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Status Effects  (Read 1229 times)
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Bad code, beware! The NOPs are coming to eat you!
formerdeathcorps [Posts: 1322]
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  • [April 06, 2010, 01:43:01 AM]
Status Effects
« on: April 06, 2010, 01:43:01 AM »
Below is a list of status effects, sorted on how well the game and AI treats the infliction of the given status effect.

Do Not Add:
Charging (the enemy will never try to break charging status with an action [except one that explicitly removes charging status and targets ally] if it is not tied to a spell or archer charge...similarly, they will not target your units if any member of your party or theirs gains charging this way)
Jump (Freezes the game)

Cannot be Initial:
Charm
Berserk
Confuse
(Reason is that you will still retain control of your unit until he/she is set on AI control or receives damage)

Will be Reset by Damage:
Chicken
Critical

Is Bugged:
Wall (Must be enemy-only.  The AI will always consider walled units to be not targetable, even if you unflag ignore attacks and change the relevant ASM bit from 40 to 42.  There's probably another behavior bit involved that we don't know yet.  Units with wall will not be targeted for damage or healing...though you can make them revivable if you have death cancel wall.)
Invite (Only works if player-only.  Your units, if receiving the status from the enemy, will remain under your control.)
Crystal/Treasure (Freezes game if 2+ units are affected by it at once with one spell)

Cannot be Reversed:
Invite
Crystal
Treasure

Cannot Stack (needs more work):
Frog with Don't Move, Don't Act, or Stop.

Cannot be Initial if unit has AI Script and First Turn (needs more work):
Stop
Sleep
Dead (unit often will revive with 1 HP when this happens)

Will be Ignored by AI for Damage:
Wall
Charm
Confuse
Death Sentence

The destruction of the will is the rape of the mind.
The dogmas of every era are nothing but the fantasies of those in power; their dreams are our waking nightmares.
Raijinili [Posts: 57]
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  • [March 09, 2017, 05:01:34 AM]
Re: Status Effects
« Reply #1 on: March 09, 2017, 05:01:34 AM »
Quote
Cannot be Initial:
Charm
Berserk
Confuse
(Reason is that you will still retain control of your unit until he/she is set on AI control or receives damage)

Stacking on Initial/Innate Defending seems to cause a status recheck right before the first turn, allowing these ailments to properly take the units out of your control.

Chicken is also affected: Without Initial: Defending, you can control a chicken. Innate chickens won't regain Brave or unchicken by themselves, presumably because they don't end a turn with exactly 10 Brave.
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Dokurider [Posts: 2806]
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  • [March 09, 2017, 03:10:40 PM]
Re: Status Effects
« Reply #2 on: March 09, 2017, 03:10:40 PM »
Quote
Wall (Must be enemy-only.  The AI will always consider walled units to be not targetable, even if you unflag ignore attacks and change the relevant ASM bit from 40 to 42.  There's probably another behavior bit involved that we don't know yet.  Units with wall will not be targeted for damage or healing...though you can make them revivable if you have death cancel wall.)

This is confirmed. The AI will ignore walled units like they ignore Jumped units.


The AI hardcoding for Charm, Confuse, and DS is hard to bypass because they are in several places. Charging a spell, however, will supersede the ignore hardcoding.
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