- How do I put "Speed Down" on Lucent Beam without the tangle effect? In short, accuracy/evasion down (slow recharge not necessary). I don't want to put "tangle" effect, since that doesn't make sense for Lucent Beam.
The only spell that actually applies accuracy down and/or evasion down is one of the random Lunar Magic effects. Soo... it would require adding or modifying a spell function to make another spell capable of that. Which is not something easy to explain. I'm currently reviewing all of the spell functions to determine if it's feasible to make a generic stat up / down function to make such spells data-driven, to free up code space among the spell functions to add new variations.
There's an unused byte in spell data that could be used to specify the stat, and some logic could be used to extrapolate the anti-stat plus related buff/debuff timer for said stat, or the status effect value could be overloaded with stat buff/debuff values which would mean a spell couldn't both apply a status effect and a stat buff/debuff but the necessary code would then be smaller / simpler.
- Do you think it's possible to make Burst to make it cost HP instead of MP? I can make it cost 0MP, but I have no idea how to make the user damage himself.
This isn't a feature of any existing spell so would require new code.
- Can you increase the damage of "Ticks" of Poison and Engulf? 1HP is so tiny. Maybe have it damage 1% per tick (round down, min 1HP) per tick, and for longer duration? That way, it's a LOT more threatening (and therefore use the Herb/Remedy more frequently).
Short answer: yes, I can, and I intend to.
Longer answer: I need to find the code that actually applies damage due to being poisoned and / or engulfed, then decide on how to change it. Not sure on changing the duration. Also, most likely damage would be some division by 2, so 1/16, 1/32, 1/64, 1/128, etc. of max or current health (both could be valid options, will need to see which works better).
And Engulf would disable attack/spells while ticking away the HP (this allows movements, which I think was what it was supposed to be).
This isn't feasible. Engulf has to make an actor face left / right every frame of animation to give the fire fake animation. The fire is actually a temporary weapon (as is balloon, the barrel, and the little death grim reaper) and doesn't itself animate. In contrast, poison is a palette change, moogle, pygmy, frosty and petrify are sprite changes, and unconscious is just an animation.
I think I need an itemized list of spell features people want if any of these more complicated requests are going to happen. So examples are "spell cast costs health instead of mana" and "spell can do damage, status effect and stat change at the same time" and so on. For any of this to be practical, I need to figure out how to define some of these new behaviors within the nearly full spell data blocks, then merge and genericize some of the existing spell functions to act on the changes to the spell data format. This would let people other than me do some of these alternative spell things they want, without themselves having to figure out how to, uh, program SNES code (not that I don't encourage it, but changing spell data and function pointers in a table is orders of magnitude different than changing the code that uses that data), and it would mean I wouldn't have to make all these changes to spell particulars via spell data and function table changes myself on a per request basis.
I'm willing to pursue this if someone(s) will write up a list of specifically what spell behaviors have been requested.