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June 05, 2024, 08:19:18 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Vanya

3921
Old Project Ideas /
April 09, 2008, 10:11:31 pm
Well, the new palettes are awesome! They both look very different without ever changing a single pixel. Well done!
3922
PSX FFT Hacking /
April 09, 2008, 03:10:20 pm
Go to one of the Jump skills and change it's type (right under chance to learn) and you'll notice what I mean.
3923
Old Project Ideas /
April 09, 2008, 07:55:35 am
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.
3924
Old Project Ideas /
April 09, 2008, 07:41:30 am
Ah, ok! I knew there had to be a little more finesse to that particular check. And... I know I could test, but it was late, my girlfriend was bitching, AND I was being lazy! =D

I hope we find the pose attributes so melon can add them in. They have too great an impact on each skills settings. Or maybe put in a little comment box for us to write notes.
3925
PSX FFT Hacking /
April 09, 2008, 07:30:41 am
The editor allows us to change skills to other types, but doesn't change the specific stats that can be edited in the slot. That might confuse users, but I would presume it has something to do with the way the data is organized.
3926
Old Project Ideas /
April 09, 2008, 12:55:06 am
Well, I know for a fact that check has nothing to do with the character pose used in conjunction with the spell/skill. The pose attributes are not editable at the moment. Thanks for the reply though.
3927
When checked, does it mean that the skill/spell will require a weapon for it to work?
3928
Old Project Ideas /
April 08, 2008, 09:56:51 pm
Have you tried inverting that color scheme and lowering the brightness? It might look better with that way.
3929
Old Project Ideas /
April 08, 2008, 06:08:11 pm
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.
3930
PSX FFT Hacking /
April 08, 2008, 06:05:09 pm
Ah, I see. Thanks! =)
3931
Old Project Ideas /
April 08, 2008, 04:35:36 pm
That sounds logical enough. Now can we use that to our advantage?
3932
Old Project Ideas /
April 08, 2008, 04:33:54 pm
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?
3933
Old Project Ideas /
April 08, 2008, 04:29:32 pm
How about a soft blue?
3934
Old Project Ideas /
April 08, 2008, 10:22:42 am
o.O

OK, that IS weird.
3935
PSX FFT Hacking /
April 08, 2008, 09:23:54 am
Doesn't the 'Stealth' ability allow the transparent unit to move and attack normally?
3936
Old Project Ideas /
April 08, 2008, 09:20:31 am
It's the same with Mime, Onion Knight, etc. There has to be code somewhere that bypasses the normal menu system and forces them to act the ways they do. The only way to make them normal would be to find that code and stop it from affecting their respective classes.
The next thing would be to redirect those effects to activate within a menu instead of AS a menu.
All in all it will take a considerable amount of work just to figure out where the right blocks of code are located. But it would definitely open many new realms of possibility for FFT hacking.
3937
PSX FFT Hacking /
April 08, 2008, 09:06:26 am
But what if I want to use their gfx in another skill slot?
3938
Old Project Ideas /
April 08, 2008, 12:03:24 am
From what I can tell all the monster skills are normal and should function properly as long as the skill set's action menu is set to default.

Also, it sucks about jump/charge/etc as it would be great to augment The Dragoon with new abilities from the later FFs.
3939
Old Project Ideas /
April 07, 2008, 11:01:49 pm
I think something similar is going on in the "Heavenly Chaos" thread in this same section. Maybe there's some info there.
3940
PSX FFT Hacking /
April 07, 2008, 06:24:26 pm
How can the files be edited? For example, what if I wanted to use Wave Around (the 2nd Minotaur skill) but without the lightning? How could I remove that part of the effect?