Bah, Googledocs. The file should be set to viewable to everyone now. Sorry!
Working up a lot of new stuff; Player Regen is almost ready I feel. Soon as its done, I'm taking a break for the night, so I'll reply tomorrow! Just wanted to update on the spreadsheet link working now (maybe???)
Regeneration is live. I've changed the Heal spells to do it for testing purposes; if you don't want it, look for lut_MagicData in Bank C and swap the commented-out Heal data lines.
There's 3 potency variations, which are set by the effectivity byte, and up to 15 turns of regeneration, set by the Hit Rate byte. Regeneration is effect $15.
Instead of using the magic healing code to do it, it works more like the enemy regeneration code (and in fact, shares some of the division routines with it now!) It uses the battlestate ch_stat as well: The low bits are how many turns to regenerate, and the high bits are the two in the middle:
%0xx0xxxx <- regenerating
%10000000 <- guarding ($80)
%00010000 <- hiding ($10)
So $2x is low potency, $4x is medium potency, and $6x is high potency. That's about 9% HP restored per turn, or 19%, or 25%. I tried to get it to 15% for medium potency but... dividing is finicky and I didn't want to deal with setting up the DoDivision routines to handle it, since the enemy regen code works almost the same. I will look into it later.
YEAH I KNOW THIS IS UNBALANCED AS A TAILLESS SQUIRREL.
Also updated are the icons. Now, hiding, guarding, and regenerating should all show up. Hiding at the bottom, guarding in the middle, and regenerating on top (uses the old stun icon for sparkly healing magics!)
If you test it out, let me know how it goes with hiding and guarding. I had a bug earlier where character 2 was hiding, 3 and 4 were not, but then after regenerating, 3 and 4 went into hiding. I think I just fixed it but I'm not sure and too tired to try and replicate it a third time...
I would advise not adjusting difficulty based on the HIGH settings
Well, the only difficulty change is less grinding. The individual battles are the same. I just spent less TIME getting as strong. I was still getting whooped in the Ice Cave even after being a couple levels higher than I used to go in there!
What I mean is that each battle, it still feels to me like the optimal choice is attack. I want to balance HP and damage and abilities in a way that will make using status effect spells rewarding, making hiding one turn and attacking the next a viable strategy for some, make using elemental-resistance spells... not mandatory, but do something with them that just makes it worth the effort? While doing the enemy lists for the spreadsheet, I was looking at this guide talking about using AICE and AFIR and things in a certain order on bosses, and I was like, that sounds neat, but from my experience, its pointless. The randomness involved with the spell damage makes it so I either get hit for 200 HP or 30. I want to find a way to balance that out so there's a better risk/reward option there: Go nuts and try to kill things before you die, or play it safe and smart? Right now, the go nuts option is better almost every single time, because the HP loss isn't great enough--or else its so great that I get wiped out in a turn, so I don't even have time to set up a defense. Just, again, from my experience lately.
The no-grind progression is what I would be wary about changing. I'm just surprised that using the High setting makes the game feel more smoother in leveling and getting through the maps. First-time players who don't know where to go, though, would definitely feel overpowered after wandering around too much!
I feel like emulating a great RPG (Chrono Trigger) would be the thing to do for my own story, rather than patching in Bravely Default-esque settings to make old school game mechanics more bearable.