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Are these skills possible?

Started by Disco_Peach, October 30, 2008, 12:10:00 am

Disco_Peach

October 30, 2008, 12:10:00 am Last Edit: December 31, 1969, 07:00:00 pm by Disco_Peach
Okay, so I'm working on my FFT hack. It's working title is Olan's Tomes. But that might not be the final title. Anyways, i already told Zodiac and some of the crew in the chat about a skill for my Fighter (Monk replacement) class called: Ippon Sionage. This is a judo style throw (i know the animation i'm going to use for the skill). What it is: an inverted Dash. Instead of attacking a target and have it fly away from you, Ippon Sionage does the same, only the unit will fly away from you from behind. In other words:

before Ippon Sionage:
____X -> target
____O -> caster

after Ippon Sionage:
____O

______X (random location like Dash)

This adds a whole new window of opportunity. Both to move someone away from danger (in an extreme case), to throw an enemy off a roof or cliff (cool case) or to just throw an enemy into a position that's easier to attack him in (practical case).

------

Here is a Job Class I'm designing and I don't know if it's abilities are possible (sorry for my lack of FFTHacking knowledge. i am new to this and would like to design my jobs well for both balance, coolness, and uniqueness BEFORE i hack them in. cuz if i can't use them as is, i gotta change some shit around):

Job Class: TELEPATH
Skillset: SYNERGY
Equipment: Weapon: Books; Armor: Clothes; Helmet: Hats; Shield: No (obviously :)

Skip Sandwich

October 30, 2008, 12:20:05 am #1 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
the throw, tip o the tounge, telekinesis, mind break, guard up, soul link and equip tome are all currently impossible.

the throw: knockback is only available from one formula, and it is hardcoded in as being knockBACK of one square at 50% chance.

Telekinesis: the only way to modify skill range is in the patcher, not in the game.

Mind break: there is no formula for MP damage, based on percentage or otherwise, only one for MP absorbtion, and one that sets MP to 0, in either case, you can't mix them with the formula to reduce MA, and nither formula will inflict a status.

Possess: actuallly might be possible, if you edit the charm status to only last a single turn if not dispelled,  but it'd still be dispelled if someone when and whacked the target before thier turn came up. The bit about making it impossible to take action while the target is charmed is impossible. If by control you mean actually being able to manually set directions and actions for the unit, then that is impossible.

Guard Up is impossible because defense does not exist in tactics, only hp and evasion, and max hp cannot be altered except by leveling up/down.

Equip Tome and soul link are impossible because there is no way to edie reaction, secondary, or movement abilities.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Disco_Peach

October 30, 2008, 12:27:31 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Disco_Peach
;).
Thanks about the info. I would've loved to have a class like that one.

The Equip Tome. Can it be done via ASM hacking? like changing an Equip Weapon i don't care about and changing it for Dictionary?

Edit: So what CAN i do from all that?

Skip Sandwich

October 30, 2008, 12:35:18 am #3 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
if I didn't mention it, you can do it, that or I overlooked something, but i'm pretty sure I got all the impossible ones.  Even with ASM hacking, it is currently impossible to edit reaction, support and movement abilities. I do give you kudos for wanting to improve books, they're my favorite weapons after all. anyway, Forget, brainstorm, and attack up are all possible. For raising evade, there is always the Defending status effect, that doubles ALL evade modifiers for one turn.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Disco_Peach

October 30, 2008, 12:39:54 am #4 Last Edit: December 31, 1969, 07:00:00 pm by Disco_Peach
yeah, I know. But my Soldier class has the Look Out! ability which puts target in Defense Mode. I want the base classes to be useful. Cuz Chemist is useful always, but Squire sucks. So my base physical class isn't going to be broken. just "useful" ;). But thanks for your help!

Disco_Peach

October 30, 2008, 12:43:51 am #5 Last Edit: December 31, 1969, 07:00:00 pm by Disco_Peach
Sorry about the double post! forgot to say something.

I was also planning a Ranger (skillset: Traps). maybe this has been touched on before or someone has mentioned it, but is there a way for traps to be set by an ability? I doubt it, but asking is a good way to eliminate doubts (or hopes, in this case).

Skip Sandwich

October 30, 2008, 12:56:12 am #6 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
the only way to set traps is by editing the maps, in other words, you can't do it in-game.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Lydyn

October 30, 2008, 01:00:30 am #7 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
The only way to reduce MP by 50% is via a Spell Absorb formula. Otherwise, it was an interesting idea.

Disco_Peach

October 30, 2008, 01:00:49 am #8 Last Edit: December 31, 1969, 07:00:00 pm by Disco_Peach
Alright! Thanks, Skip Sandwich! You're saving me the need to have 20+ job classes! Yay! Alright, one final question before I hit the sack:

Since you can't edit the skill move set of Ninja, Samurai, and Geomancer, can you still give these jobs a new basic jobskillset that IS different? I don't know if i explained myself well, but for instance, Leave the Ninja class as is, but not have its skillset be Throw, but a custom skillset, because you can't change the Throw skillset's abilities.

Skip Sandwich

October 30, 2008, 01:33:39 am #9 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
well, sorta, basicly, when you assign a skillset to a job that isn't the default skillset, it acts buggy, but it still otherwise usable, in most cases.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Archael

October 30, 2008, 09:05:06 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Equip Tome is not impossible at all

just convert the Katana, Crossbow, Spear, or Gun class of weapons into books and rename the appropriate Equip skill into that

done

Skip Sandwich

October 30, 2008, 09:14:34 am #11 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
are the Equip Skills based on item class or item#? because if its the later, then yes, that would work, if its the former, then no, it wouldn't.  Because even if you alter the item's icon and pallet in FFTPatcher to look like something else, if the item class is still set as say "spear" it'll look like a spear when you attack in battle.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Archael

October 30, 2008, 09:18:14 am #12 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Skip Sandwich"are the Equip Skills based on item class or item#? because if its the later, then yes, that would work, if its the former, then no, it wouldn't.  Because even if you alter the item's icon and pallet in FFTPatcher to look like something else, if the item class is still set as say "spear" it'll look like a spear when you attack in battle.

you'd have to edit them to use book model


you have to edit the actual items, not the skill

all that gets changed on the skill is the name (the only thing he CAN change)

Disco_Peach

October 30, 2008, 09:14:39 pm #13 Last Edit: December 31, 1969, 07:00:00 pm by Disco_Peach
Quote from: "Voldemort7"
Quote from: "Skip Sandwich"are the Equip Skills based on item class or item#? because if its the later, then yes, that would work, if its the former, then no, it wouldn't.  Because even if you alter the item's icon and pallet in FFTPatcher to look like something else, if the item class is still set as say "spear" it'll look like a spear when you attack in battle.

you'd have to edit them to use book model


you have to edit the actual items, not the skill

all that gets changed on the skill is the name (the only thing he CAN change)

Yeah, I see what you mean. It appears too complicated to do, but it would be very interesting if I made the dictionaries worth while to use.

The Damned

November 01, 2008, 05:21:51 pm #14 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
Okay...so I'm going to hijack this thread since I don't want to double post in the other thread--my thread--and no has answered my Fear question that I've yet to test.

Given the general premise of this thread, I feel that it would be better to ask the negative of this question so as to know limitations:


What can't we do?


I know that we can't change the Item command, change the Throw command, change the Jump command, change the Draw Out command, change any R/S/M abilities, create any new formulas outside of variables within them and that's just for starters.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

BeoulveBlack

November 02, 2008, 09:03:59 am #15 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
i keep hearing people say besides the spell absorb formula, there aren't any ways to reduce mp... this is not true! are we forgetting the Bizen Boat draw out? what about the knight's magic break?

and guess what? the bizen boat formula allows for a status infliction.

Question: what skill (or anything for that matter) uses formula 64: PA*Br/100*MA (NS)? i don't think anything does.

Skip Sandwich

November 02, 2008, 10:48:26 am #16 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
that formula is Dance's damage formula, though it isn't directly referenced is FFTPatcher.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

The Damned

November 02, 2008, 01:34:03 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by The Damned
Quote from: "BeoulveBlack"i keep hearing people say besides the spell absorb formula, there aren't any ways to reduce mp... this is not true! are we forgetting the Bizen Boat draw out? what about the knight's magic break?

and guess what? the bizen boat formula allows for a status infliction.

I think the problem with Bizen Boat's formula is that it seems like it would still call for you to use up a Katana, maybe specifically a Bizen Boat, due to the formula itself calling for possibility of something in your inventory to be broken. Inventory-based skills seem to be the biggest limitation on skills that we have at the moment, so I can't see that technique being helpful.

Magic Break doesn't allow for status inflilction, which I recall being the chief problem with MP-reducing abilities: none of them seem to allow for status outside of Bizen Boat's, which probably only works with Katana or currently acts up in some other way.

***

Speaking of Equipment issues, it seems like even if I check off equipment as able to equipped by a Mime, they wouldn't be able to wear/use it. I'm guessing the same is true for monsters, which is a shame because I possibly wanted to give some of the more humanoid monsters possible access to equipment.

I would normally try and test this out somewhat--I only tested Mime in relation to accessories--but I'm going to be quite busy today and away from the computer, in theory, so....
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Lydyn

November 02, 2008, 01:46:53 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
I think you can use Bizen Boats formula, it'll just display "Broken" at time, otherwise I think it works fine.

You can equip armor to monsters, from what I heard, but in order for them to equip weapons they need to forced. Even then, I'm not sure they will use said weapons. I believe Lasting_Dawn has successfully equipped armor to monsters.

Disco_Peach

November 02, 2008, 03:06:46 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Disco_Peach
sweet! cuz giving magic damage AND status abnormalities fucks up magic users big time. me like! and by all means, do whore off my topic. i made ir for that purpose. just to see what CAN'T be done in FFT. that way preplanning anything will be much more useful ;)

Also, about the mime. I'm thinking about eliminating the Mime altogether and make it a special class only. for instance, i was thinking about: you want a mime? you're gonna have to invite one to your party. and they're gonna be real hard to find. is this possible?