings, bracers, & mantles.
Skillset: Practice
A) Hit % based on actual ability values - (10 - Learner job level)%
Basic Training - Perform the last Fundament or Item ability that targeted this unit.
Squire Training - Perform the last Art of War or Jump ability that targeted this unit.
Rogue Training - Perform the last Aim or Steal ability that targeted this unit.
Apprentice Training - Perform the last White Magic or Black Magic ability that targeted this unit.
Disciple Training - Perform the last Martial Arts or Geomancy ability that targeted this unit.
Adept Training - Perform the last Time Magic or Mystic Art ability that targeted this unit.
Advanced Training - Perform the last Summon or Speechcraft ability that targeted this unit.
Silent Training - Perform the last Iaido or Throw ability that targeted this unit.
Stage Training - Perform the last Arithmetick or Song or Dance (dependant on gender) ability that targeted this unit.
Forbidden Training - Perform the last Darkness ability that targeted this unit.
R)
Learn - Must be equipped to use Practice Skills.
S)
Defense Boost
Arcane Defense
M)
Move2Ally - Move to any spot adjacent to an ally.
Much like the Mime, the Learner is empowered by strong company. The Learner can perform actions that another unit targets him or her with for a chance to learn that ability. If the mimicry is successful, then the Learner learns that ability. Only A-abilities can be learned in this manner and performing the ability will award no JP to the job that the skill belongs to.
This class can be utilized in two ways:
As a main job, Learners can quickly learn the A-abilities of any standard job class without spending a day in that job. The down sides to this include terrible stat growth (think lvl 1 Onion Knight) and that the jobs that the Learner do not gain JP at a normal rate. In addition, the Learner must equip the R-ability Learn to utilize the Practice skillset.
As a sub job, Learners can enter combat, ready to learn the skills of enemies and allies while still performing a meaningful role in the party. As with using Learner as a main job, the R-ability must be set to Learn in order to get any value from the Practice skillset.
That Learner job is pretty neat, but it would require quite a bit of ASM to get working. Sounds like a great alternative to the pathetic Mime.