Quote2. Dragon Spirit: Oh, I got that. I wary of it being fragmented MBarrier is all.
Fair enough. Personal taste, I guess. And I removed all the other buff reactions, so I figured I'd throw them all together. I may modify the pool so that Shell is only considered if the HP damage was caused by a magical attack, and Protect is only considered if the damage was caused by a physical attack.
Must I add that you'll have to be attacked four times, without getting reduced to critical, to get all the buffs besides reraise? Could you survive three attacks, in one turn? Would you need something more than protect, regen, and haste to survive one more attack?
Quote3. HP Restore: It's sort of like Mutter in that it's difficult to gauge it in a vacuum since it largely depends on how much damage you're going to want your units to be doing to one another on average. That said, I'd completely support it staying around if there was indeed a way to make sure that it fired only once. I was thinking of that as possible, but I wasn't sure it was (easily) possible. Also, yes, "Second Wind" is a superior name.
I think firing once could be what Square originally intended, but they were misunderstood by the programmer that made this.
Quote4. Meatbone Slash: I don't really buy that argument. While it's certainly true and something I thought of when I first looked at it, if they're honestly doing that little damage to you and their turn and you equalize that minor amount, they're most likely already doomed anyway, especially if they wasted that right turn next to you.
Like I said before, I have more than enough R/S/M abilities, I can afford to drop the lame ones. This one seems like a dud, since it's basically Reflect Damage and Counter.
Quote5. Vergeltung: You would put attempt to the enemy to Sleep even if Slept? So you intend to let this Reaction get around the usual statuses that can't react? Also, I'm guessing this means that it reacts for procs from weapons and other things as well, yes? I'm not really sure I can get behind it knowing that it affects positive statuses too; that seems like something that the player can abuse way better (read: at all) compared to the AI, at least the current AI that can't see any unit's reaction.
Bolded text: Forgot about that - no, if a status prevents reactions then it won't be reflected. Though I will reduce the number of status effects the prevent reactions.
Italicized text: Depends.
*Weapon based status procs: Nope.
*Ability based status procs: Yes.
*Positive and negative statuses: Yes. It's usefulness to the AI depends on the class I place it on, it's learn rate, it's JP cost, and how often that class appears in battles with buff classes. If it's on a class that usually hangs out with White Mages, Time Mages, Samurai, and Tree-men, then yes, it will benefit them enormously. It's also useful for classes that are especially vulnerable to debuffs - Silence will be changed to Palsy (Prevents the use of physical attacks, perhaps excluding Attack - and it may negate reactions), so mages will have one less thing to worry about, since there are so many ways to screw with them (MP reduction, Confusion, Berserk, Frog, Chicken, Silence (in vanilla), Faith reduction,...). So if your Oracle casts confusion on a Calculator with Vergeltung, he'll end up confusing himself as well.
Quote6. Auto Potion: That idea is interesting even if it seems rather overcomplicated and likely to heal too much, especially for something that would trigger literally all the time and that's dependent only on Gil, which wouldn't really stop people, especially with "Stupidity" around to help people grind without gaining levels.
It will when the enemy spams Steal Gil, and Steal Gil can literally bankrupt you. And when prices increase the more of an item you have in your inventory. And when you basically need a set of almost every piece of equipment for every person in your party, so you can be ready for anything.
Quote7. Counter Teleport: Well, yes, I got the everyone moving at one-time thing being why you were considering Quick. I was just saying that it probably make things even worse. The random solution sounds rather complex, but it might end up being the best solution if you're insistent on having it. It seems like there should be another way to make it fairer, but I can't think of one right now off the top of my head.
Removing unfairness is more important that increasing fairness. And this exists to make the game wilder.
Still, it doesn't need quick when it sends you and your attacker to a random inhabitable panel.
I may give this to a Zodiac boss, for the lulz. Enjoy trying to get more than one person to attack him for every turn your entire party gets.
Haha, Elmdor needs this. Oh, you wanna steal from me, bitch?
*teleports away and then blood sucks your ally on his next turn*
I don't think so.
Quote8. Undying: That doesn't (clearly) answer the potential time/speed problem I was talking about, but at least we agree that the HP restored to Undead needs to be less random.
Maybe I'll change the CT gain rate when a unit is both Dead and Undead to SP * 2 per clocktick.
Quote9. Hunt & Devour: Hunh. I missed that Devour applies to any class. I'm not sure whether that makes my perceived issue with it appear better or appear worse.
Hunt applies only to monsters, Devour to Monsters and Generics.
Quote10. Monster Skill: I'm still not sure I understand what you're getting at here, especially since you said that you were using any of the classes in this example. Basically, you want Monster Skill to add an entire tertiary skill set that's specific to separate classes, yes? Also, you want those skillsets to be different of their primary skill set? Or...?
I forgot to mention in that example that all the NPCs would get Basic Skill (Squire) as their primary skillset, plus Innate Monster Skill, which would grant their unique skillset. That's just an example though, it's not what I'm really doing. I'm actually not sure what I want to do with this. It's something for me to screw around with, a sort of mini-ARH. Just a dynamic table, where you list a class ID on one side, and the skillset ID you want Monster Skill to grant them on the other. Multiple Skillsets for the same class are allowed.
Quote11. Equip Change: The catch-all stuff is only part of the problem. I don't have any catch-all stuff in my currently planned equipment and I'm still considering killing off Equip Change just because letting it change over just one thing would kinda screw over my current elemental plans/focus, much less letting it change over all things at once. So I'm not quite sure if making it take Move as well will change much/enough.
I have the same elements as Vanilla, and a much greater variety of elements in abilities as well, so it's less of an issue for me. IIRC, FDC's Formula rewrite will make AI consider equipment, so they'll be really nasty when they attack you, so you might just need Equip Change with my equipment setup. Anything that makes the AI smarter is good, especially if they become so smart you need something they don't have or can't use to balance it out.
God help us all if they figure out how to use Equip Change to protect against likely attacks, incoming damage, or if they learn what they need to change to improve their chances against your party.
Quote12. Life Magnet?: The teleportation with Blood Suck would be nice considering how I thought Teleport was part of Blood Suck anyway due to it only really ever coming up in the Elmdor battle where you're probably already whoring Teleport yourself. That said, would you making it so that Blood Suck didn't "contaminate" those bitten 100% of the time? Or so that it was at least evadable (since I don't think it is at present; I don't feel like opening FFTPatcher right now, lazy bastard that I am)? I'm guessing it would still be an KO.
Just change both the Blood Suck abilities to not procure Blood Suck status all the time, and make them evadable and counter-graspable.
Quote13. Skywalker: Hmmm...I suppose the horizontal thing being emphasized more, even having realized that's what you were getting at from the beginning, makes me slightly ready to accept it. However, I still contest the height issue on maps--with regards to the general lack thereof--to take truly take advantage of it, which was the primary issue in the first place.
Maybe it could make you consider all units as stepping stones, so you could jump on their head and move over them? Nah, that's too crazy, since it's basically move through enemies as though they are allies, with a Jump requirement.
And you're right that there aren't many battle with height, but on battles that do have height, Lancers and others with this ability will dominate.
I intend to make every rare battle a single-class battle. Just you versus 16 Lancers in (maybe) Germinas Peak.
Quote14. Hammerdown?: I'm aware of that. I was just going with max distance.
Nah. I thought about it, and I don't want to modify that, because then your monk could get on top of a box and punch a guy six feet below him. I just want this to be something for ranged weapon users and people using JUMP (lancer action ability).
Quote15. Explorer: Isn't "not triggering traps ever" already inherent in Move-Find Item? That's why I didn't mention it. Also, I'm not sure what I'm going to do with lava panels too. I'm probably not hiding any items in them, though.
Nope. With move-find item, you don't trigger the trap if it has a treasure. Once the treasure is gone, you trigger the trap 100%, if you have move find item. There is a bit toggle in trap data, though, which toggles when it triggers. Most don't trigger if you don't have move-find item. This is only on story battlefields. On non-story battlefields (Zeklaus desert, whatever replaces the windmill shed, that swamp near limberry, and deep dungeon), the traps always trigger, so you can study the difference between treasure/trap data on story battlefields and these battlefields to determine which bit does that.
As for lava: it's only one battlefield, so it won't end the world if you decide not to add move on lava to explore. Though it will be a pain in the butt editing trap/treasure data, since you need a terrain (obstacle, height, water & depth, 1st/2nd floor, lava) map of that battlefield which includes x and y coordinates as found in treasure/trap data and entd data, along with heights.
I was actually working on such a map, but I didn't finish it. Forgot where it is, look in FFT hacking of Help, look through my posts in those boards. The other maps for this game, like the ones for treasures found at GameFAQs don't always have the same x and y coordinates as ENTD data. Often they're reversed, so you have to compare them to values in FFTPatcher to get the map correct.
Quote16. Mutter: Interesting justification, though it does nothing to dissuade me along the lines of still not knowing what your Talk Skill set is. That said, I like the Talk Skill Hamedo-esque ability more,though perhaps preemption instead of cancellation would be better. I guess it depends on what you do with Hamedo though....
I like being able to block Talk Skills, so I like the cancel with a Throw Stone. I picked Throw Stone because it's mostly harmless (unless you're near the edge of a tall cliff), and the idea of throwing a rock at someone as soon as they open their mouth is funny.
As for mutter, I can pick some of the weaker talk skills. Or at least the funnier ones.