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Razele's ASM Hacks

Started by Razele, January 01, 2009, 02:08:08 pm

Dokurider

February 18, 2009, 11:35:27 am #480 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Asmo X"You can attack down 3H and up 2. Canceling the penalty for attacking upwards would be interesting

Would be. Just can't stand on it's own.

Archael

February 18, 2009, 12:12:32 pm #481 Last Edit: December 31, 1969, 07:00:00 pm by Archael
QuoteIs it possible to rig a formula to deal both damage/healing and 100% chance for status effect?

2D deals damage and 100% status effect

but... what do you mean by both damage / healing?

you want the formula to damage AND heal, and 100% status?

or you want 2D and then another formula that does the same except it heals instead?

philsov

February 18, 2009, 12:16:55 pm #482 Last Edit: December 31, 1969, 07:00:00 pm by philsov
Quote2D deals damage and 100% status effect

I fail.

Quoteyou want 2D and then another formula that does the same except it heals instead?

This.  Like... heals some damage, throws up reflect or some crap.

A complete spell that damages, heals, adds status, and opens wine bottles would be cool, but that's just being greedy.
Just another rebel plotting rebellion.

Archael

February 18, 2009, 12:22:43 pm #483 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "philsov"
Quote2D deals damage and 100% status effect

I fail.

Quoteyou want 2D and then another formula that does the same except it heals instead?

This.  Like... heals some damage, throws up reflect or some crap.

A complete spell that damages, heals, adds status, and opens wine bottles would be cool, but that's just being greedy.

this is what SydneySoul wants too I think

healing formula that applies status

and no, we don't have one like that yet

Vanya

February 18, 2009, 12:25:00 pm #484 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I've wanted a PA based variable healing formula with variable hit% for my medic fora long time. The problem with the existing ones is that they require a status to be applied and are 100% hit.
  • Modding version: Other/Unknown
¯\(°_0)/¯

SydneySoul

February 18, 2009, 12:36:51 pm #485 Last Edit: December 31, 1969, 07:00:00 pm by SydneySoul
Quote from: "Voldemort"this is what SydneySoul wants too I think

healing formula that applies status

and no, we don't have one like that yet

You're too funny.

And yes, a healing spell that applies status that heals HP and MP at a variable amount is what I'm talking about. The formula made that pretty obvious.
Lil' gay soul manipulator lolpatcher.

Dokurider

February 18, 2009, 01:22:22 pm #486 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Kujata, that's what it's called. So Mimic Kujata.

Kokojo

February 18, 2009, 01:38:47 pm #487 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
A completly un-healable unit but that does not receive damage from potion/heals and such.

Yeah, it's possible, however with how I code the asm hack, that unit can't be healed by any kind of spell / potion / formula (even custom one).
To restore HP that unit must use some kind of ability like 'Night Sword' or absorb Crystal.

Then please go on, this is exactly what i wanted, thanks.
I keep leaving, I keep coming back. Boomerang boy.

Asmo X

February 18, 2009, 11:14:12 pm #488 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Subdue: When moving behind the enemy, 50% chance of inflicting slow on them.

Asmo X

February 18, 2009, 11:50:25 pm #489 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Cornered: PA/MA bonus when attacking while back is to an unwalkable tile.

Phalanx: Bonus to evasion when adjacent to an ally.

Razele

February 19, 2009, 12:35:49 am #490 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteWell yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.
Well, this movement skill force you to equip Absorb Element-X for all of your units to make this usable.

QuoteMove-cut CT: CT of enemies in adjacent panels reduced by 10 at the end of move
Surround a boss with 4 units, combined with Haste, Quick, and Speed Save, you can make the boss unable to get any turn

QuoteIs it possible to rig a formula to deal both damage/healing and 100% chance for status effect?

I've wanted a PA based variable healing formula with variable hit% for my medic fora long time. The problem with the existing ones is that they require a status to be applied and are 100% hit.
I believe SB and melonhead are still working together to create a program that can edit FFT's formula easily.

QuoteSubdue: When moving behind the enemy, 50% chance of inflicting slow on them.
I think Br% chance is better.

QuoteCornered: PA/MA bonus when attacking while back is to an unwalkable tile.
Unwalkable tile is rather rare in the game.

SentinalBlade

February 19, 2009, 02:02:02 am #491 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Unwalkable tiles i think he meant one that is to high to get/jump to, like if you have 4 jump but the hiehgt of the panel to your back is 7.

Any idea if your going to go with FireWalk with a BR% chance to inflict poison?

Kokojo

February 19, 2009, 02:22:56 am #492 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Dead man walk. This is basicly Move+3, jump +2 at a low JP price but with a drawback.

Each time you walk, you receive poison damage
and/or
Each tile you walk, you have a 2% chance of being inflicted death Sentence
and/or
It insta-kills you when you reach critical.
I keep leaving, I keep coming back. Boomerang boy.

Asmo X

February 19, 2009, 05:15:05 am #493 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Quote from: "Razele"Unwalkable tile is rather rare in the game.

Enemy unit, tree/rock other obstacle, ledge that you do not have the ability to jump up to, edges of the map etc etc.

Asmo X

February 19, 2009, 05:16:40 am #494 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Quote from: "Kokojo"Dead man walk. This is basicly Move+3, jump +2 at a low JP price but with a drawback.

Each time you walk, you receive poison damage
and/or
Each tile you walk, you have a 2% chance of being inflicted death Sentence
and/or
It insta-kills you when you reach critical.

I dont think the AI would be able to comprehend this drawback. You could just runaway forever.

Dokurider

February 19, 2009, 10:37:49 am #495 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Razele"
QuoteWell yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.
Well, this movement skill force you to equip Absorb Element-X for all of your units to make this usable.

Exactly. That way, it can't be abused early in the game. Having a high JP cost would help too. What's the matter, don't like it?

Asmo X

February 19, 2009, 10:46:16 am #496 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
nm

Asmo X

February 19, 2009, 10:50:04 am #497 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Quote from: "Dokurider"
Quote from: "Razele"
QuoteWell yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.
Well, this movement skill force you to equip Absorb Element-X for all of your units to make this usable.

Exactly. That way, it can't be abused early in the game. Having a high JP cost would help too. What's the matter, don't like it?

So either you fuck yourself down at the start without being able to absorb element, or you mitigate against it and then you just runaway while chipping the enemy to death? What if the enemy equips this? The AI can't pick its equipment intelligently

Vanya

February 19, 2009, 11:16:43 am #498 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I like cornered & I really like phalanx.

Jump Attack (needs a better name) - If the unit equipped with this skill jumps during their move phase, they get a PA bonus that lasts until their 'Action' command is grayed out. The farther or higher they jump the larger the bonus. It shouldn't add a bonus if they move after using the Action menu to not make the bonus stack between turns.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Dokurider

February 19, 2009, 01:03:45 pm #499 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Forget Mimic Kujata. I just realized it's CT5Holy as a movement ability. Forget it. Just forget it.