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Razele's ASM Hacks

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

Vanya

February 11, 2009, 11:59:50 am #400 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Yeah, it is a bit too dark. I was using Oil for the same purpose until Razele fixed it. But I'll take what I can get. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Dokurider

February 11, 2009, 01:36:15 pm #401 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
How about a movement that will allow you to walk anywhere, but takes 25% HP off for every extra panel you move out of your original range? It would be the ultimate fleeing skill. Honestly, I don't think it's very powerful and it does what Asmo's Flee idea did.

Zozma

February 11, 2009, 08:48:08 pm #402 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
okay so the mustard bomb idea was lame, but for those of us who have removed calculator from are job wheel...

would u be able to create a formula that sets the targetting based on the set level interval.

like say i want to have the magic formula 8, (100% success rate if targetted)

then use the X value for the level

OR cast spell indexed as status at initervals of X level
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Archael

February 11, 2009, 09:20:28 pm #403 Last Edit: December 31, 1969, 07:00:00 pm by Archael
zozma's post just confused me

*starts flailing arms around in confused animation*

*throws remedy at Dokurider*

*uses phoenix down on enemy*

Zozma

February 11, 2009, 09:27:19 pm #404 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
k, to be brief

i want to create spells like "Lvl3 Flare" "Lvl4 Holy" etc, but not by using the combination of the calculator skills, just a specific skill that targets units like that.

Edit: but i want to be able to control the "level" set with fftpatcher so that  i can use the formula for more than one skill
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

February 11, 2009, 09:46:25 pm #405 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
So it would basically be like if you had control over the level # but have a set of specific spells?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

February 11, 2009, 10:09:01 pm #406 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
exactly!

the ideal thing? make the skill cast another spell (could be like the way formula 2 when used as a skill casts spell indexed as "status"

edit: okay my requests are probably getting annoying but I created a spell called X-Zone. And the ideal thing would be for it to completely Hide the unit and freeze the CT (plus allow ppl to  move onto that space) of a unit for the rest of the battle. as if they were removed from the map.. or simply remove them from the map (but you dont loose them after the fight.)
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Razele

February 12, 2009, 02:49:31 am #407 Last Edit: February 12, 2009, 03:24:29 am by Razele
* Death Sentence - Ignore Cancel:Dead
* Increase Jump damage by 3/2 regardless of weapon

QuoteHow about a movement that will allow you to walk anywhere, but takes 25% HP off for every extra panel you move out of your original range? It would be the ultimate fleeing skill. Honestly, I don't think it's very powerful and it does what Asmo's Flee idea did.
It will repeat the same mistake as Old Teleport, no class can use this movement ability :

Examples
HP : 400 / 400

25% CurrentHP / squares :
400    * 0.75 = 300      [75% HP remaining]
300    * 0.75 = 225      [56% HP remaining]
225    * 0.75 = 168.75   [42% HP remaining]
168.75 * 0.75 = 126.5625 [32% HP remaining]

10% CurrentHP / squares :
400    * 0.90 = 360      [90% HP remaining]
360    * 0.90 = 324      [81% HP remaining]
324    * 0.90 = 291.6    [73% HP remaining]
291.6  * 0.90 = 262.44   [66% HP remaining]

Quotek, to be brief

i want to create spells like "Lvl3 Flare" "Lvl4 Holy" etc, but not by using the combination of the calculator skills, just a specific skill that targets units like that.

Edit: but i want to be able to control the "level" set with fftpatcher so that i can use the formula for more than one skill
That would be very difficult. Especially if you want to add MP cost and charging time.
Also, targeting all enemies on the map even with "Lvl3 Fire3" is broken.

Quoteedit: okay my requests are probably getting annoying but I created a spell called X-Zone. And the ideal thing would be for it to completely Hide the unit and freeze the CT (plus allow ppl to move onto that space) of a unit for the rest of the battle. as if they were removed from the map.. or simply remove them from the map (but you dont loose them after the fight.)
You can combine Wall + Petrify. It will make players unable to restore the petrified target.



Zozma

February 12, 2009, 02:53:07 am #408 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
interesting, never thought of that.

and thats great with the death sentence thing!
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Archael

February 12, 2009, 03:09:39 am #409 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote* Death Sentence - Ignore Cancel:Dead

have my children

Desocupado

February 12, 2009, 07:55:25 am #410 Last Edit: December 31, 1969, 07:00:00 pm by Desocupado
You need novement abilities sugestions, right? Here goes a few ideas:

Sprint/Move get CT <thief or calculator> (I am not really good with names)
You gain 5 ct per square moved (i.e. if you move 4 square it is as if you didn't move ct-wise).

Careless step (as I said, names aren'y my 'forte')
Move +2 and the user receives increased physical damage.

Jump get PA <Lancer> (at least it FFT style)
If the character jumps more than 3 panels (height) it gets +1PA.

Improved Rest <Geomancer?> (couldn't figure out a name)
You get 40 ct instead of 20 when you don't move.

Charge! <knight>
You can spend the action to move again (probably needs move -1 and/or jump -1). Better than teleport in the sense you can still move and act.

BTW I have a question:
Can CT get negative?
Well since it can get over 100, why not under 0?
  • Modding version: PSX

SentinalBlade

February 12, 2009, 08:06:05 am #411 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
That isnt bad, none of those, save for the first one bieng overpowered.

Careless step takes a good step in teh right direction for rebalancing move+2/3. That is actually very good.

Jump get PA, with the amount of hieght variation needed for this, it makes it hard to use and probably not "that overpowered", it should be activated only when jumping up hieght though, not down as well. Plus, there arent alot of classes that get enough jump for that, so that is a relativly good idea

Improved Rest is a really cool idea, but it seems more like a support...though since you dont move to activate it...i dunno, its a good idea never the less. though make it so if you have dont move status, then you dont get the CT bonus.

Charge! seems cool, definatly, and if you maybe half the move(cause a ninja with 8 move, and then -1, is still 15 spaces). A very interesting idea, but i wonder if the AI will make use of it...

@Razele

He means like the old level 5 death, where a player would only be affected if their level was multiple of 5.

I doubt he means to make it hit everyone.

And he wants the formula to use either x or y so that he can set the level to be a multiple of, so if x is 3 it would be 'Level 3 Death'

Its actually a really cool formula idea to bring back some old school abilities while not abusing the calculator system.

Dokurider

February 12, 2009, 10:42:33 am #412 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Razele"* Death Sentence - Ignore Cancel:Dead
* Increase Jump damage by 3/2 regardless of weapon

QuoteHow about a movement that will allow you to walk anywhere, but takes 25% HP off for every extra panel you move out of your original range? It would be the ultimate fleeing skill. Honestly, I don't think it's very powerful and it does what Asmo's Flee idea did.
It will repeat the same mistake as Old Teleport, no class can use this movement ability :

Examples
HP : 400 / 400

25% CurrentHP / squares :
400    * 0.75 = 300      [75% HP remaining]
300    * 0.75 = 225      [56% HP remaining]
225    * 0.75 = 168.75   [42% HP remaining]
168.75 * 0.75 = 126.5625 [32% HP remaining]

10% CurrentHP / squares :
400    * 0.90 = 360      [90% HP remaining]
360    * 0.90 = 324      [81% HP remaining]
324    * 0.90 = 291.6    [73% HP remaining]
291.6  * 0.90 = 262.44   [66% HP remaining]


I probably should have specified Max HP. Whatever.

Razele

February 12, 2009, 09:10:38 pm #413 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteCareless step (as I said, names aren'y my 'forte')
Move +2 and the user receives increased physical damage.

Jump get PA <Lancer> (at least it FFT style)
If the character jumps more than 3 panels (height) it gets +1PA.
If possible, I would like to avoid permanent physical damage increase/decrease by moving / jumping.
To increase PA permanently, you have to use Accumulate.

QuoteCharge! <knight>
You can spend the action to move again (probably needs move -1 and/or jump -1). Better than teleport in the sense you can still move and act.
AI won't be able to use it. They're not designed to do double move.

QuoteImproved Rest <Geomancer?> (couldn't figure out a name)
You get 40 ct instead of 20 when you don't move.
AI won't be able to take advantage of this kind of ability, since they won't know
they have to stay to receive the bonus.


QuoteSprint/Move get CT <thief or calculator> (I am not really good with names)
You gain 5 ct per square moved (i.e. if you move 4 square it is as if you didn't move ct-wise).
5 CT / square is useful early game but after your you reach 10 Speed the bonus is not really useful.
Maybe change the bonus to unit's speed / square moved, capped at 30.
Keep in mind that only Squire, Thief Geomancer, Ninja and Mime get 4 move.

QuoteBTW I have a question:
Can CT get negative?
Well since it can get over 100, why not under 0?
No. CT is always positive, because CT is unsigned.
If you set it to -1, your CT will become 255
If you set it to -2, your CT will become 254

QuoteI probably should have specified Max HP. Whatever.

Examples
HP : 400 / 400

25% MaxHP / squares outside your movement range [100 HP cost / move, dead after 4 squares violation ]

400    - 100 = 300    [75% HP remaining]
300    - 100 = 200    [50% HP remaining]
200    - 100 = 100    [25% HP remaining]
100    - 100 = 0      [00% HP remaining]

10% MaxHP / squares outside your movement range [40 HP cost / move, dead after 10 squares violation]
400    - 40 = 360     [90% HP remaining]
360    - 40 = 320     [80% HP remaining]
320    - 40 = 280     [70% HP remaining]
280    - 40 = 240     [60% HP remaining]

QuoteHe means like the old level 5 death, where a player would only be affected if their level was multiple of 5.

I doubt he means to make it hit everyone.

And he wants the formula to use either x or y so that he can set the level to be a multiple of, so if x is 3 it would be 'Level 3 Death'

Its actually a really cool formula idea to bring back some old school abilities while not abusing the calculator system.
Yeah, I know. Still, it's too difficult to create that kind of ability.

Desocupado

February 13, 2009, 04:49:35 pm #414 Last Edit: December 31, 1969, 07:00:00 pm by Desocupado
Quote
QuoteImproved Rest <Geomancer?> (couldn't figure out a name)
You get 40 ct instead of 20 when you don't move.
AI won't be able to take advantage of this kind of ability, since they won't know
they have to stay to receive the bonus.

Can you hack AI a bit for this kind of posibility?
  • Modding version: PSX

Razele

February 14, 2009, 12:22:50 am #415 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteCan you hack AI a bit for this kind of posibility?

No. Most of the time it's better for AI to move after they attack to stay out of range.

Asmo X

February 14, 2009, 12:07:32 pm #416 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Golem movement: Permanent 3 move, pushes through enemies, can be used as a stepping stone, -1 spd, +10% Def Up, +10% M.Def Up.

Archael

February 14, 2009, 12:12:24 pm #417 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Asmo X"Golem movement: Permanent 3 move, pushes through enemies, can be used as a stepping stone, -1 spd, +10% Def Up, +10% M.Def Up.


IMO that has too many things wrapped up in 1 instead of a generally useful movement property

if you are looking for Tanky I think something just the Stepping Stone property is good enough

it's related to movement, and doesn't eat into the whole pseudo-support area with the Def bonuses

or maybe Stepping Stone + Pushthrough

and thats it

Asmo X

February 14, 2009, 12:15:49 pm #418 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
No one would use that, though I agree I should think of some other perk besides the def bonuses.

Desocupado

February 14, 2009, 03:14:16 pm #419 Last Edit: December 31, 1969, 07:00:00 pm by Desocupado
Regarding improved rest:
I tought AI sometimes took advantage of the waiting feature (i.e. +20ct).


Well.. Here goes more ideas:

Steady Feet:
Can't be knocked back. (mix well with jump +1)

Racing
Move +3 jump -2. Better than nothing idea.

Arcane Step (Magic Sprint or whatever)
Move +2, but you lose 1/3 current MP (or 1/4 max) each time you move.
  • Modding version: PSX