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View Full Version : Shuushin; Final Fantasy Tactics Japanese Fantasy Rework



Lydyn
10-24-2008, 10:41 PM
For those who’ve played Final Fantasy Tactics in the past and found that you loved it, but ultimately wished more was done with it, here’s your chance! Starting from the Hacking Program that melonhead and Zodiac put together, I have started and even have Beta v0.11 out of a Final Fantasy Tactics Japanese Fantasy Rework.

This ‘patch’ or ‘mod’ reworks all the classes completely. It adds new randoms, upgrades bosses, random encounter bosses, item changes, monster changes, ability changes, job tree changes, almost the whole works (sort of like the Mercenaries post, only with different classes and goals in mind)! However, Beta testing this by myself can be difficult.

So, I am looking for willing Beta Testers that are willing to test different scenarios that I create to see if something needs tweaking, looking for bugs, and general comments/suggestions.

Please post if you’re interested in helping me Beta test. If I’m able to get two or three others working on this, I can create a private board for us to discuss things. You can also visit the official post, which is in my signature and post there if you want or look over the changes.

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General Changes
• Anything that costs MP can be silenced, representing the ability to seal spiritual energy rather than the traditional ability to silence magic spells.
• Omitting both the Pisco Demon and Juravis monster classes, not only because they're more annoying than dangerous, but also to free up slots for abilities.
• Phoenix Downs, Softs, & Remedies are only acquired by poaching.
• Petrify has a CT of 34 (needs testing).
• Transparent ignores attacks & cancels Haste (and Haste cancels Transparent). (Apparently ignoring attacks does not work at this time.)
• Darkness, Silence, Berserk, & Frog has a CT of 28 (needs testing).
• Bosses now added to some random battles with powerful rewards.
• Redid poaching.
• Redid all Random Battles (excluding Deep Dungeon).
• Story events up until Zalmo 1st, is done.

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Monster Changes
• Ghouls have initial; Transparent.
• Weak/Half redone on all monsters.
• Undead are now more rare, but more powerful, making them worthy opponents.
• Living Bones are now turned into Liches, very powerful, but rare undead beings. They drop rare items.
• Bad Breath is upgraded.

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Item Changes
• Clothes and Hats have MP added to them with the formula; HP*.75
• Robes have MP added to them with the formula; HP*2
• Reflect Mail -> Shell Mail
• Platina Armor and Carabini/Circlet are switched.
• Heaven's Cloud, Kiyomori, Muramasa, & Kikuichimoji switched in power and sold prices/times according to power in the new Draw Out skillset.
• Asura Knife sold after killing Miluda.
• Most Katanas have +1 Power added to them.
• Staffs have immunities, Rods have +MA.


• Oak Staff & White Staff: Death Sentence
• Rainbow Staff & Wizard Staff: Confusion & Berserk
• Gold Staff: Charm & Confusion, Half: Dark
• Sage Staff: Silence


• Crossbows can be Two Sworded now.
• Light Robe has +1 MA.
• Excalibur has intial; Haste
• Chaos Blade now at 26 WP

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Job Tree
• Swordsmen (First Job): No requirements!
• Guardsmen: Swordsmen - 2
• Mercenary: Swordsmen - 2
• Zougeiro Mage: Guardsmen - 2
• Wu Jen: Mercenary - 2
• Ten'on Weaver: Zougeiro Mage -3
• Void Disciple: Wu Jen - 3
• Monk: Guardsmen - 4
• Bandit: Mercenary - 4
• Ten'on Master: Ten'on Weaver - 4
• Void Master: Void Disciple - 4
• Daichi Disciple: Monk - 3
• Spear Master: Guardsmen & Mercenary - 3
• Sutamina Weaver: Ten'on Master & Void Master - 4
• Samurai: Monk - 4, Swordsmen - 5
• Ninja: Bandit - 4, Monk - 4, Swordsmen - 5
• Alchemist: Zougerio Mage & Wu Jen - 4, Ten'on Weaver & Void Disciple - 5, Ten'on Master & Void Master - 5

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Job Levels
• Level 1 (Novice): 100 JP
• Level 2: 200 JP
• Level 3 (Apprentice): 400 JP
• Level 4: 700 JP
• Level 5 (Journeymen): 1,100 JP
• Level 6: 1,600 JP
• Level 7 (Expert): 2,200 JP
• Level 8 (Master): 9,999 JP

---------------------------------------------------
Generic Classes
---------------------------------------------------

Squire (Swordsmen)
• Equip: Original + Shield, Helmet, Armor

Sword Skill
• Accumulate: +1 PA
• Dash -> Rush: PA*40, MP: 8
• Throw Stone: Added: Earth
• Heal: Cures; Darkness, Silence, Berserk, Poison, & Slow, CT: 3, Added: Water

Reaction/Support/Movement
• Counter
• Equip Axe
• Equip Change
• Gained JP-UP
• Move +1

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Chemist (Alchemist)
• Equip: Original + Perfumes

Item
• Potion: +20 HP
• Hi-Potion: +50 HP
• X-Potion: +100 HP
• Ether: +10 MP
• Hi-Ether: +30 MP
• Elixir: +300 HP, Cures [Remedy]?
• Antidote: Causes Poison
• Eye Drop: Causes Darkness
• Echo Grass: Causes Silence
• Maiden's Kiss: Causes Frog
• Soft: Causes Petrify
• Holy Water: Cause Undead
• Remedy: Causes (Random) Petrify, Darkness, Confusion, Silence, Frog, Poison, or Sleep
• Phoenix Down: Heals 1-2 HP, Cures [Dead]

Reaction/Support/Movement
• Auto Potion
• Throw Item
• Move-Find Item
• Move-Get Exp
• Move-Get Jp

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Priest (Zougeiro Mage)
• Equip: Original + Flail, Shield

White Magic
Note: All Zougeiro Mage abilities have added Holy element.
• Cure: Single Ally/Enemy, Range: 5
• Cure 2: Single Ally/Enemy, Range: 6
• Cure 3: Effect: 1, Range: 4, Vertical: 1
• Cure 4: Effect: 2, Range: 2, Vertical: 3
• Raise: Heals 25%, Hit: Faith(MA+200)%, Removed: Undead Reverse
• Raise 2 -> CureAll: Heal: Faith(MA*75), Auto Self, Effect: 4, Vertical: 4, CT: 12, Cures [Esuna], MP: 60
• Reraise: Same
• Regen: Same
• Protect: Vertical: 1, Otherwise the same
• Protect 2 -> Holy Fire: Damage: Faith(MA*20), CT: 3, Added: Fire (& Holy), MP: 25
• Shell: Vertical: 1, Otherwise the same
• Shell 2 -> Holy Wind: Damage: Faith(MA*20), CT: 3, Added: Wind (& Holy), MP: 25
• Wall: Randomly causes; Reraise, Regen, Protect, Shell, or Haste, Hit: Faith(MA+160)%, Range: 4, MP: 24, CT: 4
• Esuna: Added Cure; Undead, Otherwise the same
• Holy: Hit: (Speed+150)%, Undead Only, Randomly causes; Petrify, Slow, Stop, Charm, Don't Move, Don't Act, or Death Sentence, MP: 40

Reaction/Support/Movement
• Regenerator
• Magic Def. UP

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Wizard (Wu Jen)
• Equip: Original + Knife, Book, Staff

Elemental
• Fire 1: Same
• Fire 2: Same
• Fire 3: Effect: 2, Otherwise the same
• Fire 4 -> Earth1: Mimics [Element] 1, Earth Based
• Bolt 1: Element: Wind, Otherwise the same
• Bolt 2: Element: Wind, Otherwise the same
• Bolt 3: Element: Wind, Effect: 2, Otherwise the same
• Bolt 4 -> Earth2: Mimics [Element] 2, Earth Based
• Ice 1: Element: Water, Otherwise the same
• Ice 2: Element: Water, Otherwise the same
• Ice 3: Element: Water, Effect: 2, Otherwise the same
• Ice 4 -> Earth3: Mimics [Element] 3, Earth Based
• Poison -> All1: Mimics [Element] 1, Fire & Water, Slightly Stronger
• Frog -> All2: Mimics [Element] 2, Water & Wind, Slightly Stronger
• Death -> All3: Mimics [Element] 3, Wind & Earth, Slightly Stronger
• Flare -> All4: Damage: Faith(MA*35), Range: 5, Effect: 3, Vertical: 4, CT: 10, MP: 50, Fire, Water, Wind, & Earth

Reaction/Support/Movement
• MP Restore
• Magic Att. UP

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Knight (Guardsmen)
• Equip: Original + Clothes, Hat, Knife, Axe, Flail

Spirit Sword
• Head Break -> Fire Slash: Damage: Weapon (25% Chance of casting Fire 1), MP: 10
• Armor Break -> Wind Slash: Damage: Weapon (25% Chance of casting Bolt 1), MP: 10
• Shield Break -> WaterSlash: Damage: Weapon (25% Chance of casting Ice 1), MP: 10
• Weapon Break -> EarthSlash: Damage: Weapon (25% Chance of casting Gravel 1), MP: 10
• Magic Break: Same, MP: 5
• Speed Break -> SleepStrike: Hit: (PA+50)%, Adds: Sleep, MP: 15
• Power Break -> Havoc Slash: Hit: (PA+50)%, Adds: Confusion, MP: 15
• Mind Break -> SirenSlash: Hit: (PA+60)%, Adds: Charm, MP: 8

Reaction/Support/Movement
• Weapon Guard
• Equip Armor
• Equip Shield
• Equip Sword
• Maintenance

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Archer (Mercenary)
• Equip: Original + Sword, Knife, Robe

Skill
• Tentacle -> Cripple: Hit: (PA+50)%, Adds: Slow, CT: 1, MP: 5
• Black Ink -> Interrupt: Hit: (PA+55)%, Cancels; Charging, Performing, Defending, Transparent, MP: 20
• Odd Soundwave -> Blindness: Hit: (PA+60)%, Adds: Darkness, MP: 3
• Mind Blast -> Cut-Throat: Hit: (PA+35)%, Adds: Silence, CT: 3, MP: 15
• Level Blast -> Arm Shot: Hit: (PA+40)%, Adds: Don't Act, CT: 3, MP: 15
• Scratch Up -> Leg Shot: Hit: (PA+40)%, Adds: Don't Move, CT: 3, MP: 15

Reaction/Support/Movement
• Caution
• Equip Crossbow
• Concentrate
• Maintenance
• Jump +1

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Monk
• Equip: Original + Robe, Pole (Stick)

SpiritArt
• Spin Fist -> Yuuhi (Flying Jump): Range: 4, Vertical: 4, Damage: ((PA+2)/2*MA), MP: 5
• Repeating Fist -> BiFocus Attack: Damage: PA*60, MP: 15 Otherwise the same (Still needs testing)
• Wave Fist -> Kinonai (Spirit Impact): Range: 3, Effect: 3, Vertical: 3, Linear Attack, Added: Dark & Holy, Damage: ((PA+3)/2*MA), MP: 10
• Earth Slash -> Shockwave: Range: 0, Effect: 2, Vertical: 2, Auto-Self, Earth Element, Damage: ((PA+1)/2*MA), MP: 25
• Secret Fist -> Kuten (Stopping Attack): Hit: (MA+45)%, Range: 1, Effect: 0, Vertical: 0, Randomly Causes; Silence, Stop, Slow, Don't Move, Don't Act, Added: Dark, MP: 30
• Stigma Magic -> Cleansing: Added Cure; Undead, MP: 10
• Chakra: Vertical: 1, Otherwise the same
• Revive -> Shintei (Ultimate Truth): Range: 6, Effect: 0, Damage: PA*85, Added: Holy, CT: 4, MP: 40 (Still needs testing)

Reaction/Support/Movement
• HP Restore
• Hamedo
• Martial Arts
• Move-HP Up
• Move +2

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Thief (Bandit)
• Equip: Original + Sword, Crossbow, Bow, Shield, Robe, Flail

Loot
• Gil Taking -> Pilfer: Ranged Weapon, Otherwise the same
• Steal Helmet: Same
• Steal Armor: Same
• Steal Shield: Same
• Steal Weapon: Same
• Steal Accessory: Same
• Steal Exp: Same
• Beak -> Halt: Hit: (SP+35)%, Adds; Don't Move, Don't Act, CT: 3, MP: 20
• Shine Lover -> BiSilence: Hit: (SP+40)%, Adds; Darkness, Silence, CT: 4, MP: 30
• Feather Bomb -> BlindSilence: Hit: (SP+35)%, Adds; Darkness, Silence, CT: 3, MP: 20
• Beaking -> BiHalt: Hit (SP+40)%, Adds; Don't Move, Don't Act, CT: 4, MP: 30

Reaction/Support/Movement
• Arrow Guard
• Gilgame Heart
• Speed Save
• Secret Hunt
• Jump +2

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Oracle (Ten'on Weaver)
• Equip: Original + Flail, Shield

Holy Light
• Moogle: Same
• Shiva: Same
• Spell Absorb: Same
• Pray Faith: Same
• Magic Barrier: Added: Holy, Switched to Random, Otherwise the Same
• Silence Song -> Healing Wave: Heal: Faith(MA*60), Range: 7, Effect: 7, Vertical: 4, Added: Holy, CT: 5, MP: 40
• Blind Rage -> Glacier: Damage: Faith(MA*26), Range: 4, Effect: 2, Vertical: 3, Added: Ice & Holy, CT: 8, MP: 30, Adds: Slow
• Confusion Song -> Raise Dead: Heals 50%, Hit: Faith(MA+225)%, Range: 5, Added: Holy, CT: 6, MP: 20

Reaction/Support/Movement
• Defense UP
• Any Weather

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Time Mage (Void Disciple)
• Equip: Original + Knife, Book, Rod, Flail

Dark Magic
• Ramuh: Same
• Ifrit: Same
• Paralyze -> Spellian: Damage: Target's Current MP, Range: 4, Added: Dark, CT: 6, MP: 20
• Doubt Faith: Same
• Dispel Magic: Added: Dark, Otherwise the same
• Petrify -> Gravity: Damage: ((MA+15)*MA/2), Hits 1-2 times, Range: 4, Added: Dark, CT: 8, MP: 34
• Don't Move -> Lightning: Damage: Faith(MA*27), Range: 4, Effect: 2, Vertical: 3, Added: Lightning & Dark, CT: 9, MP: 36, Adds: Stop

Reaction/Support/Movement
• Critical Quick
• MP Switch
• Float

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Mediator (Ten'on Master)
• Equip: Original + Rod, Staff, Flail, Book, Pole, Shield, Removed: Gun

Heaven
Note: Every ability has Holy added to it.
• Fairy: Same
• Titan: Damage: Faith(MA*29), CT: 5, MP: 36
• Silf: Damage: Faith(MA*35), CT: 7, MP: 44
• Carbunkle: Damage: Faith(MA*40), Effect: 3, Vertical: 3 CT: 8, MP: 52
• Leviathan: Damage: Faith(MA*46), CT: 10, MP: 60
• Reflect -> Revive: Heals 75%, Hit: Faith(MA+250)%, Range: 5, Added: Holy, CT: 8, MP: 40

Reaction/Support/Movement
• Absorb Used MP
• Train
• Move-MP Up

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Summoner (Void Master)
• Equip: Original + Knife, Book, Flail, Pole

Void
Note: Every ability has Dark added to it.
• Salamander: Damage: Faith(MA*24), CT: 4, MP: 28
• Cyclops: Damage: Faith(MA*28 ), CT: 5, MP: 35
• Lich: Damage: Faith(MA*33), CT: 6, MP: 40
• Odin: Damage: Faith(MA*37), CT: 7, MP: 48
• Bahamut: Damage: Faith(MA*42), CT: 8, MP: 54
• Zombie: Hit: Faith(MA+200)%, CT: 6, MP: 30

Reaction/Support/Movement
• Counter Magic
• Half of MP

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Geomancer (Daichi Disciple)
• Equip: Pole, Hat, Clothing, Robes, Accessories
• Innate: Martial Arts, Move on Lava

Terrene
• Pitfall: Hit: Faith(MA+150)%, Adds: Shell, Added: Holy & Wind, CT: 4
• Water Ball: Heal: Faith(MA*25), Added: Holy, CT: 3
• Hell Ivy: Same, CT: 2
• Carve Model: Hit: Faith(MA+150)%, Adds: Protect, Added: Holy & Earth, CT: 4
• Local Quake: Hit: Faith(MA+130)%, Adds: Haste, Added: Wind, Vertical: 1, CT: 5
• Kamaitachi: Same, CT: 2
• Demon Fire: Adds: Death Sentence, CT: 2
• Quicksand: Hit: Faith(MA+130)%, Adds: Slow, Added: Earth, Vertical: 1, CT: 3
• Sand Storm: Same, CT: 2
• Blizzard: Same, CT: 2
• Gusty Wind: Same, CT: 2
• Lava Ball: Same, CT: 2

Reaction/Support/Movement
• Attack UP
• Any Ground
• Move on Lava

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Lancer (Originally going to be Spear Master)
• Equip: Original
• Innate: Ignore Height

Jump
All the same.

Reaction/Support/Movement
• Dragon Spirit
• Equip Spear
• Ignore Height

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Calculator (Sutamina Weaver)
• Equip: Original + Knife, Rod, Staff, Flail, Shield

Suta Art
• Fire 3
• Bolt 3
• Ice 3
• All3 (Death)
• Revive (Reflect)
• CureAll (Raise 2)
• Holy
• Gravity (Petrify)
• Carbunkle
• Odin
• Leviathan
• Bahamut
• Fairy
• Esuna
• Glacier (Blind Rage)
• Lightning (Don't Move)

Reaction/Support/Movement
• Distribute
• Damage Split
• Gained EXP-UP
• Short Charge
• Teleport

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Samurai
• Equip: Original + Sword, Knight's Sword, Crossbow, Bow, Polearm, Shield


Draw Out
Note: (Katanas have 100% chance of breaking)
• Asura: Damage: PA*10 (May cause 1 damage to user), CT: 1
• Koutetsu: Damage: PA*14 (May cause 1 damage to user), CT: 2
• Bizen Boat: Absorb MP: PA*WP, Range: 2, Effect: 0, Vertical: 3, CT: 2
• Murasame: Heal: (PA*6) HP, (PA*6/3) MP, CT: 3
• Heaven's Cloud: Damage: Weapon (25% Chance of casting Shintei), Ranged Weapon, MP: 45
• Kiyomori: Damage: Weapon (25% Chance of casting Kiyomori), Ranged Weapon, MP: 25
• Muramasa: Damage: Weapon (25% Chance of casting Kuten), Ranged Weapon, MP: 35
• Kikuichimoji: Damage: Weapon (25% Chance of casting Holy), Ranged Weapon, MP: 45
• Masamune: Causes (Randomly); Regen, Haste, Range: 0, Effect: 0, Vertical: 0, (Self-targeted only), CT: 4
• Chirijiraden: Damage: PA*20 (May cause 1 damage to user), CT: 4

Reaction/Support/Movement
• Meatbone Slash
• Counter Rush
• Equip Katana
• Two Hands
• Move in Water

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Bard/Dancer (Ninja)
• Equip: Ninja Original + Crossbow, Bow, Pole, Robe
• Innate: Ninja Original

Mist
Note: All Ninja Attacks have Dark added to them.
• Nameless Song -> Shadow Cloak: Hit: (SP+40)%, Adds: Transparent, Auto-Self, MP: 30
• Life Song -> Backstab: Damage: WP^2, Range: 1, Vertical: 0, Uncounterable, MP: 30
• Cheer Song -> Quick Draw: Damage: SP*WP, Range: 1, Vertical: 1, MP: 10
• Battle Song -> Soul Strike: Damage: Caster Max HP - Caster Current HP, Range: 2, Vertical: 2, Uncounterable, MP: 15
• Nameless Dance -> Stone Jujutsu: Damage: Hit: (SP+35)%, Range: 1, Vertical: 0, Adds: Petrify, MP: 35
• Polka Polka -> Blood Strike: Absorb HP: PA*WP, Range: 1, Vertical: 1, MP: 40, Male Only
• Witch Hunt -> Flash Step: 100% Add Haste, Auto-Self, MP: 40, Female Only

Reaction/Support/Movement
• Sunken State
• Abandon
• Two Swords
• Walk on Water

---------------------------------------------------
Special Classes
---------------------------------------------------

Squire - Ramza (Samurai [Chapter 1], Ronin [Chapter 2 & 3], Master [Chapter 4])
• Equip (Chapter 1): Original + Helmet, Armor, Shield, Katana
• Equip (Chapter 2 & 3): Original + Katana, Ninja Blade
• Equip (Chapter 4): Original + Katana, Ninja Blade
• Innate (Chapter 2 & 3): Maintenance
• Innate (Chapter 4): Maintenance, Two Swords

Guts
• Accumulate: +1 PA
• Dash -> Rush: PA*35, MP: 8
• Throw Stone: Added: Earth
• Heal: Cures; Darkness, Silence, Berserk, Poison, & Slow, CT: 3, Added: Water
• Wish: Same
• Yell -> Lash: Damage: Weapon (25% Chance of casting Rush), MP: 12
• Cheer Up -> Sonic: Damage: Weapon (25% Chance of casting EarthSlash), MP: 15
• Scream -> Bishou: Damage: Weapon (25% Chance of casting Bishou), Added: Wind, MP: 20
• Invitation: Same

Reaction/Support/Movement
• Counter Rush
• Equip Katana
• Monster Skill
• Two Hands
• Gained JP-UP
• Move +1

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Holy Knight (Paladin)
• Equip: Original
• Absorb: Holy

Holy Sword
• Stasis Sword: MP: 5, Evadeable
• Split Punch: MP: 10, Evadeable
• Crush Punch: MP: 15, Evadeable
• Lightning Stab: MP: 20, Evadeable
• Holy Explosion: MP: 20, Evadeable

Reaction/Support/Movement
• Counter Rush
• Equip Sword
• Monster Skill
• Defend
• Gained JP-UP
• Move +1

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Divine Knight (Templar)
• Equip: Original

Mighty Sword
• Shellbust Stab: MP: 5
• Blaster Punch: MP: 5
• Hellcry Punch: MP: 5
• Icewolf Bite: MP: 5

Reaction/Support/Movement
• Counter Rush
• Equip Sword
• Monster Skill
• Maintenance
• Gained JP-UP
• Move +1

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Holy Swordsmen (Divine Blade)
• Equip: Original

Blessed Sword
• Stasis Sword: MP: 5, Evadeable
• Split Punch: MP: 10, Evadeable
• Crush Punch: MP: 15, Evadeable
• Lightning Stab: MP: 20, Evadeable
• Holy Explosion: MP: 20, Evadeable
• Shellbust Stab: MP: 5
• Blaster Punch: MP: 5
• Hellcry Punch: MP: 5
• Icewolf Bite: MP: 5
• Faith: Same
• Innocent: Same
• Despair: Same

Reaction/Support/Movement
• Counter Rush
• Equip Sword
• Monster Skill
• Maintenance
• Gained JP-UP
• Move +1

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Dragoner
• Equip: Same
• Innates: Same

Dragon (Only one change)
• Holy Breathe: Effect: 1, Hits 6 times, Otherwise the same

Reaction/Support/Movement
• Counter Rush
• Counter Magic
• Monster Skill
• Concentrate
• Gained JP-UP
• Fly

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Heaven Knight
• Equip: Original + Katana, Rod

Truth
• Heaven Thunder: Effect: 0, Hits 1 time, Damage: ((MA+10)*MA/2), MP: 10, CT: 0
• Asura: Effect: 0, Hits 1 time, Damage: ((MA+11)*MA/2), MP: 12, CT: 0
• Diamond Sword: Effect: 0, Hits 1 time, Damage: ((MA+12)*MA/2), MP: 14, CT: 0
• Hydragon Pit: Effect: 0, Hits 1 time, Damage: ((MA+14)*MA/2), MP: 17, CT: 0
• Space Storage: Effect: 0, Hits 1 time, Damage: ((MA+8 )*MA/2), MP: 19, CT: 0
• Sky Demon: Effect: 0, Hits 1 time, Damage: ((MA+22)*MA/2), MP: 40, CT: 0

Reaction/Support/Movement
• Counter Rush
• Equip Katana
• Monster Skill
• Magic Def. UP
• Gained JP-UP
• Move +1

- - - - - - - - - - - - - -

Hell Knight
• Equip: Original + Katana, Rod

Myth
• Heaven Bolt Back: Effect: 0, Hits 1 time, Damage: ((100-Caster Faith)*(100-Target's Faith)*(MA+31)*MA/2), MP: 10, CT: 0
• Asura Back: Effect: 0, Hits 1 time, Damage: ((100-Caster Faith)*(100-Target's Faith)*(MA+34)*MA/2), MP: 13, CT: 0
• Diamond Sword Back: Effect: 0, Hits 1 time, Damage: ((100-Caster Faith)*(100-Target's Faith)*(MA+38 )*MA/2), MP: 16, CT: 0
• Hydragon Pit Back: Effect: 0, Hits 1 time, Damage: ((100-Caster Faith)*(100-Target's Faith)*(MA+44)*MA/2), MP: 19, CT: 0
• Space Storage Back: Effect: 0, Hits 1 time, Damage: ((100-Caster Faith)*(100-Target's Faith)*(MA+24)*MA/2), MP: 21, CT: 0
• Sky Demon: Effect: 0, Hits 1 time, Damage: ((100-Caster Faith)*(100-Target's Faith)*(MA+64)*MA/2), MP: 44, CT: 0

Reaction/Support/Movement
• Counter Rush
• Equip Katana
• Monster Skill
• Defense UP
• Gained JP-UP
• Move +1

- - - - - - - - - - - - - -

Temple Knight (Temple Blade)
• Equip: Original

Magic Sword
Same

Reaction/Support/Movement
• Counter Rush
• Counter Magic
• Equip Sword
• Monster Skill
• Gained JP-UP
• Move +1

- - - - - - - - - - - - - -

Engineer
• Equip: Original + Crossbow, Bow

Snipe
Same

Reaction/Support/Movement
• Auto Potion
• Equip Gun
• Monster Skill
• Maintenance
• Gained JP-UP
• Move +1

- - - - - - - - - - - - - -

Soldier
• Equip: Original + Katana, Shield, Helmet, Armor, Robe

Limit
• Braver: CT: 1, MP: 5
• Cross Slash: CT: 2, MP: 10
• Blade Beam: CT: 3, MP: 13
• Climhazzard: CT: 4, MP: 15
• Meteorian: CT: 6, MP: 20
• Finish Touch: CT: 5, MP: 24
• Omnislash: CT: 7, MP: 32
• Cherry Blossum: CT: 9, MP: 45

Reaction/Support/Movement
• Counter Rush
• Equip Sword
• Short Charge
• Gained JP-UP
• Move +1
• Ignore Height

VeloZer0
10-26-2008, 10:14 PM
I don't have lodes of free time nowadays, but I would love to help out. One of the great joys of FFT for me was twinking my characters, so this is right up my alley.

Dignified Pauper
10-26-2008, 10:52 PM
Add the following to the OP and I'll review it and see what I think.

Screen shots of changes:

New Items
Skill Screens
Monsters
Etc.

Screen shots help.

Also more details to things. Are you redoing the story, are you just enhancing gameplay.

What new classes?

Just give more, lots of in-depth stuff.

Lydyn
10-27-2008, 04:30 PM
I haven't gotten around to screenshots lately, since I've been testing and focusing on some things. At the moment, these are the current changes (on original post), but some of them will be/are changed in my up-to-date version. I may post it soon. Plans include so far from here to keep redoing story events and random encounters, as well as Deep Dungeon battles. I haven't looked into the story editing right now, but it's very possible I may do in the future after getting everything else now. I may also be including new sprites.

Edit: Also looking forward to text changes, but at the moment, they're sort of glitchy.

NeoTifa
10-28-2008, 01:14 AM
some ramzaxovelia pr0n :D jklol. i would love to help, but not until winter break. >_> its almost finals....

Lydyn
10-28-2008, 06:06 PM
I'm going to ask one of my Beta testers to snap some screen shots for me, while I work on the next big update. The next one will encompass a massive rework of the random encounters, changing mostly monster encounters into human ones. This makes monsters more rare and more powerful when you actually fight them. ;)

NeoTifa
10-29-2008, 05:43 PM
ok, fall quarter ends in like 2 1/2 weeks. can you wait til then?

Lydyn
10-29-2008, 05:58 PM
You're free to beta test whatever version is out there by then or what hasn't been tested. ;) I doubt I'll have it done in 2.5 weeks anyways.

NeoTifa
10-30-2008, 06:34 PM
k k

Lydyn
10-31-2008, 06:23 PM
Well, I decided that redoing all the randoms will be put on hold for now - it may even prove a better choice. Either way, the ones I did edit will stay, since it provides more human battles which is new. Anyone really interested would want to visit the original forum in my signature ... we're talking about balance issues and changing some of the skills are and so on. ;)