Good day!
After a couple of years of absence, I have been perusing some threads and posts here and there to find out the possibilities and limitations of modding a new project (story-line-wisely), so as to plan things with palpable ideas, and some questions arose. I have asked Elric some and others ended up finding out while playing some mods (Ko and Jot5). If someone knows the answer or knows if there's a thread explaining these questions which I missed, I'd appreciate any directive. I'm mainly asking if these things are already known issues. I asked some of these through PMs, but maybe they're also someone else's questions, then it would be more useful making it a public reference.
SKILLS
1. If I want to tie a status boosting effect to the terrain when moving over it, can it be done?
The example: The MOVE skill says that if I'm over grass terrain, my PA is + 2. When I'm not on grass, it gets back to normal. It doesn't increase +2 each time I move on grass; don't want it to stack values, only once WHILE I'm on grass.
2. If I want to tie an ability, which might be reaction or movement or support, that randomly checks if my character is suffering a set of ailments to pick one and cure it, can it be done?
The example: The SUPPORT skill says that at the end of my turn, my character purifies him/herself against certain ailments, only one per time. If I happen to be under Darkness and Silence, it'll pick one of the two per time and cure it, not all of them at once.
3. The DEFEND and CHANGE EQUIP commands are added to the main set of actions of a character when equipped as support. Is it possible making CHARGE, JUMP or THROW work the same way?
The example: my ninja has a set of skills (whichever effects), has the TWO STRIKE and THROW abilities as support. When you equip Throw, you can throw items by using the additional command added to you command menu, detached from your ability sets. Same for Jump and Charge.
4. Is it possible adding a new character animation tied to a certain skill?
The example: there's an ability that makes your character have to hold his hand aloft like a ballerina, in a very characteristic way.
5. Regarding STEAL command, can you set equipment values to whether they are more or less hard to steal?
The example: Maximillian has a 30% persistent impossibility to be stolen, whilst Gengi Armor has 25%. And apply these stances to the ordinary Steal functionality.
6. Regarding editing a spell effect, I read somewhere that you guys still didn't figure it out how to make the screen or character flash. When editing a new spell sprite/animation, can we add a white squire and cover the screen with it by tweaking transparent settings with time lapse to simulate a screen flashing? I know this is a basic conception, but as I don't know much of freedom one can do, doesn't hurt asking, I guess.
MONSTERS
1. As Elric explained to me, when adding a monster family, you change a monster which has 3 variants through color pallet. What I want to know is when you add a monster family in the place of another character, for example, Zalmo's slot, if that monster will have pallet parameters too, or if Zalmo is coded as a non-pallet unit, thus not allowing a whole monster family being set, only a single monster?
The example: I take Zalmo off and add Flan. Will I be able to set Flan, Mousse and Pudding by pallet editing or just Flan?
2. Is it possible making monsters equip items? Something akin to how default Reis base-job defines her.
3. I gather that monster skill occupies a Skill slot, am I wrong? Is it possible using that skill slot to be used into a job ability set and vice versa (migrate a job related skill to become ONLY a monster skill)?
AILMENTS
1. Can we add a new ailment/buff? I mean, adding an effect completely, and not just erasing one to add another in its stead.
The example: I want to make a Freezing ailment. The effect tied to it is that one cannot move, and will get doubled physical damage.
2. Regarding FROG, when you use frog on your enemy, your enemy still has the default movement (which means that a frog red chocobo will still move about the whole scenery). I want to know if when frog is applied, can you set a default movement to, say, 3 and jump to 6 and raise its evading numbers? Mainly is that I want to convey by adding frog ailment: it won't go too far when moving, still will be able to jump high and be harder to spot and hit.
3. Regarding SLEEP, STOP, DON'T ACT, can you make STEAL command 100% successful on a target inflicted by those ailments? I just think so strange the sleeping guy dancing about to evade thievery, or you missing the action on a completely paralyzed foe. And this would feel about my 5th question on the Skill section above, because even if your foe cannot move, some items are harder to simply steal. Of course, we can imply all this at the impossibility of stealing sleeping and stopped units, I just wanted to know if it's possible making stopped and sleeping targets easier to steal from at % odds of success.
Well, that would cover the most urging questions as for now.
I thank in advance any directions which can be given. I'm more a Sprite-kind-of-guy, which is where I'm going to start if I decide going on with a project, but I'd love knowing how far with editing and changing one can go with the current knowledge and tools, so as to set a tangible meta.
P.S.: this is all towards PSX version of the game.
After a couple of years of absence, I have been perusing some threads and posts here and there to find out the possibilities and limitations of modding a new project (story-line-wisely), so as to plan things with palpable ideas, and some questions arose. I have asked Elric some and others ended up finding out while playing some mods (Ko and Jot5). If someone knows the answer or knows if there's a thread explaining these questions which I missed, I'd appreciate any directive. I'm mainly asking if these things are already known issues. I asked some of these through PMs, but maybe they're also someone else's questions, then it would be more useful making it a public reference.
SKILLS
1. If I want to tie a status boosting effect to the terrain when moving over it, can it be done?
The example: The MOVE skill says that if I'm over grass terrain, my PA is + 2. When I'm not on grass, it gets back to normal. It doesn't increase +2 each time I move on grass; don't want it to stack values, only once WHILE I'm on grass.
2. If I want to tie an ability, which might be reaction or movement or support, that randomly checks if my character is suffering a set of ailments to pick one and cure it, can it be done?
The example: The SUPPORT skill says that at the end of my turn, my character purifies him/herself against certain ailments, only one per time. If I happen to be under Darkness and Silence, it'll pick one of the two per time and cure it, not all of them at once.
3. The DEFEND and CHANGE EQUIP commands are added to the main set of actions of a character when equipped as support. Is it possible making CHARGE, JUMP or THROW work the same way?
The example: my ninja has a set of skills (whichever effects), has the TWO STRIKE and THROW abilities as support. When you equip Throw, you can throw items by using the additional command added to you command menu, detached from your ability sets. Same for Jump and Charge.
4. Is it possible adding a new character animation tied to a certain skill?
The example: there's an ability that makes your character have to hold his hand aloft like a ballerina, in a very characteristic way.
5. Regarding STEAL command, can you set equipment values to whether they are more or less hard to steal?
The example: Maximillian has a 30% persistent impossibility to be stolen, whilst Gengi Armor has 25%. And apply these stances to the ordinary Steal functionality.
6. Regarding editing a spell effect, I read somewhere that you guys still didn't figure it out how to make the screen or character flash. When editing a new spell sprite/animation, can we add a white squire and cover the screen with it by tweaking transparent settings with time lapse to simulate a screen flashing? I know this is a basic conception, but as I don't know much of freedom one can do, doesn't hurt asking, I guess.
MONSTERS
1. As Elric explained to me, when adding a monster family, you change a monster which has 3 variants through color pallet. What I want to know is when you add a monster family in the place of another character, for example, Zalmo's slot, if that monster will have pallet parameters too, or if Zalmo is coded as a non-pallet unit, thus not allowing a whole monster family being set, only a single monster?
The example: I take Zalmo off and add Flan. Will I be able to set Flan, Mousse and Pudding by pallet editing or just Flan?
2. Is it possible making monsters equip items? Something akin to how default Reis base-job defines her.
3. I gather that monster skill occupies a Skill slot, am I wrong? Is it possible using that skill slot to be used into a job ability set and vice versa (migrate a job related skill to become ONLY a monster skill)?
AILMENTS
1. Can we add a new ailment/buff? I mean, adding an effect completely, and not just erasing one to add another in its stead.
The example: I want to make a Freezing ailment. The effect tied to it is that one cannot move, and will get doubled physical damage.
2. Regarding FROG, when you use frog on your enemy, your enemy still has the default movement (which means that a frog red chocobo will still move about the whole scenery). I want to know if when frog is applied, can you set a default movement to, say, 3 and jump to 6 and raise its evading numbers? Mainly is that I want to convey by adding frog ailment: it won't go too far when moving, still will be able to jump high and be harder to spot and hit.
3. Regarding SLEEP, STOP, DON'T ACT, can you make STEAL command 100% successful on a target inflicted by those ailments? I just think so strange the sleeping guy dancing about to evade thievery, or you missing the action on a completely paralyzed foe. And this would feel about my 5th question on the Skill section above, because even if your foe cannot move, some items are harder to simply steal. Of course, we can imply all this at the impossibility of stealing sleeping and stopped units, I just wanted to know if it's possible making stopped and sleeping targets easier to steal from at % odds of success.
Well, that would cover the most urging questions as for now.
I thank in advance any directions which can be given. I'm more a Sprite-kind-of-guy, which is where I'm going to start if I decide going on with a project, but I'd love knowing how far with editing and changing one can go with the current knowledge and tools, so as to set a tangible meta.
P.S.: this is all towards PSX version of the game.