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Messages - Zuka

101
Old Project Ideas /
December 16, 2008, 11:10:10 am
Quote from: "LastingDawn"Ah, the Ivalice Timeline...

According to a canon guide written by Square when they released FFXII they released a semi timeline, and though it is odd, it does make sense...

FFXII comes first, (the guide, oddly enough calls Ajora a woman, I wonder if it's saying something...)
A "great cataclysm" occur's wiping out all other races except Humes.

FFT then comes (keep in mind the game references a past, golden age, the Holy Ydoran Empire, "Airships no longer fly in the skies", mechanical man and Moogles, the mention of Faram, all of the above are in FF12, except the Holy Ydoran Empire)

Vagrant Story then occurs a bit of time past FFT, it's never stated how long, but it must be before Alazlam's time who gives the intro. As Ramza and friend's were dead and gone.

FFTA was believed toi be the last in the timeline, with the only reminder of Ivalice being St. Ivalice. And Ivalice being a false world, created through such, as of now we don't know where FFTA 2 fits into the timeline.

You know I never knew they released an official timeline, but this has always been my theory, because of the statement about Ivalice once having a Golden Age, it's cool to find out I've been right all this time ^^
102
Old Project Ideas /
December 15, 2008, 02:05:07 pm
S'ok Shade, hey did anyone have a chance to try out my patch as of last night? I'm curious as to whether or not anyone thinks it has problems or needs improvement, I mean, I'm sure it does, but I don't know exactly where to improve yet.

||Edit|| I'm actually doing the prime chunk of testing.
103
Old Project Ideas /
December 15, 2008, 01:30:12 am
Okay I have the TacTEXT editor now, but for some reason it can't patch my ISO, so I've got a text file that fits within the limits and everything, but I can't seem to get it to patch, any advice?
104
Old Project Ideas /
December 15, 2008, 12:56:31 am
Quote from: "Lydyn"You have to use empty skill set. there is alot of them but they don't have names.
So you might have rename some of them.

How exactly do I go about changing the names, I can't seem to find the TacTEXT editor here on the site
105
Old Project Ideas /
December 14, 2008, 10:21:13 pm
Quote from: "Lydyn"
Quote from: "Zuka"Archers Lose Charge and Gain Snipe with charge +1-+5

You can't mix the Charge, Item, Jump, Throw Out, Geomancry, or Draw Out skills with other skills within the same skillset.

Does it Glitch or something?
106
Old Project Ideas /
December 14, 2008, 09:44:42 pm
Quote from: "darthpaul"Make holy explosion hit everyone on the field for mediocre damage.

Everyone? or Enemies only? Right now it's enemies only but I haven't seen it yet, so we'll see about that, but what do you think?
107
Old Project Ideas /
December 14, 2008, 06:34:01 pm
Quote from: "Vanya"Don't really like the names for the Geomancer Knight. I suggest something bad-ass sounding like Gaia's Wrath. ^_^

We'll consider that a write-in vote ^^
108
Old Project Ideas /
December 14, 2008, 03:59:39 pm
thank you very much for those tips Lydyn, I'm making a bunch of mods today and doing some playtesting tonight and should have a post of some listed mods up by the morning, hopefully, I'm ading some white magic to a few of the Story characters too, Like Agrias for example (Holy knight Screams it to me) And hopefully that'll help them retain their usefulness, I was also planning on distributing the Limit swordskills among classes, I mean, it'l make it tough on cloud, but I can make up for that i think by giving him scream, and leaving his stronger abilities to him alone. I mean, right now I'm just using you all as a sounding board, getting some great ideas and play-testing it solo, but I'm hoping that in the next few days I'll have a good demo up that i can post for others to play-test
109
Old Project Ideas /
December 14, 2008, 02:42:38 pm
it does seem fun, Any New swordskills you can think of? I'm actually going to start editing the main post with updates, so if you guys have any other Ideas (gonna test the holy explosion) let me know, and if anyone wants to test it with me I'll have the demo together shortly.

I'm thinking of turning Rafa and Malak's skillset into swordskills for other classes, and I'm not really sure what to do with Rafa and Malak, any suggestions?
110
PSX FFT Hacking /
December 14, 2008, 01:36:32 pm
can't you also go in and edit the equipment types to all three? I mean, I'm new to this modding business but I seem to recall having the ability to determine that an Item is equipable in multiple places
111
Old Project Ideas /
December 14, 2008, 01:26:25 pm
Dark Knight - Kage (Japanese for Shadow)
Necromancer - Lux (one of my wife's favorite character names in D&D)

PS. Darthpaul... cool new avatar
112
Old Project Ideas / FF Tactics, Swordskills edition.
December 14, 2008, 12:50:50 pm
This is Tactics, The Swordskills Edition, The Idea is to make swordskills more accessible and prevalent throughout the game, With this comes the complication of balancing out mosters to character strengths and balancing out classes to better deal with the massive ammount of swordskils. Any suggestions for new swordskills or mods on old abilties to better function in a world of ranged power are GREATLY appreciated.

I'll be needing 2 Beta testers, and if anyone is fluent with modding  story sequences, I could really use another programmer on the project. Feel free to e-mail me though I don't check my mail sometimes for days on end, lol.

Edit: Current Mods[/u]
All Characters can equip hair adornments and perfumes (that always bugged me)
All Monsters have increased stats
All Rare items are no longer rare, and are re-leveled

Lancer Changed it's name to Dragoon
Skillset Changed to Dragon
Added
Triple Bracelet - JP Cost 400
Triple Thunder - JP Cost 600
Triple Flame - JP Cost 600
Dark Whisper - JP Cost 900
Equip Spear
Dragon Spirit
Ignore Height
Move+3
Jump+3
Two Hands
Removed
Counter Tackle
Monster Skill
Equip Axe
Defend
Gained JP up
and Move+1

Dragoner
Skillset Has Been changed to Breath, to which All dragoner abilties have been added.

Monk[/u]
Can Wear Hats and Robes now. +1 Movement up to 4 from 3
Wave Fist: JP cost down from 300 to 150
to make up for swordskills being so cheap.
Y value Increased from 2 - 4, Lost Vertical Tolerance
Earth Slash: JP cost down from 600 to 300 JP
Repeating Fist: Gained Random Hits + Random Fire, lost vertical tolerance, Formula changed to 1E

Dmg_((MA+Y)*MA/2)#Hit(Rdm{1..X}) Y=5 X=5
Secret Fist to be renamed (Suggestions?) Range increased to 3,
Formula changed to 33 Hit_(PA+X%) X=85
Status Formula changed to All or nothing (Darkness, Silence, Poison, Or Death sentence)
Stigma Magic: Range increased to 3, AOE decreased to a single target Formula Unchanged, However, X
value was reduced from 120 to 75
Chakra: Gains Range 3, AOE reduced to a single target
Revive: Gains Range 3 Formula Unchanged, X value unchanged at 70, and Y value decreased from 20

to 10, Vertical Tolerance Removed

Wizard[/u]
Increased MP growth and Multiplier
Innate Short Charge
Added to Skillset:
Short Charge


Time Mage[/u]
Innate Short Charge
Added To Skillset:
Melt
Tornado
Quake
(support)Non-Charge, Lost Short-Charge
(movement)Teleport 2

Knight:[/u]
Equipment Break Skills now have Range 3 and require Sword.
Using the Mighty Sword Effects
Ability Break Skills (magic, power, etc) Now have a range 3, AOE 1 and mp cost 5, using the Magic Ruin,
Power Ruin, etc effects. Accuracy for Stat Breaks greatly increased. Equipment Breaks Changed to
Mighty Sword Formulas.
MP multiplier increased from 80 to 100

Geomancer: Gets a name change (Poll runs for 2 weeks)[/u][/i]
Skillset Replaced With Elemental Swordskills (Heaven and Hell Knight Skills, redone)
Can equip Knight Swords, and loses axes, also gains armor and helmets.
They Have Innate Any Ground
MP multiplier boosted from 95 to 110
Requires Knight lvl4 and Squire lvl4 Wizard lvl2

Other Changes to Skillset
Added:
Silent Walk
Move MP-UP
MP Switch
Equip Sword

Lost:
Equip Axe
Counter Flood (No longer has Geomancy)

Heaven and Hell Knight Skill Changes - Now Geomancer Skillset
All Formula's Changed to 2D,
All Require Sword,
None Are Random Firing,
None Animate on Miss
All Have CT 0
None can Hit Caster
     -Tier 1 All Have AOE Single target
Heaven Thunder - Y=1 Lightning Elemental
Asura - Y=2 Fire Elemental
Diamond Sword - Y=3 Wind Elemental
Hydragon Pit - Y=4 Water Elemental
Space Storage - Y=0 Ice Elemental Inflicts Random (Dark, Confusion, Silence, Frog, Poison, Slow, and Sleep)
Sky Demon - Y=5 Earth Elemental
     -Tier 2 All Have Aoe 1
Heaven Bolt Back - Y=1 Lightning Elemental
Asura Back - Y=2 Fire Elemental
Diamond Sword Back - Y=3 Wind Elemental
Hydragon Pit Back - Y=4 Water Elemental
Space Storage Back - Y=0 Ice Elemental Inflicts Random (Dark, Confusion, Silence, Frog, Poison, Slow, and Sleep)
Sky Demon Back - Y=5 Earth Elemental

Changes To Holy Sword Skills:[/u]
Stasis Sword:[/u]
Range Increased from 2 to 3
Formula 2D with Y equal to 3
Split Punch[/u]
Range Increased from 3 to 4
Formula 2D with Y equal to 4
Crush Punch:[/u]
Range Increased from 3 to 4 Vertical Decreased from 1-0
Formula 2D with Y equal to 3
Vertical Tolerance Removed
Lightning Stab:[/u]
Range Increased from 3 to 4 Vertical Increased from 1-2
Formula 2D with Y equal to 6
Holy Explosion[/u]
AOE 255 (enemies only) Vert: 255
Range target's self only
Formula Formula 32 Dmg_(Rdm(1..X)*(PA*3+Y)) NS  (X=25/Y=0)

Changes To Limit Skills:[/u]
ALL Limit Skills are now CT 0
Braver:[/u]
Jp cost down to 100 from 150
Range Increased from 2 to 3
Formula 2D with Y equal to 2
Cross Slash:[/u]
AOE 1 Vert 0
Range Increased from 2 to 3
Formula 2D with Y equal to 4
Blade Beam:[/u]
Range Increased from 2 to 3
Formula 30 AbsHP_(PA*WP) NS
Climhazzard[/u]
Range Increased from 3 to 4
Formula unchanged
Meteorain:[/u]
AOE 2(unchanged)
Range Increased from 3 to 4
Formula Formula 1E Dmg_((MA+Y)*MA/2)#Hit(Rdm{1..X}) Y=20 X=5
Effect Changed to Choco Meteor
Finish Touch[/u]
AOE reduced to single target
Range Increased from 4 to 6
Formula unchanged
Statuses unchanged
Omnislash:[/u]
AOE 2 (unchanged)
Range Increased from 3 to 5
Formula 32 Dmg_(Rdm(1..X)*(PA*3+Y)) NS (X=150/Y=5)
Cherry Blossom:[/u]
AOE 2 (Unchanged)
Range Increased from 3 to 6
Formula 42 Dmg_(PA*Y) DmgCas_(PA*Y/X) NS  (Y=60 X=45)

Ramza Squire Changes:
Skillset:
Accumulate
Braver
Cross Slash
Blade Beam
Climhazard - Chapter 2
Meteorain - Chapter 2
Finishing Touch - Chapter 4
Omnislash - Chapter 4
Cherry Blossom
Heal Gains Range 3
Wish Gains Range 3, and JP cost 100
Scream Gains Range 3 Brave increase reduced to 0
Ultima (still have to be hit with it)
Gained Equip Sword, Lost Equip Axe.

Squire Skillset Changes (Basic Skill)[/u]
Added Stasis Sword
Added Split Punch
Gained Equip Sword, Lost Equip Axe.

Archers Lose Charge and Gain Snipe with Heal, Yell, Cheer Up, Wish, and Scream.
Engineers Gain Thief Skills in Snipe to make up for the difference, Gain use of Crossbows, and Bows

Mediator Most skills have become more accurate.
Vertical Tolerances removed.
Thief Most skills have become more accurate.
Vertical Tolerances Removed.
Priest MP multiplier increased from 120 - 150
Innate Short Charge added, and Faith added to skillset.

Agrias HP/MP/HPmultiplier/MPmultiplier/PA multiplier increased
Skillset Changes
Added
Cure
Cure2
Raise
Regen
Protect
Shell
Esuna
Equip Sword
Maintenance
Lost
Equip Axe
Defend

Mighty Sword Skillset Changes
Added
Shield Break,
Night Sword,
Dark Sword,
Stasis Sword,
Scream,
and Equip Sword
Lost
Eqip Axe

All Swordskill Skillset Changes
Added
Heal
Wish
Scream
Gather Power
and Equip sword
Lost
Equip Axe

Monster Over-hauls[/u] - Still Working on getting the monsters to actually equip their newly

useable equipments
All Monsters have increased stats

Chocobo Gains Choco - Ball

Goblins - All Gain Wave Fist (Gobledeguk loses Goblin Punch)
All gain use of Knife, Ninja Blade, Sword, Axe, Gun, Crossbow, and Bow Weapon Types.
(Black Goblin Gains Katana, Gobledeguk Gains Katana, and Flail.
All Gain use of Shield, Helmet, Hat, Armor, and Clothing Armor Types.
All Gain Use of Shoes, Armguard, Ring, and Armlet Accessory types.

Squids Pisco Demons Get Witch Hunt and Wiznaibus
All Gain Use of Rod, Hair Adornment, Robe, Ring, and Cloak
Squidlarkin Gains Use of Armguards
Mindflayer Gains use of Books, and Perfumes

Skeletons All Gain Stasis Sword
All Gain Use of - Sword, Knight Sword, Katana, and Polearm Class Weapons
Bone Snatch Gains Ninja Blade, Living Bone Gains Guns
All Gain Use of Shield, Helmet, and Armor class armors
All Gain Use of Shoes, Armguard, ring, armlet and Cloak class Accessories
Living Bone gains use of Hair Adornments

Minotaurs
All Gain Knight Swords, and Axes
Sacred Gains Polearm.

ALL of these changes are still up for discussion, if anyone thinks they are not a good idea it would be nice to know and to know why, the balance of this mod is VERY important to me[/u][/i]

And if someone could tell me how to re-name abilities and classes, that would be awesome.

The Issue at the moment seems to be that Geomancer's and Lancer's automatically have a surprising ammount of their skillset once actually in-battle, though while in the menu screen they may only have one or two abilities, but hopefully, it's just something I did in testing and I can figure the glitch out of it, otherwise this project might end up dead in the water. I hope not... let's see
113
Old Project Ideas /
December 12, 2008, 10:18:28 am
Quote from: "The Damned"
Quote from: "Zuka"there you go, Skip has a brilliant idea there, perhaps equipping... I don't know, I think damage split would be cool, then again, it probably wouldn't be as suiting as auto-potion, or HP restore, or maybe even Vanish... yeah Vanish is a lot cooler... OO or you could use MA or A save, or even Speed save would be cooo

I'm going to have to disagree with all of those, especially "Vanish"/Sunken State because that one is especially ill-fitting. HP Restore and Damage Split are fitting but over powered. All the Save Reactions and Auto Potion are also ill-fitting IMO; it's hard to chug a potion when both your hands are full of bulky shields.

Personally, if Skip's suggestion is taken, then I would say that the class would probably benefit the most from Innate Arrow Guard given the description. They seem like the type of class to get picked off by an Archer, especially one with Concentrate and a Longbow.

Of course, this is all assuming that darthpaul takes Zozma's suggestion.
Continuing to Muse, weapon guard would be cool if you did end up changing a weapon to a shield and stripping it's PA.

You could also make a category of weapons with high evasion and very low PA so as to stick with the never really attacking, by making it sort of a waste of a move to attack (Something like a Nagra-rock, hold the frog status)

Were you thinking of making this sort of a Magic Heavy class? I mean the Idea strikes me as someone who would probably use a little white magic, just a dash of time magic, and maybe even a couple non-magical support skills, I mean, really it seems to scream support class to me, and i would give them Cure 1+2, Protect, Shell and Raise (maaaaaybe Esuna) Then Haste (probably not quick but I like quick) Slow, maybe don't move, Then for non-magical I would use Heal, or Stigma Magic, and either Wish or Chakra, if he's going to have tons of HP then I'd use Wish, though I think it would also be interesting to give him an MP restorer that cannot target him, but only one of 4 adjacent allies, I'm not sure if you can do it with the built in formulas but it would be cool to make a sort of "MP Wish" I don't know, just some of my ideas...
114
Symbols of Rage /
December 11, 2008, 11:44:35 am
I thik it's a good idea to boost the ammount of soul a character has, I would work soul like Wound points from the D20 version of Star wars, they're almost like extra HP, For example, instead of soul being one full charge of HP, you could say that when HP runs low, one soul will restore you to 25% or something, and from there you could run with it. The trick I think is coming up with a way for characters to be killed quickly, cause yeah otherwise battles will take forever, I think if perhaps you're HP was reduced to 0 you should get a counter representing your remaining soul, one that drops each round just like your normal countdown, the trick woudl be for players to hit critical, but never die, like when you hit 10% of your max HP your Soul triggers, it spends a charge and you regain 25% health, however if you skip past the 10% mark all-together and wind up dead, than you have a boosted 5 round counter (assuming you haven't spent any soul to heal with) before you're permanently gone... then again, so does your enemy...
115
Old Project Ideas /
December 11, 2008, 11:34:20 am
there you go, Skip has a brilliant idea there, perhaps equipping... I don't know, I think damage split would be cool, then again, it probably wouldn't be as suiting as auto-potion, or HP restore, or maybe even Vanish... yeah Vanish is a lot cooler... OO or you could use MA or A save, or even Speed save would be cooo
116
Spriting /
December 11, 2008, 11:23:24 am
that's too bad, it's an awesome game once you really get into it, I'm betting you're stuck right after kirlsa, in the mines
117
Old Project Ideas /
December 10, 2008, 12:24:16 pm
only one issue here, Ashley Riot is not an FF character, Vagrant story is close, but I've never heard of "Final Fantasy: Vagrant Story" so I don't know why everyone keeps making the comparison, I didn't even find the two games all that similar...
118
Old Project Ideas /
December 10, 2008, 12:05:31 pm
well what is the max dex bonus allowed by each shield, and what should we expect the average dex of the class to be, I mean, I don't wanna equip a shield that's going to void my dex to AC, lol

I think it's a great idea, and i would give them basic white magic, basic time magic, and potentially some monk skills like chakra or revive, I mean, it strikes me as an almost strictly support, and I'm sure that's the intention, but I think it'd be cool to have innate non-charg or short charge and a list of beneficial spells that I mean, you could use on the enemy, but probably wouldn't want to.

I have to agree though in the department of certain counter attacking abilities you are very likely to find some glitching, unless you could somehow prevent the class from even equipping them, but I'm not sure how one would go about doing that.
119
Symbols of Rage / Re: Undead!
December 10, 2008, 11:54:05 am
Quote from: "Dormin Jake"
Quote from: "Skip Sandwich"Self Destruct: as normal, but adds Sleep
"H-Holy crap!  I just got blown up!  W-Where are my legs?  I-I-...zzzZZZZzz"

That makes sense.  :shock:   Well - yeah, I guess they could pass out from the trauma of getting blown up like that, or the dramatic blood loss.  Confusion + Darkness could be a cool alternative too, as with all the smoke and ringing in the ears it might be difficult to tell friend from foe on the battlefield.

Love love love the idea of using the Bomb family to represent different elementals.  The game could use some traditional Elemental-type enemies.

Maybe add death sentence? Possibly add death? I mean, the shock of being blown up could potentially kill someone faster than the actual damage of the explosion (Instant Death status)... Or for that matter could burn them so severely that internal organs WILL shut down (Death Sentence). I mean, that's what deep tissue burns do in real life after-all...
120
Symbols of Rage /
December 10, 2008, 11:50:23 am
I think Vanya makes some good points, though I'm not sure about bringing someone back from a crystal, I like the fact that if someone dies they die, no coming back, I don't think it's a bad idea at all to make a soul equal your entire HP, I usually end up disappointed cause killing my opponents is too easy, it might be nice to have to kill them 3 times before they die...