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April 16, 2024, 04:16:33 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - formerdeathcorps

21
Check my edits, Jupi.
22
D&D has mages that are frailer and often slower than physicals with no good weapon options.  You cannot carry that over into a MP system (or really, any system that adds new requirements specifically on mages) and expect things to work.

Oddly enough, frail and slow works as long as midcharging isn't possible.  Pretty much, low or no CT means mages are getting optimal strikes.
If you want faster mages, then they either need weapons or more HP.
If you want to keep charging and retain really long-charges, then midcharging needs to be survivable.  Arena tried to reduce FFT's unfair bonuses but that didn't really work.  It effectively means more HP (or charging granting defensive bonuses) and putting every single means of incapacitation on a charge timer so they're less effective at midcharging.
23
I'd appreciate it if you actually bothered to read my posts instead of casting it off as rubbish and replying with spam in a language you don't even understand.  The problem ISN'T that I have an intrinsic horror against people who design non-FFT mechanics, but that I want a mechanical system that is better than FFT.  I do not want to see a system that, in order to be optimally balanced, mathematically implies mechanics that are less balanced than an optimized MP system.  The fact FFT did not properly balance the MP system and that most RPGs were unduly influenced by D&D and thus created mages that actually violate balance under the MP system does not mean the MP system itself is inferior.  Jupi's prejudices are simply a result of bad experiences, not reasoned analysis.  Of course, my proof is not exact (because to fully list out all the variables and the correct functional relations would be the work of a supercomputer), and as I wrote in my previous post (which you chose to ignore), I am fully aware that my ideas of balance, if taken to their logical conclusion turns the RPG to a puzzle game.

Of course, you can choose to preserve the RPG elements at the expense of full balance.  You can definitely turn FFT into a pseudo-FFX or pseudo-Gugnir PSP system.  But if that's the case, please do not pretend your proposal is more balanced than tweaked version of FFT with MP balance.

If you think I'm wrong, then prove me wrong with actual results.  Either produce a mathematical proof to refute me or produce a patch that runs well with these mechanics.  Don't waste your time and mine spamming this thread.

Oh, and as for my patch?  It's Phoenix Down, not angel ring, and yes, that's supposed to happen.
24
Quote
Curing bad status = wasting a turn, thus giving the enemies an advantage to deplete/reduce your HP/MP.


That would be a problem in an AI tournament or a PvP game where the level of intellect on both sides is equal.  However, in PvAI, your human brain is clearly superior to the AI.  You occasionally wasting a turn healing status is far outweighed by the AI wasting a turn almost 50% of the time.  There's no need to worry.
25
2. Only three people have read the AI code.  Me, Glain, and SA.  None of us are primary coders for Jot5.
3. Totally unnecessary.
Poison is cured by Heal (you have Ramza).
Charm can be dispelled by attacking your own units.  Just because the AI is too stupid to do this properly doesn't mean you have to be.
Confuse can be removed in the same way as charm, but it's actually good for you because you can use it to exploit the AI.  A confused unit will not be directly targeted by the AI unless the AI can 1HKO him or he walks into the AoE range of an AI attack.
26
我写的一切你连读都没读!Xif你真了不起。

1) 决斗版取消了断念伤害加成且构造了很多可以吸收属性伤害的装备。这都是为了减少魔法师被打断的威胁,可是这一切毫无用处,被打断的魔法师还是必死。

2) 如果你取消念咒语所花的预备时间,你的提议和我的只是互相少了个可以用来调控游戏均衡的参数而已。 就是说,如果要比较线性无关度:
只用CT延迟 < CT延迟 + 预备状态 = 只消耗消耗可恢复的魔法值 < 消耗消耗可恢复的魔法值 + 预备状态.

3) "这个改造不是为了原版游戏而出的。"
看来你也认识到了这个问题。你所提的改造更适合最终幻想策略"升级"版或火焰纹章哪种游戏因为在那些游戏里,人物的基础指标要比装备和技能更管用。为了确保游戏的一致性,你们必须构造一系列的变化,耗很多时间和劲力来,即我所知,建一个即不公平有不好玩的劣质产品。以下有我的一个例子。

4) "魔法值重要么? 反正它很容易恢复的."
在原版里,魔法值的确不重要,可是合理的游戏一定有个合理的魔法价格机制.  只需要遵守三点:
一、 回复魔法值的方法有足够的限制。药水的价格必须提升,排除不花金钱的回复方式。
二、不让重甲兵来穿戴可以提升魔法值的装备而大大减少他们对魔法值的增长率。
三、状态魔法的价格和它的效应必须保持一定的比例。说的具体一点,如果不纠正级别或速度的上限,这种魔法的价格必要设为总魔法值的Y%与原价的最大值或它们持续的时间必须要和对象的速度有个反比关系。
无论如此,以上的建议对我所提的函数没有任何影响。类似于原游戏的函数依然保持了三度的线性无关,这也是为什么虽然我把80打成40了,数学上的原理没有任何变化。

5) "速度已经为魔法师占很大的优势。"
别瞎说了。快的魔兵 (在电脑比赛当中,这设定为十速以上的魔法师) 几乎活不了因为他们很容易被地方骚扰,连慢的武兵(设定为八速的兵)都能打断他们念的咒语。第六届的冠军Gaignun是例外,它整个班都在维护他那一个十SPD的神谕。一般来说,当平均速为9左右,只有12速的时空/白魔法师(辅助技能设为快念,组技能为加速二级,复活二级)或排在最后一个位置(由她的位置不避免地方的骚扰)的八速战斗魔法师才能有希望活下去。换句话说, 魔法师或长枪兵只能在比敌人慢一截或在利用快念而比加速的敌人还要快的情况下才能瞄准敌人。按照同样的逻辑,(除了在单项比赛以外),快的武兵(和尚、弓手、忍者)来念咒语也很弱质。他们不仅仅缺少足够的魔法力与魔法值(而弥补它会降低他们的战斗力与生命值),他们被打断的可能性太大。如果连这些你都不知道,显然是因为你不跟踪电脑比赛而对我的数学分析不感兴趣;你的无知不是我的错。
如果你想利用CT-停留的方式来纠正这个问题,所有的兵种和技能(武攻不例外)都必须利用它。为了确保功能的重要性,你得在快兵的技能上停留长一点或在慢兵的技能上停留短一些(或给他们一些降低停留时间的辅助技能与装备,《魔枪》就是这样的)。无论你选哪一个,后果是一样的,为了保持均衡,技能就不能在不同的兵种当中随便交换了(或者忍者的技能对于别人都会嫌慢而魔法师的技能对于别人会变得很强,破坏了游戏的均衡)。因此,为了保持游戏均衡,你得改变它的基本性质,原游戏的开放兵种制度会演化成一个死定的兵种制。

当然了,我的方法也不完美。它对游戏里的金钱设了个很严密的上限,取消了随机小战(看来。。。我也在模仿火焰文章的另一方面)。为了保持均衡,我把RPG变成了一个不可解的困境。我故意设计了一个不存在最佳选择的游戏,使偷工减料的懒汉与追求上进的游戏迷感到很不爽。
在我看来,你们两个(天使与Xif)在面对同一个(游戏均衡)问题当中更重视保留RPG的因数,使得你们的规则不够严谨。上列的玩家一定能够玩透你的游戏,找出你们由数学工具不够精细而不可弥补的漏洞。为了避免这个场景你们会发现必须大大减少玩家的选择,如果你们最终的结果比我的制度给玩家的选择还要少,岂不是你们的失败么?
27
QuoteIf you do not learn certain abilities, you lose the ability to learn them. other abilities are added. this may have been a bug on one of my play throughs, but I remember distinctly losing the chance to learn an ability when the chapter changed because i didn't learn it before it ended, and ramza's change added new abilities.
You lose skills if you dont' learn them. I never said you lose them after you learn them. if you dont' learn some ofhis chapter 1 skills, you lose the ability to learn them in chapter 2.

That's definitely not true in vanilla.  Your game is bugged or you misremembered.

1) As I've already said, there's no technical challenge in locking ninja (just have it require level 8 in itself), but Raven's decision is not poor game design.  He simply threw in some disincentives against what is normally considered beneficial (such as leveling up, unlocking "advanced" jobs, or buying better gear, etc.)  You may not like it that way, but it is just as valid as a more minimal approach; in fact, I think it is more interesting when everything incurs diminishing returns because it feels more realistic.

QuoteI don't  have the option of taking Dante or Ramza directly into the knight class. I must take them through chemist. even though I could have snake, cloud, and link with enough support abilities this isn't needed. Everyone must learn essential skills. I think that's how you put it.

Rather than being able to make a cohesive team I've been forced, by you the developer, to make each member of my party an self-sufficient unit for the first half of the chapter. you can't possibly in good conscience say i'm free to build my team how i wish, when you force me to spend 2 or 3 levels on chemist.

How is this any different than vanilla?
"My strategy requires haste.  Why does Square force me to level 2 levels of chemist and 3 levels of black mage to get time mage when I clearly need haste to beat Dorter I?  Rather than being able to have a full support Pr / TM, I've been forced, by the developer, to make each member of my party deal damage for the first half of the chapter.  Clearly, FFT doesn't offer me enough freedom to build my team how I wish."
Plus, your objection isn't even valid.  Once you beat the beastmaster at Barius Hill, you have access to a random battle zone (with very easy enemies).  It's not hard to level up there.  Plus, because the enemies are very easy there, you can easily gain JP without EXP gain (by Move-JP Up).

Quote from: newbActually. No i'm not. I'm free to play it how I deem fit only if i'm skilled and capable of dealing with the consequences. which is a big caveat.
Quote from: RavenofRazgriz
lol.

Best response to  being called lazy ever. in most cultures laughing is a sign of embarrassment. Am i reading too much into it?

That's essentially your logic at work.  Please don't throw stones from glass houses.

Quote
Excluding ramza and cloud...

I was referring to vanilla.  ONLY Ramza has skills that unlock by chapter (maybe the phrase "locked skills" was imprecise).  The reason is obvious: only Ramza (and arguably, Alma after being possessed if you count ultima an unlockable skill) has that level of character development in FFT.

Quote
Again, character growth. character growth doesn't have to happen over years of time.

Take this: Dante shows disdain for Snakes' way of fighting. for being sneaky etc. Dante is a very in-your-face kind of character.

At the end of chatper 1, Dante maybe gets injuried or something and snake has to help him escape without drawing attention. Dante then realizes there is merit in the way snake does this. he then teaches himself to take a 'sneaky/tricky' way to combat, but in his own style. unlocking his trickster line of skills.

OR:

once chapter two begins, you could just have each character start with the base skills and job levels you expected them to have at the end of chapter 1.

Your second proposal would not work very well because everyone's playstyle is different.  I think it would make more sense to determine skillsets based off of the character (so Link would have levels in Archer and Knight, Alma would have levels in white mage, etc.)
As for your first, it's an intriguing idea, but Dante already has a full skillset of 16 attacks.  I don't think we can fit it in.  In general, the idea of having abilities unlocked by events is interesting, but it shouldn't be overdone or the game will feel too much like FFTA2.  Honestly, I find it ironic that you support the freedom "to build my team how i wish" and simultaneously want to restrict abilities through ideas like this.

Quote
Physical/mental changes? you mean character growth? >.>

I am known to be repetitive, but what I had in mind were things like...
1) A character gets his arm lopped off in the transition from Chapter I to II.  Clearly, he can no longer use 2H weapons now.
2) A mage was captured in Chapter I and was tortured while in prison and is released in the beginning of Chatper II.  Clearly, he is no longer able to cast advanced spells because he can no longer maintain that level of focus.
3) A man is injected with superserum and now has superpowers.  Clearly, his main class now has more options and he probably has fly as an innate.

In other words, given the above changes, it is possible to justify unlocking or locking certain skills or abilities.  What you call this process is irrelevant, but such "character growth" needs to pass a certain limit before we can express those changes in chapter or event-unlocked skills or abilities.  This is why I don't think it should be a default feature in FFT or Jot5 (meaning it will affect most jobs and classes); most characters don't undergo such drastic changes.

Quote
So everything Cloud and Ramza, Agrias, etc. learned in Vanilla was temporary?

Again, you missed my point.  "Temporary effects" would be something like using accumulate in FFT or swords dance in Pokemon.  Those effects do not carry over when the battle ends.  Similarly, if one "chapter" of your game is essentially a continuous state of battles or other situations where adrenaline would flow (some games are like this) and the next chapter happens after a period of calm, then many in-battle bonuses should not carryover.  Obviously, FFT and Jot5 are not this type of game.

Quote
This is a turn  based strategy game. Not dark souls. Stop trying to make it dark souls. It's not dark souls.

My point exactly.  Because FFT is a turn-based RPG where mix-and-match is encouraged and units are supposed to get progressively better, we should not import mechanics from real time games (like event-dependent skill unlocks or resetting skills / gear in between chapters) where the above conditions do not hold.  In other words, although FFT is a mix-and-match, mechanics are NOT a mix-and-match between different games and different genres.

Quote
This is my point. the team could have easily picked this route. you didn't. That's perfectly fine. but saying you can't is different then saying you won't.

It is a new game. no-one is going to question resetting to 0 in a new game. it's expected.

Finding 3 excuses can be easy, depending on how the story is written. A lot of different things are happening In Ivalice. we're seeing bleed in from FFT, FF7, and from across dimensions having Dante, Snake, and link appear in Ivalice. The balance of the world is clearly being upset. it isn't that unreasonable to see drastic changes happening to the world between chapters. maybe it starts to merge with other worlds. at this point the same reasoning can be used when you started the game. the characters are now in a 'different' world. it's no longer Ivalice. but Ivalice+Hyrule or w/e.

This is clearly where we differ.  You believe that the desired mechanics should drive the story.  Hence, to you, the game starts everyone at level 1 because this is a standard game mechanic.  I believe the story is the supreme feature of a game.  Due to the limitations of the RPG genre, time, game balance, and our understanding of the code, we must allow certain "small" deviations between mechanics and story (such as Dante being able to learn a stealth generic class like thief despite it being against his nature) or Cloud being able to use ribbons in his generic class (while as a knight, he cannot), but any "large" or "global" disruption needs to have a storyline justification.  Hence, to me, the game starts everyone at level 1 because Ramza hasn't fought in two years and everyone else was warped into the world by a process that took their weapons and sense of normality, but that reason isn't something you can repeat three times (because sentient beings adjust to their surroundings).  IN fact, I'd find it contrived even if three different reasons were given for the next three chapter breaks if the result of each of them is the same kind of equipment / skill reset (because the probability of getting the same unlucky result from three different processes is low).  I'm sure a good enough storywriter can certainly string together a plot so these things happen more "naturally", but a good writer would not insist on it happening either.  In other words, if this was a movie rather than a video game, the plot should be just as fluid and not have spots where it only makes "sense" in a video game.

Quote
As it stands, by the end of chapter 1 you will be about level 26. between 20 and 30 for sure. over 30 seems to high based on monster difficulty. below 20 seems to low based on other encounters.

I think you're overgeneralizing from your own personal experience.  For the record, my units were 5 levels lower than yours when I beat Chapter I, and I'm sure Raven can probably do it at Level 18.  It all depends on how much care you put into analyzing the enemy.

Quote
so I should spend my time moving and not performing actions for hours to learn abilities without raising my level? >.>;; really?

With the exception of snake's base class, everyone else will be limited to 3-4 squares per turn. meaning you can gain 3-4 more jp per action. that's assuming you ALWAYS move the maximum amount per character turn. which more often than not, is not a good idea. but you will also lose any tactical advantage to jump+1 or jump+2 which you can get early access to. In a game like this, mobility is important.

move JP isn't a bad ability. but after a while, taking it over something else is a bad tactical decision.

That's up to you, but I don't use Move-JP as a grinding tool (though it's tempting while Snake is invisible).  For me, it's mostly a supplement so I require only 70-80% the EXP to get the same amount of JP.  I find that mobility isn't so good early game when I don't have 1HKOs and the enemy easily outnumbers or outspeeds me.  The key to not dying in the early fights is CT conservation and knowing the CT of your units when enemies get turns.  Remember, first strike KOs don't have to come from superior speed or mobility, it can also come from AI stupidity: let them walk into your attack range (and keep your units out of theirs when it is their turn).

Quote
For me, this is one thing that made sweegy woods difficult. I lacked the utility gained from knight, priest, wizard.

Rather than being able to make a cohesive team I've been forced, by you the developer, to make each member of my party an self-sufficient unit for the first half of the chapter.

Maybe your playstyle is different than mine, but I've always favored a team of self-sufficient hybrids over specialized units.  I can say that Raven's mechanics fit my playstyle quite well.  I will also, say, however, that my Arena teams do not match this playstyle (my best teams are either pure offense or pure defense).  It pays to adapt to the game.

Quote
No. the game would not be more incomplete, but more complete. Raven has a vision in his  head. he expects you to have progressed your character a certain way. (this is obvious because of Chemist)

It's not uncommon at all for games to limit your progress based on chapter. In persona, you can only fuse certain persona at certain stages of the game, because more powerful ones aren't available. they only exist at a later stage of the game. this is the same principle.

but it is fundamentally the same system. it follows the same rules. the only thing that has changes is the scaling and the rate at which you can gain JP.

1) Small tweaks to the rules can have large effects.  Voldemort's 1.3 was appropriately termed FFT: Item or FFT: Hardmode because he made two vital changes (PD can be used by level 1 enemies and all enemy units scale to player level).  These two changes mean 1.3's strategy is different enough from vanilla that many veteran players could not adjust.  I do not doubt Jot5 does not have similarly groundbreaking mechanics.
2) If you admit Jot5, 1.3, and vanilla FFT are fundamentally the same system with the same rules, and you want Jot5 to be more "complete" (i.e. more perfectly fitting the system it is contained in), then aren't you contradicting yourself by proposing mechanics from Persona?
3) I can't speak for Raven, but as a modder, I would like to think "completion" means resembling a final product.  IN Jot5's case, the final product is a full FFT mod that spans four chapters.  If the final product is to contain ninja in Chapter IV, then the patch is more complete if the Chapter I release has ninja than if it does not.  In other words, the form of the game's release (piecemeal) should not affect the content (the available classes).
Remember, the modder's intent need not be formalized as law (or hard-coding).  A disincentive works just as well.
28
    0x0000: Sprite Set
      0x?? - Special Character
      0x80 - Generic Male
      0x81 - Generic Female
      0x82 - Monster
   0x0001: Unit ID (FF doesn't exist)
   0x0002: Party ID (FE prevents HP/MP growth?)
   0x0003: Job ID
   0x0004: Palette
      0x00 Default
      0x01 Hokuten
      0x02 Nanten
      0x03 Death Corps
      0x04 Glabados Church
      0x05 No Palette?
   0x0005: ENTD Flags
      0x80 - Always Present
      0x40 - Randomly Present
      0x3X - Green Team
      0x2X - Light Blue Team
      0x1X - Red Team
      0x0X - Blue Team
      0x08 - Control
      0x04 - Immortal
      0x02 - (both set by Ramza when initialized)
      0x01 -
   0x0006: Gender Byte
      0x80 - Male
      0x40 - Female
      0x20 - Monster
      0x10 - Join after event
      0x08 - Load Formation
      0x04 - ??? Stats
      0x02 -
      0x01 - Save Formation
   0x0007: Death Counter (3 for living units)
   0x0008: Bithday (days, plus bit 0 from next byte)
      0x000-0x01e - January
      0x01f-0x03a - February
      0x03b-0x059 - March
      0x05a-0x077 - April
      0x078-0x096 - May
      0x097-0x0b4 - June
      0x0b5-0x0d3 - July
      0x0d4-0x0f2 - August
      0x0f3-0x110 - September
      0x111-0x12f - October
      0x130-0x14d - November
      0x14e-0x16c - December
   0x0009: Zodiac Sign
      0xf0 -
      0xe0 -
      0xd0 -
      0xc0 - Serpentarius
      0xb0 - Pisces
      0xa0 - Aquarius
      0x90 - Capricorn
      0x80 - Sagittarius
      0x70 - Scorpio
      0x60 - Libra
      0x50 - Virgo
      0x40 - Leo
      0x30 - Cancer
      0x20 - Gemini
      0x10 - Taurus
      0x00 - Aries
   0x000a - Innate Ability 1
   0x000c - Innate Ability 2
   0x000e - Innate Ability 3
   0x0010 - Innate Ability 4
   0x0012 - Primary Skillset
   0x0013 - Secondary Skillset
   0x0014 - Reaction Ability
   0x0016 - Support Ability
   0x0018 - Movement Ability
   0x001a - Head
   0x001c - Body
   0x001e - Accessory
   0x0020 - Right Hand Weapon
   0x0022 - Right Hand Shield
   0x0024 - Left Hand Weapon
   0x0026 - Left Hand Shield
   0x0028 - Experience
   0x0029 - Level
   0x002a - Original Brave
   0x002b - Brave
   0x002c - Original Faith
   0x002d - Faith
   0x002e - 1 = Unit's Turn?
   0x002f - ???
   0x0030 - HP
   0x0032 - Max HP
   0x0034 - MP
   0x0036 - Max MP
   0x0038 - Original PA
   0x0039 - Original MA
   0x003a - Original SP
   0x003b - Bonus PA (doubles as minimum (bonus + 1) stats?)
   0x003c - Bonus MA
   0x003d - Bonus SP
   0x003e - PA
   0x003f - MA
   0x0040 - SP
   0x0041 - CT
   0x0042 - Move
   0x0043 - Jump
   0x0044 - WP 1
   0x0045 - WP 2
   0x0046 - WEVA 1
   0x0047 - WEVA 2
   0x0048 - Acc. PEV
   0x0049 - RH Shield PEV
   0x004a - LH Shield PEV
   0x004b - C-Ev
   0x004c - Acc. MEV
   0x004d - RH Shield MEV
   0x004e - LH Shield MEV
   0x004f - X Coordinate
   0x0050 - Y Coordinate
   0x0051:
      0x80 - Higher Elevation
      0x40 - Stepping Stone
      0x20 -
      0x10 -
      0x08 -
      0x04 -
      0x03 - Facing East
      0x02 - Facing North
      0x01 - Facing West
      0x00 - Facing South
   0x0052: Equippable Items 1
      0x80 - Barehanded
      0x40 - Knife
      0x20 - Ninja Blade
      0x10 - Sword
      0x08 - Knight's Sword
      0x04 - Katana
      0x02 - Axe
      0x01 - Rod
   0x0053: Equippable Items 2
      0x80 - Staff
      0x40 - Flail
      0x20 - Gun
      0x10 - Crossbow
      0x08 - Bow
      0x04 - Instrument
      0x02 - Book
      0x01 - Polearm
   0x0054: Equippable Items 3
      0x80 - Pole
      0x40 - Bag
      0x20 - Cloth
      0x10 - Shield
      0x08 - Helmet
      0x04 - Hat
      0x02 - Hair Adornment
      0x01 - Armor
   0x0055: Equippable Items 4
      0x80 - Clothing
      0x40 - Robe
      0x20 - Shoes
      0x10 - Armguard
      0x08 - Ring
      0x04 - Armlet
      0x02 - Cloak
      0x01 - Perfume
   0x0056: Equippable Items 5
      0x80 - ???
      0x40 - ???
      0x20 - ???
      0x10 - FellSword
      0x08 - LipStick
      0x04 - ???
      0x02 - ???
      0x01 - ???
   0x0057 - ???
   0x0058: Innate Statuses 1
      0x80 -
      0x40 - Crystal
      0x20 - Dead
      0x10 - Undead
      0x08 - Charging
      0x04 - Jump
      0x02 - Defending
      0x01 - Performing
   0x0059: Innate Statuses 2
      0x80 - Petrify
      0x40 - Invite
      0x20 - Darkness
      0x10 - Confusion
      0x08 - Silence
      0x04 - Blood Suck
      0x02 - Cursed
      0x01 - Treasure
   0x005a: Innate Statuses 3
      0x80 - Oil
      0x40 - Float
      0x20 - Reraise
      0x10 - Transparent
      0x08 - Berserk
      0x04 - Chicken
      0x02 - Frog
      0x01 - Critical
   0x005b: Innate Statuses 4
      0x80 - Poison
      0x40 - Regen
      0x20 - Protect
      0x10 - Shell
      0x08 - Haste
      0x04 - Slow
      0x02 - Stop
      0x01 - Wall
   0x005c: Innate Statuses 5
      0x80 - Faith
      0x40 - Innocent
      0x20 - Charm
      0x10 - Sleep
      0x08 - Don't Move
      0x04 - Don't Act
      0x02 - Reflect
      0x01 - Death Sentence
   0x005d: Status Immunities 1
      0x80 -
      0x40 - Crystal
      0x20 - Dead
      0x10 - Undead
      0x08 - Charging
      0x04 - Jump
      0x02 - Defending
      0x01 - Performing
   0x005e: Status Immunities 2
      0x80 - Petrify
      0x40 - Invite
      0x20 - Darkness
      0x10 - Confusion
      0x08 - Silence
      0x04 - Blood Suck
      0x02 - Cursed
      0x01 - Treasure
   0x005f: Status Immunities 3
      0x80 - Oil
      0x40 - Float
      0x20 - Reraise
      0x10 - Transparent
      0x08 - Berserk
      0x04 - Chicken
      0x02 - Frog
      0x01 - Critical
   0x0060: Status Immunities 4
      0x80 - Poison
      0x40 - Regen
      0x20 - Protect
      0x10 - Shell
      0x08 - Haste
      0x04 - Slow
      0x02 - Stop
      0x01 - Wall
   0x0061: Status Immunities 5
      0x80 - Faith
      0x40 - Innocent
      0x20 - Charm
      0x10 - Sleep
      0x08 - Don't Move
      0x04 - Don't Act
      0x02 - Reflect
      0x01 - Death Sentence
   0x0062: Current Statuses 1
      0x80 -
      0x40 - Crystal
      0x20 - Dead
      0x10 - Undead
      0x08 - Charging
      0x04 - Jump
      0x02 - Defending
      0x01 - Performing
   0x0063: Current Statuses 2
      0x80 - Petrify
      0x40 - Invite
      0x20 - Darkness
      0x10 - Confusion
      0x08 - Silence
      0x04 - Blood Suck
      0x02 - Cursed
      0x01 - Treasure
   0x0064: Current Statuses 3
      0x80 - Oil
      0x40 - Float
      0x20 - Reraise
      0x10 - Transparent
      0x08 - Berserk
      0x04 - Chicken
      0x02 - Frog
      0x01 - Critical
   0x0065: Current Statuses 4
      0x80 - Poison
      0x40 - Regen
      0x20 - Protect
      0x10 - Shell
      0x08 - Haste
      0x04 - Slow
      0x02 - Stop
      0x01 - Wall
   0x0066: Current Statuses 5
      0x80 - Faith
      0x40 - Innocent
      0x20 - Charm
      0x10 - Sleep
      0x08 - Don't Move
      0x04 - Don't Act
      0x02 - Reflect
      0x01 - Death Sentence
   0x0067 - Poison CT
   0x0068 - Regen CT
   0x0069 - Protect CT
   0x006a - Shell CT
   0x006b - Haste CT
   0x006c - Slow CT
   0x006d - Stop CT
   0x006e - Wall CT
   0x006f - Faith CT
   0x0070 - Innocent CT
   0x0071 - Charm CT
   0x0072 - Sleep CT
   0x0073 - Don't Move CT
   0x0074 - Don't Act CT
   0x0075 - Reflect CT
   0x0076 - Death Sentence CT
   0x0077: Elemental Absorption
      0x80 - Dark
      0x40 - Holy
      0x20 - Water
      0x10 - Earth
      0x08 - Wind
      0x04 - Ice
      0x02 - Lightning
      0x01 - Fire
   0x0078: Elemental Nullification
      0x80 - Dark
      0x40 - Holy
      0x20 - Water
      0x10 - Earth
      0x08 - Wind
      0x04 - Ice
      0x02 - Lightning
      0x01 - Fire
   0x0079: Elemental Halving
      0x80 - Dark
      0x40 - Holy
      0x20 - Water
      0x10 - Earth
      0x08 - Wind
      0x04 - Ice
      0x02 - Lightning
      0x01 - Fire
   0x007a: Elemental Weakness
      0x80 - Dark
      0x40 - Holy
      0x20 - Water
      0x10 - Earth
      0x08 - Wind
      0x04 - Ice
      0x02 - Lightning
      0x01 - Fire
   0x007b: Elements Strengthened
      0x80 - Dark
      0x40 - Holy
      0x20 - Water
      0x10 - Earth
      0x08 - Wind
      0x04 - Ice
      0x02 - Lightning
      0x01 - Fire
   0x007c - Raw HP
   0x007f - Raw MP
   0x0082 - Raw SP
   0x0085 - Raw PA
   0x0088 - Raw MA
   0x008b - HP Growth
   0x008c - HP Multiplier
   0x008d - MP Growth
   0x008e - MP Multiplier
   0x008f - SP Growth
   0x0090 - SP Multiplier
   0x0091 - PA Growth
   0x0092 - PA Multiplier
   0x0093 - MA Growth
   0x0094 - MA Multiplier
   0x0095: Reactions 1
      0x80 - PA Save
      0x40 - MA Save
      0x20 - Speed Save
      0x10 - Sunken State
      0x08 - Caution
      0x04 - Dragon Spirit
      0x02 - Regenerator
      0x01 - Brave UP
   0x0096: Reactions 2
      0x80 - Face (Faith) UP
      0x40 - HP Restore
      0x20 - MP Restore
      0x10 - Critical Quick
      0x08 - Meatbone Slash
      0x04 - Counter Magic
      0x02 - Counter Tackle
      0x01 - Counter Flood
   0x0097: Reactions 3
      0x80 - Absorb Used MP
      0x40 - Gilgame Heart
      0x20 - Reflect
      0x10 - Auto Potion
      0x08 - Counter
      0x04 -
      0x02 - Distribute
      0x01 - MP Switch
   0x0098: Reactions 4
      0x80 - Damage Split
      0x40 - Weapon Guard
      0x20 - Finger Guard
      0x10 - Abandon
      0x08 - Catch
      0x04 - Blade Grasp
      0x02 - Arrow Guard
      0x01 - Hamedo
   0x0099: Support 1
      0x80 - Equip Armor
      0x40 - Equip Shield
      0x20 - Equip Sword
      0x10 - Equip Katana
      0x08 - Equip Crossbow
      0x04 - Equip Spear
      0x02 - Equip Axe
      0x01 - Equip Gun
   0x009a: Support 2
      0x80 - Half of MP
      0x40 - Gained JP-UP
      0x20 - Gained EXP-UP
      0x10 - Attack UP
      0x08 - Defense UP
      0x04 - Magic Attack UP
      0x02 - Magic Defense UP
      0x01 - Concentrate
   0x009b: Support 3
      0x80 - Train
      0x40 - Secret Hunt
      0x20 - Martial Arts
      0x10 - Monster Talk
      0x08 - Throw Item
      0x04 - Maintenance
      0x02 - Two Hands
      0x01 - Two Swords
   0x009c: Support 4
      0x80 - Monster Skill
      0x40 - Defend
      0x20 - Equip Change
      0x10 -
      0x08 - Short Charge
      0x04 - Non-Charge
      0x02 -
      0x01 -
   0x009d: Movement 1
      0x80 - Move +1
      0x40 - Move +2
      0x20 - Move +3
      0x10 - Jump +1
      0x08 - Jump +2
      0x04 - Jump +3
      0x02 - Ignore Height
      0x01 - Move-HP UP
   0x009e: Movement 2
      0x80 - Move-MP UP
      0x40 - Move-Get EXP
      0x20 - Move-Get JP
      0x10 - Cannot Enter Water
      0x08 - Teleport
      0x04 - Teleport 2
      0x02 - Any Weather
      0x01 - Any Ground
   0x009f: Movement 3
      0x80 - Walk on Water
      0x40 - Move in Water
      0x20 - Move on Lava
      0x10 - Move Underwater
      0x08 - Float
      0x04 - Fly
      0x02 - Silent Walk
      0x01 - Move-Find Item
   0x00a0 - Unlocked Jobs 1-8 (all of these start at 0x80 and count down)
   0x00a1 - Unlocked Jobs 9-16
   0x00a2 - Unlocked Jobs 17-24
   0x00a3 - Base Action Abilities 1-8
   0x00a4 - Base Action Abilities 9-16
   0x00a5 - Base R/S/M 1-6
   0x00a6 - Chemist Action Abilities 1-8
   0x00a7 - Chemist Action Abilities 9-16
   0x00a8 - Chemist R/S/M 1-6
   0x00a9 - Knight Action Abilities 1-8
   0x00aa - Knight Action Abilities 9-16
   0x00ab - Knight R/S/M 1-6
   0x00ac - Archer Action Abilities 1-8
   0x00ad - Archer Action Abilities 9-16
   0x00ae - Archer R/S/M 1-6
   0x00af - Monk Action Abilities 1-8
   0x00b0 - Monk Action Abilities 9-16
   0x00b1 - Monk R/S/M 1-6
   0x00b2 - Priest Action Abilities 1-8
   0x00b3 - Priest Action Abilities 9-16
   0x00b4 - Priest R/S/M 1-6
   0x00b5 - Wizard Action Abilities 1-8
   0x00b6 - Wizard Action Abilities 9-16
   0x00b7 - Wizard R/S/M 1-6
   0x00b8 - Time Mage Action Abilities 1-8
   0x00b9 - Time Mage Action Abilities 9-16
   0x00ba - Time Mage R/S/M 1-6
   0x00bb - Summoner Action Abilities 1-8
   0x00bc - Summoner Action Abilities 9-16
   0x00bd - Summoner R/S/M 1-6
   0x00be - Thief Action Abilities 1-8
   0x00bf - Thief Action Abilities 9-16
   0x00c0 - Thief R/S/M 1-6
   0x00c1 - Mediator Action Abilities 1-8
   0x00c2 - Mediator Action Abilities 9-16
   0x00c3 - Mediator R/S/M 1-6
   0x00c4 - Oracle Action Abilities 1-8
   0x00c5 - Oracle Action Abilities 9-16
   0x00c6 - Oracle R/S/M 1-6
   0x00c7 - Geomancer Action Abilities 1-8
   0x00c8 - Geomancer Action Abilities 9-16
   0x00c9 - Geomancer R/S/M 1-6
   0x00ca - Lancer Action Abilities 1-8
   0x00cb - Lancer Action Abilities 9-16
   0x00cc - Lancer R/S/M 1-6
   0x00cd - Samurai Action Abilities 1-8
   0x00ce - Samurai Action Abilities 9-16
   0x00cf - Samurai R/S/M 1-6
   0x00d0 - Ninja Action Abilities 1-8
   0x00d1 - Ninja Action Abilities 9-16
   0x00d2 - Ninja R/S/M 1-6
   0x00d3 - Calculator Action Abilities 1-8
   0x00d4 - Calculator Action Abilities 9-16
   0x00d5 - Calculator R/S/M 1-6
   0x00d6 - Bard Action Abilities 1-8
   0x00d7 - Bard Action Abilities 9-16
   0x00d8 - Bard R/S/M 1-6
   0x00d9 - Dancer Action Abilities 1-8
   0x00da - Dancer Action Abilities 9-16
   0x00db - Dancer R/S/M 1-6
   0x00dc - Mime Action Abilities 1-8
   0x00dd - Mime Action Abilities 9-16
   0x00de - Mime R/S/M 1-6
   0x00df - Dark Knight Action Abilities 1-8
   0x00e0 - Dark Knight Action Abilities 9-16
   0x00e1 - Dark Knight R/S/M 1-6
   0x00e2 - Onion Knight Action Abilities 1-8
   0x00e3 - Onion Knight Action Abilities 9-16
   0x00e4 - Onion Knight R/S/M 1-6
   0x00e5 - Base/Chemist Job Level
   0x00e6 - Knight/Archer Job Level
   0x00e7 - Monk/Priest Job Level
   0x00e8 - Wizard/Time Mage Job Level
   0x00e9 - Summoner/Thief Job Level
   0x00ea - Mediator/Oracle Job Level
   0x00eb - Geomancer/Lancer Job Level
   0x00ec - Samurai/Ninja Job Level
   0x00ed - Calculator/Bard Job Level
   0x00ee - Dancer/Mime Job Level
   0x00ef - Dark Knight/Onion Knight Job Level
   0x00f0 - Unknown1 (always mastered)/Master-Onion Knight Job Level  (M-OK is always level 8)
   0x00f1 - ???
   0x00f2 - Base Job JP
   0x00f4 - Chemist Job JP
   0x00f6 - Knight Job JP
   0x00f8 - Archer Job JP
   0x00fa - Monk Job JP
   0x00fc - Priest Job JP
   0x00fe - Wizard Job JP
   0x0100 - Time Mage Job JP
   0x0102 - Summoner Job JP
   0x0104 - Thief Job JP
   0x0106 - Mediator Job JP
   0x0108 - Oracle Job JP
   0x010a - Geomancer Job JP
   0x010c - Lancer Job JP
   0x010e - Samurai Job JP
   0x0110 - Ninja Job JP
   0x0112 - Calculator Job JP
   0x0114 - Bard Job JP
   0x0116 - Dancer Job JP
   0x0118 - Mime Job JP
   0x011a - Dark Knight Job JP
   0x011c - Onion Knight (?) Job JP--Makes no sense since Onion Knight has no JP
   0x011e - ??? Job JP
   0x0120 - Total Base Job JP
   0x0122 - Total Chemist Job JP
   0x0124 - Total Knight Job JP
   0x0126 - Total Archer Job JP
   0x0128 - Total Monk Job JP
   0x012a - Total Priest Job JP
   0x012c - Total Wizard Job JP
   0x012e - Total Time Mage Job JP
   0x0130 - Total Summoner Job JP
   0x0132 - Total Thief Job JP
   0x0134 - Total Mediator Job JP
   0x0136 - Total Oracle Job JP
   0x0138 - Total Geomancer Job JP
   0x013a - Total Lancer Job JP
   0x013c - Total Samurai Job JP
   0x013e - Total Ninja Job JP
   0x0140 - Total Calculator Job JP
   0x0142 - Total Bard Job JP
   0x0144 - Total Dancer Job JP
   0x0146 - Total Mime Job JP
   0x0148 - Total Dark Knight Job JP
   0x014a - Total Onion Knight (?) Job JP--Makes no sense since Onion Knight has no JP
   0x014c - Total ??? Job JP
   0x014e - 0x015d Unit Name
   0x015e - 0x016d Job Name
   0x016e - 0x0175 Primary Skillset Name (first 8 bytes)
   0x0176 - 0x017d Secondary Skillset Name (First 8 bytes)
   0x017e - # of times unit has been killed
   0x017f - Current Ability CT
   0x0180 - Graphic
   0x0181 - Portrait
   0x0182 - Palette
   0x0183 - ENTD ID
   0x0184 - Special Skillset? (Specials set their skillset here)
   0x0185 - War Trophy
   0x0186 - Bonus Money Mod (* 100 = Gil)
   0x0??? - X Location? (For where AI tends to stay near)
   0x0??? - Y Location?
   0x0??? -
      0x80 - Higher Elevation Flag (for location)?
      0x40 - Focus on target?
      0x20 - Stay near X/Y? (+0x08 = never move once there)
      0x10 - more aggressive?
      0x08 - Coward-like?
      0x04 -
      0x02 -
      0x01 -
   0x0??? - Prioritized Target
   0x0??? - (ENTD)
   0x0??? - (ENTD)
      0x04 - Save CT? (don't move unless needed?)
   0x0??? - (ENTD)
   0x0??? - ??? (1 byte)
   0x0??? - ??? (1 byte)
   0x0190 - Unit Name ID
      0x00XX - Special
      0x01XX - Generic Male
      0x02XX - Generic Female
      0x03XX - Generic Monster
   0x0192 - Attacker/Self ID? (this data for charging attacks?)
   0x0193 - Skillset of Last Attack Used
   0x0194 - Last Attack Used ID
   0x0196 - Calculator Type Ability ID
   0x0198 - Calculator Multiplier Ability ID
   0x019a - Used Item/Equip ID?

   0x019c -
      0x05 - Tile-Specific Ability?
      0x06 - Target-Specific Ability?
   0x019d - Target ID?
   0x019e - Target X

   0x019f:
      0x80 -
      0x40 -
      0x20 -
      0x10 - Stepping Stone
      0x08 -
      0x04 -
      0x02 -
      0x01 - Walkable

   0x01a0 - Target Map Level

   0x01a2 - Target Y
   0x01a3 - ???
   0x01a4 - ???
   0x01a5 - ???
   0x01a6: Mount Info
      0x80 - Riding A Unit
      0x40 - Being Ridden
      0x20 -
      0x1f - ID of unit Riding/Being ridden by this unit
   0x01a7 - Dealing with unit's ability to appear in battle?
         (FF if unit can't exist?)
         (01 if unit exists, 00 if not (but later can?)?)
      0x80 - Was active, but is now disabled?
      0x02 - Unit will be removed from party? (no longer exists, treas/cryst?)
   0x01a8: Equipped Flags?
      0x80 -
      0x40 -
      0x20 -
      0x10 -
      0x08 - Sword Equipped
      0x04 - Materia Blade Equipped
      0x02 -
      0x01 -
   0x01a9: ???
   0x01aa - Character's turn (if 01)?
   0x01ab - Movement Taken?
   0x01ac - Action Taken?
   0x01ad -
      0x80 -
      0x40 -
      0x20 -
      0x10 -
      0x08 -
      0x04 - (set to this (and only this) if in water at some point)
      0x02 - In Water?
      0x01 - Turn ended? (wait?)
   0x01ae - Unit ID (without "Unit Exists" check)
   0x01af - Ability CT

   CURRENT ACTION DATA

   0x01b0/0x00 - Hit Flag
         0x00 - Miss
         0x01 - Hit
   0x01b1/0x01 - Critical Hit Flag
   0x01b2/0x02 - Evade Type
         0x00 - Hit
         0x01 - Guarded (Accessory) (runs "Missed!"/"Guarded" check)
         0x02 -
         0x03 - (runs "Missed!"/"Guarded" check)
         0x04 - Arrow Guard?
         0x05 - Nullified
         0x06 - Miss
         0x07 - (runs "Missed!"/"Guarded" check)
         0x08 -
         0x09 - Reflected?
         0x0a -
         0x0b - Blade Grasp? (runs "Missed!"/"Guarded" check)
         0x0c -
         0x0d - "Caught"
         0x0e -
         0x0f -
   0x01b3/0x03 - Item to break/use
   0x01b4/0x04 - ??? (1 byte)
   0x01b5/0x05 - ??? (1 byte)
   0x01b6/0x06 - HP Damage
   0x01b8/0x08 - HP Recovery
   0x01ba/0x0a - MP Damage
   0x01bc/0x0c - MP Recovery
   0x01be/0x0e - Gil Stolen/Lost
   0x01c0/0x10 - Reaction ID
   0x01c2/0x12 - Special Flags 1
         0x80 - +1 Level
         0x40 - Switch Team
         0x20 - Poached
         0x10 - Steal Item
         0x08 -
         0x04 - Break Item
         0x02 - Malboro (moldball virus)
         0x01 - Golem
   0x01c3/0x13 - Special Flags 2
         0x80 -
         0x40 -
         0x20 -
         0x10 - Katana Break?
         0x08 - Weakness?
         0x04 - Absorption?
         0x02 - Nullification? (Disabled by nullification)
         0x01 - -1 Level
   0x01c4/0x14 - SP Change
         0x80 - Bonus Flag
   0x01c5/0x15 - CT Change
         0xFF = "Quick"
         0x7F = "CT0"
         0x80 - Bonus Flag
   0x01c6/0x16 - PA Change
         0x80 - Bonus Flag
   0x01c7/0x17 - MA Change
         0x80 - Bonus Flag
   0x01c8/0x18 - Brave Change
         0x80 - Bonus Flag
   0x01c9/0x19 - Faith Change
         0x80 - Bonus Flag
   0x01ca/0x1a - Status Change?
         0x02 - ("Guarded"?)
         0x01 - Failed status infliction? ("Missed!")
   0x01cb/0x1b - Remove Equipment
         0x80 - Remove Helmet
         0x40 - Remove Armor
         0x20 - Remove Accessory
         0x10 - Remove Right Hand Weapon
         0x08 - Remove Right Hand Shield
         0x04 - Remove Left Hand Weapon
         0x02 - Remove Left Hand Shield
         0x01 -
   0x01cc/0x1c - ??? (1 byte)
   0x01cd/0x1d - Attack's Status Infliction 1
         0x80 -
         0x40 - Crystal
         0x20 - Dead
         0x10 - Undead
         0x08 - Charging
         0x04 - Jump
         0x02 - Defending
         0x01 - Performing
   0x01ce/0x1e - Attack's Status Infliction 2
         0x80 - Petrify
         0x40 - Invite
         0x20 - Darkness
         0x10 - Confusion
         0x08 - Silence
         0x04 - Blood Suck
         0x02 - Cursed
         0x01 - Treasure
   0x01cf/0x1f - Attack's Status Infliction 3
         0x80 - Oil
         0x40 - Float
         0x20 - Reraise
         0x10 - Transparent
         0x08 - Berserk
         0x04 - Chicken
         0x02 - Frog
         0x01 - Critical
   0x01d0/0x20 - Attack's Status Infliction 4
         0x80 - Poison
         0x40 - Regen
         0x20 - Protect
         0x10 - Shell
         0x08 - Haste
         0x04 - Slow
         0x02 - Stop
         0x01 - Wall
   0x01d1/0x21 - Attack's Status Infliction 5
         0x80 - Faith
         0x40 - Innocent
         0x20 - Charm
         0x10 - Sleep
         0x08 - Don't Move
         0x04 - Don't Act
         0x02 - Reflect
         0x01 - Death Sentence
   0x01d2/0x22 - Attack's Status Removal 1
         0x80 -
         0x40 - Crystal
         0x20 - Dead
         0x10 - Undead
         0x08 - Charging
         0x04 - Jump
         0x02 - Defending
         0x01 - Performing
   0x01d3/0x23 - Attack's Status Removal 2
         0x80 - Petrify
         0x40 - Invite
         0x20 - Darkness
         0x10 - Confusion
         0x08 - Silence
         0x04 - Blood Suck
         0x02 - Cursed
         0x01 - Treasure
   0x01d4/0x24 - Attack's Status Removal 3
         0x80 - Oil
         0x40 - Float
         0x20 - Reraise
         0x10 - Transparent
         0x08 - Berserk
         0x04 - Chicken
         0x02 - Frog
         0x01 - Critical
   0x01d5/0x25 - Attack's Status Removal 4
         0x80 - Poison
         0x40 - Regen
         0x20 - Protect
         0x10 - Shell
         0x08 - Haste
         0x04 - Slow
         0x02 - Stop
         0x01 - Wall
   0x01d6/0x26 - Attack's Status Removal 5
         0x80 - Faith
         0x40 - Innocent
         0x20 - Charm
         0x10 - Sleep
         0x08 - Don't Move
         0x04 - Don't Act
         0x02 - Reflect
         0x01 - Death Sentence
   0x01d7/0x27: Attack Type
         0x80 - HP Damage
         0x40 - HP Recovery
         0x20 - MP Damage
         0x10 - MP Recovery
         0x08 - Status Change?
         0x04 - ?
         0x02 - ?
         0x01 - Stat Change
   0x01d8/0x28 - Last Attack On Self?
   0x01da/0x2a - Stolen Exp?
   0x01db/0x2b - Stolen JP?
   0x01dc/0x2c - Hit %
   0x01dd/0x2d - ??? (1 byte)
   0x01de/0x2e - Main Target ID?
   0x01df/0x2f - ??? (1 byte)
   0x01e0/0x30 - Modified ENTD Flags
         0x80 - Always Present
         0x40 - Randomly Present
         0x3X - Green Team
         0x2X - Light Blue Team
         0x1X - Red Team
         0x0X - Blue Team
         0x08 - Control
         0x04 - Immortal
         0x02 -
         0x01 -
   0x01e1/0x31 - Inflicted Status List 1
   0x01e2/0x32 - Inflicted Status List 2
   0x01e3/0x33 - Inflicted Status List 3
   0x01e4/0x34 - Inflicted Status List 4
   0x01e5/0x35 - Inflicted Status List 5
   0x01e6/0x36 - # of kills scored
   0x01e7/0x37 - ID of the unit that killed this character.


After a review of how to unlock dark knight, it seems two bytes are needed to track the necessary data.
1) ID of the unit that killed this character.
2) # of kills scored (not the # of crystals eaten).
EDIT: Found 'em!  They were tacked onto the end of the unit RAM table.

092e5c44 - Target's Data Pointer
092e5c48 - Attacker's Data Pointer
With these two pieces of data, WotL battle mechanics are now fully hackable!  Have at it, FFH!
29
For an effect and its corresponding cost to be balanced, |Effect - F(X, Y)| < E, for some chosen tolerance interval E.

In FFT, you have X as MP and Y as Charge Time.
In this system, you have X as Delay and Y as Charge Time.
In both cases, F(X,Y) satisfies a sliding scale relationship in X and Y.  In other words, if K > 0 is given, then there exists positive functions g(x) and h(y) such that K = g(x)*h(y).

Without a deeper analysis of game mechanics, nothing distinguishes these systems and in theory, both are equal.  MP costs and a "cooldown" system are not contradictory.  All you need is innate MP regen.  The cooldown can be reduced as one levels up (as long as the MP Regen is a % of maxMP and maxMP increases through level ups).  Nor are MP costs "restrictive" if you set initial MP to be sufficiently high.

However, since we are hacking FFT (not some game in the abstract), we'll see that these two proposals are different.

1) The basic unit of FFT is the CTR or clocktick.  It would make sense to express all the costs in units of CTR.
2) FFT already uses a simplified version of this proposal; all actions cost 40 CT.  Hence, if we were to assume a innate MP regeneration system based on % of caster maxMP, we would have these functions:
Vanilla (assuming 5% MP Regen): F(40 / CasSP, MP Cost * 2000 / (CasSP * CasMaxMP), CT)
Proposed System: F((40 + Dly) / CasSP, 0, CT)

The only real restriction to the vanilla-modded equation is that a class with high SP and high maxMP might be too effective at diluting the value of MP costs on spells, but most mods typically have low MP ninjas and low speed mages.  However, compared to the second equation, the vanilla-modded equation not only one more variable to work with, it has three degrees of freedom whereas the latter only has two.  Notice that the latter problem is only resolved if CasSP is (nearly) constant throughout the team.  To ensure balance both late and early game, CasSP should be have little variance over the game.  IN other words, both +SP gear and speed growth has to go to make the proposal equal with vanilla's balancing options.  I admit that the latter system is easier to calculate (and thus, more intuitive), but the balance will be less complete.
(An analogy: a^2 + b^2 = 14 does not have a solution in integers, but a^2+b^2+c^2 = 14 does.  This is the power of an additional variable.)

To answer a potential objection, it is true that the original FFT does not freeze CT while charging or performing.  However, that does not mean the CT variable in the vanilla FFT's equation has no effect.
Midcharging:
In FFT, midcharging was lethal to mages because of the damage bonus, the lack of evasion, and the fact that their charged spell can be redirected to allies (or themselves) if they locked onto the target or totally miss if they targeted the affected panels.  Thus, a crude estimate of the effect of CT on spells is given by Spell Effect * (1 - TarSP * CT / 100).

Notice that this penalty actually applies to both systems as long as 1HKOs are possible, which is why I was concerned in the previous post about an "added" penalty in the form of CT freeze.  Although you can certainly delete the midcharge damage bonus (and reduce the danger of deflected AoE attacks by increasing the amount of elemental null / absorb gear) like Arena did, midcharging is still lethal (as any Arena player can attest).  The alternative is ZTP's option of making everything a 2-3HKO at best, but I don't think many people want to sit longer in front of their computer or TV.  Hence, the best way to equalize the proposal with vanilla FFT is to eliminate the CT variable by making TarSP * CT roughly constant and to set enemy SP and caster SP to be roughly equal (meaning limited speed growth or similar levels / growths between player and AI units).  This is the essence of my second suggestion here.

Without MP costs, there is nothing restricting a fast physical unit from wrecking the competition with status magic like petrify or death.  One way to solve this is to make status magic more MA dependent for their hit chance.  However, that creates an early game balance problem wherein no one can use status magic for beyond a 25% hit chance whereas late game, every mage is hitting for 100%.  I think the formula needs to be something like (MA * X + Y - TarLVL)% to ensure balance.

In all honesty, I don't think this proposal is unworkable, but it definitely works better in games where not every unit has access to every job, when mix-and-matching isn't allowed, or when generic units don't exist (and everyone has a specialization simply based on their stats).  It also works better in a game where additive damage mechanics predominate (i.e. defense, magic defense, and status defense scores).  That's why it worked in FFX and FFXIII.  I personally think these mechanics are too foreign to FFT and require too many changes just to be functional, only to end up with a system that is harder to balance.
30
Raven's right about CT though; it is the bigger problem in FFT and there only seems to be three good ways to deal with it.

1) Kill or severely neuter speed growth.
XOR
2) Make the final CT of a spell decrease over time as a mage levels up.
XOR
3) Severely neuter the damage and "instant status" offense so midcharging is not a credible threat.

These are mutually exclusive as doing all three is overkill.
31
If you're going to do it this way, please do not have charging or performing freeze CT.  That is an unnecessary nerf to mages.

1) Assume for a minute that a mage and a physical unit have the same speed.  The physical unit makes an action, deducting some standard amount of CT.
2) A mage casts a spell, deducting the same amount of CT.
2) Her CT is now frozen, meaning she cannot move or change her action, exposing her to fire.  Once her spell is done, she then needs to spend more time recovering her CT to full.
3) Because the physical unit only has to deal with CT delay, he now has a CT advantage over the mage.  In the PSP game Gungnir which uses this system, I find that my physical units get 3 actions to a mage's 2.
32
PSX FFT Hacking / Re: Equip Change ASM
March 11, 2014, 09:40:20 pm
  <Patch name="EQ Change is not an action">
    <Description>
      Use equip change without taking up an action.
    </Description>
    <Location file="EVENT_EQUIP_OUT" offset="9fc">
      00000234
    </Location>
  </Patch>
33
Must it be either / or?  Can't we fuse this with the MP system?  Also, to save space and prevent unit RAM reorganization (which is messy), can't we just divide all your above numbers by 10 so it fits in one byte?
34
I agree with Advent's point of view.  It's always nice to have more variables to balance a game's features.  The MP system, in my opinion, is perfectly fair IF
1) Every class is MP dependent AND MP Regen is an innate
OR
2) Every class has valid non-MP options for offense / defense.
OR
3) MP-dependent classes (henceforth known as mages) are so powerful that only being able to attack once or twice is a necessary balance feature.

People will recognize that vanilla's magic system is a case of #3 early game.  It's merely that the late-game balance was wrong.
35
My teams either take 30 minutes or 3 hours or 3 days.

1) I'm an offensive player at heart, so I can very easily make up-tempo autonomous offenses.  These are defined as teams capable of scoring 2.5 KOs per 4 turns while no unit is in the 1HKO range of non-optimized offenses and every unit is a lethal threat on his own.  These teams take 30 minutes to make and are my favorites because they are exciting to watch.
2) Teams that take 3 hours are either defensive teams or trick teams.  The former is defined as a team where on average, no more than 1 unit will be KO'd per 4 attacks from an enemy team.  These take longer because defensive teams / trick teams need to have backup strategies to destroy their commonly seen counters or need to have a setup that covers the broadest net of opposition.  This often requires hair-splitting decisions to get right (which is why they take 3 hours).
Back when I wasn't playing for keeps, I used to also make teams based on my former roleplay characters.  These would also take 3 hours, but the reasoning is different here: I had to reconcile the characters, their skills, and their gear to Arena's standards.  Most of these teams were average or below-average, though, so I scrapped them.
3) Teams that operate off squad synergy (i.e. a team meant for an AI tournament where each unit has a different role and the team cannot afford to lose any member) or those that need to be rebuilt take 3 days.  Because every piece of vital, I have to constantly re-juggle the pieces and figure out the things needing replacement as well as what to replace them with.  Quite often, when facing problems, multiple solutions exist and multiple replacements are possible, so a complex game of judging what is "functionally equivalent / better" is in order.  I find CT5Holy, Barren, and RAven (back when he cared about this stuff) to be helpful sources of advice when I am working on such things.
36
New Project Ideas / Re: Patch Ideas Proposal Thread
March 11, 2014, 08:08:43 am
My patch is kind of like that, but sadly, Matsuno's Chapter I is fairly watertight.  You definitely need an alternate history and maybe a few character replacements to make it happen.

If anyone's interested, I can PM you all the details.
37
PSX FFT Hacking / Re: Equip Change ASM
March 11, 2014, 07:26:04 am
This one took me a while, but it's pretty simple in the end.

EQUIP.OUT
0x9FC
00 00 02 34
38
Jumza, look up the history of Petals Around the Rose.  When I was first introduced to the game, I watched in sheer frustration as everyone around me, including people who were terrible at math, get the right answer while I was left making one wild guess after another.  It's very much an anti-mathematical game in that the more advanced math you know, the more likely you are to ignore the hint contained in the title and overthink the problem (because in math, the general method for solving a word problem is to change everything into numbers and then try to find a function that matches the seemingly random statistical phenomena).  A regular person, on the other hand, who doesn't have this preconceived idea that words are irrelevant, will quickly realize how the title is a hint and then deduce the correct function.

Analogously, I think we can argue that the more "expert" you are at beating vanilla by "cheap tricks", the less well you will do in Jot5.  That's why you, me, and Elric did fine, while those who were used to having high level units in Chapter I found the game sheer misery.
39
PSX FFT Hacking / Re: Equip Change ASM
March 11, 2014, 12:19:59 am
Let me make sure I understand.  You want it so...
1) If you have already acted, you cannot switch EQs.
2) If you have not acted, you can switch EQs as many times as you want up until your action?
40
The code that determines which statii trigger AI control was found a long time ago.

http://ffhacktics.com/smf/index.php?topic=5132.0
(Search for Invite on the first post.  Modifying that so blood suck is not included is a simple rearrangement involving nops.  If you need help, PM me.)