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Old 08-21-2005, 08:44 AM Level: 41   HP: 202 / 1003
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Psiko
The Original TFF Old Skooler
 
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Join Date: Jun 2001

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Psiko has teamed up with Cloud - (lv 3)Psiko has teamed up with Cloud - (lv 3)
Final Fantasy I Hack (A Work In Progress)

If you clicked on this thread hoping to find the hack already completed and ready for some Beta Testing, you are bound to be disappointed because, quite frankly, I've only just begun. So why start the thread now, you ask? Ideas, my friends. Any suggestions are welcome, although there is no promise that I will use the ideas in the creation of the hack. I started it this morning and have gone through the Weapons in the game. How is this exciting? Instead of having several jobs with access to about 3 different weapons during the game while the Fighter has 20 swords plus 5 axes, I've taken the 40 total weapons in the game and readjusted EVERYTHING! Black Belts no longer have any weapons available, and their beginning stats will be adjusted so that their "useless" period is minimal, which then leaves me 40 slots for 5 classes. 8 weapons each, sounds good doesn't it?

Fighter/Knight uses the Axes, which are powerful but low on accuracy. Thief/Ninja uses the Daggers, which are weak but VERY accurate. Red Mage/Red Wizard uses the Swords, which are both powerful and accurate, but lag behind the Axes in power and Daggers in accuracy. The White Mage/White Wizard uses the Hammers, which are slightly weaker and less accurate than the Swords. The Black Mage/Black Wizard uses Staves, which are worst in both accuracy and in power, but all of which (except the Wooden Staff) have special powers to use.

In order to offset the lower stats of the Daggers, they are half the price of all the other weapons, making the Thief a little more appealing in that aspect. I also intend to make their hit growth faster than the others, so that they start doing 4-5 hits before anyone except the Black Belt. More hits = more damage, after all.

Anywho, here is the list of the new weapons, and I'll add in any special abilities it provides:

Fighter/Knight - Axes
1. Iron Axe
2. Hand Axe
3. Silver Axe
4. Frost Axe - ICE properties
5. 2Hand Axe - Chance to Stun with attack
6. Dragon Axe - Harms Dragon enemies
7. Power Axe - Casts SABR when used, harms Dragon and Giant enemies
8. Mythril Axe - All elements, harms all

Thief/Ninja - Daggers
1. Iron Dagger
2. Large Dagger
3. Silver Dagger
4. Thunder Dagger - LIT properties, harms Water enemies
5. Steel Dagger
6. Were Dagger - Harms Were and Regenerative enemies, chance for Bane with attack
7. Speed Dagger - Casts FAST when used
8. Katana - All elements, harms Were and Water enemies

Red Mage/Red Wizard - Swords
1. Rapier
2. Short Sword
3. Silver Sword
4. Flame Sword - FIRE properties, harms Regenerative enemies
5. Crystal Sword
6. Giant Sword - Harms Giant enemies
7. Agile Sword - Casts INV2 when used, chance for Dark with attack
8. Excalibur - All elements, harms Dragons and Giants

White Mage/White Wizard - Hammers
1. Iron Hammer
2. Mallet
3. Silver Hammer
4. Holy Hammer - Harms Undead enemies
5. War Hammer
6. Undead Hammer - Casts HRM3 when used, harms Undead enemies
7. Heal Hammer - Casts HEL3 when used
8. Mallet of Doom - Harms Undead and Regenerative enemies, chance for Stun, Bane, Dark and Confuse with attack

Black Mage/Black Wizard - Staves
1. Wooden Staff
2. Sleep Staff - Casts SLEP when used and has chance to Stun with attack
3. Lightning Staff - Casts LIT2 when used, LIT properties, harms Water enemies
4. Fire Staff - Casts FIR2 when used, FIRE properties, harms Regenerative enemies
5. Ice Staff - Casts ICE2 when used, ICE properties
6. Mage Staff - Casts MUTE when used, harms Mage enemies, chance for Confuse with attack
7. Defense Staff - Casts FOG2 when used
8. Warlock Staff - Casts XXXX when used, all elements, harms Mage enemies, chance for Stun, Bane, Dark, Confuse with attack
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