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Razele's ASM Hacks

Started by Razele, January 01, 2009, 02:08:08 pm

Razele

February 08, 2009, 10:29:54 pm #380 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteThat would make summon spells lose alot of their appeals.

Maybe you can make it so that summons ignore all allies... ...except summoners.
There's another way, you can Charm your allies.
Just encounter any enemies that have Steal heart to Charm your summoner.

Actually, summon spells are too strong, 100% hit rate, 2 AOE, cannot be reflected, and hit enemies only.
Thankfully, their MP consumption are a bit high, but it can be reduced with Half MP.
You can redirect Flare to enemies, but you can't redirect Summons skills to enemies.
100% chance to hit, moderate CT, no reflect, no redirection.

I hate it when enemies Summoner charging one of their Summons at me. Unless you Jump, it's a guaranteed hit.

Razele

February 09, 2009, 05:46:12 am #381 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Added No Starting Items

Compiled list of movement abilities & new movement abilities suggestions :




The original Teleport idea, moving from X to Y with Z% penalty / square is a bad idea.
There's no way to find a balanced Z%.
10% : too small.
15% : not enough.
20% : too big.

20% penalty / square and MP cost are actually Fly with Move+1 and MP cost.
Most class cannot use this kind of Teleport with MP cost (see MP table list).
It's like Agrias casting Statis Sword everywhere she moves.
Movement should not be limited with MP cost.



This is the suggestion for Teleport from Chat :

[Teleport]
Teleport anywhere on the battlefield with 100% success at the cost of your 'Act' command.
If you already 'Act', Teleport will fail.

Basically, you can Teleport anywhere on the map, but you cannot act for that turn.
This Teleport is not for melee class. It's used mostly by Archer / Gunner / Magician / Tanker

Seems weak because you can't act after you move ? Usage examples :

1. Easily reach far enemies. Combined with Quick / Reraise, you can reach far enemies quickly.
2. Reach far / higher place in 1 turn. Very useful for Archer / Gunner.
3. Bait. You can quickly sent your tanker unit (High Brave, Low Faith) with Regen / Reraise / Protect / Defend Up / Damage Split / Defending and tons of evasion to act as a bait, make AI waste their abilities on him.

Vanya

February 09, 2009, 07:38:28 am #382 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
2 suggestions:

I'd like to have Move+1 also include Jump+1 if there aren't going to be any other static move/jump abilities. I think plenty of ppl will want to have it this way and it's really a simple hack, right?

For teleport (this is just aethetic really) would it be possible to have it disable the move command after acting instead of just making it fail?
  • Modding version: Other/Unknown
¯\(°_0)/¯

SentinalBlade

February 09, 2009, 07:43:15 am #383 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Razele, there are TONS of unused/blank ability space. if you look in the patcher the blank ones even have their own I.D.

you could easily get more abilities, or two totally different teleports.

like if one form of teleport can prove useful, but theres anotehr form, with different disadvantages. it allows for more diversity, instead of feeling limited to certain tactics....

just a though. of course, the blank ones can be made for completly new ones as well :P

Asmo X

February 09, 2009, 08:15:43 am #384 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
I think this is the best idea for teleport going around at the moment. Also, Your rework of flee is excellent. I can see people using that.

Another idea: receive defense bonus when stopping on certain terrain?

Razele

February 09, 2009, 09:57:18 am #385 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteRazele, there are TONS of unused/blank ability space. if you look in the patcher the blank ones even have their own I.D.

you could easily get more abilities, or two totally different teleports.
Nope, based on my analysis the game only provide 3 bytes, or 24 space for movement ability, from Move+1 to Move-Find Item.
There are two blank spot after Move-Find Item, but it can't be used for movement ability.
The blank space on other would be used to remake Support / Reaction Abilities later.
But, I want to concentrate on fixing Movement Abilities first.


QuoteI'd like to have Move+1 also include Jump+1 if there aren't going to be any other static move/jump abilities. I think plenty of ppl will want to have it this way and it's really a simple hack, right?
Not really a 'simple' hack.
I still have problem adding Move / Jump bonus to Move+1, since Move+1 isn't designed to have Jump bonus.
There's lots of place that need to be changed, and it's simpler to make Move+1 only add movement bonus.

Actually, I don't really like the idea of passive bonus from Move+1 and Jump+1 combined together.
To get jump bonus, you must wear Spike Shoes or Jump+2, not Move+1.

QuoteFor teleport (this is just aethetic really) would it be possible to have it disable the move command after acting instead of just making it fail
Yeah, I'll tried that method first.


QuoteI think this is the best idea for teleport going around at the moment. Also, Your rework of flee is excellent. I can see people using that.

Another idea: receive defense bonus when stopping on certain terrain?
Increase defense is a good idea.
Most of the movement bonus are support / offensive, we need a defensive movement abilities.
Just have to think about the mechanic of the bonus.

Archael

February 09, 2009, 11:42:22 am #386 Last Edit: December 31, 1969, 07:00:00 pm by Archael
What Movement Abilities still need changing then?

Zozma

February 09, 2009, 08:44:51 pm #387 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
Raz i thought of a status condition for Dark/Evil looking

U know on ff9 theres this skill called "mustard bomb" and the status it inflicts is, if you MOVE or take any action (in fft case if you do anything but choose "Wait") it kills you instantly and no way to block it even with death immunity.

would u be able to do that? with that status?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Razele

February 10, 2009, 12:20:21 pm #388 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Removed old Teleport hack

QuoteFor teleport (this is just aethetic really) would it be possible to have it disable the move command after acting instead of just making it fail?
Nope, disabling the move command after you act means you won't receive CT bonus after you end your turn.

QuoteWhat Movement Abilities still need changing then?
See the table. Most of them will be reworked as another move ability.

QuoteRaz i thought of a status condition for Dark/Evil looking

U know on ff9 theres this skill called "mustard bomb" and the status it inflicts is, if you MOVE or take any action (in fft case if you do anything but choose "Wait") it kills you instantly and no way to block it even with death immunity.
Since I will fix Death Sentence, this idea for "Dark / Evil looking" basically is an exact copy of Death Sentence. Guaranteed death.
And there's a problem with AI and this new status. They will move / act and die because of it.




Also, another idea from chat by Asmo :

[No-Name-Yet-Walk]
Ever see a Wizard use Fire 4 at the close range to the target ?
No. Because it's pointless, and Wizard is a long-range class.
This is the idea : the closer you are to the target, less energy (MP) is required to cast magic.
There should be a difference of energy (MP) cost when you cast magic at 100 panel and 1 panel away

Cheetah

February 10, 2009, 12:25:56 pm #389 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Interesting idea Asmo. But why not have it reduce the charge time instead, the closer to the target you are.
Current Projects:

Asmo X

February 10, 2009, 12:44:46 pm #390 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Was going to suggest that but it sounds a bit overpowered.

Vanya

February 10, 2009, 12:50:28 pm #391 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
It seems like it would be risky to get close to a target for a wizard unless they're fighting other wizards. Also, would the AI be able to take advantage of it?

If it lowered CT instead I'd also make it lower damage/hit%. I agree it would be overpowered.
  • Modding version: Other/Unknown
¯\(°_0)/¯

samuchan

February 10, 2009, 08:00:01 pm #392 Last Edit: December 31, 1969, 07:00:00 pm by samuchan
Quote from: "Razele"Since I will fix Death Sentence, this idea for "Dark / Evil looking" basically is an exact copy of Death Sentence. Guaranteed death.
And there's a problem with AI and this new status. They will move / act and die because of it.

Then may I suggest renaming the technique to "Five Point Palm Exploding Heart Technique."

Zozma

February 10, 2009, 08:30:38 pm #393 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
but that would be why some things, only the enemy has access to.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Asmo X

February 10, 2009, 09:07:24 pm #394 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Quote from: "Vanya"It seems like it would be risky to get close to a target for a wizard unless they're fighting other wizards. Also, would the AI be able to take advantage of it?

If it lowered CT instead I'd also make it lower damage/hit%. I agree it would be overpowered.

Thats the whole point of this idea. If you take the risk of being closer, you get something for it.

Razele

February 10, 2009, 09:56:33 pm #395 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Quotebut that would be why some things, only the enemy has access to.
Well, unblockable status is overpowered.
That kind of power would be very imbalanced if you set its AOE to 1.
What if your entire party get hit by Mustard Bomb ? It's a guaranteed death.
There's no way to prevent it.
With 0 AOE, it's not better than Death Sentence with 1 AOE.

You can almost achieve the same thing with the combination of
Death Sentence + Haste + Don't Move + Don't Act or Death Sentence + Frog, or Death Sentence + Charm.

Zozma

February 10, 2009, 10:01:50 pm #396 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yeah i suppose its not really necessary, it was with the intention that it took a small amount of CT to wear off. but i guess it wouldnt be all that useful
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Asmo X

February 10, 2009, 11:53:56 pm #397 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
I dont get the mustard bomb thing. The difference between a spell that stops you from taking action and one that instantly kills you for taking action is practically naught. Except, I suppose, that you could quickly dispel the status by moving, dying and then being revived. I still dont think a status slot should be wasted on it.

Vanya

February 11, 2009, 10:36:50 am #398 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I personally like the idea of giving dark/evil looking they ability to cancel all buffs and prevent all buffs from stacking on it. I'd then name it curse. This can be done in the patcher, of course.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

February 11, 2009, 10:59:35 am #399 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yeah, if only it didn't get that dark. the "dark" part is so much so on some characters that it doesnt even look like a status, more like a bug
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!