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Author Topic: FF1 Spells Hacking Question  (Read 2331 times)

judasmartel

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FF1 Spells Hacking Question
« on: October 16, 2011, 12:25:47 am »
Hi everyone, I'm new to this forum.

I just got the FF1 Rebalanced Hack a few days ago. So far so good, using a team of Fighter / Thief / Monk / White Mage. A mostly physical party was hard at first, especially against mobs of enemies, but they had incredible survivability. so I don't have to worry about anyone dropping to half their HP or so.

However, I want to make a hack with all the known bugs fixed including the INT bug to make mages more formidable. But the real variation I had in mind is to give physical classes MP and some special spells.

- Fighters (renamed Knights), Thieves (renamed Rogues) and Monks can learn up to level 2 spells, while their upgraded conuterparts can have up to level 4 spells. In addition, as mentioned above, I will give the Monk/Master special spells such as Strike (Lv2 right now, high non-elemental damage to one enemy) and Chakra (Lv3, restore HP to caster)

- Another variation I had in mind is giving the White Mage Aero spells so that they won't be limited to fighting Undeads. I will use the Confuse property for these spells so it's no doubt some enemies and bosses will have immunity against Aero.

- I would like to include Ultima as a high-level White Magic, since I have given Comet and Meteor to the Black Mage and Black Wizard respectively. However, I'm not sure how would Ultima compare to Holy (FADE) and Flare (NUKE). I'm thinking about having both Holy and Ultima as Level 8 spells, but that would mean I must have Flare and Meteor as Level 8 spells as well. But I'm considering whether to bring Meteor down to level 7 to accomodate Flare. This is my spell set ATM:

White Magic

Cure - restore 24-48 HP to one ally
Dia - 24-48 damage vs evil and undead
Protect - def + 8 to one ally
Blink - eva + 80 to caster
----------
Poisona - cure Poison
Fear - base chance of 32 to lower all enemies' morale by 64
Aero - 24-48 Wind/Confuse damage to one enemy, usable by Monk/Master
Invis - eva + 40 to one ally
----------
Cura - Restore 48-96 HP to one ally
Diara - 48-96 damage vs evil and undead
Silence - base chance of 48 to Silence all enemies
Chakra - Restore 72-144 HP to caster, Master only
----------
Heal - Restore 24-48 HP to all allies
Basuna - cure Mute, Sleep, Dark, and Stun
Aera - 48-96 Wind/Confuse damage to all enemies, usable by Monk/Master
Life - Cure KO and restores 1 HP
----------
Curaga - Restore 96-192 HP to one ally
Stona - Cure Stone
Shell - Resist Fire, Ice, Lightning, Earth, and Wind/Confuse to all allies
Diaga - 96-192 damage vs undead
----------
Protera - def + 16 to allallies
Invisira - eva + 60 to all allies
NulDeath 
Healara - Restore 48-96 HP to all allies
----------
Curaja - fully restores HP of one ally
Exit - Warps whole party out of dungeons outside of battle, base chance of 40 to inflict Instant Death to one enemy in battle
Aeroga - 96-192 Wind/Confuse damage to all enemies, White Mage/White Wizard only
Holy - 124-248 damage to all enemies
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Full-Life - Cure KO and fully restores HP of one ally
Ultima - 144-288 damage to all enemies
Dispel - base chance of 56 to remove one enemy's elemental resistances
Barrier - Resist All Elements and Status to one ally

Black Magic

Fire - 16-32 fire damage to one enemy
Sleep - base chance of 32 to inflict Sleep to all enemies
Focus - base chance of 32 to lower all enemies' evasion by 25
Thunder - 16-32 lightning damage to one enemy
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Blizzard - 20-40 ice damage to one enemy
Dark - base chance of 48 to inflict Dark to all enemies
Strike - 48-96 non-elemental damage to one enemy, Rogue/Ninja and Monk/Master only
Poison - 16-32 poison damage + base chance of 32 to inflict Poison to all enemies
----------
Fira - 32-64 fire damage to all enemies
Hold - base chance of 56 to inflict Stun to one enemy
Thundara - 32-64 lightning damage to all enemies
Temper - atk + 10 and hit + 5 to one ally
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Bio - 32-64 poison damage + base chance of 40 to inflict Poison to all enemies
Confuse -  base chance of 48 to inflict Confuse to all enemies
Haste - doubles # of hits of one ally
Blizzara - 40-80 ice damage to all enemies
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Firaga - 56-112 fire damage to all enemies
Comet - 64-128 earth damage to one enemy, Black Mage/Black Wizard only
Warp - base chance of 48 to cause Instant Death to one enemy, teleports whole party to a previous floor in a dungeon outside of battle
Slow - base chance of 72 to reduce one enemy's number of hits to 1.
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Thundaga - 64-128 lightning damage to all enemies
Death - base chance of 56 to inflict Instant Death to one enemy
Quake - base chance of 40 to inflict Instant Death to one enemy
Scourge - Inflicts Instant Death to all enemies whose HP to 255 and below
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Blizzaga - 72-144 ice damage to all enemies
Break - base chance of 64 to inflict Stone to one enemy
Saber - atk + 16 and hit + 10 to caster
Meteor - 132-264 earth damage to all enemies
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Flare - 160-320 non-elemental damage to all enemies
Stop - base chance of 96 to inflict Stun to all enemies
Void - base chance of 56 to inflict Instant Death to all enemies
Kill - Inflicts Instant Death to one enemy if its HP is 255 and below

That's all. Thanks in advance,

Judas Martel
« Last Edit: October 16, 2011, 12:31:04 am by judasmartel »

creatorofchaos

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Re: FF1 Spells Hacking Question
« Reply #1 on: October 16, 2011, 08:25:08 am »
 Sounds interesting, but that wasn't a question.  :huh:
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judasmartel

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Re: FF1 Spells Hacking Question
« Reply #2 on: October 16, 2011, 09:47:34 am »
Ahh, my bad. I forgot to post my query.

Anyways, I'm just concerned whether my ROM hack will become broken or not.

1. Would giving physical classes MP break my game?
2. Would Aero spells and Ultima make my WM broken?
3. How should my HP tiers go? Should it be Th > RM > WM or the default Th = WM > RM? And should my Monk have higher HP than my Knight at lower levels?

That's about it.

Thanks,

Judas Martel

P.S. Oh crap, I forgot the Healaga! Dang it! Let's see, where shall I put it...

White Magic

Cure - restore 24-48 HP to one ally
Dia - 24-48 damage vs evil and undead
Protect - def + 8 to one ally
Blink - eva + 80 to caster
----------
Poisona - cure Poison
Fear - base chance of 32 to lower all enemies' morale by 64
Aero - 24-48 Wind/Confuse damage to one enemy, usable by Monk/Master
Invis - eva + 40 to one ally
----------
Cura - Restore 48-96 HP to one ally
Diara - 48-96 damage to all evil and undead enemies
Chakra - Restore 72-144 HP to caster, Master only
Silence - base chance of 48 to inflict Mute to all enemies
----------
Stona - Cure Stone
Heal - Restore 24-48 HP to all allies
Aera - 40-80 Wind/Confuse damage to all enemies, usable by Monk/Master
Life - Cure KO and restores 1 HP
----------
Curaga - Restore 96-192 HP to one ally
NulDeath - Resist Death for all allies
Shell - Resist Fire, Ice, and Lightning for all allies
Diaga - 96-192 damage vs undead
----------
Healara - Restore 48-96 HP to all allies
Protera - def + 16 to all allies
Invisira - eva + 60 to all allies
Aeroga - 96-192 Wind/Confuse damage to all enemies, White Mage/White Wizard only
----------
Curaja - fully restores HP of one ally
Holy - 128-256 damage to all enemies
Exit - Warps whole party out of dungeons outside of battle, base chance of 40 to inflict Instant Death to one enemy in battle
Barrier - Resist All Elements and Status for one ally
----------
Full-Life - Cure KO and fully restores HP of one ally
Ultima - 144-288 damage to all enemies
Dispel - Remove one enemy's elemental resistance
Healaga - Restore 96-192 HP to all allies

There you go.

See, my WM spell set is pretty screwed up. It took me a long time to rearrange them just to accomodate Healaga. I'm considering removing NulDeath since there are Ribbons and ProRings anyway. But right now, I will make the WM players choose whether to go full support or to go battle type. Or choose the spells they really need. So if I add a Soft in the item shop...

It could help if I make Aeroga RM-usable so that the WM can go FS with no worries. Or one could just ditch Invisira since you can cast it from the White Robe, anyway.
« Last Edit: October 16, 2011, 10:25:58 am by judasmartel »

Vanya

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Re: FF1 Spells Hacking Question
« Reply #3 on: October 18, 2011, 04:48:44 pm »
One question. You seem to have a full list of spells for your White & Black magic users, so... where are the special spells for the monk, etc. gonna go?

judasmartel

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Re: FF1 Spells Hacking Question
« Reply #4 on: October 18, 2011, 07:25:53 pm »
With the limited spells slot of FF1, I had to include special skills of the physical classes along with the real magic spells. So I only have Strike and Chakra as the special skills so far.

My physical classes can use the following spells:

Knight - all Level 1 White + Poisona and Fear
Thief / Rogue - all Level 1 and 2 Black
Monk - all Level 1-2 White except Dia, Focus, Strike,
Paladin - all Level 1-4 White spells except Chakra
Ninja - all Level 1-4 Black spells
Master - Monk spells + Cura, Silence, Chakra, Aera, Temper, and Haste

As you can see, only the Master can learn Chakra, and Strike can only be learned by Rogue/Ninja and Monk/Master.

I have been constantly changing my spell tiers, especially in the higher levels, such that my latest spells list is as stated in this document:

http://www.mediafire.com/?3dfsvi3l81id71f