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Razele's ASM Hacks

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

Archael

February 05, 2009, 11:22:47 pm #300 Last Edit: December 31, 1969, 07:00:00 pm by Archael
That's awesome.

And the Jump Attack Power bonus is a great idea too.

Anything that promotes different positioning across terrain = good.

tithin

February 05, 2009, 11:35:21 pm #301 Last Edit: December 31, 1969, 07:00:00 pm by tithin
Disperse, whilst a great idea is a bit overpowered. It's essentially a passive version of the Monk Cleanse / White Mage dispel. What would be the point of those statuses if that would be all that would be equipped? It's essentially immunity. It may hinder for one round, but that's about it.
14:45  @SilentB         ò "Hey, Cosgrove, how come you never married?"
14:45  @SilentB         ò "Because I eat too much meat."
14:46  @Celdia          ò Heresy. No such thing as 'too much meat'
14:47  @Celdia          ò One night with tithin would teach you that.

LastingDawn

February 05, 2009, 11:37:30 pm #302 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Also, I know you have a lot on your plate (no it's nothing to do with the books this time...) But I was wondering if you could enable skill usage in Frog status? This would work great for my Mini status, I have planned.
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Archael

February 05, 2009, 11:41:44 pm #303 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "tithin"Disperse, whilst a great idea is a bit overpowered. It's essentially a passive version of the Monk Cleanse / White Mage dispel. What would be the point of those statuses if that would be all that would be equipped? It's essentially immunity. It may hinder for one round, but that's about it.

I disagree on it being overpowered, especially because it doesn't exist yet

(it's just an idea)

the statuses it actually ends up dispelling are up for debate and are not final

also keep in mind that this eats up your movement slot, so whatever it ends up protecting against, that's all you're movement slot is going to be good for

if you are facing an enemy that doesn't even use the statuses that it cancels, it becomes useless

QuoteWhat would be the point of those statuses if that would be all that would be equipped?

huge generalization tharr

statuses won't lose their purpose just because of a skill like this

especially because it cannot protect vs Petrify, Death, Stop, Don't Move, etc

you talk like suddenly every unit has Disperse innate, or that it would be automatically preferred over things like Teleport or Move +

tithin

February 05, 2009, 11:53:56 pm #304 Last Edit: December 31, 1969, 07:00:00 pm by tithin
Quote from: "Voldemort"I disagree on it being overpowered, especially because it doesn't exist yet

(it's just an idea)

I'm aware, and I'm merely providing feedback on it in its current form ;)

Quotealso keep in mind that this eats up your movement slot, so whatever it ends up protecting against, that's all you're movement slot is going to be good for

True, however in a case where you have passive protection vs. a lot of statuses, against move+1 (as I recall, you stated you were trying to remove move+2 / 3) something like disperse would be heavily favoured.

Quoteif you are facing an enemy that doesn't even use the statuses that it cancels, it becomes useless[/quoted]

Noted.

Quotehuge generalization tharr

statuses won't lose their purpose just because of a skill like this

especially because it cannot protect vs Petrify, Death, Stop, Don't Move, etc

They won't lose their purpose, but their purpose would suddenly become very limited.

Quoteyou talk like suddenly every unit has Disperse innate, or that it would be automatically preferred over things like Teleport or Move +

See my previous statement.

Again, not criticising, merely sharing my thoughts on the skill. I like it, just concerned is all.
14:45  @SilentB         ò "Hey, Cosgrove, how come you never married?"
14:45  @SilentB         ò "Because I eat too much meat."
14:46  @Celdia          ò Heresy. No such thing as 'too much meat'
14:47  @Celdia          ò One night with tithin would teach you that.

Archael

February 05, 2009, 11:59:16 pm #305 Last Edit: February 06, 2009, 12:02:06 am by Archael
Lasting_Dawn idea:

FFTA Stat Breaking / Buffing System

Create 6 new Statuses, all with a duration, they cannot stack with their same type of status:

1) Strengthen (Boost) + % PA Increase
2) Enlighten + MA % Increase
3) Invigorate + SP % Increase

4) Weaken - % PA Decrease
5) Psychodrain - % MA Decrease
6) Lead Bones - % SP Decrease

just examples

that is how FFTA does it, so you can have stat boosting / breaking without fear of stacking to become too strong

this would replace SP, PA, and MA alteration effects

Vanya

February 06, 2009, 12:00:38 am #306 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
QuoteYes this is about giving Razele ideas for ASM hacking, however I'll be damned if his effort goes to waste on lolflyEvasionBonus and lolLavaFireImmunity!!!!
QuoteIt's important that ideas that are a waste of time are identified and scratched out, otherwise Razele will spend time working on fixes which are not only gimmicky, but sub-parrrrrrrRRRereerrrrr.

You're intitled to your opinions, as we all are. However, Razele's effort will go to whatever he wants, regardless of our opinions. It isn't your place or anyone else's to dictate to anyone what to do with their time and effort. Further more, I'll be be damned if I sit idle while anyone tries to do such a thing. Good day, sir. ^_^



Suggestions for Movement skills REVISED:

* Move+1 ---> +1 move, +2 jump.
* Move+2 ---> +2 move, +3 jump.
* Move+3 ---> +3 move, +4 jump.
* Jump+1 ---> Free space.
* Jump+2 ---> Free space.
* Jump+3 ---> Free space.
* Ignore Height ---> Free space.
* Move-HP Up ---\ The restoration amount is fine. However...
* Move-MP Up ---/ The effect should be canceled by charm, instead of blood suck. And a fix for MP Switch should go with it, too.
* Move-Get Exp ---\ Gain +2 EXP/+3 JP per panel instead of +1/+2.
* Move-Get Jp -----/  The effect should be canceled by charm, instead of blood suck.
* Teleport ---> Already hacked. Consider revising so that MP cost doesn't affect units that have teleport innate. See Fly for details.
* Teleport 2 ---> No change.
* Any Weather ---> Remove it's ability to null weather effects on magic & consider adding more weather related penalties for specific terrain.
* Any Ground ---> New name to reflect what it actually does. "Move in Water"
* Move in Water [420 JP, Ninja]---> No need to change it at all. New name to reflect what it actually does. "Walk on Water"
* Walk on Water [300 JP, Samurai]---> +1 move while in water to even it out with the ninja's water ability. New name to reflect what it actually does. "Swim"
* Move on Lava --->Consider adding additional terrain penalties for it to nullify. If so, new name to reflect what it actually does. "Any Ground"
* Move underwater ---> Make it similar to samurai's water ability, but have it treat all deep water as if it were 3h deep. Also, if unit is in water that is 3h deep it gets transparent status.
* Float ---> No change needed, but but consider giving float status weak vs wind.
* Fly ---> Remove ignore height feature. Give it an MP cost per move, unless the unit has it innate. This way monsters with wings can be free of an MP cost. Can you check for the skill being innate instead of equipped?
* Silent Walk ---> "Always transparent" + "Ignore Traps" + "Move through enemies".
* Move-Find Item ---> Remove it's ability to disarm traps.

This gives 4 free slots for completely new movement skills. Lets see...
  • Modding version: Other/Unknown
¯\(°_0)/¯

Archael

February 06, 2009, 12:03:17 am #307 Last Edit: December 31, 1969, 07:00:00 pm by Archael
QuoteHowever, Razele's effort will go to whatever he wants, regardless of our opinions. It isn't your place or anyone else's to dictate to anyone what to do with their time and effort.

Razele's efforts go to what he thinks are good ideas, by the looks of it.

You got owned. Now gtfo gimmick man!

Skip Sandwich

February 06, 2009, 12:04:48 am #308 Last Edit: February 06, 2009, 12:06:06 am by Skip Sandwich
I like the idea of status based buffs/debuffs, but aren't invigorate and lead bones already covered by Haste and Slow respectively?
berserk could lose the control loss and become the pa buff, but what of the other three statuses? Would they have to be made from sctrach, or override other existing statuses, and if so, which ones?
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Archael

February 06, 2009, 12:05:22 am #309 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Skip Sandwich"I like the idea of status based buffs/debuffs, but aren't invigorate and lead bones already covered by Haste and Slow respectively?

yeah they are

you're right

those 2 are pointless

I just put it there to provide the alternative to the stack fest that is Speed Break / Boost

but Slow and Haste are alot better and more balanced (except that damn vanilla haste lasts so damn long)

Vanya

February 06, 2009, 12:13:20 am #310 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
You keep speaking as if I suggested more than one thing that could be gimmicky, boy. (Which I already conceded.) And anyway...
...I said, "Good Day"!**

**I totally knew he'd give me the opportunity for a "That 70's show reference!" ^_^


QuoteSome ideas for Jump+X :
Jump+X abilities are perfect for class that mainly use ranged weapons, like Bow, Crossbow, Gun, Instrument, Dictionary
to reach a higher place.

Jump+1 : Increase attack power by 20% if the height difference between you and target >= 3
Jump+2 : Increase attack power by 25% if the height difference between you and target >= 4
Jump+3 : Increase attack power by 30% if the height difference between you and target >= 5

As usual, numbers can be discussed.

That's a great idea. It will balance out the jump bonuses, especially if you give it a little increase when combined with the move bonuses.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Archael

February 06, 2009, 12:23:42 am #311 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Vanya"You keep speaking as if I suggested more than one thing that could be gimmicky, boy. (Which I already conceded.) And anyway...
...I said, "Good Day"!**

???

I am speaking as if you suggested a gimmick (and you did)

I am not claiming you suggested multiple gimmicks, the amount is irrelevant

the point was that it was a bad idea

just be glad Razele won't be using it





Quote**I totally knew he'd give me the opportunity for a "That 70's show reference!" ^_^

lame

Asmo X

February 06, 2009, 12:31:03 am #312 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Idea for ignore height: Damage bonus depending on the height of the terrain you are attacking from.

Asmo X

February 06, 2009, 12:44:41 am #313 Last Edit: February 06, 2009, 01:06:01 am by Asmo X
Support skill: Increase duration of positive status/Decrease duration of negative status.
Status effect: increase move/decrease move
Movement skill: 50 CT bonus towards next turn when stopping in water

Archael

February 06, 2009, 01:02:35 am #314 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Movement Skill: You absorb the elemental property of the terrain you are standing on and / or Your weapon attacks become the elemental property of the terrain you are standing on.

Support Skill: Your target's elemental resistances are lowered by one degree (FFTA.) If target Absorbs, it now Halves, if target Halves, it no longer Halves, if target isn't resistant, it is now Weak. If target is Weak, it is now Very Weak.

Movement Skill: Attempts to knock back every unit standing on the adjacent panels of your destination.

Movement Skill: When the unit's move causes a Jump to trigger (the actual jump animation is required to move to destination), unit gains 50 CT.

Zozma

February 06, 2009, 01:08:48 am #315 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
that first support skill you mentioned just now about gaining the element of the terrain sounds like a pretty sweet geomancer support skill
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Asmo X

February 06, 2009, 01:11:13 am #316 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Random hack idea: Items broken in battle are restored afterwards

Zozma

February 06, 2009, 01:16:47 am #317 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
i guess if that hack were made then maintenance loses half of its usefulness.. but then again, since divine sword still cant hit with it on... its a defense against some of the shrine knights
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Asmo X

February 06, 2009, 01:19:53 am #318 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Breaking items in battle should be a strategic choice contained in the battle itself, not something that continues to fuck you afterwards. In that sense Maintenance is still useful

Asmo X

February 06, 2009, 02:27:40 am #319 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Would it be possible to alter the range of spears so that they can attack the diagonals?

Related support ability idea: Attack range +1