Working on a few things... could use some feedback.
Ailments! Right now the ailments are like so:
* Death, can't act, HP set to 0. Fixed with Phoenix Down, Life, Life 2
* Stone, can't act, HP frozen. Fixed with Soft.
* Poison, does 12.5% max HP (I think??) per turn. Fixed with Pure.
* Blind, can't hide, -40 to hit chance, -40 to evade. Fixed with Eyedrops, Lamp.
* Mute, can't use spells, items, or gear. Fixed with Voice (doesn't seem to wear off on its own.)
* Stun, can't act, 25% chance to recover. 25% damage boost to attacker.
* Sleep, can't act, 50% chance to recover (10% for enemies. Oops.) 25% damage boost to attacker. Fixed with Wakeup Bell, or getting hit.
* Confuse, can't choose action, 25% to recover. Fixed by getting hit.
Changes I'd make:
Paralysis: Allows choosing an action, but only a 50/50 chance to perform a turn. 50/50 chance its -40 to evade.
Sleep: 12.5% chance to recover for both players and enemies. Evasion is 0.
Mute: Allow at least items, but maybe not Gear? Perhaps a 12.5 chance to recover.
Thoughts on that would be good!2.
Skills! I'm happy with Stealing, but I hate Kick, and I don't know what to do for some of them.
Fighter/Knight - Ward / Block / Hold / Watch - different names for the same thing: Take a defensive stance and guard a chosen character from harm. (Could possibly switch out "Guard" command with one of these words, too. Has to be 5 letters or less.)
Red Mage/Wizard - Runic - Uses their weapon to absorb enemy's magic, either stopping it from hurting the party, or just using it to refill their own HP/MP or something. I rarely used it in FF6 so I don't fully understand how it does stuff...
White/Black Mage/Wizard - Chant - Something something magic boost? Cast a random spell with no mana use at half effectivity?
Black Belt/Master - Focus? Parry? Build up strength, maybe beef up defenses and/or evasion for a round, then unleash a stronger attack on the next round, or add the enemy's damage dealt to their own attack and punch the enemy who hit them, like FF5's Counter...?
And the big one...3.
I'm almost there with this. This is the breakdown of it:
Confusion stops a character from being able to choose their action. If it was chosen, but then they got confused during the round, they will do their own thing.
There's a 25% chance to cure from it, to start. Getting hit by a physical attack - either another confused player character, or the enemy - will snap them out of it.
Then there's a 25% chance to physically attack a random enemy. (Auto-target is turned on, then turned off after, if its set to off.) If that didn't go through...
There's a 50/50 chance to attack another character physically. Or themselves. This one checks to make sure the other character is alive. If that didn't go through...
Then they try to do magic. There's 8 chances to cast a spell, first rolling 1-8 and checking available MP for a random spell level. If no MP is found for that level, another roll is done, 1-7, and so on, so over time its more likely a lower level spell will be chosen. Its possible that it can hit a spell level with 0 available MP 8 times in a row, at which point it just attacks another character physically.
If there IS mana, then the code will check if they know any spells for that level. If not, physically attacks another character. Else, randomly picks one of the 3 spells.
THEN there is a 50/50 chance to try to cast it with the target reversed. Which is where I'm having trouble getting things to work right. The idea is that Fire 2 will target the whole party, or Fire 1 will target a random character (who may or may not be dead; I didn't want to add in a check here because I like the thought of a confused character accidentally casting Life on someone who needed it and imagining the look on the player's face...)
So far it partially works, but I have to go through all the spells and make sure the message boxes are behaving, which they're not... Nor are the spells. Cure 2 does not hit one entity and "Defend lightning" darnit!
I may put up a branch for testing this if people wanna help see what goober things the warriors do when confused.
This will also make Confusion real scary, because if the mages in the bottom can do random magic and seldom get hit to wake from it... oh boy.