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Razele's ASM Hacks

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

Razele

February 03, 2009, 11:15:56 am #260 Last Edit: February 03, 2009, 11:54:29 am by Razele
Quoteraz can you make it so Blind status makes your base hit for everything 50%
including spells?

It really needs to be more crippling than it is normally....
This one shouldn't be too hard.

QuoteAlright, i understand all that, surprisingly, but how does it know that this is for samurai? we can point to a table but how do we make so it calls it for the right class. would we do a simple lbu and check it against a register, and if its equal go to that things table?

I recognize that it checks for chance to learn and such, and that code seems pretty clean cut, but there doesnt seem to be any clear indication of what the current enemies class is to check against anything...or am i overlooking something simple or miniscule?

Also, im on a new medicine that is basically FORCING epilepsy while wearing a halter monitor. they are trying to decide if my seizures are really seizures or something (insert two extremely hard to pronounce/spell words) synchopy. it makes it very hard to sleep. but it is one of our last few options.

Register 19 should contain the base address for character X in battle
You can get the current job with : lbu 0x0003(r19) or just check Register 7

Well, I hope you get in a good condition soon SB.

Zozma

February 03, 2009, 11:38:20 am #261 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
ummm r19 say what lol... ill never be able to get into asm myself unfortunately

and SB feel better -_-
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

February 03, 2009, 02:57:06 pm #262 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
First off, I hope you feel better, too, SB. My fiance had seizures when she was little and I've heard how bad they are.

Suggestions for Movement skills:

* Move+1 --\
* Move+2 ---| I kinda like Skip's ideas to combine move & jump abilities. I'd distribute the gains on a 1:1 ratio, though.
* Move+3 ---| For example: "Move+1" = +1 move and jump ... "Move+3" = +3 move & jump.
* Jump+1 ---| Maybe make a 4th one out of "Jump+1"; "Jump+1" = +4 move & jump.
* Jump+2 ---| Then clear the move/jump bonus of Jump+2 & Jump+3 and use them for something new.
* Jump+3 --/
* Ignore Height ---> I'd clear this out & use it for something else since a unit with "Motion+4" (Temp name) + base jump + accessories will be more than adequate.
* Move-HP Up ----\ They would be more useful if they each had +1 move & jump.
* Move-MP Up ----/
* Move-Get Exp ---\ Maybe increase EXp & JP gain by 1. Gain 2 Exp &  3 Jp per panel moved respectively.
* Move-Get Jp -----/ These should also be nullified if the unit id afflicted with charm.
* Teleport -----\ These should both have an MP cost as previously discussed. I think it might be simpler to just limit teleport to the player's normal range.
* Teleport 2 ---/ Also, Teleport 2 should be about 2x more expensive than Teleport.
* Any Weather ---> It's normal abilities suck. Give it 1/2 wind, water & lightning to make it more useful.
* Any Ground ---> This should be combined with move on Lava. Then give it 1/2 fire, ice (snow), & earth. Does snow give a movement penalty? If it does this should negate that penalty, too.
* Move in Water ---> This is fine no need to change.
* Walk on Water ---> See above.
* Move on Lava ---> After combining this with Any Ground, it is useless. So I'd disable it's original effect and give it "Auto Haste" + immunity to slow, stop, and don't move.
* Move underwater ---> No change needed.
* Float ---> Give it weak to wind & 1/2 lightning.
* Fly ---> No suggestion. I prefer it as an enemy only skill anyway.
* Silent Walk ---> "Always Invis" + "Ignore Traps"
* Move-Find Item ---> This is fine. Leave it. (You disarm traps and get items from them, right? Shouldn't it be called "Salvage"?)
  • Modding version: Other/Unknown
¯\(°_0)/¯

Razele

February 04, 2009, 12:28:49 am #263 Last Edit: December 31, 1969, 07:00:00 pm by Razele
* Added Katana's chance to break

Thanks to Zodiac's RNG explanation : http://www.ffhacktics.com/wiki/RNG
I discovered true Katana's chance to break. It's not fixed at 15%



This is the original movement ability's bonus from BMG :

[Any Ground] - 220 JP, Geomancer
Normally each square of flowing water you walk through costs you two movement
points instead of one.  With this ability, the movement penalty to walk through
flowing water vanishes.

[Any Weather] - 200 JP, Oracle
Normally, you can walk over marsh sqaures without suffering the water penalty.
However, if it is raining heavily in a marshland, you will face a similar
penalty -- you must use two movement points for every square of marsh you
move over.  If you have Any Weather equipped, that penalty will not take
effect.  In addition, weather effects on magic (increase in Lightning damage
and decrease in Fire damage during thunderstorms) are nullified if the caster
has Any Weather.  This is in a heated battle with Move on Lava for the title
of 'most useless ability'. And another curiosity:  the programmers gave the
Steel Giant class Any Ground and Any Weather inherent, but they also gave
it Cannot enter water inherent, making Any Ground and Any Weather completely
useless! Maybe they intended to program more weather and terrain effects
into the game but never got around to it.

[Cannot enter water] - 200 JP, inherent for several monsters)
You cannot move or stop on squares that are submerged in water.

[Float] - 540 JP, Time Mage
You float 1h above the ground. This has the same effect as the Float status,
except that it allows you to stop on lava squares (the Float status only
allows you to move, not stop, over lava).

[Fly] - 1200 JP, Bard and Dancer
Allows you to fly over all height differences, enemies, and obstacles.
Nullifies fall damage.

[Ignore Height] - 700 JP, Lancer
You are able to jump to any vertical height, regardless of your 'Jump'
stat.  This has no effect on the Lancer's JUMP command.

[Jump +1] - 200 JP, Archer
'Jump' stat + 1.  This has no effect on the Lancer's JUMP command.

[Jump +2] - 480 JP, Thief  
'Jump' stat + 2.  This has no effect on the Lancer's JUMP command.

[Jump +3] - 1000 JP, Dancer
'Jump' stat + 3.  This has no effect on the Lancer's JUMP command.

[Move +1] - 200 JP, Squire
'Move' stat + 1.

[Move +2] - 520 JP, Thief
'Move' stat + 2.

[Move +3] - 1000 JP, Bard
'Move' stat + 3.

[Move in Water] - 420 JP, Ninja
You can move (and stop) on top of water; water is treated like
normal ground.

[Move on Lava] - 150 JP, Geomancer
You can move (and stop) on top of lava; lava is treated like
normal ground.

[Move Undrwater] - 200 JP, inherent for Mindflayer type monsters
You can move (and stop) in water up to 3h deep without penalty.

[Move-Find Item] - 100 JP, Chemist
You can extract hidden items from booby-trapped squares without
triggering the traps. Each square has two items: the odds of getting
one (usually the commoner item) are Br%, and the odds of getting the
other (usually the rarer item) are (100 - Br)%.

[Move-Get Exp] - 400 JP, Calculator
You gain 1 Exp. per panel moved, unless you are afflicted with
Berserk, Confusion, or Blood Suck status.

[Move-Get JP] - 360 JP, Calculator
You gain 2 JP per panel moved, unless you are afflicted with
Berserk, Confusion, or Blood Suck status.

[Move-HP Up] - 300 JP, Monk
Recover RU{MaxHP / 10} HP if you move at least one panel, unless
you are afflicted with Berserk, Confusion, or Blood Suck status.

[Move-MP Up] - 350 JP, Oracle
Recover RU{MaxMP / 10} MP if you move at least one panel, unless
you are afflicted with Berserk, Confusion, or Blood Suck status.

[Silent Walk] - 700 JP, GameShark only
No known effect.

[Teleport] - 600 JP, Time Mage
Able to teleport through obstacles, height differences, units, etc.  
Chance of success is 100% within your Move range and decreases 10%
per extra square you move.  See section 6.7 for details.

[Teleport 2] - 0 JP, inherent for Arch Angel, Holy Angel
Teleport anywhere on the battlefield with 100% success.

[Walk on Water] - 300 JP, Samurai
Ignore water depth; all water is treated like it is 1h deep,
regardless of actual depth. (Doesn't it seem like this should be
called Move in Water, and Move in Water should be called
Walk on Water?)

Cheetah

February 04, 2009, 12:51:32 am #264 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Thanks for that great explanation of all the movement abilities. Do you think you can edit these so much as to create new movement abilities. An idea I had was:

[Push Through] -
Enemy units no longer block your path and the unit can move past them similar to how they move past friendly units.

If you could add something like that, it would be awesome.
Current Projects:

Vanya

February 04, 2009, 10:09:33 am #265 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Wouldn't that make Fly useless?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Cheetah

February 04, 2009, 12:20:26 pm #266 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I never thought of that. But fly also has the advantage of ignoring height and obstacles. So "Push Through" would be a lower tier movement skill, or for a physical class instead of a magic class.

Obviously there is a lot of balancing you could do with movement abilities, because in vanilla it's Teleport are Move+2.
Current Projects:

Dokurider

February 04, 2009, 12:23:15 pm #267 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
I've always wonder why Short Charge doesn't effect Charge. Could it be fixed?

Razele

February 04, 2009, 12:25:53 pm #268 Last Edit: December 31, 1969, 07:00:00 pm by Razele
I just remember about Move-MP Up and MP Switch combo. I'll disable Move-MP Up if the unit equip MP Switch.
This should make Move-MP Up available at Oracle and MP Switch at Time Mage.

QuoteMove on Lava ---> After combining this with Any Ground, it is useless. So I'd disable it's original effect and give it "Auto Haste" + immunity to slow, stop, and don't move.
Auto Haste is broken. That's why Excalibur doesn't have it in 1.3

QuoteTeleport 2 ---/ Also, Teleport 2 should be about 2x more expensive than Teleport
I don't think Teleport 2 needs a change.
Teleport 2 is suited for enemies, and player won't get enough MP to do Teleport 2 anyway.

QuoteMaybe make a 4th one out of "Jump+1"; "Jump+1" = +4 move & jump.
4 Move and 4 Jump are too much, they're better than Teleport.

Quote[Push Through]
Enemy units no longer block your path and the unit can move past them similar to how they move past friendly units.
This movement ability can be merged with Silent Walk.

QuoteI've always wonder why Short Charge doesn't effect Charge. Could it be fixed?
I'm sure it can be fixed since there should be a function that check if an ability is affected by Short Charge or not.

I would like to hear other member's opinion about movement ability buff.

Dokurider

February 04, 2009, 12:36:47 pm #269 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Actually, I have an insane idea. What if you could swap places with other units?

Razele

February 04, 2009, 01:11:17 pm #270 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteQuote:
You still looking for a way to buff the other move skills, Raz? I think you should give Fly 1.5 increased evasion.

Just quoting myself in case you missed it.
Yeah, I don't miss it. Actually, I like how Fly can increase your evasion by 1.5x


Quote* Move-Get Exp ---\ Maybe increase EXp & JP gain by 1. Gain 2 Exp & 3 Jp per panel moved respectively.
* Move-Get Jp -----/ These should also be nullified if the unit id afflicted with charm.
Current Exp / JP bonus from Move-Get Exp and Move-Get JP are too small. I agree with the idea for increasing their bonus.

QuoteIf it were possible to add +move/jump to movement abilities, i'd like to see the +move and +jump abilities conslodated into one set of +abilities. like Move +1 would increase move by, well, +1, and move + 2 would increase move by +2 and jump by +1, and move plus 3 would have the net effect of move +3 and jump +2.
Adding Move / Jump should be possible in-battle.
Currently, I'm still working to make the bonus visible in Formation Screen.
For some reason, other movement abilities, beside Move+X / Jump+X like Ignore Height bypass function to display movement bonus.

I also like the idea of merging Move+X and Jump+X abilities.
There's almost no reason to use Jump+X, since Move+X is mostly more superior.

QuoteActually, I have an insane idea. What if you could swap places with other units?
I won't know until I test it, but this should cause a graphic glitch since the unit still try to finish their spell animation.

Archael

February 04, 2009, 01:56:25 pm #271 Last Edit: December 31, 1969, 07:00:00 pm by Archael
I dislike the whole Float / Fly / Move in X immunity / resistance / weakness to elements thing. Seems gimmicky, but that's just me.

The problem here is not that Ignore Height, Fly, Float, and the others suck.

The problem is that Teleport makes all of them (Except for Move +2 and Move +3) virtually useless.

Teleport's too good.



---

A Movement Ability is just that, a Movement Ability.

It's not a Support Ability...

So why are you guys trying to smack elemental attributes and x1.5 evasion bonuses on it?

That's just a cop out of the problem and trying to turn them into Mini-Support skills that go in the Movement Ability slot just to try to make them more useful.

Gimmicky!!!

IMO Teleport should be nerfed somehow, probably increase the chances of failure by 5-10% per extra square. Or re-worked altogether.
Maybe  Teleport could start measuring the failure % Rate based on 3 move, always, regardless of how much move you have. Or both.

Or maybe just get rid of it altogether.

Movement is an important part of the game, but it's made less-relevant by brutally effective Movement skills such as Move +2, Move +3, and Teleport.

IMO Move+X should cap out at Move+1.

Teleport should be MASSIVELY nerfed. And I'm talking massive % fail rates.

And then you'd see hella more use out of Float, Fly, and Ignore Height.




My suggestions:

1) Keep Float as it is.

2) Keep Ignore Height as it is.

3) Get rid of Fly's Ignore Height property.

4) Crush Teleport's % success rates. Then it becomes a mix of Ignore Height AND Fly, but extremely unreliable.


Hell, Teleport should probably have a chance to fail even when you are moving inside your 3 range, just to make up for the powers it gives.

Like... ~25-33% chance to fail within 3 movement range. ~50% + chance to fail beyond 3 movement range.

Something penalizing like that.

Etc etc.

Vanya

February 04, 2009, 03:29:17 pm #272 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I stand by my earlier thought, Teleport should only let you move withing your normal range. It shouldn't ignore height, either.

I agree with removing the ignore height property from Fly, but I don't think giving Fly an evade boost is a bad idea. Have you ever tried catching something that flies? Not easy. Much less with what would amount to a magical effect such as a human unit with flight would have.

I honestly don't see the use of Ignore Height. There are few maps that need it. And, like I said before, the same net effect can be had from a unit with a high jump value. Any monsters that used to have ignore height can just be given a higher jump base anyway.


Quote from: "Voldemort"A Movement Ability is just that, a Movement Ability.

"Any Weather" and "Any Ground" are pseudo-support skills without adding anything to them.


Quote from: "Voldemort"Gimmicky!!!

Not if it makes sense. A unit with auto-float having a defense against an electrical attack makes sense to me.
A unit with Walk on Lava having immunity to fire makes sense too.


Quote from: "Razele"I also like the idea of merging Move+X and Jump+X abilities.
There's almost no reason to use Jump+X, since Move+X is mostly more superior.

I think it would be better to have a higher ratio of jump bonus to move bonus. Like move+1 & jump+2 instead of a lower amount of jump than move.
  • Modding version: Other/Unknown
¯\(°_0)/¯

VincentCraven

February 04, 2009, 05:07:01 pm #273 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
The best fixes seem to be the hardest ones to make via hacking.

I agree with Voldemort on most points.  Jump+X would be pretty worthless though vs Fly, and I would propose merging Jump+1 with Move+1, similar to what Razele suggested.  Unless we modified terrain or decreased the base jump stat for most units, Jump+X is usually rather unimportant.

Vanya:  It might be cool to make Fly increase evasion, but is that really the purpose of movement abilities?

Bottom line though, many of these abilities were just thrown in there and Square was like, "These are pretty awesome ideas, let's add in X feature."  I mean, I guess it was cool the first time through when one's lack of knowledge of the game mechanics made it hard, and suddenly you get a unit with some awesome ability, but seriously.

I like FFT's battle system, but I seem to be liking the abilities in it less and less.  Too many, too much overlapping, and too much that completely destroys the fundamentals of strategy.
I changed jobs and that has made all the difference.

Vanya

February 04, 2009, 05:46:59 pm #274 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
QuoteVanya: It might be cool to make Fly increase evasion, but is that really the purpose of movement abilities?
QuoteI get what you mean, but evasion is based on your ability to MOVE out of the way of an attack.
I think it makes perfect sense for movement abilities to modify certain other stats.

Thinking about it the Float stat itself should negate or reduce lightning damage, not the skill.
But "Walk on Lava" nullifying fire damage makes perfect sense to me. Think about it you can stand on molten rock with no ill effects, but a little fire makes you cringe? What? That isn't gimmicky, its logical.

And the purpose of movement abilities is whatever we want them to be. That's the beauty of hacking. ^_^

QuoteBottom line though, many of these abilities were just thrown in there and Square was like, "These are pretty awesome ideas, let's add in X feature." I mean, I guess it was cool the first time through when one's lack of knowledge of the game mechanics made it hard, and suddenly you get a unit with some awesome ability, but seriously.

Amen, brother! Not to mention they left so many things half finished or broken completely.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Archael

February 04, 2009, 08:29:45 pm #275 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Vanya"I stand by my earlier thought, Teleport should only let you move withing your normal range. It shouldn't ignore height, either.

If no additional penalty for Teleporting units besides removing ignore height is created, it'll still make Fly useless.


QuoteI agree with removing the ignore height property from Fly, but I don't think giving Fly an evade boost is a bad idea. Have you ever tried catching something that flies? Not easy.

It makes more sense to have it on Float... units with Fly only "Fly" when they move, otherwise they land and stand on the ground.


That said, even if you gave evasion bonus to Float instead of Fly, that's still just throwing stuff on the skill. It doesn't do anything for Fly as a Movement Skill.


QuoteI honestly don't see the use of Ignore Height. There are few maps that need it. And, like I said before, the same net effect can be had from a unit with a high jump value. Any monsters that used to have ignore height can just be given a higher jump base anyway.

I agree with this, but that monster base jump is gonna need to be high as hell to make up for the loss of ignore height. Like, 20+ high.




Quote"Any Weather" and "Any Ground" are pseudo-support skills without adding anything to them.

Then think up something movement related for them. Don't turn them into Support Skills.

Something like

Any Weather = Unit gains +3 Jump +3 Move when weather is Rain / Snow / Thunderstorm / whatever


Move in Water = Unit Gains +3 move when moving from a panel that is water


Any Ground = Unit gains +3 speed when standing on Rocky Cliff, Stone Floor, Marshland, Swamp, Sand

Move on Lava = move on lava fucking sucks

etc



QuoteNot if it makes sense. A unit with auto-float having a defense against an electrical attack makes sense to me.

I guess it makes sense, with them, you know, canceling:Earth and all that... but I still think what you are asking for is useless Movement Abilities with extras tossed on them. That's gimmicky, it doesn't make the Movement Ability anymore useful than it actually was (with regards to movement)



QuoteA unit with Walk on Lava having immunity to fire makes sense too.

it makes sense, but it's still doing nothing for Walk on Lava as a movement ability

it's just turning it into a support skill people will equip for elemental immunities

Razele

February 04, 2009, 09:01:07 pm #276 Last Edit: February 04, 2009, 09:52:49 pm by Razele
QuoteMy suggestions:

1) Keep Float as it is.

2) Keep Ignore Height as it is.

3) Get rid of Fly's Ignore Height property.

4) Crush Teleport's % success rates. Then it becomes a mix of Ignore Height AND Fly, but extremely unreliable.

Hell, Teleport should probably have a chance to fail even when you are moving inside your 3 range, just to make up for the powers it gives.

Like... ~25-33% chance to fail within 3 movement range. ~50% + chance to fail beyond 3 movement range.

Something penalizing like that.

Etc etc.

The problems with other movement abilities are because they're too weak.
There's no reason to use Jump+X, Any Ground, Any Weather, Move in Water, Move on Lava and Walk on Water
except at specific battle, like Finath River or Bervenia Volcano.

Even if we remove Move+2, Move+3 and Teleport people will pick the best one out of them, Move-Hp UP or Move+1.
And, without the range needed to near the target, melee class (Squire, Knight, Thief, Geomancer at some extent)
is the one that will feel the nerf.

You still won't see people use Any Ground / Any Weather / Float / Move in Water.
We can have the same effect by simply casting Float or wear Feather Boots.

Teleport is already nerfed.
It costs X MP / teleport, 20% penalty / square and you can't move (teleport will fail) if you run out of MP.

Costs : 10 MP / teleport
Lvl 25 Ninja can only move 2 times in battle
Lvl 25 Lancer can only move 1 times in battle
Lvl 25 Samurai can only move 3 times in battle
Lvl 25 Monk can only move 3 times in battle
Lvl 25 Wizard can only move 6 times in battle

Costs : 10 MP / teleport
Lvl 50 Ninja can only move 3 times in battle
Lvl 50 Lancer can only move 3 times in battle
Lvl 50 Samurai can only move 3 times in battle
Lvl 50 Monk can only move 5 times in battle
Lvl 50 Wizard can only move 10 times in battle

If they want to get more MP, they have to wear Robe, and it will be a big blow to their HP / PA / MA.
Robes can only give MP in the range of 10 - 50 max. I don't count Robe of Lords because it's rare.
Wizards need their MP to cast their spell. Three Teleport is almost the same as casting Fire 3.

Anyway, some movement abilities are already pseudo support, like Move-HP Up, Move-MP Up, Move-Get EXP and Move-Get JP.
Why you get HP/MP/Exp/JP for moving ?
And Float : immune to Earth-elemental attacks

[Float]
Appearance:  Character is floating 1h above the ground
Description:  This status is invoked by the 'Float' spell, the accessory
'Feather Boots', or the Move ability, 'Float'.  Characters with 'Float'
will act as if they are stationed 1h above where they are actually
standing.  For example, if a character with Float is standing at height
9, and there is a character at height 7 trying to attack the floating
character with an attack which has a vertical tolerance of 2, he will
be unable to do so because the floater will behave as if he were
standing at height 10.  In addition, floating characters can move over
rugged terrain such as lava and water without penalty to their
movement, and are unaffected by other terrain-based penalties such as
the inability to move in water of depth 2h or greater (a character with
'Float' will float 1h above the water level).  Furthermore, floating
characters are immune to Earth-elemental attacks.  Characters with the
'Float' movement ability (but _not_ those who received the status from
the boots, the Cherche, or from the TIME MAGIC), will be able to stop
over lava.

QuoteThen think up something movement related for them. Don't turn them into Support Skills.

Something like

Any Weather = Unit gains +3 Jump +3 Move when weather is Rain / Snow / Thunderstorm / whatever


Move in Water = Unit Gains +3 move when moving from a panel that is water


Any Ground = Unit gains +3 speed when standing on Rocky Cliff, Stone Floor, Marshland, Swamp, Sand

Move on Lava = move on lava fucking sucks

etc

Yeah, I like some of them. It's logical to make movement abilities gain movement bonus from specific condition.

SentinalBlade

February 04, 2009, 09:06:45 pm #277 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Personally, i choose jump +3 over move+2

Not many people realize it, but the higher your jump attribute, the farther you can jump from a cliff that is of decent hieght.

Archael

February 04, 2009, 09:50:02 pm #278 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Razele, somehow I don't think the MP cost thing is enough.

People will just bring Teleport in anyway, and heal MP as needed.

It's deffinitely worth MP costs... it'll still trump everything else IMHO.

Although it's a step in the right direction...

Asmo X

February 04, 2009, 10:39:05 pm #279 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
There's a lot of ad hoc justification going on here to tack some gimmicks onto movement skills.

"Shouldn't Fly have an evasion bonus because it's so hard to catch something that flies?" You can justify just about anything like this. Shouldn't ignore height add evasion for the same reason? I'm sure it would be hard to hit something that could extricate themselves from a situation by jumping 50 feet into the air. Or give it immunity to wind attacks because clearly the jumper is using some sort of wind vortex to jump so high and therefore has an affinity for it. No wait, Ignore height should be vulnerable to wind attacks since the jumper depends on calm air to jump to great heights so accurately.

This is totally the wrong way to approach it. You either resolve movement skills as movement or you let them degenerate into a clusterfuck of random support-like bonuses.