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Messages - koala_knight

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1
I wasn't around when this topic started, so allow me to say this now: FF5 is not designed for such "have all" idea. Even the Freelancer is limited to use 2 schools of magic. Thats why by doing it you will break the very essence of the game design.

No worries, I don't plan the Sage itself to be something you can get right away, nor will I make him too OP. I'll be taking cues from other versions of the Sage job as well as putting my own limits on it. I am open to any ideas anyone might have.


As a regular player I would love to have access to such class. In fact when I first started playing FF I liked only 6-8, because they pretty much allow you to wear what I want for battles. I hated class system of the others titles (mainly 1-4 & 9), because it restrict me that this user will have only those abilities/magic. FF5 is kinda of between - trough jobs you are still limited on what you can use, but with the ability to change them, you still have the freedom to customize.

Anyway, the idea is interesting and I will be glad to see it implemented. My only suggestion would be such Sage job should be quite limited on stats or even what level of magic you can use, because otherwise it will became OP.

Thanks. I've always wanted more of the FF series to have job systems because of the freedom it gives the player. I didn't mind the FF1 & FF3 systems. The more static ones like FF2, FF4, and to a lesser degree even FF1 & FF6 could definitely be improved to at least allow more flexibility. And I think the creators agree from the things they added to the GBA port and DS remake of FF4 with the addition of command items and the ability system respectively.


From technical stand point: yes C2 pretty much handle all battle code. C1 handle graphics, C4 - sound/music. Check Noisecross' Menu data and his TextEditor (I cant find a link in the Wiki).

Thanks again! This will help.


stuff...

Much appreciated!

2
Going back to this topic, I want to see where exactly I'm going to have to focus on in order to get this idea started.

Specifically what banks should I be looking at? C2 has the X-Magic parser, so obviously that is where the battle stuff is.
Does C2 also have the menu code? Or is it elsewhere? What else should I be aware of?

I've messed with FF6's menu in order to try to get all characters to be able to select the commands of their other party members, so I have some experience. However, is the structure of FF5's banks significantly different?

I think the first step will be to alter code pertaining to the Job menu, is there any info on that?

3
Yeah. Loaded Dice would definitely have been a better localization.
Out of curiosity, why not just make all the dice have a perfect 1 in 6 chance for all numbers? That would be the closest to real life wouldn't it?
Also, maybe it would be a good idea to make the probability adjustments and the bonus for regular dice into separate patches so people can just choose which ones to use?

4
The original name of the Fixed Dice in Japanese was Dice  of Trickery or Dice of Fraud so they should give you an unfair advantage somehow. Whether that should be the matching values bonus or not I don't know.

5
Game Modification Station / Re: Graphics bug fixes - help!
« on: November 12, 2015, 01:12:50 PM »
I have to agree. If your clothes disappear, so should your ride as long as it isn't larger than the believable scope of the spell. I wouldn't call it a bug, though.

6
Game Modification Station / Re: Graphics bug fixes - help!
« on: October 08, 2015, 01:35:34 PM »
I can't help much but my thoughts are that the Doom issue is probably part of the actual spell animation and you might want to have a look at that.
As for the invisibility thing it might have to do with how it applies it's graphical effect or something to do with layer priority.

7
Game Modification Station / Re: New patch: Backstabu Glitch fix
« on: October 08, 2015, 01:27:17 PM »
Cool. I definitely appreciate the patches you've been releasing.
They are very welcome to my quest for a bug-free version of FF6.

8
Sweet! Thanks for the heads up.
I really hope this sells well so they port over the iOS versions of FF6 & Dimensions too.

9
Game Modification Station / Re: New patch: Invisible Zombie tweak
« on: June 17, 2015, 05:23:51 AM »
Do they actually attack their own in that state? If so then that's cool.
I'm curious to see the code for this now.

10
The problem is that Life 3's revival sequence isn't even supposed to trigger at all because the enemy is still alive.

Technically, yes in the game's internal terms. However, I think that the logic here is that what is being represented here is that this undead creature is hit with an instant kill attack as opposed to a spell effect. Think of it like the red skeletons in Castlevania. They are not immune to being destroyed by your weapon, they simply reconstitute themselves in the event that they are "killed". So in effect they are dead for a moment, they simply come back like the PCs in Dead Souls.

Now the Life 3 spell can be thought of in the fiction of the game as a program much the same as the actual code that makes it up. The spell has one function: if the entity I'm attached to is killed, then I will cast Life on it. It doesn't know the nature of the being it is used on any more than the regular Life spells do.

So I don't see this as a bug at all. Plus it doesn't do anything to ruin the balance of the game like the Vanish + X-Zone bug or Soul Saved obviously do.
Just my two cents, though. (Probably more like a buck 25 now, lol.)


Oh, and about Soul Saver itself, I voted option 2. The first option is far simpler, but the second might put the player into a situation where it might be advantageous to take out their own party member and that's just a way more interesting possibility.

11
I agree with Gi on this one. It would be better to simply prevent the enemy from disappearing since it seems like that was the original intended effect.
There's no need for a palette change if it's a difficult thing to do. Most status altering effects don't cause a visual indicator on enemies anyway so why even worry about it?
I think it would be better to preserve the functionality of the spell instead of adding another instant death especially considering that there's not a really good reason for zombify to kill in a game that has plenty of undead monsters to fight.

12
The Soul Saved patch makes sense, but I don't see what the problem is with Killer Life 3. The Life spells are supposed to kill undead because healing magics have a reversed effect on them. So I don't see a problem with that scenario.

13
Cool. Can't wait to try this all out.

14
Another question. Are the old accessories completely overwritten or could one, say, convert them to work in another slot? Perhaps allowing bracers to be used in the hand slots or some such like that?

15
Just let these terrible GBA portraits die a cold and lonely death though, hehe.

lol! Will do!

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