- Do not request hacks in this topic. This topic is here to discuss ideas beneficial to everyone, not just your own personal patch. To make a request, go HERE.
- People's opinions are welcome, but mostly modders', because after all, they're the ones who will use the hacks. Speak up!
- If you don't understand how video games work, refrain from mentioning your crazy extravagant ideas.Current list of proposals:No progress
- In progress?
Why this topic? I think we need to discuss more about the hacks we make rather than just being like: "Here, I made dis." I'll update the topic as people submit their ideas.
With this topic, you can:
- See if your idea is worth it or not
- Get opinions about specificalities of the hack
- Potentially get an ASM hacker interested in making the hack
November 20, 2014 new!New Options
Reallocate "Battle Menu" text to add more space for entirely custom new options for custom ASM hacks.
Of course, this would only be used for player-related options, and the ability to turn esthetic hacks on or off.
For example, a new option for Excessive passive recovery is not displayed
:15 Display excess passive recovery
October 29, 2014 new!Alternate Animations
Assign a different animation for abilities based on the sprite type to allow things such as flawless animations for Blue Magic (humans using monster abilities), monsters using human reactions, and others.
I would suggest a half-word for the ability ID, one byte for the sprite type (1 bit per type), and all the regular animation bytes. I've never messed with those, but I'm guessing that's all there is to it.
October 8, 2014 new!Alternate to Crystallization
In progress? by Choto (last updated: October 25, 2014)
When a units death timer runs out, it's set to "knocked out" or the alternating stars over guests when they're dead. At this point the unit would not be revivable for the rest of the battle, and when the party returns to the formation screen, their character would be blacked out and set to "missing" (which would probably be changed to "injured" or something). After a some amount of days, the unit would heal and become usable again. It could be done pretty easily using the vanilla proposition data.
So this would effectively be a temporary time-out when a unit dies in battle. It would encourage building a larger party and allow you to play more loosely and let units perma-die knowing they won't be erased, just unusable for a short while.
September 20, 2014 "Reflect" Reaction Ability bounces offensive spells back to the caster
% Brave trigger, would only work with offensive spells.Discussion:
Would it require the reflect status to have a chance of activating?
September 8, 2014Cancel "Move" after confirmation
by Vaan and Toshiko
Allow the player to cancel their "Move" if the targetable area doesn't suit them after all. This would only involve pressing X (Cancel) once more, as it is how it works in all other SRPGs with the feature.
September 4, 2014Soldier Office Upgrade
by XifanieCOMPLETED by Xifanie
September 4, 2014Treasure Box Upgrade
In Progress? by Pride (last updated: October 23, 2014)
As it stands, if a unit turns into a treasure box, it will pick any of the equipped item to be chosen as the reward. If no items are equipped, a chemist item is randomly generated.
The idea would be to give monsters and generic humans new drops that would be based on their level. The higher the level, the least likely to randomly get a lower level item.
For example, these chocobos would only ever drop one of those items.:
- Potion (lvl 1)
- Phoenix Down (lvl 13)
- White Robe (lvl 26)
- Feather Mantle (lvl 50)
I was wondering about how to have the item randomly generated; here's just and idea.
Level 1 to 12: 1/1 Potion
Level 13: 12/13 Potion, 1/13 Phoenix Down
Level 26: 12/26 Potion, 13/26 Phoenix Down, 1/26 White Robe
Level 50: 12/50 Potion, 13/26 Phoenix Down, 24/50 White Robe, 1/50 Feather Mantle
September 4, 2014Treasure Hunter and Jewel Hunter support abilities
Treasure Hunter: Any target the unit kills is doomed to become a treasure box
Jewel Hunter: Any target the unit kills is doomed to become a crystal
August 16, 2014Roster Reorganization
This hack would allow the player to create a custom order of units to view in the formation screen, and potentially also the order of selectable units in a squad for battle.Discussion:
How do we do it? We cannot simply copy/paste the data inside the formation because it causes many glitches. I suggest either creating a new "Order Unit" list, or use "Number" or something else to make the game order the units as we want.
I was thinking the units could be moved around with a controller button combination as thus increasing/decreasing the list position, but all buttons have a function by default.
August 14, 2014Excessive passive recovery is not displayed
by XifanieCOMPLETED by Glain
This hack would make it prevent displaying HP/MP regeneration if you are already at full HP/MP with: Regen, Move-HP Up, Move-MP Up. I'm no good with formula stuff that isn't documented, so I'd rather leave this to someone else.Discussion:
If a unit has 765/800 max HP, while regen heals for 1/8th max HP, should it display a regeneration of 35HP or 100HP?
March 11, 2014Charge and Delay
Original topic: http://ffhacktics.com/smf/index.php?topic=10330Description:
All abilities would have a charge time, from 0 to very long, and would delay the user by a certain amount of CT after the skill revolves.