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NEW CLASSES!?

Started by trickstardude7, March 27, 2008, 03:50:49 pm

Lydyn

April 08, 2008, 08:05:25 pm #40 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Not sure if some of that's possible - especially raising the already undead. Mostly because I'm pretty sure you can't stop the unnate status of undead ... thus, requiring you to probably rework a lot of the code or something. Kind of neat though, the idea in general. ^_^ I like the raising the dead as undead, lol  ... especially the vampire.

NeedsMoreNoise

April 08, 2008, 08:10:45 pm #41 Last Edit: December 31, 1969, 07:00:00 pm by NeedsMoreNoise
Quote from: "Lydyn"Not sure if some of that's possible - especially raising the already undead. Mostly because I'm pretty sure you can't stop the unnate status of undead ... thus, requiring you to probably rework a lot of the code or something. Kind of neat though, the idea in general. ^_^ I like the raising the dead as undead, lol  ... especially the vampire.
It's extremely possible, I think. When using the FFTPatcher to make the new Spawn spells, make sure to uncheck the "Undead Reverse" box.

Lydyn

April 08, 2008, 08:16:26 pm #42 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Oooohhhh... awesome. :D

NeedsMoreNoise

April 08, 2008, 08:18:18 pm #43 Last Edit: December 31, 1969, 07:00:00 pm by NeedsMoreNoise
Quote from: "Lydyn"Oooohhhh... awesome. :D
I know; Melon's the man. xd

Xifanie

April 08, 2008, 09:25:09 pm #44 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
...

I'm the one who discovered that, don't make unbiased presumptions.
  • Modding version: PSX
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Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Lydyn

April 08, 2008, 09:26:15 pm #45 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Well ... then Zodiac's the man! Whoo!

NeedsMoreNoise

April 08, 2008, 10:15:15 pm #46 Last Edit: December 31, 1969, 07:00:00 pm by NeedsMoreNoise
Quote from: "Zodiac"...

I'm the one who discovered that, don't make unbiased presumptions.
Well you can be the man, too; don't take offense that I've never looked into who made what, haha.

NeedsMoreNoise

April 09, 2008, 02:28:40 am #47 Last Edit: April 09, 2008, 04:37:36 pm by NeedsMoreNoise
Berserker ideas (an expansion of older conversations):

  • Job name: Berserker
  • Skill set name: Tribal Art
  • Stats:
    ........
    HPG..HPM..MPG..MPM..SpG...SpM...PAG..PAM...MAG..MAM..Mov..Jum..CEv
     10  130   13   50   100   110   50   123   50   65    4    3   15
  • Able to equip Axes, Flails, Hats, Clothes, Bracelets, Cloaks, Shoes.
  • Intrinsics: Poison immune
  • Skills:
    • Rage: Casts Berserk, Haste, Regen; lowers Weapon Defense. (Range 0, Effect 0) (If anyone's figured out a way to decrease accuracy, let me know.)
    • Wave Around
    • Battle Cry: Lowers Brave of enemies. (Range 0, Effect 2, Vertical 3)
    • Mighty Blow: Instant critical hit, low chance of hitting.
    • Sacrifice: Exactly like Self Destruct, minus oil.
    • Scream, maybe.
  • Zozma already has the male sprite, too.
However, this might not be the 'Berserker' archetype people might be referring to. If that's the case, I'd assume it'd be proper to have huge HP, physical, and speed growths, with an innate: Berserk.

Vanya

April 09, 2008, 07:55:35 am #48 Last Edit: May 27, 2008, 11:36:46 pm by Vanya
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.
  • Modding version: Other/Unknown
¯\(°_0)/¯

onionknight

May 07, 2008, 05:55:54 pm #49 Last Edit: December 31, 1969, 07:00:00 pm by onionknight
can someone elaborate on the raising spawn thing :O

i thought of making a necronmancer a while back but couldn't figure out how to get them to come back to life while adding the undead/charm status.

Oh and i'm pretty sure regen doesn't act as poison to an undead unit.  I tried it before and it kept healing them for some reason.

Lydyn

May 07, 2008, 06:08:12 pm #50 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Raising spawn isn't possible as far as I know, since you can't cancel status (dead in this base) and add status (undead & charm in this case). You can only do one or the other, but not both.

onionknight

May 07, 2008, 06:14:28 pm #51 Last Edit: December 31, 1969, 07:00:00 pm by onionknight
oh i thought you guys were talking about it like it was possible :\

yeah thats the problem i ran into when i tried to do that.

Lydyn

May 07, 2008, 06:22:36 pm #52 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Well, they were ... I wasn't. :P It did sound possible, until I just now thought about it. Still, the much rather the D&D definition of necromancy as in the controling of life and death through magic.

So in that sense, it's not out of place to give them normal raise, an undead spell, and even death and spells like that.

onionknight

May 07, 2008, 06:28:12 pm #53 Last Edit: December 31, 1969, 07:00:00 pm by onionknight
Yeah but i REALLY like the idea of bringing back the enemies fallen comrades to attack them.

I mean REALLY.

Vanya

May 28, 2008, 11:34:01 am #54 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Quote from: "Zozma"thats probably better actually. is there a formula existing for that? "target must be dead in order to take effect? other than life and phoenix down... hmm

I had an idea for this. If you were to use Raijinili's idea about making the dead status freeze the CT guage, and make treasure and crystal status only stackable on dead status that would effectively do the trick. Transmute spells would then only work on dead units. Also, it would make transmute the only way to get treasures or skill crystals during a battle.

The same concept might be applicable to a "Raise Undead" spell.
  • Modding version: Other/Unknown
¯\(°_0)/¯

VincentCraven

May 28, 2008, 11:43:12 am #55 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Quote from: "NeedsMoreNoise"(If anyone's figured out a way to decrease accuracy, let me know.)

In case it was still needed; just make it also add: Darkness.  That's pretty much the only way to decrease accuracy right now.
I changed jobs and that has made all the difference.

Vanya

May 28, 2008, 03:01:55 pm #56 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Then it could be called 'Blind Rage'? =)
  • Modding version: Other/Unknown
¯\(°_0)/¯

woodenbandman

July 13, 2008, 11:36:53 am #57 Last Edit: December 31, 1969, 07:00:00 pm by woodenbandman
I'm doing some pretty standard stuff for now, just doing a sprite swap and making a class that combines Talk Skill, Ramza's abilities, and the Bard. It also has steal heart.

But I'm intrigued by the alchemist idea, and I want to learn how to make new skills for my upcoming Magnus character(Ogre Battle64, greatest N64 game evar). His title will be gladiator, chapter 2 and 3 it will be Vanguard, and chapter 4 it becomes General.
For chapter 1 he gets Clothes, swords, boots, gauntlets and mantles, which he retains the entire game. Chapters 2 and 3 he'll gain access to katanas, and in chapter 4 he'll get Knight Swords, and lose clothes for Armor. No hats of any sort (but he can have high hp to compensate.

Skillset will include all the 1 spells plus poison for chapter 1, chapters 2 and 3 loses the 1 spells and gets the 2 spells and the 3 spells, along with frog. Chapter 4 loses the spells, gets some swordskills, like split punch, the mighty sword ones (basically only single target ones). RSM will be weapon guard, abandon, Move + 3, Defend. Innately has Magic Defense UP, Half MP (for not having Robes).

Basically a faithful recreation of Magnus from OB64. I want him wearing a mantle at all times, but he also had gauntlets and boots. He'll have to have stats coming out the hat to be good, but I think he'll be fun to use.

As a base I'm using Cloud.

Vanya

August 23, 2008, 07:41:01 am #58 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I need some ideas for a Scholar job. I was working with the Calculator skill set, but that tanked. Anyone have any other ideas they'd like to share?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Kourama

August 23, 2008, 05:38:34 pm #59 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
I would say make Scholar a "Mage" Support job and give it a few of the lower White Mage/Black Mage spells.

Maybe they could be able to give mp to other units and raise ma.

Abilities that can't be done yet:

- lower CT or halve CT time for other mages
- give an MP regen effect or MP poison effect
- increase/decrease elemental resistance for a certain element for an enemy or ally

I can think of more stuff like the above but I know its not possible yet.