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Messages - 3lric

4041
Quote from: MountainDew~ on December 01, 2011, 11:03:58 pm
You can pick between the two, this isn't two separate classes, but more of a...separation of class. Feel free to change them or remove things however you wish. These are just suggestions after all :)

The layout is

Element type
Spell name - MP cost
Spell Description not spell quote
Causes (FFTA Route) or Notes (Apprentice)

Elementalist- FFTA Route - 13 action abilities, 4 R/S/M Abilities.

A person in-tune with nature, allowing manipulation of elements and an enlightened state of mind.

Low Damage (Equivalent to the 1st tier of Black Mage spells), Debuffs, medium-high MP cost, fast cast, and a sub-par melee.

Wields: Knives, Swords, Robes, Light Helmets, Boots. (No equipment on the hands [rings, gauntlets, gloves], freeing the hands for work with Nature)

All spells inflict damage or heal hp at 4 range, NO status-only skills. Single Target Only (with exception of Heavy Rain)


Action Abilities
Wind
Banshee Shriek - 12 MP
"A loud, forceful shriek that can silence a foe with gusts of Wind"
Causes - Silence or Knockback

Fire
Flame Switch- 15 MP
"Absorbs the foe's Fiery passion for battle"
Causes - Slow or Absorbs MP

Earth
Terra Blast - 12 MP
"Uproots and launches a large piece of Earth out from under the foe"
Causes - Addle (?) or Immobilize

Dark
Nyx's Curse - 12 MP
"Impose Horrific aparitions in the opponent's mind"
Causes - Confusion or Chicken


Holy
Consecration - 14 MP
"Blesses one ally, removing all impairments and slowly regenerate grave wounds"
Causes - Regen and Remove debuffs


Water
Heavy Rain  - 12 MP
"Creates a fierce Hurricane over the battlefield"
Causes - Small chance of CT - 0 for ALL units, friend and foe.


Lightning
Static Buildup - 12 MP
"Creates an Electric buildup in an opponent's weapon, rendering it useless"
Causes - Disable

Ice
Absolute Zero - 16 MP
"Freezes the immediate area occupied by a foe, stopping all sense of time"
Causes - Stop

Non-Elemental 1
Mind Blast - 12 MP
"Telekinetically control your opponent"
Causes - Charm

Non-Elemental 2
Telekinetic Transfer - 12 MP
"Support a struggling ally using willpower beyond comparison"
Causes - Medium level heal, utilizes either Shell or Protect, never both.

Fire/Dark
Infernal Sacrifice - 14 MP
"Offer a sacrifice to a hellish demon...No one knows if it will approve..."
Causes - Random Buff or Debuff on an opponent

Holy/Lightning
Shining Strike - 12 MP
"Blast an opponent with divine light and natural lightning"
Causes - Faith or Atheism

Ice/Earth
Congealing Grass - 12 MP
"Cause the earth to emit shards of intense magical cold"
Causes - Sleep or Slow



R/S/M Abilities

MP Shield, Magic Counter

Half MP, M Atk^

No Move Abilities



Elementalist - Apprentice - 17 action abilities, 2 R/S/M Abilities.

A mage-in-training that relies on the strength-of-arms and insticts to keep pace in combat.

Fast Casts, Medium power (equivalent to 2nd tier Black Mage spells), Pure Defensive/Offensive Mage, No support spells, Lower Faith = higher damage

Wields: Flails, Swords, Spears, Light Armor, Robes, No Capes.



Action Abilities

Wind
Wind Crush - 10 MP
"Crushes opponents between two walls of Wind."
Straight Line attack up to 3 spaces, ignores Height

Arcane (Non-Element)
Magicka Infusion - 8 MP
"Strikes a foe with a blade imbued by magicka"
MA Attack that pierces Reflect/Shell (If possible)

Holy
Blast of Light - 10 MP
"Holy light decends judgement in a Small area"
4 square area hit. No vertical tolerance

Non-element
Inexperienced - 6 MP
"A panicked, hurried spell that pushes foes away"
Adjacent multiple targets, Knocks back. Instant Cast. Very weak (Think Rush, but area hit and MA oriented) 2 up/down tolerance

Electric
Spinal Injection - 12 MP
"Causes Electrical jumps along the spinal cord, severely wounding opponents"
Heaviest hitting spell, 3 range, 4 square target, no vertical tolerance.

Water
Liquify - 10 MP
"Spews water forth from the palms in a straight line"
6 space straight line attack, lower damage than wind crush. No vertical tolerance

Fire
Immolation - 6 MP
"Ignite the opponents clothing with one fast, easy spell!"
4 range, 4 square effect, low fire damage. Exactly the same as Fire =(] LAAZZYYY!

Ice
Sphere of Frost - 12 MP
"Emit a slow moving ball of ice, hitting a large area"
Long cast, 4 range, the 2x3 (?) effect. 2 vertical tolerance

Ice
Icy Shard - 8MP
"Impale opponents on blades of ice"
Standard Blizzara spell.

Poison
Swamp Decay - 10 MP
"Inflicts poison in a large area"
Exactly as the spell description, 4 range. 3 vertical tolerance

Non-elemental
First Aid - 6 MP
"Grasps the basic concept of healing magic, regenerating wounds"
Caster-Only Heal and Debuff cure.

Wind
Healing Breeze - 8 MP
"Gentle breezes upon your face reminds one of better, peaceful times."
Generic Cura/CureII spell with a wind element. no vertical tolerance (wind on face lol)

Non-elemental
Arcane Explosion - 10 MP
"Utilising pure magicka, the Elementalist can wound with no elemental influence"
Similar to Flare, but on-par with 2nd tier spells and AoE hit. No vertical Tolerance

Dark
Catacylsm - 8MP
"Show the opponents their ever-inevitable fate"
Inflicts Medium Dark damage. 4 Range, Adjacent to target effect. 2 vert. tolerance

Meditate - 0MP
"Focus your magical power"
Restore some MP, Increase MA +1, LONG Cast. Caster-Only

Fencing - 6 MP
"Practice makes perfect"
Increase PA +1, Caster-Only



R/S/M Abilities
R:Speed Save - Critical HP,+1 Spd (Cowardice forces an apprentice to panick)

S:No Supports

M:Move +1







I like these my only issue is that we have a black mage and red mage already, that and I'm not certain what Durbs has in mind for the Elementalist skillset but there is a good possibility that we will use some of these
4042
Spriting / Re: Monster Sprites converted from other Games
December 01, 2011, 10:46:53 pm
Quote from: CONMAN on December 01, 2011, 10:43:06 pm
Some of these seem pretty sweet and definately viable.  I'm not sure I would use too many these, but Ifrit looks awesome :D!
That sucker is going to have find it's way into my own game! :twisted:  I imagine we will need to make portraits for these guys, but still cool.

All around good job!!!
:more:

:mrgreen: thank you CONMAN, I've asked Kagebunji to gimmie some pointers in making the colors look better, I'm currently working on porting Espers in one of the sidequests in JoT5 we are going to have use for them so i need quite a few. Hopefully once i get better at matching up colors they will be more FFT-ish

And yea i suck at Portraits lol so unless someone is willing to work with me on them them it'll be a while, unless i just convert the Portraits for the Revenant Wings ones, since they don't look to bad, but the disgaea and phantom brave ones are harder to work with

EDIT: I also uploaded a partially done LOL Mario Spritesheet, No one should probably ever use it since it will look really wierd but i just thought it would be funny to do :P
4043
Help! / Re: Help Patching
December 01, 2011, 10:39:40 pm
Quote from: MogGuy on December 01, 2011, 09:30:00 pm
I tried that. My emulator says it "cannot read .cue file"

Then don't load it through the cue file, once the bin/iso is patched successfully you should be able to load the bin/iso into ePSXe without issue.
What emulator are you using?
4044
Spriting / Re: Monster Sprites converted from other Games
December 01, 2011, 09:14:06 pm
Quote from: Pickle Girl Fanboy on December 01, 2011, 08:47:23 pm
http://tsgk.captainn.net/?p=showgame&t=sy&sy=8&ga=316
http://www.houseofwacks.org/ogre/video.html
http://www.houseofwacks.org/ogre/Files/Profiles.zip
http://fantasyanime.com/legacy/ogrebattle.htm
^The last one may not have anything, but I saw stuff at the other links.

d(^^)b Thumbs up PGF I will definitely Check these out, since i had only just started doing this in some of my downtime yesterday i had only been to the one site  :mrgreen:
The only issue i forsee is that they don't have walking frames, but i will what i can do  :mrgreen: :mrgreen:
I also just posted a new one of Ifrit from Revnant Wings, I just need to fix up the colors a bit, but since there are a couple unused ones it shouldn't be extremely difficult

EDIT: Also Posted Ramuh from Revnant Wings now
4045
Quote from: MountainDew~ on December 01, 2011, 08:50:17 pm
Just out of curiosity, are these going to be different sprites/recolours with different skill sets or the same sprite with different skill sets? Like using a green Link for the Ancient Tools, White for the musician and Yellow for the adventurer? Or Cloud's A.Children sprite, FFT sprite, and a new/changed one?

Also, are the materia going to be actual items? You could always make them items, and then require Cloud to equip them to be able to use his skills, like his Materia Blade in Vanilla. I think different equipment for the different classes would be cool too. Like Warrior Link can use Bows/KnightSwords and Heavy armour, the Adventurer can use Swords/Crossbows and Light armours, and the musician can use robes and.... instruments?


We haven't decided yet, Durbs thought it would be a good idea and i tend to agree i just don't know how to go about doing it, tho it would be nice to do that, my thought was because then Dante could have his last one be a devil trigger mode and he would be more demonic looking

Quote from: MountainDew~ on December 01, 2011, 08:57:32 pm
Okay, cool. Just wonderin :) It looks like you guys are doing a fantastic job; keep it up, I'm excited to try this out.

Elementalist- FFTA route?
Low Damage, Debuffs, medium MP cost, fast cast, and a sub-par melee

Wind Slash - 10 MP
"A quick lash of wind to send opponents Flying"
Causes - Float/Knockback(?)

or

Elementalist - Apprentice
Medium MP costs, medium speeds, medium damage, and a decent melee

Wind Crush - 10MP
"Traps a foe between two large blasts of wind, suffocating the foe."
(No Debuff/Effect)

I can come up with a skill set if you decide you'd want to go with either one. It won't be a straight rip from FFTA either lol

Awesome! we are always open to new ideas :)

Quote from: DarkShade on December 01, 2011, 08:44:24 pmHey guys im back plus i got some suggestions for the Generic Units

hope you like my suggestions

Guardian - if he is a holy unit
--------
Smite
Holy Armor
Holy
Energize - heals a small amount of both hp and mp
Magic Ruin
Power Ruin
Speed Ruin
Mind Ruin
Armor Crush - Randomly destroys helm, armor or shield
Tool Crush - Randomly destroys weapon and accessories (name can be change to fit better)
a move that can make units defend

Guardian - if not a holy unit
--------
Magic Ruin
Power Ruin
Speed Ruin
Mind Ruin
Armor Crush - Randomly destroys helm, armor or shield
Tool Crush - Randomly destroys weapon and accessories (name can be change to fit better)
a move that can make units defend
their own version of crush punch


I like these but at the same time we are trying to avoid trying to have to many "Holy Knight/Holy Sword" Type characters not only are they normally pretty gamebreaking they also seem to much alike, so the non Holy unit would probably be better. Lets see what the rest of the team has to say
4046
Awesome job once again Durbs

And the reason i said that Ancient Tools sounded better is becuase most of them are tools rather then skills. The only probably i saw with it is that things like Bombs, Bommerang and Hammers aren't really Ancient. But then again since Ivalice was once thriving with technology and has since lost it, then i guess they would be considered Ancient. But these are just small details and aren't as important as the fact that the moveset themselves are getting done  :mrgreen:
4047
Spriting / Re: Monster Sprites converted from other Games
December 01, 2011, 06:37:24 pm
Quote from: Pickle Girl Fanboy on December 01, 2011, 03:23:20 pm
Ever play any of the Ogre Battle games?

Well I played Ogre Battle on PSX and N64 and I played Tactics ogre on SNES PSX and PSP
But unfortunately there are no sprites for them on Spriters Resource

EDIT: Since I'm running out of space for attachments in the first post i will put Palette Example here.

4048
Quote from: Lucifer_zero on December 01, 2011, 07:59:33 am
1st - Each job need to have relationship with characters universe
2nd - Each job must be unique on some way


They sort of do, take Link's for example, almost every single move he has for all 3 sets are basicly different parts of what he learned (or acquired)  in his years in Ivalice

QuoteThen the original ideia for cloud would be a job with limits, a job with materia and a job using Advent Children Universe.

This is kinda what i was thinking as well as having 3 jobs instead of just 1 makes it alot easier to use one of the ideas Durbs gave for chapters 1's "other" side quest

QuoteAnother ideia i had was a job with limit, one that merge two types of materia, and another that merge the other two types of materia ( the types that i mean are Green, Red, Yellow and purple )
The most common set in this case would be, one job that merge green and red ( a magical class ) and another that uses Yellow and Purple
With Yellow being either this set of Yellow materia:
- steal ( all steals here )
- DeathBlow ( double damage low %hit )
- Throw ( Ball and Shuriken)
- Manipulate ( give charm to one enemy )

Or could be used only one Yellow materia: Enemy skill ( and Cloud becomes a Blue Mage )


For purple materia i was thinking on innates for class + some supports and reaction, like HP+ ( 20% more HP ), Pre-Emptive ( Hamedo ), Speed Plus ( Speed Save ).

Actually, i did think on Cloud having Enemy Skill only just now, and i love Blue Mages... so i would go with along all the way, but i dont think that the purple materias are that good for Cloud, and i still couldn“t think on anything better...


I REALLY like the idea of a Enemy Skill/Blue Mage type skillset. They have always been my favorite. 
-------------


Also when i use the rules for thinking about Dante and Snake, something like this pop in my head

QuoteSnake - a job for spy/stealh skills, second is for martial arts and the third is weaponry.

I was thinking this as well, but Durbs said he has some great ideas for Snake so i would wait until he posts them

QuoteDante - a job for gun skills, another for the swords and itens, lastly the third we have Demons power

I was thinking this as well, but with at the same time implementing the equipment requirements that Eternal thought of, those would be awesome

QuoteThats only ideias that may be usefull ( or not ) for you guys ^^

It's always useful  :mrgreen: the more ideas the better.
4049
Spriting / Monster Sprites converted from other Games
December 01, 2011, 08:36:41 am
These are some sprites I put together using spritesheets for other games found on spriters resource.
Keep in mind I suck at anything spriting and these are very little more then a simple cut and paste job.
Some may be sort of cartoony, but for anyone willing to look past that feel free to use them.
Also I can't guarantee that some may not be glitchy as I have only tested a few of them.
None of these have portraits either, if anyone knows where I can find concepts for these i would be greatful
Anyway, enjoy
4050
Quote from: Lucifer_zero on December 01, 2011, 05:42:36 am
Great ^^ each one of the specials will have more jobs, this will open for more combnations.


Liked most of link ideias, but as as ever, as the annoying guy i am, there some points that i need to comment 2 things:

- Warrior class command, as the way it is, could be called "Ancient Tools" instead of "Ancient Skills", more for the fact that they are more like tools than skills.


Actually.. You are completely right. Lol that will have to be adjusted


Quote
EX-SOLDIER;      Limit Break ( i always missed the "break" on skillset name, its Limit as we know )
Mako warrior;     Master Materia ( some magical skills, like thunder ones and summons )
Advent Children; Fusion Sword ( Skills based on each part of his Fusion sword, a little like Sword spirit from samurai, and would have his ultimate skill OmniSlash version 6 )


I like the Mako warrior, not so sure about Advent Children besides the fact that it is to long and won't fit


4051
The Lounge / Re: Mootheroo Says Hi To You
December 01, 2011, 01:01:02 am
Quote from: Mootheroo on November 30, 2011, 09:58:18 pm
I don't want to start a new thread for what is a very short question, so thought I might as well place it here.

In the original PSX version, there are 12 special characters, including Ramza? Or 12 in addition to Ramza? Because I've seen both 12 and 13 mentioned online.

I am asking because I need to know whether I have 3 or 4 spots left for generics and monsters, before I start the game, so I can plan things out accordingly.

(I know I could find my answer in one of the FAQs but not having finished the game yet, I don't want to spoil myself and read about all the special chars)

I thought the limit was 16? and there is also an ASM hack around here somewhere (Roster Hack IIRC) that makes it 20 i think
4052
The Lounge / Re: Mootheroo Says Hi To You
November 30, 2011, 02:54:27 pm
Welcome to FFH!
And just because don't know about programming or anything like that doesn't mean you can't make a mod :). There are many wonderful tools here to help you achieve this goal
4053
4054
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 29, 2011, 08:15:07 pm
Pokeytax! You are awesome man. I totally get it now! Thanx you very much
4055
4056
Spriting / Re: We need MOAR Monsters
November 29, 2011, 07:22:52 pm
This is looking good CONMAN, can't wait for it to be done. I love monster sprites :D
4058
PSX FFT Hacking / Re: RAD 3: 35 jobs.
November 29, 2011, 08:08:40 am
I'm not quite understanding how to use this so I apologize if my question seems noobish, but this is what I would like to do:

I have 4 characters in my mod that need to start with 1 Job (a different one for each), once the level gets to 5 on that skillset they would unlock a second job and once that job was level 7 they would unlock their third and final job

All other units would remain the same as normal, (besides the fact that their are only 9 generic classes in my mod)

From what i read above it seems like this is definitely possible but after messing with the spreadsheet for a bit i honestly have no idea how to use it. Any help in understanding how to make this work would be greatly appreciated  :mrgreen:
4059
Quote from: Durbs on November 28, 2011, 08:38:52 pm
Yeah, that's a good point. I was thinking more of Link and Snake when I said it.

Yea i had thought that too, since Link has a few palettes, Snake has 5 identical palettes lol but the rest only have the 1 they start with so they would have to be made. Unless we used Old Snake for one of the jobs lol... tho that concept isnt bad at all.. Maybe Devil Trigger could be one of Dantes movesets? Could request a cool sprite to be made for that  :mrgreen:
4060
Quote from: Durbs on November 28, 2011, 08:33:56 pm
I think we need to do some restructuring... :)
And no, they don't have to change. It was just a thought to be original.

It's a good thought actually if we could get new sprites for each but that would take a long time lol, A palette swap may work for some but not for others. Remembers Dante's palette swap? Lol