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Razele's ASM Hacks

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

Razele

February 17, 2009, 02:02:33 am #460 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteAnother random idea: You get reraise if you stand on the highest walkable tile on the map.
Actually, other member also mention about this kind of movement ability,
something like 'Nature protection' from terrain.
Just have to think about the mechanic of the bonus.

QuoteSplash Damage - Like in Dofus and many other games like FFT (and possibly RTS games).
You want regular 'Attack' command to do splash damage to nearby units ?
The problem, there is no normal 'Attack' in FFT that can do that.
In FFT, you have to use 'skills' to do 'splash' damage, like Triple Attack, Statis Sword, etc.

QuoteThe 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).
That system is hard to implement.
It's 'easier' to change the Faith range for warrior / magic class.

QuoteCan it be made so units can only move in patterns?
With my current knowledge, no.

QuoteHow 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.
Nice idea, but it's not possible at the moment with my current knowledge.
I could use Teleport but it will look weird, since you actually only allowed to move 5 panel in straight line (spear type).

QuoteIs 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.
That Mime-copying movement ability concept looks good.
The only minor problems are that you can't copy permanent bonus movement/jump from Move+1 or Jump+2
Speaking about copy, I'm thinking about some enemy class that can copy any ability thrown at them, something like Blue Magic, but expires after battle.


QuoteEdit - 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
It should be possible. I'll do the status remake poll after this movement ability business is finished.

QuotePerhaps Float could gain Ignore Height?
Personally, I dislike Float movement ability concept.
It only gives Always:Float, which can be given by Float spell (not permanent) or Feather Boots (permanent).
A movement ability should be unique, and you can't get any similar effect of that ability by wearing an item.
Well, if I'm a purist, maybe I should remove Move+1 and Jump+2.
But, that movement ability is condidered 'basic' and stack with items like Battle Boots.

QuoteI would love a formula that recovers a sensible amount of MP and HP
You have to sacrifice other formula to do that.

samuchan

February 17, 2009, 04:10:29 am #461 Last Edit: December 31, 1969, 07:00:00 pm by samuchan
QuoteCan it be made so units can only move in patterns?
What, you want to play FFT chess or something?

SydneySoul

February 17, 2009, 07:53:44 am #462 Last Edit: December 31, 1969, 07:00:00 pm by SydneySoul
Where did I say regular attacks? My only reference was to magic users. Meaning, magic attacks. And those skills you mentioned don't do splash damage, they do AoE damage. Splash damage dissipates from the central point of an AoE. The basic AoE attack is the same damage, with the respective formula applied for each unit of course, on all tiles.
Lil' gay soul manipulator lolpatcher.

Archael

February 17, 2009, 08:30:15 am #463 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "SentinalBlade"Voldemort, your acting as if everyone is going to use these for vanilla or 1.3 related patches.


perhaps

it's still a horrible idea though

10% effectiveness reduction per tile in a game like this

it'd barely make any difference...

a spell with 1 AOE is 100% + 90% on surrounding tiles

2 AOE is 100%, 90%, 80%

3 AOE is 100%, 90%, 80%, 70%

that's hardly worth it at all (to ASM hack in)

try 25%

and even then I just don't see it being a very useful hack in the majority of cases... spells / skills with AOE are usually AOE for a reason... they either have charge time, are faith based, are evadable in a lot of people's patches, etc etc.. the Splash mechanic just doesn't seem to work well with the way targeting works in FFT

Dokurider

February 17, 2009, 11:57:05 am #464 Last Edit: February 17, 2009, 12:50:47 pm by Dokurider
Earth Shake (Tremor?) Do earth elemental damage to all units when moving.

I have no idea on what formula that should be used. Maybe the same formula for Wizanbus?

What do you guys think about negative movement abilities? That is, trading mobility for other stuff? (Buffs, strength, etc.)

SentinalBlade

February 17, 2009, 12:09:36 pm #465 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Id like an ability named 'Fire Walk'

Simply put, the enemies you walk past are burned for 10% of their health...or maybe inflict them with something akin to poison?

Also Razele. i love that idea, make it replace the mime, since no one uses those in the bigger custom patches(mercenaries, SoR, and i think Remix) anyways.

Also Voldemort, i didnt say the bonus was right, but you can always change the bonus to your likeing.

Mainly id use it for a new job, specializing in large, quick AOEs, but they arent entirely powerful the further away the target is. splash damage seems to do that for me.

Also, Voldemort. the Dark Knights in the PSP had Spalsh damage on their moves. the further away the target from you or the further it is away frome inside your triangle AOE, the less damage you deal.

Also Razele, that brings something else to mind. is it possibly for you to make certain skills(most likely hard coded) have a special AOE?

Dark Knights in the PSP had a triangular AOE sprouting from the dark knight, with the larger base at the end of the AOE

Archael

February 17, 2009, 01:19:50 pm #466 Last Edit: December 31, 1969, 07:00:00 pm by Archael
QuoteAlso, Voldemort. the Dark Knights in the PSP had Spalsh damage on their moves. the further away the target from you or the further it is away frome inside your triangle AOE, the less damage you deal.

I'm aware

it's just not a great mechanic for this game

there's simply not enough panels, and nowhere near enough units faced at once to warrant nerfing AOE moves like that

Kokojo

February 17, 2009, 02:31:09 pm #467 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
Request : A hex change for the Undead human to not turn purple
or
A completly un-healable unit but that does not receive damage from potion/heals and such.
I keep leaving, I keep coming back. Boomerang boy.

Dokurider

February 17, 2009, 03:07:20 pm #468 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Dokurider"Earth Shake (Tremor?) Do earth elemental damage to all units when moving.

I have no idea on what formula that should be used. Maybe the same formula for Wizanbus?

Or better yet

Mimic Kjaya(sp?)

Deal Fire/Ice/Lightning/Earth Damage to all units on the field when moving. That way, there are many ways to migitate against it. Damage formula would be PA+(PA*Br)/100

Quote from: "Asmo X"Another random idea: You get reraise if you stand on the highest walkable tile on the map.

I like this, though how about being the highest unit on the field instead? Also, I think it needs to have a stronger, though not overpowering, effect. Like infinite vertical for your attacks, extra range, move boost, maybe even Regen?

I think we are running the Idea Well dry. Maybe we should start focusing on Supports now, but leave Movements open.

SydneySoul

February 17, 2009, 06:05:36 pm #469 Last Edit: December 31, 1969, 07:00:00 pm by SydneySoul
Anyway, back to my asking for an HP and MP recovery spell. Chakra's formula does not allows for the addition of any status effects. That is my problem with it... I need something that can recover HP and MP while giving a status. Preferably not at a fixed recovery rate, like chakra is... I like being able to heal ridiculously low as a balance to the high heals.
Lil' gay soul manipulator lolpatcher.

Dokurider

February 17, 2009, 07:06:40 pm #470 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Rain Dance - Heal MA+(MA*Br)/100 MP to everyone on the field when unit moves.

Drought Dance - Deals MP damage to everyone on the field.

Crawl - Takes 3 vertical tolerence to attack unit from above?

Asmo X

February 17, 2009, 09:37:39 pm #471 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Razele said he wants to stick to movement skills before starting on anything else.

QuoteCrawl - Takes 3 vertical tolerence to attack unit from above?

Interesting. Do you mean canceling the penalty for attacking units on higher terrain? If so I might add this to my Golem Movement skill.

Golem Movement: Permanent 3 move, pushes through enemies, can't be knocked back, can be used as a stepping stone, cancels the penalty for attacking upwards. Speed penalty and defense bonus are optional at this point.

Razele

February 17, 2009, 11:22:00 pm #472 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteId like an ability named 'Fire Walk'

Simply put, the enemies you walk past are burned for 10% of their health...or maybe inflict them with something akin to poison?
The problem with 10% health, it's applied at 100% accuracy, and there's no way to make a unit immune to this kind of attack.
If you surround a boss with 4 Fire Walk, he will get 40% HP reduction without you doing anything.
Maybe inflict poison instead to all unit within 1 range with Br% chance.
100% poison is kinda imbalanced, since the enemies will spend their turn healing their friends with Antidote.

QuoteAnyway, back to my asking for an HP and MP recovery spell. Chakra's formula does not allows for the addition of any status effects. That is my problem with it... I need something that can recover HP and MP while giving a status. Preferably not at a fixed recovery rate, like chakra is... I like being able to heal ridiculously low as a balance to the high heals.
Well, just a suggestion, healing formula that have low hit rate isn't interesting, eventhough it heals tons of HP and MP.
In most battle, people need an ability that heal their party with reasonable hit rate, if not 100%.
They either use Draw Out (100%), Potions (100%), Chakra (100%) or White Magic (Faith based, AOE)

You must pick one formula from http://www.ffhacktics.com/wiki/Formulas and sacrifice that so I can make a custom formula.
If you sacrifice formula 4C to add a reasonable HP and MP regen alongside with status, it will also affect other ability that use that formula.

QuoteAlso Razele, that brings something else to mind. is it possibly for you to make certain skills(most likely hard coded) have a special AOE?

Dark Knights in the PSP had a triangular AOE sprouting from the dark knight, with the larger base at the end of the AOE
Since there are no skills in PSX FFT have that kind of AOE, I doubt it's possible to do that

QuoteA completly un-healable unit but that does not receive damage from potion/heals and such.
Yeah, it's possible, however with how I code the asm hack, that unit can't be healed by any kind of spell / potion / formula (even custom one).
To restore HP that unit must use some kind of ability like 'Night Sword' or absorb Crystal.

QuoteEarth Shake (Tremor?) Do earth elemental damage to all units when moving.

I have no idea on what formula that should be used. Maybe the same formula for Wizanbus?

Or better yet

Mimic Kjaya(sp?)

Deal Fire/Ice/Lightning/Earth Damage to all units on the field when moving. That way, there are many ways to migitate against it. Damage formula would be PA+(PA*Br)/100
Hmmm, isn't this a copy of Dancer's formula ?
SSC-er complain that Dancer doesn't give enough damage in late game.
Also, with 5 unit that wear this kind of movement ability, they can destroy anything in early game.


QuoteI like this, though how about being the highest unit on the field instead? Also, I think it needs to have a stronger, though not overpowering, effect. Like infinite vertical for your attacks, extra range, move boost, maybe even Regen?
Well, the idea would be to give specific status on specific terrain, like 'Transparent' on water,
'Reraise' on highest  walkable tile, etc

SydneySoul

February 17, 2009, 11:53:27 pm #473 Last Edit: February 18, 2009, 12:57:45 am by SydneySoul
Why is it that my posts here seem to come across as unclear? I did not say less than 100% hit rate. I'm talking about variable healing.

Anyway, that wiki page is so much more helpful than the patcher. The formula's list there should have what spells are linked to it, just like that.

Nanoflare's formula, 5F, is replaceable since I've changed the spell. The formula I'm looking for would be something like this:

HealHP_F(MA*(Rdm{Y...X})) HealMP_F(MA*(Rdm{Y...X})/2)  (Add Status 100%) and, of course, the heal never misses as stated earlier. A random number between and including the values of Y and X would be chosen as the multiplier for the heal. If possible, I'd like this to not harm undead but I'm fine if that's unworkable only one of my characters will have access to this spell while the only other units to use it are enemies.

I'm also looking to combine the drain formulas so that a player can steal a  certain amount of HP and MP.

As for movement spells, the posters have already come up with many interesting ideas. Since this game doesn't use things like agility or dodge-locking, I can't give much input. That is, unless you're interested in the dodge-locking mechanic:

The player or enemy with the most Agility (or SP in FFT terms) can hold all players trying to walk by it. Players trying to escape that hold next turn may likely not be able to move (and their turn ends instantly if they try) unless their holder's speed is lessened or their own speed is raised. I movement spell could then be thought up to negate the effect of SP on dodge-locking. This system would need to be globally implemented. I don't think this kind of thing is able to be implemented in FFT, since you only get one chance to move per turn.
Lil' gay soul manipulator lolpatcher.

SentinalBlade

February 18, 2009, 12:05:39 am #474 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Quote from: "Razele"
QuoteId like an ability named 'Fire Walk'

Simply put, the enemies you walk past are burned for 10% of their health...or maybe inflict them with something akin to poison?
The problem with 10% health, it's applied at 100% accuracy, and there's no way to make a unit immune to this kind of attack.
If you surround a boss with 4 Fire Walk, he will get 40% HP reduction without you doing anything.
Maybe inflict poison instead to all unit within 1 range with Br% chance.
100% poison is kinda imbalanced, since the enemies will spend their turn healing their friends with Antidote.

That is perfect Razele. but id Prefer Faith Based if at all possible. BR might be easier cause its used to trigger counter abilities and such. but Brave has alot more use now that i have the Fury hack in Sor. So a faith Based poison would be excellent! and if that fails, Brave will do almost as good.

Asmo X

February 18, 2009, 12:39:05 am #475 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Move-cut CT: CT of enemies in adjacent panels reduced by 10 at the end of move

Sinai: Jump+2, Reraise granted on the highest walkable tile(s)

Dokurider

February 18, 2009, 10:53:40 am #476 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quotemmm, isn't this a copy of Dancer's formula ?
SSC-er complain that Dancer doesn't give enough damage in late game.
Also, with 5 unit that wear this kind of movement ability, they can destroy anything in early game.

Well yeah. I thought it was a low enough damage formula to be suitable. Also, keep in mind I said it does damage to ALL UNITS on the field, ally or enemy. Only caster is exempt. So yeah, you would destroy yourself early game as well. By the time you have proper equipment to migitate against it, the enemy will have plenty of ways as well.

However, I think there's a problem here. Wearing the proper equipment, you can turn yourself into a healing machine that outdoes Move-HP Up. So I have these changes to add:

1. Damage formula is now (MA*Br)/100 formula. That way, the only way to outdo Move-HP UP is via the magic classes as opposed to the physical classes.

2. Be similar to Jump Method of Damage. No boosting.

Dokurider

February 18, 2009, 10:57:55 am #477 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Asmo X"
QuoteCrawl - Takes 3 vertical tolerence to attack unit from above?

Interesting. Do you mean canceling the penalty for attacking units on higher terrain? If so I might add this to my Golem Movement skill.

Golem Movement: Permanent 3 move, pushes through enemies, can't be knocked back, can be used as a stepping stone, cancels the penalty for attacking upwards. Speed penalty and defense bonus are optional at this point.

Well, you see, when attacking a unit from above, a typical weapon needs you to be no more that 2 (or was it three?) height panels above to attack. With Crawl, you can't be any higher than 1 height ( or 2) to attack. Your interpretation works too.

Asmo X

February 18, 2009, 11:26:37 am #478 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
You can attack down 3H and up 2. Canceling the penalty for attacking upwards would be interesting

philsov

February 18, 2009, 11:29:36 am #479 Last Edit: December 31, 1969, 07:00:00 pm by philsov
If this has already been discussed, direct me there >_>

Buuut...

Is it possible to rig a formula to deal both damage/healing and 100% chance for status effect?
Just another rebel plotting rebellion.