Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Rfh on October 12, 2011, 12:09:40 pm

Title: Ideas for simulate Red Mage's double cast
Post by: Rfh on October 12, 2011, 12:09:40 pm
You need:

- Use Xifanie ASM hack [#+1% Chance of Spell Casting (formula 02)] and select 100% chance of casting
- Create Weapons that can only equip Red Mage and select formula 02 for these weapons and the spells that you want cast.
- Create a Red mage Job with innate Dual Wield and Reequip.

- (only if it is possible) Use a ASM hack that makes Reequip doesn't require one turn.
- (only if it is possible) Use a ASM hack that removed 3/2 first squares for ranged weapons. (Or remove Direct/Arc effects and the weapons can hit in any height conditions.)
Title: Re: Idea for simulate Red Mage's double cast
Post by: Desocupado on October 12, 2011, 12:52:31 pm
A hacked Truth and Untruth formulas might work better, no?
Title: Re: Idea for simulate Red Mage's double cast
Post by: Rfh on October 12, 2011, 01:54:26 pm
Quote from: Desocupado on October 12, 2011, 12:52:31 pm
A hacked Truth and Untruth formulas might work better, no?
But you can only use one type of spell.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Vanya on October 12, 2011, 06:59:15 pm
I've always thought the best way to go about it is to hack the Math Skill to work like double cast. The basic menu structure for it is already there making it the easiest, I think. If I had better ASM skills I would have done it ages ago myself.
Title: Re: Idea for simulate Red Mage's double cast
Post by: RandMuadDib on October 12, 2011, 10:47:53 pm
i wonder if poketax would be up for it?
Title: Re: Idea for simulate Red Mage's double cast
Post by: Vanya on October 12, 2011, 11:04:09 pm
I dunno, he seems pretty busy lately. Would be nice if SOMEONE would take it up.
Title: Re: Idea for simulate Red Mage's double cast
Post by: pokeytax on October 12, 2011, 11:23:32 pm
I've tried it before, because it seems like a natural fit. It's not that easy! But yeah, I really would like a real Doublecast.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Vanya on October 13, 2011, 01:07:08 am
That's definitely one of those "holy grails". But I can see how it would be difficult, and probably takes up quite some space, right?
Title: Re: Idea for simulate Red Mage's double cast
Post by: Kaijyuu on October 13, 2011, 05:16:36 am
How would double cast work with two spells with different charge times? Or you going to ignore those?

If you ignore charge times, do understand the main reason math skill was ridiculously overpowered was due to lack of them (well and magic point cost). Double cast is already pretty powerful in concept.


*thinks for a bit*

Adding the two charge times together would actually be pretty balanced. That probably adds a humongous layer of difficulty to code it in, though.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Vanya on October 13, 2011, 03:33:48 pm
Or you could take the average of both charge times. How does FFTA do it?
Also I would definitely help to reactivate the MP cost of spells along with the addition of a penalty to each spell's power.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Pride on October 13, 2011, 04:22:40 pm
There is no charge time in FFTA
Title: Re: Idea for simulate Red Mage's double cast
Post by: Vanya on October 14, 2011, 01:08:56 am
OK. Then I'd say stick with taking the average of both chosen spells.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Kaijyuu on October 14, 2011, 01:37:36 am
That opens the following abuse (feature?):

Use a long CT, powerful spell with something like Fire 1. Boom, your powerful spell's cast time is drastically lowered at the cost of a tiny amount of MP. Who needs quick charge?
Title: Re: Idea for simulate Red Mage's double cast
Post by: Glain on October 14, 2011, 08:19:28 am
You could use the max of both charge times. Higher than the average, lower than the sum (Unless the charge times are equal, where it's the same as the average).
Title: Re: Idea for simulate Red Mage's double cast
Post by: Vanya on October 14, 2011, 03:37:51 pm
Quote from: Kaijyuu on October 14, 2011, 01:37:36 am
That opens the following abuse (feature?):

Use a long CT, powerful spell with something like Fire 1. Boom, your powerful spell's cast time is drastically lowered at the cost of a tiny amount of MP. Who needs quick charge?


That's kinda the point, though isn't it? Plus I wouldn't leave it like that either. Double Cast basically amounts to casting the spells in rapid succession to get them off in one round of combat. I think it would be logical that this should incur a penalty to the power and/or accuracy of each of the spells. It may also be a good idea to make the penalty based on the caster's MA that way having a Black Mage using Dual Cast won't turn them into a magical juggernaut.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Choto on October 14, 2011, 03:54:11 pm
I'm fairly sure people have thought of this before, and not knowing how the ASM works I have no idea if its plausible or not but:

Could you call whatever routine loads a spellcast twice in one turn? That way both charge times would be tracked seperately and retain their mp costs, you just get to start charging them at the the same time. There would exist the natural penalty of the original mp cost. Again I have no clue if it would work, but maybe theres some way to have the first spell picked not cancel the act phase while disabling any commands other than magic skillsets.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Kaijyuu on October 14, 2011, 04:53:17 pm
Hrm, penalizing the power/accuracy would work, but would be a bit clunky in my eyes.

Having it add together the charge time is superior to me because it makes sense, requires no additional penalties, and encourages usage of a wide variety of CT spells depending on the situation. Sometimes you'll have time for two flares, sometimes only two fire 1's. Anything that encourages use of lower ranked spells is good in my eyes (well, outside of high speed units fucking things up and making high CT spells irrelevant because they always take a full turn or more to go off).

Trying to think of a mathematical formula to do that is making my head spin a bit though, heh. Darn CT system.


@Choto
That'd be pretty neat, actually, but I think it'd be overpowered without any drawbacks. A support ability (or secondary action, I suppose) giving you a full 100% boost to your effectiveness makes for a ridiculously powerful ability. Two swords had this problem in vanilla for any class that was attack spamming; nothing else remotely compares.
Title: Re: Idea for simulate Red Mage's double cast
Post by: Pickle Girl Fanboy on October 14, 2011, 07:35:41 pm
There's no need to penalize anything - where do you think the cost in MP Cost comes from?  That alone should be sufficient for a double cast ability.  More important is making double cast work like the other meta-ability skillset (Calculate).
Title: Re: Idea for simulate Red Mage's double cast
Post by: RavenOfRazgriz on October 14, 2011, 08:14:29 pm
Pay the sum MP, wait the sum CT.

You're getting two Actions for the price of one as it stands, anyone who understands tempo should get how huge this alone is.  If anything, even like this, it's probably busted-ish.
Title: Re: Idea for simulate Red Mage's double cast
Post by: RandMuadDib on October 14, 2011, 11:25:09 pm
to bring it under control have it not be allowed to follow target, even if the original spells can. that should make it so you can't 1hko everything with double fire 4.
Title: Re: Ideas for simulate Red Mage's double cast
Post by: Vanya on October 15, 2011, 05:51:32 pm
Quote from: RavenOfRazgriz on October 14, 2011, 08:14:29 pm
Pay the sum MP, wait the sum CT.

You're getting two Actions for the price of one as it stands, anyone who understands tempo should get how huge this alone is.  If anything, even like this, it's probably busted-ish.


That's why I'm saying it should have a penalty to the spells' power. Otherwise there's no real advantage to just having Black and White skillsets. Just combining the CT & MP cost creates no advantage for the player except to insure both spells go off at the same time. That's really only useful for casting say Raise ans Cure together to give the target a better chance of not getting killed in the next turn. By taking the average CT & a power loss it balances out and makes it more useful. Otherwise it gets pwned by Black/White Magick + Short Charge.
Title: Re: Ideas for simulate Red Mage's double cast
Post by: doriantoki on October 18, 2011, 10:27:32 am
Once you throw Reflect in the mix, as in reflecting it off your own characters, charge times also become largely irrelevant.  But I guess the reflect magic strategy is pretty rare, as is most people's understand of how it works.   But if used properly, get two powerful reflect-able spells, and throw them at the enemy off your ally, while you wait for the enemy to come to you.

On that same note, what will happen with Quick reflects?  Would the target be interrupted after the first spell, or would dual-cast continue?
Title: Re: Ideas for simulate Red Mage's double cast
Post by: Vanya on October 18, 2011, 03:17:07 pm
I think it would be kinda broken to allow Quick into the Dual Cast repertoire.
If I understand the way FFT does things using Quick on a unit during the dual cast phase wouldn't give them their turn until after the Dual Cast is done.
Casting 2 Quicks on the same target would probably be useless.
Then there's the issue of casting on multiple targets, which would work fine I suppose.
However, this would again be broken as with two dual casters in your team you could have your units skip ahead of the enemy over and over.
So definitely you'd have to be particular about which spells you allow to be Dual Cast.
Title: Re: Ideas for simulate Red Mage's double cast
Post by: Kaijyuu on October 18, 2011, 04:12:11 pm
Yeah I wouldn't let Quick be used with this either. FF6 let you use it with x-magic, and you basically could have an unlimitedly long turn, casting quick every other spell.


QuoteThen there's the issue of casting on multiple targets, which would work fine I suppose.

This is something I hadn't thought about. Nothing else in the game to my knowledge allows you t chose 2 targets; hacking that in would probably be a gargantuan task. Both always hitting the same target brings another question: if two spells have a different cast range, which do you use? The smallest? What if a crazy hacker uses something like the earth slash targeting?
Title: Re: Ideas for simulate Red Mage's double cast
Post by: Vanya on October 18, 2011, 04:31:00 pm
Ideally you'd convolute the Math Skill menu type to allow both phases to do a targeting routine. Actually while on the subject of ideals, I'd prefer to try to build a new menu type based on Math Skill and link it to one of the many unused values. That would probably be gargantuan for sure, size wise.