Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: Vanya on June 27, 2008, 05:11:48 pm

Title: Final Fantasy Tactics: Classics Edition
Post by: Vanya on June 27, 2008, 05:11:48 pm
Intro[/u]
FFT:CE is a project that will inject more nostalgia into the original. Jobs, monsters, technicks, magicks, and graphics will be remade in the images of the previous games in the Final Fantasy series.

I'll be posting general information about the project in this thread fro now on. Also, any utilities, resources, etc. that I find useful will be posted here as well.
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Post by: Vanya on June 27, 2008, 05:30:20 pm
Jobs[/u]
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Post by: Cheetah on June 27, 2008, 06:34:33 pm
Looks pretty cool Vanya. I think the Guard! skill Lasting Dawn showed off in his last video would be great for the warrior. I am of course willing to help you out with some graphical stuff.
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Post by: Vanya on June 27, 2008, 08:03:23 pm
Thanks! I apprciate the offer. I'd probably need help with portraits mostly. I let you know. As for 'Guard!' I was actually thinking of giving it to the Knights, or Ramza. I'll post info on my warrior soon. I'll be needing some critique.
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Post by: Nevarie on June 28, 2008, 10:27:11 am
I am strangly aroused at the prospect of a FF1 style fighter and red mage.
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Post by: Vanya on June 28, 2008, 04:26:56 pm
Here are some details for my Warrior job:

Squire -> Warrior[/u]

Equipment:

Knives, Swords, Axes, Maces, Staves, Polearms, & Crossbows.
Shields, Helms, Hats, Clothes, Shoes, Gloves, Rings, & Mantles.

Skill Set: Battle Skills

Warcry
-A menacing battle shout that inspires bravery among fellow troops.
-Brave +2, self & allies only.
-R:0, V:4, E:2.
-45 JP (90%)

Throw Stone
-A very basic ranged attack. Damage formula reduced so that it does consistently low damage. It now does 1*PA damage 100% of the time.
-R:4, V:2, E:0.
-90 JP (80%)

Medical Care
-Basic medical care for common battle field ailments.
-Cancel: poison, blind, mute, disabled, & crippled.
-R:1, V:1, E:0.
-150 JP (70%)

Swift Strike
-A weapon attack that prevents many reaction skills.
-Range by weapon.
-450 JP (50%)

First Aid
-Emergency medical treatment for injured units.
-Restores 20% of max HP, only works on units in critical status.
-R:1, V:1, E:0.
-350 JP (35%)

Provoke
-Rename of Insult talk skill.
-Add: Berserk.
-R:3, V:6, E:0.
-400 JP (20%)

Heavy Strike
-A focused weapon attack that does more damage than normal.
-Range by weapon.
-950 JP (5%)

Reaction Skills

Auto Defend
-Formerly known as Caution.
-600 JP (10%)

Support Skills

Wield Axes
-170 JP (5%)

Movement Skills

Move +1
-200 JP (50%)

Jump +1
-400 JP (25%)
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Post by: VincentCraven on June 29, 2008, 08:38:36 pm
O_o Looks real good.  I kept trying to add Red Mage to my game but it just didn't fit the theme.  You have my support.
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Post by: Vanya on June 30, 2008, 01:15:47 am
Thanks! =) I appreciate it!
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Post by: Sen on June 30, 2008, 06:14:29 am
So TimeMage became Astralist but what job did you exchange for Sniper and Enchanter?

What does Enchanter exactly do?
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Post by: Vanya on June 30, 2008, 10:35:21 am
Enchanter = Oracle/Mystic
-This one is really just a name change. I am going to exchange the spell
-animation for Beowulf's set and He will be changed into a Mystic Knight.
-Enchantment spells are traditionally the equivalent of support spells in FF.

Sniper = Mediator/Orator
-Completely revamped skill set and sprite. Actually I'm not too sure this will
-be the final job for this slot. I may do something different.

Actually, If I really wanted to make the jobs 'classic' i should really name them like this:
Astralist = Time Mage
Enchanter = Green Mage
the thing is I wanted to cut back on 'Mage' names.
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Post by: Vanya on July 03, 2008, 12:13:41 am
Ramza's jobs

Squire (ch.1):Warrior. Will be the same as my generic Warrior.

Squire (ch.2&3):Mercenary. Looses Swift Strike & Heavy Strike. Gains Wild Swing & Death Blow in their place. Wild swing is basically the same as the Hydras' Triple Attack. Death Blow will kill target's that are already critically wounded with a low chance to succeed. I'm still working on it, though.

Squire (ch.4):Riskbreaker. Looses Wild Swing, Death Blow, & Throw Stone. Gains Raging Ache, Crimson Pain, & Mistral Edge in their place. Also, He'll get Herakles, Enlighten, Invigorate, & Riskbreak. All these abilities are taken from Vagrant Story.

Comments?
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Post by: Archael on July 03, 2008, 01:59:56 am
I have a comment.

Vagrant Story fucking rules and any ideas you take from it I will auto-approve because VG fucking rules.

 /end comment
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Post by: Kourama on July 03, 2008, 08:43:56 pm
I love Vagrant Story and I wish for a sequel, also kind of wish he was added as a secret character since he is related to Ivalice but whatever.

The abilities so far for Ramza look good but I kind of like the idea of Wild Swing doing heavy damage for lower accuracy. I'm also interested in what effects you have in store for the "Vagrant Story" abilities.
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Post by: Vanya on July 13, 2008, 04:52:34 pm
Here are some details for my Medic job:
The male sprite will get a minor edit. I want to use the old squire's head, because I think it matches the female sprite's style better.

Chemist -> Medic[/u]

Equipment:

Knives, Guns, Crossbows, Books, Rods, Staves.
Hats, Clothes, Shoes, Rings, Armlets, & Mantles.

Skill Set: Medicines

Potion
-HP +50.
-30 JP (100%)

High Potion
-HP +150.
-300 JP (70%)

Grand Potion
-HP +500.
-700 JP (45%)

Ether
-MP +30.
-300 JP (25%)

High Ether
-MP +100.
-650 JP (10%)

Elixer
-HP/MP max.
-4500 JP (5%)

Antidote
-Cancel: Poison
-90 JP (50%)

Eye Drop
-Cancel: Blind
-90 JP (50%)

Echo Herb
-Cancel: Mute
-90 JP (50%)

Maiden's Kiss
-Cancel: Frog
-250 JP (25%)

Golden Needle
-Cancel: Stone
-250 JP (25%)

Holy Water
-Cancel: Undead, Vampire, Curse, & Doom.
-600 JP (10%)

Remedy
-Cancel: Poison, Blind, Mute, Addled, Charm, Rage, Innocent, Faith, Disabled, Crippled, Frog, & Stone.
-1200 JP (30%)

Phoenix Down
-Cancel: Dead.
-Restore 1~9 HP.
-120 JP (60%)

Reaction Skills

Auto Potion
-400 JP (25%)

Support Skills

Throw Items
-350 JP (50%)

Academicks
-Gained JP up.
-100 JP (50%)

Analyticks
-Gained EXP up.
-6500 JP (5%)
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Post by: Vanya on July 14, 2008, 12:23:51 am
Updated some info on Warrior & Medic.
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Post by: Vanya on July 17, 2008, 11:11:50 am
Jobs updated:

~Sniper removed, and replaced with Hunter.
~Also, added info on my plans for *fixing* the Mime.

Warrior skills updated:

~Swift Strike now does normal weapon damage, but now costs 450 JP.
~Heavy Strike now does slightly increased damage than a normal attack, but JP cost boosted up to 950.
~Provoke dropped to a cost of 400 JP.
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Post by: woodenbandman on July 17, 2008, 12:07:11 pm
Mimes are awesome, you just don't know what you're talking about.

I have 1 video on youtube that shows mimes at their finest, but unfortunately it's really crap quality. Someone who's better at recording than me can perhaps make a new one.
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Post by: Vanya on July 17, 2008, 07:09:18 pm
Well, it isn't that I think they're not useful. I think they're just not fun. I'd rather have another new job then have one of them. If I can remove the restrictions on them I'll either add in a Necromancer or an Alchemist in it's place. But anyway, on with the update:
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Post by: Vanya on July 17, 2008, 08:15:28 pm
Knight
I'm debating weather I should let them keep the stat breaking skills or give them to my new hunter job.

-Equipment-
~Knife, Sword, Knight Sword, Axe, Flail, & Polearm.
~Shield, Helm, Armor, Clothes, Robe, Glove, Shoe, Ring, & Mantle.

-Skills-

A)War Tactics:

Guard  [300 JP 90%]
>A defensive technick that grants the user resistance to physical and magical damage.
>Formula: 38 (100%)
>Adds: Defending, Protect, & Shell.

Guard Break  [550 JP 30%]  Cost: 10 MP
>A weapon technick that negates both physical and magical defenses.
>Formula: 33 Hit_(PA+X)%. X=75.
>Cancels: Defending, Wall, Protect, Shell, & Reflect.

Delay Attack  [350 JP 60%]
>A distracting weapon technick that cancels the target's attack.
>Formula: 33 Hit_(PA+X%). X=60.
>Cancels: Charging.

Power Slash  [650 JP 25%]  Cost: 10 MP.
>The first of the advanced sword skills. It harnesses mana to inflict greater damage.
>Formula: 2D Dmg_(PA*(WP+Y)) 100% Status. Y=4.
>Requires a sword.

Speed Break  [250 JP 30%]
>No change.

Power Break  [250 JP 30%]
>No change.

Mind Break  [250 JP 30%]
>No change.

Mana Slash  [650 JP 25%]  Cost: 10MP
>Formula: 1B DmgMP_(MA+Y)% Hit_F(X)% NS. Y=10 & X=50.
>Requires a sword.


Reaction)

Parry  [100 JP 60%]
>*Weapon Guard*

Support)

Double Grip  [3000 JP 5%]
>*Two Hands*

Wield Swords  [400 JP 40%]
>*Equip Swords*

Use Shields  [250 JP 45%]
>*Equip Shields*

Equip Armor  [500 JP 50%]
>No Change.
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Post by: Archael on July 17, 2008, 08:19:47 pm
loving guard crush and delay attack

would Spell Interrupt be a better name for Delay Attack?

it kinda cancels the spell entirely lol
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Post by: Vanya on July 17, 2008, 08:36:55 pm
You can interrupt any skill that puts the user into charging status; magical or physical. If I had Dancers & Bards it would cancel performing, too. But since I'm not using them there's no point.
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Post by: Cheetah on July 17, 2008, 09:31:08 pm
I don't know what is going on really. But why not call it "Distract", or just "Interupt", or combine them and have "Disrupt".

very cool sounding skills either way.
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Post by: Zozma on July 17, 2008, 09:32:57 pm
you could call it "Nullify" or something
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Post by: Vanya on July 17, 2008, 11:24:38 pm
I chose that name because it's the closest thing to the skill from FFX. I wanted to just use the CT00 formula, but I don't want the hit rate to be based on faith.
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Post by: Vanya on July 19, 2008, 02:32:32 am
OK I'm planning a revision to the new Knight job. As I was studying knights in other FF games I quickly realized that equipment breaking is unique to FFT. Most of the other games use only stat breaking skills. Even FFTA did it like that. FFTA2 has the equipment break skills, but spread over several different jobs. So I decided I would remove all of the Knight's equipment breaking skills. Now he'll have the 4 new skills I created plus the 4 stat break skills. Additionally, I'm revising Magic Break to do MP damage based on the Knight's MA+10 and to hit based on faith+50. It will now compliment the Power Slash skill, and both will require a sword..

As for the now unused equip break skills, I decided that I would give them to Meliadoul with a boost in hit rate. Also, to complete her set of *break* skills, I modified Icewolf Bite to function just like the other equip breaks. All 5 skills will now use the knife hand effect. It makes a really nice break sound that fits great. Her remaining skills will be modified into new sword skills for pure HP damaging goodness. I may be inclined to modify them into Dark Knight skills since they all have pretty dark effects.

What do you guys think? Also, about Delay Attack, since I want to keep that name do you guys think I should go ahead and make it use the CT00 formula?
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Post by: LastingDawn on July 19, 2008, 02:13:16 pm
Well it can't do damage but it lives up to it's name of delaying an attack though.
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Post by: Vanya on July 19, 2008, 02:24:55 pm
If I could just find the formula on the ISO it would be very easy to nullify the faith part of it and change the MA part to PA. I think that I'll do that. Any thoughts about the changes to the Knights?
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Post by: VincentCraven on July 19, 2008, 02:51:08 pm
I think equipment breakage is the main thing overshadowing Thieves.  if I ever make my own patch, I'd cut them out too.

Maybe give them to a special character and make them 1range only. So I have to say I approve. Haven't gotten around to looking at thier new skills yet thugh.
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Post by: Vanya on August 21, 2008, 04:34:59 pm
Updated first 2 posts with new job tree & Warrior job data in the form of text files. feedback is greatly appreciated! =)

Edit: Update Job tree again. also, added JP required for job levels to it.