øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=20;area=showposts;start=45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index078d-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index078d-2.html.zxùhh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>2‹OKtext/htmlISO-8859-1gzip@øÕ2‹ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:45:06 GMT0ó°° ®0®P®€§²ð®ùhh^2‹ Show Posts - koala_knight

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Messages - koala_knight

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46
Sweet. Then it would only be a matter of creating the custom content.
This may just be a good way to not only introduce the Sage job, but also the 4 bonus jobs from the remakes! :)

47
I just thought about another means!

I remembered the command swapping items from FF6 & the FF4 remakes.
It could require almost as much work, but how about instead of relying on the Job Change Routine create an accessory to trigger the changes?
You'd still need to create a custom command for battles, but it could simplify things.
And space permitting, you could even do a sprite swap thing like FF6's Moogle Suit.

The code logic would then be like this:

Is the "Sage's Soul" equipped?
Is the current job "Red Mage"?
Is the "Red Mage" job mastered?
Is the "White Mage" job mastered?
Is the "Black Mage" job mastered?
Is the "Time Mage" job mastered?
*Is the "Summoner" job mastered? (*Optional step used if going for FF3 style sage.)
---
If so:
Change job name to "Sage".
Change default command to "All Magic".
*Load "Sage" sprite. (*Also optional as a simple palette swap may work, too.)

48
Final Fantasy V Research & Development / Re: An idea for Job expansion
« on: January 30, 2014, 06:18:32 PM »
Going good! Busy as we all are. :)

So basically the biggest challenges here would be documenting the Job Change Routine and creating the custom command then?
And space for custom code of course.

Is the concept itself something that sounds like it would be an interesting addition to the game?

EDIT: It occurs to me that for the custom commands in this set up I might be possible to divorce them from the existing data location since they wouldn't be accessible by normal means. I mean they would still have to jive with the regular command related code, but I could put the actual data elsewhere without having to shift things around, no?

49
In a discussion about adding a Sage job to FFV over at ROMHacking.net I came up with this:

Quote
Quote from: Zoinkity
As far as FF5 not having sages, you're sort of confusing what they were doing with jobs as classes.  In many respects the vanilla guy is the sage, as they're able to utilize the abilities of all the jobs they've mastered.  Black mages specialize in attack magic, white mages in defense, but red mages despecialize in order to become spellslingers.  Quantity versus quality, if you will.

You can have so many crazy OP abilities in that game that the lv5 runthrough is, in many ways, easier than a normal playthrough.  Chemo-ninja-thief-blue-mimes.

In terms of Final Fantasy, jobs are what other RPG systems refer to as classes. So you're making a distinction where none exists.
As far the Freelancers (the vanilla guy) being Sages, that is really not the case at all. Any character in FFV can use any command and it's associated abilities that they have learned by gaining job levels as long as they have an open slot in their menu to equip it. Given that magic in this game is split int Black, White, Time and Summon it's technically impossible to have a functioning FF3 style Sage (has all Black, White, Time, and Summon spells) and the only way to have the FF4 version would require the use of the Mime job which is the only one with 3 slots available but you'd be sacrificing Items.

To create a true Sage job in FFV would require the creation of a custom command that contains all the spells from at least White, Black, and Time. Given that to add a whole other job to really flesh it out, the next best thing would be to create a sort of meta-job system where, for example, setting up a character to use the Mime job and a specific set of abilities would trigger a special routine that would make changes to the game to make it seem like a normal job.

So essentially let's say that the requirements are that a character must master White Mage, Black Mage, and Time Mage. Then you take that character and set them to the Mime job and set up their menu to be Mimic (default), White Lv6, Black Lv6, and Time Lv6. Then when you go back to the party menu the custom code takes over and overrides specific values like changing the job name displayed to Sage, altering the magic menu so that the affected character can access all three sets of the associated spells for use in the menu. When a battle begins the custom code would then swap the character's commands for custom ones associated with the Sage meta-job.

A hack of this sort would only be limited by ROM space for the custom commands and any custom graphics that might be used. Plus it could be used to create several meta-jobs so that Necromancer, Gladiator, Cannoneer, and Oracle can be implemented without having to expand the menu system. Not to mention any other extra meta-jobs a hacker might want to create.

What do you guys think. Is this something that could be done with less hassle than expanding the number of full jobs and associated menus? Or is it more trouble than it's worth.

50
Looks like they improved the spell effects too. Not bad. Makes me want to try to track down the game and try to rip everything I can.

51
Game Modification Station / Re: FF6 Selectable Blitz/SwdTech Patch
« on: January 26, 2014, 07:39:19 PM »
Indeed, there are plenty of possible new skillsets that would work fine with 8 skills and breath new life into the game.

52
Game Modification Station / Re: FF6 Selectable Blitz/SwdTech Patch
« on: January 23, 2014, 04:56:44 PM »
That is a good question. And if the code is set up to be generic, it would make sense if it would just be a matter of pointing to the right data.

53
I heard of this version of the game some time ago. More than anything else my interest in it is those kick-ass player sprites.

54
Damn! This is a really impressive project! Kudos.

Using the original SNES music with upgraded samples gets my vote.
I'm most looking forward to the ability to pretty much freely adding "custom parts".
There are quite a few spells and commands I'd like to add.

55
Game Modification Station / Re: FF6 Improvement Project
« on: January 17, 2014, 09:28:40 PM »
Were they ever really making any effort? honestly most of what they're released are either garbage social games or remakes/ports. I was much happier with their releases on the portable platforms.

Anyway, last Darkmage said he was wrasslin' with the opera scene timing.

56
Game Modification Station / Re: FF6 Selectable Blitz/SwdTech Patch
« on: December 27, 2013, 09:38:31 PM »
Makes sense. Looking at FF3ME in the tab where you edit spells and other abilities there is targeting info which I would presume is part of each effect's defining data. There are many that only have default values instead of doing what they do in game which I again presume is due to the command overriding this data.

57
Many would argue that.

58
Game Modification Station / Re: FF6 Selectable Blitz/SwdTech Patch
« on: December 26, 2013, 07:16:28 PM »
Sweet. Totally gonna use this.

Question. You mentioned that the other 8 skill commands can be adapted for use with this. If this were done is the targeting of those skills be affected? If not then it might be a great idea to go ahead and adapt those commands and document all the space that is freed up in the readme file.

60
Game Modification Station / Re: Still a n00b. I need help. With FFIV.
« on: June 26, 2013, 11:37:03 PM »
I haven't used YY-CHR in a long time, but from what I remember of it I wouldn't call it more functional than tile molester. Or any more user friendly.

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