A new version of FFTPatcher is available! (0.492)
Started by philsov, October 11, 2009, 04:38:12 pm
Quote from: "formerdeathcorps"You still have to observe the 11 enemy max limit because to mount a chocobo, that chocobo and the mounted knight have to both be referenced in the ENTD (which won't load if you exceed limits).
Quote from: "The Damned"Excuse my ignorance, but was the difference between 13023 and 13030 DD?Not every fight was against some type of uber NPC-class group of units? I vaguely remember liking that "Earth Wall" team, but that's only one I remember.
Quoteunless you intend to have Ramza + 4 vs 11 mounted enemies or some ridiculous shit.
QuoteYou can only get an MFI once per map,
QuoteFirst, this: viewtopic.php?f=8&t=4923Second, Comet is instantcast magic using Choco Meteor's graphic. Choco Meteor is instantcast magic. Can't we combine them and get ANOTHER ability slot to toy with? Also, can't we combine Esuna and Choco Esuna just as easily? Hell, I'm tempted to suggest making Esuna instantcast and/or upping the amount of statuses it remedies because I'm pretty sure it's mostly underpowered and outclassed by equivalent skills such as Remedy and Stigma Magic. Heh, I've just realized all the Chocobo skills can be combined with either existing magic or something you've created. If you hadn't made Choco Cure a Blue Magic I'd ask if you'd want to combine with with a Cure Spell, heh.Quick thoughts, but they seem sensible enough and would allow you two more ability slots to toy with. Also, vanilla Cheer Up in retrospect, is it worth taking up the ability slot to give it to Ramza since it's nothing more than a more-accurate version of the Mediator skill? I'm asking because it may be worth dedicating the ability slot to something else.
Quote from: "philsov"That was the plan but apparently I misread the information, if its all within a single ENTD.
Quote from: "philsov"QT - Possibly. But currently there's -still- blank ability slots so I see no reason why mess with it until I actually reach the time.
Quote from: "formerdeathcorps"Auto-Esuna is a little much though. When was the last time someone managed to move and kill your WM before esuna went off?
QuoteWhen was the last time someone managed to move and kill your WM before esuna went off?
Quote from: "philsov"The second, which I find more personally interesting, lets me (for all storyline and DD battles, dunno about randoms yet)- limit the number of people in my squad (anywhere from 1 to 5)- alter my starting positions- establish 2-squad setups if I so choose (think Beltha Sluice or Golgarond). Which all sounds like fun little twists to throw into the mix. Anyone have a battle that immediately comes to mind that'd be better off with a split, moved, and/or reduced party? So far the only thing I've come up with is loading up Delita's side at Sand Rat Cellar, if for nothing else but to leave Algus all alone as the battle starts.
Quote from: "The Damned"Alicia, Lavian, Rad & Boco already ARE pseudo-Specials, unless you mean actually giving them some non-generic abilities since the only things that differentiates them from other generics are set stats and birthdates/Zodiac signs. That doesn't seem to be what you're saying, though. (Then again, I might be incorrect since I'm perhaps considering what I'm doing with those characters, well Rad at least.)
Quote from: "The Damned"Speaking of (doomed) special characters, having just finished my prototype of the new Lancer (which still needs testing), I was wonder if you were considering doing anything with Lancers and/or Izlude (poor, poor Izlude, bastard to fight that he is), philsov?
Quote from: "The Damned"*had to do that last time and will probably have to do that this time too*Please don't remind me.
QuoteEDIT: How much can we mess with sprites? 1.3 added Kanbabrif's full sprite and whatnot, so there has to be SOME room there.
Quote from: "The Damned"To clarify, then after that 1 redundancy, then everything we replace has a 1-to-1 effect on the game I'm guessing?(Wait, don't Celia and Lede use Dancer's sprite sheet anyway? Are they separate from that? I'm asking partially because I noticed the redundancy, but also because I'm replacing Dancer, so....)
Quote from: "The Damned"@RavenofRazgriz: I've been thinking about it since I started redoing Longbows and Crossbows yesterday: Doesn't Salem Bow seem a tad too anti-magic? I'm sure magic is a significantly more powerful due to the speed reduction and the range reduction, but it's just seems to still feel unsure to me to have a status effect that's specifically useful against one class and then completely useless against another. (Not that you can ultimately do anything against what philsov decides to actually do; neither can I. I will also admit that this is colored by the fact that I've changed Silence to Addle as LD and FDC also have.)
QuoteAren't there also multiple instances of Gafgarion, Agrias, etc. that can easily be overwritten and just have some numbers switched around to have all of them reference the one remaining instance of each character?
Quote from: "The Damned"Speaking of that Gastrifitis, I found it rather odd that the strongest Crossbow is the (only) one that can double shot.However, that might just be me.
Quote from: "philsov"Actually after poking around in shishi there should be at least a handful of available sprite slots (~9). However, there's a string of random male squires and the assassins (apparently both are unused?) to toy with, so I can input cameos of sprites for a few random battles or something. However, odds are that these will be battle and enemy-only, if for nothing else that loading these sprite pre-battle might look like crap. I really don't want to introduce or take in completely new characters, anyways.
Quote from: "philsov"Well... yes and no. In-battle sprites I can alter in the ENTD, but in the formation I'm pretty sure it doesn't carry through. But on the plus side Miluda's new sprite works well ingame, and I can import Agrias' sprite as well if for nothing other than a change.
Quote from: "philsov"Also because I thought I answered this before: I have no plans for changing jump. While there is ample ability space for introducing a new Lancer skillset, I actually think the job command is worth keeping around (unlike Charge).
Page created in 0.103 seconds with 25 queries.