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May 01, 2024, 06:14:22 am

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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.


An MP System between FFTA and FFTA2

Started by Ethereal Embrace, July 08, 2022, 10:04:15 pm

Ethereal Embrace

Lennart found the offsets to modify to make it so that, like in FFTA, you start with Max MP instead of with 0 MP here:

https://ffhacktics.com/smf/index.php?topic=12414.msg227596#msg227596

There are many pros and cons between the two different MP systems. The one in FFTA made MP growth an incredibly important stat. Whereas the one in FFTA2 made MP growth almost useless past the first few levels, as no mage would ever need to have more than ~40 to ~60 current MP at a given time. And even when you have excess MP, it is very difficult to use it all up, even if you wanted to.

I was wondering if there was a way to instead of starting a battle with Max MP, you would instead start with 1/2 or even 1/4 of your Max MP and recover ~5 MP per turn - making a system that has aspects of both FFTA and FFTA2. You can start the battle with some stronger spells, won't be able to simply spam Ultima 3 turns in a row (provided you adjust the MP growth and MP costs of the classes/skills), and still have some MP to gain should you choose not to cast any spell for a few turns.

If anyone could help, or provide some input on this idea, that would be greatly appreciated!

Zeke_Aileron

I think it's possible to make your units start with half of their max MP if No MP and Full MP work in FFTA2, you'll just need to test the Hexes and do trial and error to see it works or not.

It is 100% possible to change the amount of MP you gain per unit turn.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606