A new version of FFTPatcher is available! (0.492)
Started by Leonarth, July 16, 2018, 12:14:58 am
#ifndef FreeSpace #define FreeSpace 0xA39920 ORG FreeSpace#endif
QuoteIf you are going to include most of the minor ones in the JP system, you might want to also include the Manual Sort in it as well. Are you planning to have it be a master hack that allows you to toggle each of the parts in the options file? That would work pretty well.
Quotetoggling whether the countdown is visible, and the option for everyone to have a revival chance like the undead
QuoteThe Job and Race Customization has a few subfolders that are not in the latest Skill Purchase
Quotewaiting for your next update to remerge them.
Quotehaving a handful of dummy abilities and then replacing the data for them with the data of the selected ability on the learning menu
Quotedo we have any access to innate passives yet?
Quote from: Leonarth on January 30, 2019, 05:03:01 pmI don't understand your assigning abilities idea. I don't know what you mean.Maybe you mean a job that can choose up to X abilities from any other job and use them or something like that? Because that would need to be saved in some way, it would also need a completely new menu, this would be pretty hard for what sounds like an extremely specific feature.
Quote from: Leonarth on January 30, 2019, 05:03:01 pmIt's not a "not yet" thing, there's just no good way to do this.There isn't one routine that gets the support/reaction/combo ability, each routine that needs them gets them on its own, this means that to make a passive abilities system were the user could just change a byte on a table to give a job an ability I would need to edit possibly over 100 routines. I'm not going to do that.What can be done is add specific passives in, but each one would need to be programmed individually. Then there would be a list of jobs that get this passive, instead of jobs having a table of what passive they get. So, for example there could be a passive that changes the unarmed damage formula for a specific list of jobs.There's also the issue of overlapping effects, what would happen if a unit had Counter but also Absorb MP? Or if a unit had Doublehand but also Monkeygrip? The game is not made to handle that.
QuoteHow doable is it to make an ability usable only when the caster is standing on a certain terrain type (simulating the Geomancer job)?
QuoteOne is having the Blue Mage learning be innate to all classes
QuoteAn interesting take on teleport
QuoteNot sure if I would actually want the file level fixed. If you are playing a generics only run, it would make sense to have it list the first character's level instead of Marche's.
QuoteDoes this include the new animations, and the weapon animation expansion?
Quotehow hard would it be to add a skip intro yes/no?
QuoteThank you for fixing retreats.
Quote from: Leonarth on February 02, 2019, 07:14:45 pmJust to be clear, teleport works the same as vanilla, the other description of how teleport would work is just an idea and would probably be a different ability.
Quote from: Leonarth on February 02, 2019, 07:14:45 pmI haven't seen any event that deals with a yes/no condition yet, events are a pretty undeveloped thing so this would actually be pretty hard to do. I'll keep it in mind for the future but don't expect anything on it anytime soon.
Quoteare you still working on custom maps?
QuoteI know some of the clan challenge encounters give you a Join "" or Engage option.
QuoteOn the topic of ExL's suggestion: [...] I am not sure if I would like the default behavior to be changed to that.
QuoteOr rather, I feel like that is the sort of thing that should be unlocked permanently for a character
QuoteDecreasing the ability to circle enemies in some manner
QuoteMake movement into an action, and then let you do two actions.
QuoteAttacking twice without defending would be similar in effect to reckless swing in D&D, where you have higher damage potential, but anyone attacking you also does.
QuoteHow hard would it be to flip the guest bit on an actor mid battle?
Quote from: Leonarth on February 06, 2019, 02:26:29 pmWouldn't lowering base movement to 3 help with that? What about outright preventing a (walking) unit from standing directly behind an enemy unit if they started their turn in front of them?
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