Quote from: dw6561 on August 30, 2015, 03:28:41 pm
This sounds interesting! It's always good to have a plan before you start things, after all. I particularly like the way you're portraying Delita in a positive light. You could also throw in some conflict about Ovelia if you wanted, and have some old characters show up. What do you need help with? I know how to use FFTPatcher and some rough ASM stuff (haven't really done anything myself yet), but I am completely blind about eventing and spriting. Many basic questions can be answered if you look around for them, and I know I learned quite a lot about the do's and don'ts of FFTPatcher from just hanging around on the PSX hacking section.
I have plans for a hack too but I can't really get the job classes right and have no idea where to begin with their stat multipliers/constants. I don't want to post it until I have at least something to show for it though.
For classes so far, I have some advice and critiquing. Meko looks fantastic. A lot of the abilities already exist in some form and you can just rename them/use them. Keep in mind that there is limited space for new abilities, especially if you still want monsters/generics in the hack, and you can't really use some skill slots (charge/jump/item/elemental/draw out) normally because of hard coding.
And by the CTs you have listed, I'm assuming you mean the speed of the spells listed in game, because they would be way too high to be the actual CT of the spell. The CT is the number of clockticks the spell takes to resolve, and the speed listed in game is 100/CT, meaning:
0 CT - now
1 CT - 100 speed
2 CT - 50 speed
3 CT - 34 speed
4 CT - 25 speed
5 CT - 20 speed
6 CT - 17 speed
7 CT - 15 speed
So that means no 19 speed spell, because the CT will always be an integer. And 5 AOE is quite a lot, I'm not sure if that's what you meant to do. Did you want the elemental sword abilities to be like the sword skills in vanilla? Also, break should probably cost quite a lot more MP or have a low hit percentage unless you plan on having copious ways to cure/prevent petrify. You can probably work out the details later, I just wanted to throw my two cents into it.
Thanks, I do plan on making very few changes Job and Item wise I was thinking of replacing the Mediator, Mathmatic, Dancer and Bard with new jobs but I haven't decided on what I want to do.
My main issue is... well I dunno where to start XD I know very newbish thing But I look at the programs and I'm just like "where do I start?" to which i want to make a few notes and story line ideas and see how it can flow and develop.
I'm glad you like my Idea for Delita, I have had other friends get mad at me saying He was evil and lead Ivalice to ruin, But I want to think that He actually brings Ivalice to a more peaceful age and the people who hated him and tried to ruin his name were former supporters of Larg and Goltanna who joined the Church to spite Delita.
And thank you Meko is one of my versitile characters and I want to put her in the Hack as it would be fun to have a female lead xD.
And yes I do mean the speed of the skill XD, I ment for them to have a few turns to go off and have a few more powerful skills having a longer CT or higher MP use. I like the cleric Class but admittedly Aegis was OP where it gave you almost every buff and with 30 Mp cost and a short CT It was too powerful but this way I wanna make her a powered up white mage but also have Aegis but this time make it more of a late game ability.
Quote from: nyzer on August 31, 2015, 01:06:30 am
Due to the sheer amount of work such a mod would require, I'd suggest aiming for a very, very short storyline, with minimal changes to the base game, if you're coming in as a complete newb to modding. Even if this short storyline is set up in a way that allows you to return to it again later and expand the story into something much greater, it should still be something minimal that comes to a decent close in a decent amount of time for now.
The reason I say this is because Journey of the Five has been in development for years and still only has the first Chapter of four released. Granted, it's a very robust mod, but this is somewhat balanced out by the fact that it's had a team of people working on it instead of just a single person.
One of the things I feel compelled to point out is that you're giving two characters innate Dual Wield in their base jobs. This will make them flatly overpowered compared to every other one of your party members, without exception. Innate DW works on Ninja because of how high-tier of a job it is, the fact that Throw is a stupid skillset, and the fact that Ninjas have a limited set of equipment.
This only gets a hundred times worse if they're an early-game character (and while I'm not sure if that's the intent there, it's a possibility, so just sayin') who appears before you can reasonably expect to have a Ninja.
This is a seriously ambitious project for someone who doesn't have experience with the tools necessary to make the changes they'd like. And the more you change, and the longer you make your game, the more difficult and time-consuming it becomes on an exponential scale.
Indeed they will be very late joining characters (if I keep them I mean) and I may remove the Ninja for another class who knows.
Right now I'm in the planning stages of it and I do want to start with a small hack maybe one chapter and if it grows from there then hey It might be fun to do I still have a few more Ideas and notes to make and my work has gotten busy all of a sudden.
But I will be updating what changes and jobs I do want to make as I can though.