are the stat caps in this hard or soft? for example, if you raise reis as a holy dragon 1-99 and then change her to a wizard after she becomes a human character, she should have an effective ma of 99 in that class according to the level simulator. will equipment boosts have any affect at that point, or is that as strong as her magic can get?
not sure if this goes here or in help (or someplace else even), but i just had an idea to compile all available asm, spites, tools, and other things in stickies in each section to make it easier for people to find what they are looking for. the way it is now, everything is scattered all over the place and we are in danger of losing valuable contributions. good idea? bad idea?
1. is alma still being worked on/updated and is there a tutorial? 2. what happens if you set a drain ability to over 100%? 3. how to implement vampires p-damage absorb (and other abilities) ala bravely default?3b. can alma help me with vampires? 4. how to make undead always rise without making every job immortal (I'm pretty sure ffm did this one, but i can't find it) ? 5. how to make 'vampire' status not take control from player or forbid non-bite attacks? 6. are there formulae for drain ability or weapons other than for hp (aspel i know, but other stats and ability/rsm)? 7. how can i implement battle thirst when there's no direct equivalent? 7b. drain ct or something? 7c. is that even possible? 8. finally, how to implement the stuff they learn bluemage style; alot of which doesn't have direct equivalent? obviously, they need a second skillset to not overflow their main set. refs http://finalfantasy.wikia.com/wiki/Vampire_(Bravely_Default) http://www.gameskinny.com/ckidv/bravely-default-vampire-classjob-guide
does abandon/reflex stack with defense or do they not work together
same question with weapon guard and abandon
and also with weapon guard and defend
finally if a character has an 'always on' reaction ability like abandon (as innate obviously) can they equip a 'triggered' reaction ability (like soulbind/the damage split thing)and have it work properly?
since there is no way to check it in the patcher and its not stated one way or the other in any of the faqs i'm reading, is throw evadable or not? and do the elemental ball attacks count as physical or magical? finally if i flag jump to use weapon range (so first strike/hamedo will trigger against it) would that set its horizontal range to two (and vertical to 6) regardless of the number of horizontal or vertical abilities learned? WHY is it impossible to have more than one reaction ability set when multiple support or movement abilities work fine? and once you have a custom class added to the game how do you set set as special class and replace squire so they can learn and use other abilities normally?
well apparently none of the abilities that replaced empty slots or summon demon etc work right (i left all asm for last so that's not it), while abilities that were only modified (and the effects weren't changed on) seem to work fine... i would think its because i changed the effect but that wouldn't explain the ones where i didn't change anything but the functionality... when i choose any of the abilities that were empty slots or replacing things like summon demon they do not have their expected effects as set in patcher and instead go back to the action menu and no action is taken. what am i doing wrong?
if you take a curative ability and apply an elemental to it (with the all calculations take elemental hack) will you not be healed if you cancel the element? and will elemental strengthening increase the healing the way it increases damage? and finally does elemental absorption work normally to increase the healing done or is it reversed so that you take damage if you would normally heal from the element? i THINK i have that patch applied, but i would have to play through most of chapter one on my currently very unbalanced hack in order to test it so i thought i'd post the theory and see if anything comes of it.
alot of the hacks dont give any idea of what they actually do, and others imply that you can set an x and/or y value.... but you can't. does anyone know how to set the values for those hacks or what the hacks with no explanation actually do? especially the inherent r/s/m limitation hack. i have no idea what it is or how to use it but it sounds like it removes the limit on the number of rsm can be set to a job as inherent.
also, how does the item: apply defence patch work? do you alter the values for unknown one and two in the fftpatcher or what?
also another one of the asm hacks in there says it removes the hardcoding on wall so you can use fftpatcher to change it to whatever you want but doesnt the patcher only allow you to change what status effects cancel eachother and how long they last and so on?
and finally i may as well put this here, is there an asm hack with a pa equivalent of formula 5f or 60, preferable replacing a blank formula? if there isn't could someone make one its vital to being able to make weapons attack a consistent number of times based off the right stat instead of ma. and its also needed for my swordsman/ff5 sorceror type class.
if its too much trouble for anyone to do id love to learn how to do it myself. there are alot of ideas in my head that i would love to realize into the world.
well i found a formula on pride's thread that does ALMOST exactly what i want, but i don't know how to add it to orgasm and/or patch it another way. o.0
edit: its this one Formula 5E becomes (PA + Y) / 2 * PA Hit_(1+X) Takes everything you would expect from a physical formula.
and i still want to learn to asm myself, though, and how to use shishi lol, i keep messing it up where should i start?
not just change what's there already, but add new weapons, classes with sprites, abilities, and so on? there are plenty of free class slots for what i have in mind but there are like 10 active ability slots free and one each for the r s and m types, and no open equipment slots. how do i do like lasting dawn and Caldia and add a bunch of new stuff? ill be out of room very quickly and i don't want to overwrite existing things... thanks ^.^
if you remember this class let you cast magic you knew onto your sword and then it would cast that magic after normal attacks until the end of the battle or until over-ridden by a different spell... is it possible to make such a class for this game and if so how?
is a high job stat growth rate good or bad? by which i mean Reis has the lowest MA growth number but everyone says her Dragonkin is the best class for that stat growth... so does that mean lower is better for those growth numbers? thanks!
do attributes like strengthen x element stack if one equips more than one item with this attribute? also, how does the game resolve multiple elemental resistances? for example there is the sages ring which absorbs all elements and there is the minerva bustier which halves 4 and cancels 4, so what is the result if both are equipped? thanks!