praetarius5018

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Everything posted by praetarius5018

  1. you did get a job level, not a character level, right? just making sure
  2. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!
  3. I have no idea what is going wrong on your end...
  4. what do you think single job mode is for? though in that case I'd keep it on normal difficulty (4)
  5. yeah, and then add the chance of only 1/16 to get the rare steal - very frustrating overall theoretically I could, but how would we decide which moves are worth 1 icon, which 2 (this would have to be a global decision, not per boss). but I'm not too fond of this option; there's already plenty of RNG in what certain bosses do (like 1/3 chance each turn to do nothing or grand lottery cross), this would inevitably end with cases of a 50:50 chance between low damage + 1 icon or massive/aoe damage + 2 icons, so bad luck would double penalize the player. one penalty per failed RNG roll I'm ok with but not 2+
  6. the enemy has to die by direct damage (though does not matter by whom), not HP leak, poison ticks, reflected spells or counter any lion fairy orc or one of the cure hares plant boss any plant girl any commander merugene any doomdealer palette swap skeleton any lamia any bone or zombie dragon darkmage or flaremage any unknown flayer siren gil turtle aoe before jobs: bombs and a full 6 enemy encounter is only guaranteed on difficulty 1 steal does not care about elements, the poison is purely for field icon purposes aside from that the base chance is still a measly 40%, same as vanilla, double with the thief gloves. well, you get a few extra % here with higher AGL or by being in the thief job field icons (karlabos) this is one of those things where it might not be possible to get a good solution. if the (heavy-type) bosses only got 1 icon you could flood them out to easily, you can always store turns or use brave to produce the mass of icons when you need them - but 2 icons as it is now may be a bit too much, and 1.5 icons is not possible. also getting 2 icons each is an option you have (later) as well, be it the fortress skill of knight or one of the mixes (both for heavy status) or the one !meta effect of sage.
  7. Current Version: v1.050, 2019/04/01 Sister thread (probably down forever) Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud" Roadmap until v1.0 Potential ideas towards v2.0
  8. you tried the fix only patch? wherever I left that one.. either way I won't try to make that compatible, not worth it, got better stuff to do
  9. why should there be?
  10. I think most of that is actually answered in the beginner house 1. the equip weight works a bit differently here than in vanilla; in vanilla it was just a flat value, divide by 8 and that is how much AGL you lose for the purpose of ATB/turn calculation. here it is basically a % of your equip load relative to your STR value. in the 0-30 weight range you won't have much penalty to ATB. (monster are calculated as if they had 30 weight) <70 differences become more notable and at 99 you might as well never get an action with that character. Or in short: strong warriors can wear heavier protection 2. the stat ups are permanent for that character and independant of current job. 3. yes, but you can only gain up to 5 levels per job (15 for single job mode). depending on what you want to do with a character it may be better to dip only a few job levels in a given job for the abilities or go all the way for the stats or a mix of both. e.g. if you already have 2 levels of berserker you have !twin cut which is almost as good as !x-fight, so taking 5 level of ranger for the later is not as important. 4. the jobs each have different base stats, black mage has less str/more mag than a knight, etc. the character themselves have minor stats bonus, this is in the 0-4 point range which is not too much longterm. and don't worry: a certain character and the inevitable replacement are 100% stat/job identical. if you are really into stat min-maxing, equipping active abilities gives 0-3 points total depending on the ability
  11. Don't cast it on monster that absorb any of its elements or cast Anti-Magic on them before.
  12. ok thanks, I'll have both things fixed for next update
  13. only if you link back to here
  14. Version 1.005

    1085 downloads

    Chrono Cross meets Bravely Default in this re-imagination of Final Fantasy 5 with additional jobs and mechanics. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies several additional jobs and reworks of existing jobs instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!
  15. Version 1.050

    3230 downloads

    Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"
  16. Ok, so not only is the tutorial sequence flat out wrong it also causes bugs - good to know >.>
  17. v1.005 fixed !Brave sometimes not working or triggering enemy reactions fixed Sandworm being unbeatable unless hero1 is dead fixed after battle recovery fixed issue with keeping single job mode choosing single job mode now enables job selection before getting the first crystal the controller change things sounds like a vanilla thing which I don't feel like tracking down currently Now is a good a time as any. I've still some things I want to do but that is mostly minor stuff. Also if someone wants to do me a favor: there's an outstanding bug in Bartz old home where on some playthroughs the bard is not there but a ! balloon instead or someone else had the dead mom on the floor there or other wrong NPCs in the house; and if you talk to any of them the game goes barf. So I know that the value of 7E0A96 is responsible. I just see on my end never change from the initial value of $8F/143 outside of the cutscene in the same house where it should change... I'd be super helpful if someone can run through the game with RAM watch on that address active and see where it changes where it shouldn't. I tried now three times through the first world and found nothing... In SNES9X that is simply: cheats > search for new cheats comparison type = compare to entered address data size 1 byte data type hexadecimal value: 7E0A96 then search for that, mark the result and put it on watch after that you'll have the value always printed on the screen.
  18. v1.000 added job sprites for the 10 new jobs made by BlackLiquidSorrow added abilities for DarkKnight, Lord, Vampire, Magus and Sage jobs separated ability slots into 4 active and 3 passive slots added running for overworld walking and ship spells now show miss if they fail because of magic evasion; status spells that hit but inflict no status do not show miss MP drain spells now inflict HP damage and restore MP of 1/32th the damage dealt, capped at 40 X-Magic no longer receives a penalty to spellpower; instead it requires half a turn of charge up before casting changed !Animal to a 8 skill selection changed !Mimic to a 8 skill selection replaced Monk's !Kick with !Blitz, 8 skills based on unarmed combat, unlocked by maxHP replaced Knight's !Guard with !Valor, 8 skills based on defense, unlock based on win:escape ratio replaced Thief's !Steal with !Rogue, 8 skill menu, unlocked by successful steals replaced Mime's !Mimic command with a 8 skill menu based around acting and imitation, skills unlocked from the start replaced Dragoon's !Lance with !Drag-On, 8 skill menu based around their signature skills throughout the series, unlocked by max HP added !Science to Chemist, a 8 skill menu based on research, skills unlocked by Hi-Potion count replaced HP +30% on Monk and Tamer with !BuildUp HP +30%: renamed to Sturdy, HP +10%, reduces fraction damage taken replaced Endure on Berserker with Sturdy replaced Pierce on Dragoon with Sturdy replaced !Slash on Samurai with Crit Up replaced !Slash on Crusader with !SwdSlap replaced !Steal on Dancer and BlueMage with !Mug replaced !Aim on Chemist with !Science replaced Preemptive on Ninja with Caution added CQC passive: +20% damage while in the front row replaced !Animal on Geomancer with CQC replaced Preemptive on TimeMage with CQC Bulwark no longer adds 10 VIT, instead reduces regular damage taken changed Lich from +3 VIT, +7 MAG to +20% magic power and increased drain power WhiteMage now learns AreaCast instead of MassCast BlackMage now learns MassCast instead of AreaCast added defense piercing property to !BuildUp changed the white/black spells available for !Red, !Rose, !X-Magic; slightly less front loaded, !Red even gets 2 Lv6 spells increased base hit chance for DoomClaw from 66% to 75% increased base status chance for HP-to-1, doom and destroy effects from 40% to 55% adjusted stats of most monsters modified AI of Siren, Kimabryn, ArchAvis, SolCannon, Merugene, Crayclaw and Omega Mk3 changed Sandworm's Demi to Quake edited unused NeoGoblin to Rebone enemy and added to a boss formation edited Skullkin stats to make the "solutions" more in line with vanilla strategy form changing bosses now keep status resistance between form shifts added a cap to ABP while jobless; on job change you'll have at most 4/5 ABP reduced HP buff from 100% to 50% fixed weapon animation of flail and morning star reduced the influence on damage growth for Lv2-35, added slight damage growth for job levels 1-30 (double level for single job mode) adjusted HP per job level; now treats single job mode as having twice the job level increased HP per job with "HP up" bonus from 30 to 50 reduced monster stat spread by difficulty adjusted monster base stats by level added +10% steal chance for thief job fixed a bug that made !Throw with weapons deal about 2.5 times the intended damage renamed !Martial to !Bushido replaced Bushido/Fate Hit with Booster: weak attack that buffs user's STR replaced Bushido/Danger with Dispatch: chance to instantly kill Blue/Aero: increased power against floating targets or those weak to "aerial" attacks Blue/Goblin Punch: damage bonus against same level target reduced from x4 to x2 with -50% defense Blue/Goblin Punch: level check compares only last digit on level Blue/White Wind: heals by 33% caster maxHP instead of 100% current HP, affected by Heal Amp Summon/Odin: now always uses Zantetsuken, a holy elemental magic attack against all enemies Time/Flood: added ground type, increased power from 110 to 126 Terrain: now always behaves as if pierce passive ability was equipped Terrain: removed Gaia's Wrath and Lament again increased MP restored by ether from 20-150 to 50-150 adjusted item cooldown values for !mix and !throw reduced scaling of heal magic with weapon attack increased heal power bonus of Sage Ring from 5 to 7 removed Ramuh and Shoat summon items, the summon spells are now added directly on boss death added Web that inflicts slow added Vaccine that reduces status damage taken added MP sickness debuff for MP recovery with !Item, !X-Item and !Mix that reduces further MP recovery with those skills by 25% (but then capped at 100) White/Pure and Mystic/Cleanse now additionally remove MP sickness fixed a game crash caused by having !Hide, !Show, !Catch or !Release in the 4th ability slot fixed a bug that made defend/guard sometimes not work fixed a bug that made x-item with feather not work fixed a bug that prevented abp reduction on job up fixed a bug that made Blue/Condemn deal absurd damage when it failed to inflict the status fixed a bug that made Counter use fire spellblade instead reduced guard damage reduction from -75% to -50% first escape with BraveBlade does no longer reduce attack power, only 2+ escapes !dance: buffed power of Mystery Waltz and Jitterbug by 50%, reduced power of Sworddance from 400% to 200% reduced damage reduction from armor/shell from 50% to 25% monster can now land critical hits on their regular attacks fixed a bug that made !mimic mimic the landing of (s-)jump and not the jump itself changed MP gain of !Brave from 100 to 12.5%maxMP + 100 physical accuracy is now adjusted by spot in party, top to bottom, x9/8/7/6 changed how multiple hits of Time/Meteo are handled; changed to a quicker animation changed element of Time/Comet to wind/earth changed element of Time/Meteo to earth/fire removed LP from NG+ scaling in NG+ treasure chests are now reset replaced some NPC texts in Carwen for more hints to gameplay changes changed default difficulty and encounterrate from 3 to 4
  19. I think the only effects that don't stack with each other are the weapon element ones since multi-element weapon attacks don't work too well in the code, resist beats weakness.
  20. Sol Cannon was always a % boss; though now it scales up with difficulty (x1.5 on difficulty 1) and actually can hit a weakness. So yes that can go up to a 1 hit kill. Admittedly SC is one of those bosses where I don't know what to do with. The main cannon has this gigantic charge up... and then does the same damage as the sidekicks basically. And then it doesn't really scale with difficulty; diff4: 50% rocket + 50% beam is a kill the same as diff1 75%+75%. Also, you may or may not gain 2 more consumables in the next version to use with !(X-)Item. *cough*web*cough*vaccine*cough*
  21. Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  22. eh, I just followed a bit different logic than square on this I had 2 tools for this: a hexeditor and mapjester, a map editor that doesn't - it only let me edit monster levels and which monster spawn; and it also drops important $80 from a huge range of values... Since I didn't include any translation with this I couldn't change the gear names to reflect their bonus at least a little bit. Would be cool if you could make this patch available for the public, people would want that.
  23. because light removes the dark ah dang, yeah right, HP regen is blocked by his debuff