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Razele's ASM Hacks

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

Asmo X

February 15, 2009, 01:10:56 pm #440 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Well the ability I suggested wasn't meant to be a substitute for buffing your own guys, just a way of gaining more buffs on top of that. It wont even cost a turn to get one this way so it's not like they tread on each other's turf. Copying them would be better due to the AI issue you mentioned.

Setzer

February 15, 2009, 04:10:22 pm #441 Last Edit: December 31, 1969, 07:00:00 pm by Setzer
Quote from: "Razele"
QuotePerhaps it should steal the buff from enemies, but stealing the buff will cause enemies to apply the buff
to the their friends again, which can result in a stupid AI loop.

I believe some boss will just recast Magic Barrier if you dispel the buff.
You can exploit this by making one of your unit steal the buff, the others attack, and the boss will recast Magic Barrier again.

The same cant be done with Dispel?
Talking about Buffs, do you have plans for Transparent?
You Know, change it in a way it will be usable by the AI.

I suggest it working just like Vanish, preventing Physical Damage.

Razele

February 15, 2009, 11:39:47 pm #442 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteWell the ability I suggested wasn't meant to be a substitute for buffing your own guys, just a way of gaining more buffs on top of that. It wont even cost a turn to get one this way so it's not like they tread on each other's turf. Copying them would be better due to the AI issue you mentioned.
Now that I think about it, Boss / Zodiac boss can copy your positive status (Protect, Shell, Regen, Haste). Seems good.
Maybe change the range to 3 panel to make this more viable.

QuoteThe same cant be done with Dispel?
Yes, but you need to sacrifice your secondary.

QuoteTalking about Buffs, do you have plans for Transparent?
You Know, change it in a way it will be usable by the AI.

Well, either :
1. AI can't see Transparent unit, Transparent expires after X CT
2. New status usage

QuoteI suggest it working just like Vanish, preventing Physical Damage
Wall already do that. It reduces physical attack by 99%.

Asmo X

February 16, 2009, 01:35:10 am #443 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Could you make a 1 range buff-copying move for the player and 3 range for bosses?

QuoteYes, but you need to sacrifice your secondary.

I think the real problem is being able to do this without wasting a turn at all. It would be very easy to get any enemy unit into a recast loop. Having it just copy would be good and it would take some stress off recasting buffs for the player too. Not to mention being able to copy things like magic barrier and triggered dragon spirits etc etc. It would be a pretty interesting skill

Razele

February 16, 2009, 08:56:45 am #444 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteCould you make a 1 range buff-copying move for the player and 3 range for bosses?
It's not that hard to identify boss / player.
Btw, if there are enemies with Haste come into your range and attack you, you won't receive the positive buff.
The positive status will be copied after you end your turn by either 'Act' or 'Wait'
and there are enemies with positive buff in X range.


* Updated potential suggestions for movement ability

It's not final, if you have better idea for movement ability X feel free to post it.
Seven spaces left for movement ability.
To save the trigger used, I'll do the asm hack after we get the idea to fill the seven blank spot in movement ability.
After this is done, I'll remake support ability.

A trigger can only be used once.
Examples : to get Defending reduces physical damage by 25%, I'm using Protect trigger.
After I use it for Defending hack, I can't use Protect trigger anymore.
I have to search other similar trigger.
In Wall hack, I'm using Charging trigger.
Eventually, all trigger will be used.

That's why it's better to merge similar hack. In movement ability hack case,
I'm using the same trigger to temporary increase the movement of the unit based on specific condition.
After the hack is done, probably, it will be merged, like "Oil weak against Fire, Float weak against Wind hack",
not individual hack like "Defending reduces damage by 25%", "Death Sentence - Ignore Cancel:Dead"






Asmo X

February 16, 2009, 11:46:52 am #445 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Cool That chart is a bug help.

Another random idea: You get reraise if you stand on the highest walkable tile on the map.

Perhaps Float could gain Ignore Height?

SydneySoul

February 16, 2009, 11:54:10 am #446 Last Edit: December 31, 1969, 07:00:00 pm by SydneySoul
You seem to have a great grasp on this ASM stuff. :3 I was wondering if you could figure out how to create another balancing item.

Splash Damage - Like in Dofus and many other games like FFT (and possibly RTS games).

The center-most tile is dealt 100% of the damage or heal. Every tile from there outward loses 10% of the maximum damage this helps make magic classes slightly less powerful (I prefer to use almost full-magic teams in vanilla because they make it so easy).

Do you think it's possible to do this in FFT? If that is possible, would you be able to implement a way to flag this for use in only certain spells?
Lil' gay soul manipulator lolpatcher.

Archael

February 16, 2009, 12:49:02 pm #447 Last Edit: December 31, 1969, 07:00:00 pm by Archael
all Splash Damage would do is weaken AOE spells

Quotethis helps make magic classes slightly less powerful

they are not that powerful to begin with

they are good with stacked boosts and faith / MA UP but math skill / draw out is still superior

the AOE faith based magic doesn't need a nerf

Quote(I prefer to use almost full-magic teams in vanilla because they make it so easy).

vanilla is easy regardless of what you use so this really isn't a very accurate measure of something being too powerful or not

sure AOE magic is great

but so is Martial Arts monks, 100% Jump, Geomancy, and other shit that will OHKO your casters before they ever do anything

Splash Damage would be useful at most on a patch with way different damage curve / damage system than vanilla or 1.3 FFT

SentinalBlade

February 16, 2009, 01:40:42 pm #448 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Voldemort, your acting as if everyone is going to use these for vanilla or 1.3 related patches.


I would actually really like the splash damage. itl allow for some differention between some of the higher level spells. Considering SoR doesnt use Math Skill or Draw Out, this has great potential with me, and most likely others.

Dokurider

February 16, 2009, 02:09:00 pm #449 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Can it be made so units can only move in patterns?

SentinalBlade

February 16, 2009, 02:19:44 pm #450 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
like in chess? a knight can only move as an L, a bishop only move diagnolly?

Dokurider

February 16, 2009, 02:37:01 pm #451 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Ya.

Kourama

February 16, 2009, 02:51:22 pm #452 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
How about a movement ability where you have to move as far as possible in a straight line but the height of the panels can't have more than a .5 difference and you can move past objects. Can call it Rush.

SentinalBlade

February 16, 2009, 02:54:16 pm #453 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Hoho, thats a good one Kourama. you should post more/lurk less

Kourama

February 16, 2009, 03:05:54 pm #454 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
The idea is based off the Berserker class in Wild Arms:XF. There are a ton of great ideas in that game that could work for FFT.

SentinalBlade

February 16, 2009, 03:07:03 pm #455 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
hmmm, your right. i actually loaded that up the other day to look for good ideas, and then my psp died :/

Kourama

February 16, 2009, 04:38:23 pm #456 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Is there a way to implement a movement ability that copies an adjacent character?

Basically regularly the character would have their original base movement but if during the beginning of their turn they are next to another character they copy their movement ability for that turn. If they are next to more than one character than it doesn't work.

Can't think of a good name for it but it would be a great Mime movement ability.

Edit - also was wondering if there is a way to make regen give hp and mp, or add on a status with mp regen, or even give mp regen as a support skill for one of the jobs

SydneySoul

February 16, 2009, 06:16:43 pm #457 Last Edit: December 31, 1969, 07:00:00 pm by SydneySoul
I would love a formula that recovers a sensible amount of MP and HP. :x
Lil' gay soul manipulator lolpatcher.

Archael

February 16, 2009, 06:42:23 pm #458 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "SydneySoul"I would love a formula that recovers a sensible amount of MP and HP. :x

????

aren't there formulas you can already use for that?

SydneySoul

February 16, 2009, 07:14:20 pm #459 Last Edit: December 31, 1969, 07:00:00 pm by SydneySoul
I haven't found one I'm happy with. Chakra formula is fail for my tastes.
Lil' gay soul manipulator lolpatcher.