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Razele's ASM Hacks

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

Dokurider

March 03, 2009, 04:20:41 pm #620 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Zozma"about this

QuoteQuote:
Or maybe increasing effect area by if if it is already 1 or more? i.e. holy still targets a single square, while Fire 1 targets 13.
 

That still would make spells really powerful. Imagine Sleep spell with Haste 2 AoE. You can hit 3-4 unit in it.

how about a skill that increases the AoE of anything with an AoE of 1 or more but raise the mp cost. it muts be a skill that has mp (i say aoe of 1 or more because many 0 aoe skills would look bugged because they arent designed to spread)

I don't think it's strong enough to be a Support Skill. Not against MAttack Up or Short Charge. It's better off as accessory ability.

Zozma

March 03, 2009, 04:36:28 pm #621 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
really? not strong enough? being able to AoE 2, with nearly all of the mage spells.

and the reason i had mentinoned it has to cost mp to begin with tho is, could you imagine what it would do to sword skills or draw outs?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

philsov

March 03, 2009, 05:58:43 pm #622 Last Edit: December 31, 1969, 07:00:00 pm by philsov
QuoteIn my opinion, it's better to just remove Strengthen X from chapter 1 Fire Rod and move it to Chapter 2/3 accessory.

Or just make said rods unavailable until later.  Either works.  Possibly provide a +1 MA rod to compensate the filled accessory slot until wizard rod is available.

QuoteRemove Ether and Hi-Ether, gives Rod something useful, like the ability to refill X MP every Y clocktick or something like that.

MMmmm... while I mainly use Chakra as my method of MP restoration, this is a blow to the hybrid-esque units already dealing with lower base MP/MA.  Having less mana restore options because their class can't equip rods (or they want a real weapon) is too much imo.

Anyways:

Snipe (Longarm?): Range of all action abilities increased by one.
Just another rebel plotting rebellion.

Kourama

March 03, 2009, 11:41:37 pm #623 Last Edit: December 31, 1969, 07:00:00 pm by Kourama
Quote from: "Zozma"about this

QuoteQuote:
Or maybe increasing effect area by if if it is already 1 or more? i.e. holy still targets a single square, while Fire 1 targets 13.
 

That still would make spells really powerful. Imagine Sleep spell with Haste 2 AoE. You can hit 3-4 unit in it.

how about a skill that increases the AoE of anything with an AoE of 1 or more but raise the mp cost. it muts be a skill that has mp (i say aoe of 1 or more because many 0 aoe skills would look bugged because they arent designed to spread)

like turbo mp but with the added aoe range?

Archael

March 03, 2009, 11:52:00 pm #624 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Putting this here:

FFTA's Turbo MP boosts Accuracy % with spells too

Razele

March 03, 2009, 11:56:17 pm #625 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteAlright, this is an idea (personally) for Mercenaries, which is a reaction that when Magic is cast at them they retort with a move that casts Berserk, is this possible? If so, is it possible to do without replacing Counter Magic.
Berserk status grants 1.5x damage and uncontrollable unit that can only use Attack Command.
If I see any unit (Samurai, Lancer, Monk, Knight) with this as reaction ability,
I would gladly use magic on them, trigger their Berserk and can easily kill them, since they can't use their deadly skills anymore.

Some comment from FFTA's FAQ :
QuoteR-Ability Name: Last Berserk
R-Ability Effect: When brought to/at critical HP, unit is Berserked. A Hit is
not required to activate Last Berserk.
R-Ability Rules: Last Berserk only activates under the following conditions:

1. This unit is in critical health (25% HP or less)
2. The attack/ability being used by an enemy is Atype

Other Information: Berserk increases physical damage by 20% in exchange for an
uncontrollable unit that can only use Fight. Nothing is better than Last
Berserk and by that I mean having No R-Ability is better than having Last
Berserk.


From BMG :
[Berserk]
Appearance:  Character has a bright red tint and a red star in a
             speech balloon hovering above his head
Description:  Character's effective PA is equal to [PA * 3/2].  
Character is uncontrollable, and will always use the ATTACK
command.  Character cannot use reaction abilities and certain
move abilities, such as Move-HP Up and Move-Get Exp.
Add with:  Blind Rage, Berserk, Insult, Mind Blast, Grand Cross
Cancel with:  Esuna, Stigma Magic
Block with:  Magic Ring, Barette, Ribbon
Duration:  infinite

QuoteAnyways:

Snipe (Longarm?): Range of all action abilities increased by one.
Increase the range increment to 3-4. I feel 1 range increment still not enough compared to other support skill.
It's useful for Wizard to keep distance with their target.
This won't affect skills with 0 range, like Battle Song / Witch Hunt etc.

Quotehow about a skill that increases the AoE of anything with an AoE of 1 or more but raise the mp cost. it muts be a skill that has mp (i say aoe of 1 or more because many 0 aoe skills would look bugged because they arent designed to spread)

QuoteI don't think it's strong enough to be a Support Skill. Not against MAttack Up or Short Charge. It's better off as accessory ability.

Quotereally? not strong enough? being able to AoE 2, with nearly all of the mage spells.

and the reason i had mentinoned it has to cost mp to begin with tho is, could you imagine what it would do to sword skills or draw outs?

It's really powerful. You can convert Oracle's Sleep to Calculator's Sleep 2 easily.
But the double MP cost limitation seems intersting.
Basically, with 100 MP and ability with 20 MP cost, you can cast that magic 5 times.
With this skill, you decrease the number to 2.

LastingDawn

March 04, 2009, 01:00:06 am #626 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Eh heh.... you successfully quashed that argument, but for the +1 AoE range to be anywhere near balanced, I think would need 4-5x the original MP cost.
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sadness can be turned to delight.
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the dead brought back to life."

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Beta & Gretchen Forever!!!!

Vanya

March 04, 2009, 07:45:51 am #627 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Quote from: "Razele"
QuoteAlright, this is an idea (personally) for Mercenaries, which is a reaction that when Magic is cast at them they retort with a move that casts Berserk, is this possible? If so, is it possible to do without replacing Counter Magic.
Berserk status grants 1.5x damage and uncontrollable unit that can only use Attack Command.
If I see any unit (Samurai, Lancer, Monk, Knight) with this as reaction ability,
I would gladly use magic on them, trigger their Berserk and can easily kill them, since they can't use their deadly skills anymore.

What if the unit retorted by causing Berserk on the attacking magic user?
It would cripple most magick users. Maybe call it Counter Insult or something?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Razele

March 04, 2009, 09:15:52 am #628 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteSnipe (Longarm?): Range of all action abilities increased by one.
To make things clear, this support ability will extend Fire 4's range from 4 to 7-8, not extending weapon's range.
Sounds good to me. It allows Wizard to keep a good distance with their target.

QuoteEh heh.... you successfully quashed that argument, but for the +1 AoE range to be anywhere near balanced, I think would need 4-5x the original MP cost.
Doubling the MP cost should be enough.
It's not that good, you'll run out of MP easily, since you require double MP cost for all abilities.
This support ability basically cut your max MP by half in battle.

Level 40 Female Wizard with Golden Hairpin and Light Robe has ~180 MP.
If she casts Fire 4, with 36*2 = 72 MP cost, she can only casts it two times in battle, instead of 5 times if she doesn't equip "Extend AOE".

QuoteWhat if the unit retorted by causing Berserk on the attacking magic user?
It would cripple most magick users. Maybe call it Counter Insult or something?

Well, it seems I misunderstand Lasting Dawn's idea.
a. You want a reaction ability that casts Berserk on the Wizard that casts magic on them or
b. You want a reaction ability that casts Berserk on the unit when the Wizard hit them with spells.

But, option a is too strong and option b is too weak.

Archael

March 04, 2009, 10:07:19 am #629 Last Edit: December 31, 1969, 07:00:00 pm by Archael
God dammit guys learn to read.

Magical Mockery (my idea for Mercenaries) is a spell that counters MAGIC by casting BERSERK on the ATTACKER, NOT the guy with the R ability.

Like this:

Quotea. You want a reaction ability that casts Berserk on the Wizard that casts magic on them

And Razele, how would that be strong? Br% chance to trigger and Berserk has a % chance to miss. Kill units with this reaction with physical attacks instead.

It's no more powerful than units with Abandon, which basically force you to use specific types of attacks on them.

philsov

March 04, 2009, 10:28:38 am #630 Last Edit: December 31, 1969, 07:00:00 pm by philsov
QuoteIncrease the range increment to 3-4. I feel 1 range increment still not enough compared to other support skill.

3-4 range on all abilities is worse than move +3.  For all practical purposes, either ability increases the range of a majority of actions by the same increment.  In addition to this, 3/4 extra range also provides another degree of protection thanks to either sheer distance or basic terrain/unit obstacles.  I can see 2, maybe, but 3+ is too much.
Just another rebel plotting rebellion.

Razele

March 04, 2009, 12:39:50 pm #631 Last Edit: December 31, 1969, 07:00:00 pm by Razele
Since Vanya also misunderstand LD's idea, I believe I'm not the only one that doesn't fully understand what he wants.
When I first read that idea I think something similar to Reflect / Sunken State / Caution / Regenerator / Dragon Spirit.
Except for Counter Magic, there's no reaction ability in FFT that grants status back at the attacker, all of them grants status at at the attacked units.

And yeah, I have to use Counter Magic's trigger with Blind Rage spell, since there's no reaction ability that cast status back at the target.

QuoteAnd Razele, how would that be strong? Br% chance to trigger and Berserk has a % chance to miss. Kill units with this reaction with physical attacks instead.

Your comment gives me some interesting idea.
I'm currently stuck at implementing Subdue, since Poisoned Marsh trigger can't give Poison (Slow) to other unit beside the unit that step on the tiles.
But with your trick it can be solved.

Let's calculate the probability :
Knight : 65 Brave 55 Faith 10 MA
Wizard : 60 Brave 65 Faith

Blind Rage Formula : Hit_F(MA+X)

65% chance to trigger "Counter Blind Rage"
(140 + 10) * 0.55 * 0.65 = 53.625%  chance to cast Blind Rage (assuming the Wizard doesn't wear any mantle / shield)

65% * 54% = 35.1% chance to successfully cast Counter Blind Rage and Blind Rage working on target. Not bad.

Quote3-4 range on all abilities is worse than move +3. For all practical purposes, either ability increases the range of a majority of actions by the same increment. In addition to this, 3/4 extra range also provides another degree of protection thanks to either sheer distance or basic terrain/unit obstacles. I can see 2, maybe, but 3+ is too much.

Not on all abilities. Any abilities with 0 (Chakra), 1 (Revive)   won't get range increment.
Although I can say that any random number that I throw will be tweaked after I think about balanced value.
Two range increment seems a good value like you say.

Kokojo

March 04, 2009, 05:07:16 pm #632 Last Edit: December 31, 1969, 07:00:00 pm by Kokojo
I wanted to know, would it be possible to make a Throw Item use Equipped item ? I wanted to make a last-attack kind of attack, that uses the Knight sword as a last move. You lauch the sword then you are left with your fists alone. Would be cool if used in critical, thanks.

Note : Equip change won't be equipable anyway.
I keep leaving, I keep coming back. Boomerang boy.

Razele

March 05, 2009, 01:51:15 am #633 Last Edit: March 05, 2009, 08:09:16 am by Razele
QuoteI wanted to know, would it be possible to make a Throw Item use Equipped item ? I wanted to make a last-attack kind of attack, that uses the Knight sword as a last move. You lauch the sword then you are left with your fists alone. Would be cool if used in critical, thanks.
It's difficult to create that kind of ability.
The easier approach would be to create an ability that works in critical and destroy the user's weapon,
although I don't know if AI will understand that they will lost their weapon after they use the ability.
This means AI will always use this skill in critical status.

Compiled list of support abilities :



Compiled list of equipment abilities :


Note: This list is not final. Feel free to post your comment if you have different opinion regarding abilities / items rework.

SentinalBlade

March 05, 2009, 05:58:12 am #634 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Im afraid i dont understand the description on execute...

For magic gauntlent, just keep in mind that chance to cast weapon spell's is teh same byte that also determines how often a spell will fire a status when used with a formula with damage

Desocupado

March 05, 2009, 06:37:21 am #635 Last Edit: December 31, 1969, 07:00:00 pm by Desocupado
As usefulness go, could there be an ability that makes you get critical statuses when your hp drop to 50% (or 33~40%) instead of 20%.
Another idea would be a support ability that double the effectiveness of +PA, +MA and +SP buffs.

Well, if no better idea comes around you can always make a "thief glove", by making either steal have an additional 10~15% or adding PA to it's formula when the ability is equipped.

What about a skill that allows full evasion bonuses from all sides (maybe but from behind)?
  • Modding version: PSX

Archael

March 05, 2009, 09:02:41 am #636 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Execute = Epic

Razele

March 05, 2009, 09:07:15 am #637 Last Edit: December 31, 1969, 07:00:00 pm by Razele
QuoteIm afraid i dont understand the description on execute.

Quote[Train] - 450 JP, Mediator
If you strike a monster directly with your weapon (e,g., through ATTACK,
CHARGE, or Counter), and that monster is Critical after the attack
resolves, you will also add: Invite to that same monster.
Replace monster with unit and add:Invite with add:Dead + set MP to zero.
It's the description of Execute.

QuoteAs usefulness go, could there be an ability that makes you get critical statuses when your hp drop to 50% (or 33~40%) instead of 20%.
Another idea would be a support ability that double the effectiveness of +PA, +MA and +SP buffs
Most critical reaction abilities are already powerful.
Take a look at HP Restore, or Meatbone Slash.
If I raise the Critical requirement to 30%-40% that would buff HP Restore greatly.
25%-30% should be enough, maybe just 25% and merged with accessory.

QuoteFor magic gauntlent, just keep in mind that chance to cast weapon spell's is teh same byte that also determines how often a spell will fire a status when used with a formula with damage
I can just nerf it to +6% increase if +11% increase is too much.

QuoteWell, if no better idea comes around you can always make a "thief glove", by making either steal have an additional 10~15% or adding PA to it's formula when the ability is equipped.
Hmmm, if you see the equipment abilities table you'll see Bracer increases stealing chance by 10%.

QuoteAnother idea would be a support ability that double the effectiveness of +PA, +MA and +SP buffs.
I'm planning this idea for Undead support ability :

QuoteIf the unit is put into 'Dead' status, instead of dying the unit will turn into Undead
with these bonuses :
- Clears all negative status
- HP, MP, PA and MA doubled.
- Recovers HP and MP to max.
- Always : Undead, Float, Transparent, Haste, Protect, Shell
Note: Only works once and ignore Undead immunity
I successfully create this support ability, unfortunately, there's a problem.
If you level up, those fake Always:X will be cleared.
Another solution would be to give Always:Undead, Float, Transparent, Haste, Protect, Shell at start of the battle
but it violates the original concept of Undead support ability.
You must die once to receive the bonus.

QuoteWhat about a skill that allows full evasion bonuses from all sides (maybe but from behind)?
Interesting, I believe Asmo also has the same idea with Phalanx.

Archael

March 05, 2009, 09:33:04 am #638 Last Edit: December 31, 1969, 07:00:00 pm by Archael
chart's looking good razele

Dokurider

March 05, 2009, 12:25:13 pm #639 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Yeah gj