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June 16, 2025, 11:37:28 pm

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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 - Arkatros

1
Quote from: Jumza on June 03, 2015, 01:47:05 pm
If it really doesn't change anything then it seems like it isn't working much. What animation do you want your character to do?


It's the negotiate animation that i want him to NOT be casting. Same thing for quick.
2
Quote from: Jumza on June 03, 2015, 12:48:17 am
1) In the animations tab, find a skill that you would like to have a similar kind of casting animation to and copy the numbers on the right to your edited skill (if you want a regular cast, copy something fire or cure, if you want something like a talk skill, copy a talk skill, etc).

2) I can't really answer this one. Sorry!


For the 1)... i did exactly that and it doesn't work at all. I can copy anything but he just still cast everytime...
3
Hi to all of you.

I still need your help with some issues that i have with FFTPatcher. I have 2 questions for this thread.

1) In the animation section, i would like to know how to stop the ''casting'' animation and only see the skill animation. For example, i used the Negotiate animation for a talking custom skill, and it is ''Casting'' before the animation starts. Is it because i used a formula using MA?

2) I want to had a %CRIT stats to my weapons (I know i already asked about this but this question is more precise) and i want to know if i can use this slot (look at the attached file) to edit it. I haven't started editing ASM myself so if someone want to create this or has alreayd created this or know how to create this and could just tell me, it would be fine. I know there is 2 ''Unkown'' slot in the upper right, but i have already used them for something else.

Thank you in advance for your help, you wonderful people!!!
4
Quote from: Xifanie on May 26, 2015, 02:38:44 pm
1) I'm sure it's possible, just not sure how hard that would be. I have messed with innate skillsets before, but it broke things. Also you might want to use a special skillset for items just to have all the skills auto-learned in battle, while still being able to use Chemist for any new job you might think of.

2) I haven't heard of anyone doing so, but I do know there are 2 free weapon bytes, which could make each weapon have their own crit rate... actually, FFMaster might've done it for Arena?

3) http://ffhacktics.com/smf/index.php?topic=10108.msg194219#msg194219


Wow, first thing, your patch is so amazing! Exactly what i was looking for! I'll make good use of it. I had the idea to reboot the poaching utility by creating a few items only attainable by the secret hunt + item synthesis combo (not even steal). I will delete every consumable items to create slot for my recipes items and do something else for my Squire/chemist problem.

Last thing is, i am still stuck with this CRIT problem, since i am kind of new and learning, i don't really know how to do anything with those 2 free weapon bytes you are talking about. And could you please tell me how to patch your patch? I opened it and understood immediatly how to use it for programming my items. I also got the idea that the xml file is the thing that i want to patch somewhere. Can you tell me where please?

Thank you for your wonderful answers and time, i had not expected such a quick and good answer.
:)
5
Hi, i am new to the forum. This is in fact my first post ever. I started my own project, re-creating ALL jobs in the game and i have a few questions about what is possible or not to do. My question is more like: I want to do XYZ and i want to know if someone did it already, if it's possible, etc. So, here's my few ideas:

1- I have merged Squire and chemist into a single, basic job for all and i want to know how i can put the item command as an innate skill-set (with his primary skillset) to a job. That means that i want this unit to have his ''squire'' skillset as his primary skillset, to have the item command has an innate skillset AND so he can have a secondary, other skillset.

2-I want to know if it's possible to create a %CRIT stats in the game. For example, having a class wich is best at criting and equiping items that augment the %CRIT.

3- I want to know if it's possible to create another shop (Blacksmith) wich would be a shop that require you to have certain item in stock to be able to purchase an item there. Item create from recipes. Exemple: Chocobo feather X3 = Chocobo Cape.

I think it will be all for now, i don't know if these ideas are possible but if yes, please someone guide me. If i have posted this at the wrong place in the forum, please tell me where to post it and i'll move it there. Thank you!