Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by Zeke_Aileron, August 18, 2017, 03:58:48 am
Quote from: Zeke_Aileron on August 22, 2017, 08:13:52 pmi gave Luso a different Job number, in the first mission you do, you have Luso assigned the Soldier Job at default cause his recruited job hex number is 00 and it's story based so you have to change his recruit hex, which i saw under the recruit section of Lennart's spreadsheet.Once i did that, i was then able to give Luso access to all of the Hume's jobs abilities by raising his Custom Job's ability lists Hexes from the Soldier's First Aid ability to the Seer's Magick Frenzy ability to which he could set a second ability set.
Quote from: 4Strings on August 22, 2017, 11:31:01 pmSo basically you forced Luso's starting job to be custom, but the minute you changed his job it was no longer accessible? Did setting the ability Hexes to First Aid through Magick Frenzy mean that the custom job had all the A-abilities? Also, would it be possible to try to replicate the switchable special jobs like Sky Pirate or Heritor's HEX data in order to achieve a custom class? Sorry for all the questions. Just throwing ideas around...
Quote from: 4Strings on August 23, 2017, 01:48:50 pmJust read the updated OP.Looks like you managed to get a custom job working after all! How'd you manage it?
Quote from: Zeke_Aileron on August 23, 2017, 02:15:44 pmI edited one of the default Hume Jobs, and moved all the prerequisites for that job to a locked job that can't be accessed because the required abilities needed to master is the ability set itself which is within that Job. (LOL)So basically i made the Blue Mage job unique to Luso by giving him one Action Ability from the locked away ability set to give him full access to the Job, no other Hume or special job Hume can learn Blue Mage or Illusionist by normal game play means whatsoever.This way i can make that Custom Job for Luso as i please, and i felt Illusionist was kind of boring for the Humes and solely left it exclusive to the Nu Mou's since they have a more Spell varied job set. (If i wanted to, i could make a custom job for Cid as well.)I am currently in the process of transferring everything from the test build onto my Mod slowly since i have to change battle formations that have Blue Mages and Hume Illusionists, and edit ability animations and text descriptions.
Quote from: 4Strings on August 23, 2017, 02:53:25 pmCool! Looking forward to trying it out!Also, I had an idea for a replacement for Blade Bash for the Duelist/Parivir): How about "Earthfall Blade", double earth damage (like Lifethread/Shimmering/etc.) + immobilize (maybe also + disable)? Could use the Earth Veil animation.Oh, and I think there's a typo for the Duelist where Skyfury Blade is labeled as Skyfrost. Wasn't sure if it's on purpose or not.
Quote from: 4Strings on August 23, 2017, 03:04:56 pmMakes total sense! Bummer about the naming though... Earthfall has such a nice ring to it...
Quote from: 4Strings on August 24, 2017, 06:55:55 pmGreat! Looking forward to the next update!Have you considered altering Luso's custom job to something a bit more like his Game Hunter job in FFT WotL? http://finalfantasy.wikia.com/wiki/Game_Hunter
Quote from: Bonesy on August 26, 2017, 01:14:40 amwhen your progress working on this is further along and "stable" (not as many updates) I'll let you know if it works on hardware (specifically the R4i Gold 3ds)
Quote from: Eternal on August 27, 2017, 06:41:00 pmZeke, have you figured out enemy formations/set equipment/skills yet? That's the next thing I'm looking to do for GG and I wanted your insight on that.
Quote from: Eternal on August 27, 2017, 08:01:04 pmI really have no desire to -add- enemies, since I figured much like FFT it'd just break things. I'm more interested in altering existing formations and the set gear/abilities the enemies have, since many of them are lacking in equipment and abilities.
Quote from: Eternal on August 27, 2017, 09:53:21 pmHave you done any of that yet? I'm curious to see how you were able to, since there really isn't a solid editor for that specific type of change just yet.
Quote from: dreamtrain on October 02, 2017, 03:57:21 amI've been having fun with this mod, still fairly early in the game after Cid is incapacitated, my observations so far: * Cannon Mages are somewhat useless/unfun early, since the cannon mage's early game options to do damage are Bomb! (Which is outclassed by Black Mage's Fire), and Prime not doing much of a difference and Nu Mou's normally having low atk damage (since you start with a Mage one) the class feels a bit wasted early.* Its nice to get a Gria early, I remember years ago when I last played FFTA2 by the time I had access to a Gria my fighting party would be so built-up in skills that I had no use for one and would just relegate it to dispatch, and the Hunting skill was very useful early but eventually the class stalls because it cannot change jobs.* I missed not having a Bangaa for a while, would've preferred for the Hume soldier to be a Bangaa, we already have Luso as the Hume of the party.* Seeing that Black Mage Humes are gone am def gonna miss the Paravir Geomancy. At first sight there doesn't seems to be much of incentive to have a Hume that isn't a Tactician or Heritor/Seer dual wielder. With Geomancy gone for Luso it'll be interesting to see what setup to use to make the most of the Tactician's skills (I type this but I'm still gonna have a Paravir for nostalgia sake).* With cool sounding names like Skyfury Blade, Hoarfrost Blade, etc, Wet Blow feels a bit underwhelming, here's some ideas from water-type abilities through-out other FF games: - Cloudsea Blade from FFT Samurai's Ame-No-Murakumo skill "Cloudsea Curse" - Maelstrom Blade, from FFT Sky Mantra water element ability - Tidal Wave, the name of Leviathan's summon attack - Aqualung Blade, enemy skill from FF7 - Aquastrike Blade, from FF XIII Ravager water attack
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