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Messages - Zaen

301
Completed Mods /
October 30, 2009, 06:58:46 pm
Quote from: "Skip Sandwich"I don't think Geomancer has to be changed that much, just make sure that all the starting spaces for battle position represent the predominant terrain type. Then it'll work like the geomancer from FF3, or like Mog from FF6

That.
302
Completed Mods /
October 29, 2009, 08:33:34 pm
You could fix that by putting all skills for chemist really high. Like 2500 JP each.
303
Completed Mods /
October 28, 2009, 11:00:20 pm
I turned it into a druid-like class. I gave it Bio 1-3, all having poison for the effect. I compiled the multiple other bios into 1 for each tier with all the statuses. Then I put in Parasite, an altered Grand Cross (Earth elemental, slow, poison, blind randomly, while doing moderate damage), and Midgar Zolom. I then inserted Melt, Quake, and Tornado, which I also individualized. So Melt did the highest damage, staying the same. Tornado had long range, infinite Vert, and slightly lower damage, while Quake was the weakest of the 3, having large AoE and 4 vert. I also gave a heal around the caster ability like what the trees have.

Druid can equip Poles, Spears, Helmets, Hats, Robes. I also gave it high PA, and 115 MA mult with 40 for growth. It comes with slightly less HP than an Archer, due to growths, has average Speed, and high MP to compensate the ability costs. So 130 Multiplier, 7 growth.

I've been tweaking this for quite a while, to explain how well thought out it is.
304
Old Project Ideas /
October 28, 2009, 03:52:21 pm
Yep, long ago.
305
Completed Mods /
October 28, 2009, 03:51:16 pm
So.. you had potions, but it doesn't use them? Maybe it's because you changed the chemist skillset.

Also, Question. Since you put in the Medic, what use is the chemist slot for? You could possibly make an introductory mage, or something. Like a Cure, a non-elemental Fire/Ice/Bolt 1? It makes more sense for a beginning magic class than a chemist. Although, if you want it to be used, like squire isn't, it should have some perks to it. I dunno, just spewing out ideas. :P
306
Completed Mods /
October 27, 2009, 11:52:05 pm
Busy week. I've been gone all day the last 2 days.

I could fix the animations for the medic abilities. I just need to know what slots they're in.
This sounds good, the progress is rather impressive, I have to say. As for the Mediator not changing names... did you use Quick Edit in TacText? That covers all areas, so you don't miss any.
307
Completed Mods /
October 25, 2009, 10:07:23 pm
Always issues.. dang. Invitation... You could give it to squire, and call it Tame. Make all classes immune to it, so you can only invite monsters. That might work.
308
Completed Mods /
October 25, 2009, 07:38:48 pm
Good idea. I usually edit the Summon Angel/Demon ones, as well as every slot below Parasite EXCEPT the last blank one which contains attack. I think changing that could fix all your problems.
309
Completed Mods /
October 25, 2009, 05:15:59 pm
I dunno if Death Sentence should be curable. It's more of something that can be prevented, but not cured. I like it otherwise. I assume a higher Y value for Hero Drink, right? Looks great, very medic-like.
Instead of Pick Me Up, how about CPR? That is more of a revival term.
310
FFT: ASM'd /
October 25, 2009, 03:16:39 pm
Oh.. right. Elixer. Farming.. bleh.

On the fury concept, unarmed Ramza in Mandalia with that 80 Fury is St. Ajoraly, so yeah. Lots of balancing issues with it. Monks become uber, as do Knight Swords and Katanas.
311
Completed Mods /
October 25, 2009, 03:07:14 pm
It's not hard coded. You just set Action Menu to Default, and use the unused slots for the item abilities.

Also, I understand that Arc doesn't go through walls, but it can bypass most obstacles by height. It's not a permanent fix, but it's so that walls can't screw everyone over. Monks are a problem either way, so I have no clue.
312
Completed Mods /
October 25, 2009, 12:09:53 am
Instead of just doubling % for HP, why not do something like 130% or something? Maybe 150% at most. That won't make stuff unnecessarily long, but it'll keep it decent in time.

But yeah, I can't wait to try this when I have more time. I'm probably gotta get to it when more is updated. As for the item dilemma, Couldn't you make at least the items into abilities? There's around 14 unused spots I usually put extra abilities into. You could just make them into spells for the chemist so they instantly cast it upon others, making them free with silence not affecting them? This would still allow for auto potion, as you could just stock on the highest available potion, but it takes away item limits. Temp work around, possibly.

EDIT: As for the attack issue.. I have an idea. Just give every weapon arc and 255 range? You don't need an ASM for unlimited range.
Like I said for the items, just a temporary work around until the ASM for going through walls happens.
313
FFT: ASM'd /
October 24, 2009, 11:39:27 am
Auto Potion is just too broken for a balancing patch. It's hard to make it balanced without making Item useless.
314
FFT: ASM'd /
October 23, 2009, 09:26:52 pm
Or... eliminate Auto Potion. That forces more strategic reactions...
315
Completed Mods /
October 23, 2009, 09:23:34 pm
I say rebalance the magic system so that the damage and MP aren't broken, and then just give the stuff no charge time. Also, lining them up isn't the best idea, as that takes away all the strategy left from magic hitting everything on an equal height, as I saw for some abilities.

Plus, you could make magic slightly stronger than physical attacks. This balances out because magic costs MP, and if you make it costly enough, it's used in moderation instead of all the time. So either you make MA slightly higher, or magic's Y or whatever value slightly higher, it could work.

Or.. you could give small charge times for the higher magic, like 2, 3, or 4.
316
Mercenaries Spriting Forum /
October 22, 2009, 11:52:26 pm
15, with a slight alteration of that belt/belly/bellybutton/whatever it is.
317
FFT: ASM'd /
October 21, 2009, 08:18:51 pm
Quote from: "philsov"I... uh... yes.

can't believe I missed that part...

EPIC FAIL!

But really... I like where this patch is going. The ASMs are pretty standard of any of my patch attempts, and everything else in here, such as perfumes and ribbons being set for males.. That's a great idea. Change the name from Perfume to Cologne though, for sure. Because women can wear cologne too?


Off topic:

Wiegraf: Draw your sword!

Ramza: *Mime*
318
Mercenaries Spriting Forum /
October 16, 2009, 07:43:25 pm
The open mouths just isn't characteristic of FFT. It's more about the eyes and eyebrows, for anything.
319
FFT Remix /
October 02, 2009, 11:38:01 pm
I think the thing you need to configure is the AI settings.. since that's how the AI uses said spells. If it knows not to target Allies, and has the right HP/MP, etc boxes checked, it should function correctly.
320
Mercenaries /
September 28, 2009, 04:36:27 pm
You could make them into magic that could add dual/tri status effects. Like poison + slow, or positive like shell + float, and crazier, float + slow + regen. I don't know. They can be either more costly than singular statuses and slightly slower, or slightly faster with lower success rate. Thus, if you want to use these on monsters, which I assume will be used quite often, then you have a support allowing this.

Just a thought.