We did that because there wasn't proper counterplay involved. It was quite frankly getting annoying to be FORCED to use a team with either haste or slow or else you're screwed for example. I was getting tired of the haste/slow wars and poison literally only being useful as a turn-waster. Also, regen has been proven to be used extremely well on teams with high HP totals, or just in general because it's basically a free move-HP Up that doesn't require movement.
There are a few "interesting" bugs that come with that hack such as the weapons getting replaced mid-battle, weapons getting replaced with round shields or in rare cases feather hat + round shield, or even your mime GAINING an enemy mime's equipment. Yeah that hack needs some adjustments...
If you want the player to still have access to mimes, you COULD use the hack, but make it so that mimes can't use weapons. From my experience, all equipment except weapons/shields work perfectly fine. But some other things to note about mimes is that they don't use MP and they will get stuck charging if they mimic while charging a spell. Work arounds to this require more ASM to peel away the layers upon layers of hardcoding they have. Non-charge could be used to prevent the charging issue, but I'm going to say there's no feasible way that could be balanced in a patch at all, even if you gimp their stats down to 1 imo.
Another possible idea is to give them a bunch of status immunities and innates to prevent them from killing themselves. Like move-HP Up, immunity to statuses would prevent them from mimicking, and maybe innate protect/shell?
Anyway, if you can't really find any way to make them interesting or less gimmicky without being broken, my suggestion is to make it a dummy job so that AI units can have level 8 in everything if you so choose.
Nice comeback on my part. Despite the talk RNG not coming through on the first 2 rounds, I still mnaged to pull through. The southern cross was my mvp this time around due to high brave. It is a little sad that monks didn't get to shine this time, but at least we'll be seeing geos!
First of all, I don't think the AI recognizes when linear or 3 directional skills have a CT, so they'll use it like it has no CT. Also, have you tried flagging vertical fixed? Earth slash has that enabled, and that might help you solve that problem. On the other hand, I have no idea about the second issue you're facing as I haven't played around with animations that much.
For the third thing, that is definitely why it's adding 100% status. Just change it to something other than all or nothing if you want it to be a proc.
If you want to ASM hack, the tools are very easy to use. The hard part is memorizing and understanding what all of the assembly commands do, and finding out your hack doesn't work because of something stupid you did (which happens with 99% of all of my hacks lol).
If you're just looking to hack the conversational text, you're going to need to learn how to edit events. This doesn't really have much to do with ASM, but there is a pretty good tutorial in the event editing section that explains how to do it infinitely better than I could (since I've only ever written one event).
Yes, targets will still be struck randomly for the time being. I'm hoping that I can find maybe ANOTHER patcher flag to attach multi-hit functionality to so that you can apply as many hits as you want to any skill in the game without sacrificing X or Y (example application- multi-hit raise spell).
Also, I recommend not using the "spell charging" animation with it because it does repeat that for however many times it hits.
Most modders remove math skill because it's overpowered, but as long as random fire is not checked it should be fine. I think math skill only accepts skills from WM, BM, time magic, and YY magic also. Therefore, I don't think rafa/malak's skills should be impacted at all. However, just be careful about making sure things are checked where they are supposed to or else funny bugs could happen.
Maybe I could put in a "check for skillset of used ability, skip multi-hit if math skill" section if that would help. I'd imagine all sorts of bugs could happen if random fire/multi-hit were used with math skill.
(I kept that in because maybe, just maybe someone with creativity would use it for something I didn't think of.)
If random fire is checked in the patcher, it makes the skill multi-hit with X or Y being the number of hits (X if math skill is not checked, Y if it is). So rather than hardcode the multi hit functionality to 2-3 formulas like vanilla does, you can use ANY formula as long as it doesn't use one of those variables.
Fury Bug Uncovered! The fury hack is made up of two parts: Storing a "fury multiplier", and actually multiplying it with the XA and dividing by 10000 to get the final damage. The first part is called in "Attacker Berserk/Frog Check" which is in many physical damage formulas. The second part is called in the XA * YA calculation. Well, there's the problem...Some of our formulas, most notibly the cover fire formula and the bullrush formula, use attacker berserk/frog but never call the XA * YA calculation, which means it never executes the second section of the fury hack! This causes problems for formulas that use the XA * YA calculation and not fury, like magic since it never calculates a new fury multiplier.
Of course, I released my crude fix for this bug, but it only really intercepts the problem before the next attack. If what I think is true, my fix doesn't actually "fix" the problem, and counter flood may not be the only thing unintentionally affected by fury (like counter tackle, which is most likely why I thought bullrush itself was affected!). If to top that off, there's also numerous load delay errors in the fury hack that we'll need to eventually iron out. This being a long-term goal for Arena's future, I thought it would be a good idea to bring this up now before we (meaning I) completely slaughter Arena's code even more.
UPDATE: Steal hack has been tested, and it works fine if you replace the animation so "stole ..." doesn't appear, as that was my only real concern. I still have no idea how to make this display the item name stolen, so if anyone knows how to do that, please tell me. For example, do I have to store that in the attacker's current action data?