Support abilities! That's the words I was looking for. Perks in the code since that's shorter though.
Noted. Perks = Support Abilities
Unlocking them at certain levels... Something to look into once I set up all the job swapping stuff? Since I wanted to do that with skills. Job levels, not character levels.
Yes. Job levels.
Two handed, I guess that's something I should be able to do. Make sure the second hand is empty, then... what would the formula be, for boosting damage, accuracy, critical hit rate?
In Pathfinder/D&D holding a weapon in two hands allows you to apply either 1.5x your strength bonus to your damage. Some weapons allow you to apply 2x STR instead. Strength bonus (STR for short) equals your strength score -10 divided by 2, round down.
So for example, a Fighter with a strength score of 17, has a STR of +3.
(17-10=7, 7/2=3.5, round down =3)
If this Fighter equips a Great Sword which does 1d10 damage. You would instead do 1d10+4 damage.
Normally FF1 does this:
Attack = Weapon Attack + STR/2
For our purposes have it do this when using Two Handed:
Attack = Weapon Attack + STR/2 + STR/4
This works out to the same thing as applying 1.5x STR/2 in Pathfinder.
I'm not coding Relics into this game. Yet. I want to "finish" it before Christmas. XD And still dealing with feature creep with this perk thing! Oi.
Actually I meant adding that relic's effect as a perk.
Counter is kind of like Parry, the blackbelt skill. I'm not sure about making it automatic. Parry does a little more damage than usual (I think its enemy damage dealt+player's normal attack), at the cost of not doing an attack that round. So its a risk/reward thing, but also delayed; because once activated, it can go off several rounds later, once they're hit. But for one turn they do nothing.
The basic counter ability in most FF games is just a normal physical attack done in response to being hit by a physical attack. Doesn't work against magic. And there's a chance of it happening, it isn't 100% automatic. So it is functionally different from Parry. It's a bonus attack that just happens sometimes if you're lucky.
You might want to rename Parry, though. Parrying just means to deflect an incoming attack. And your Parry skill is instead more like a Counter Stance.
Anyway, if you were going to do a Counter Attack perk, I'd have be an extra check done after taking a physical hit. Maybe a check against your Speed/Luck stat and if it succeeds, you have the character perform a basic attack before moving on to the next character's turn.
First Strike--I could put that in with the Stealthy perk?
Sure. That works.
This reminds me I need to finish up swapping the lead character while paused. I want to see different sprites, without messing with the battle formation they're in. That would be how floor damage tiles would be nullified--using your geomancer to lead the party. Should it swap the battle formation, though? If putting a thief in the lead gave the first-strike advantage, but didn't come with the dangers of having your thief taking 50% of the hits... what do you think?
My id says it would be sooo much better if it didn't affect party formation.
But my ego says that it makes sense to have the formation change and have it be a trade off.
And then my superego butts in and says that all the later games removed the requirement for the character to be literally in the lead position.
So I'll go with my superego on this one.
APOTHECARY. I love that one. Should be easily do-able.
I love it, too!
And it should indeed work on potions when out of battle, but at least one user of said skill should be alive so that it will activate.
I'm not sure I want to think about dual shields after the ordeal weapons have put me through these last few days. XD But another question--what should the formula be for dual-wielding? As I recall, it kind of lowered the weapons' stats a bit, to use two, in most games? A penalty that paid off by two still being stronger than 1, but not super overpowered.
Correct, most FF games apply a penalty to Attack when Dual Wielding.
In Pathfinder it's called Two-Weapon Fighting.
Normally you take a hefty penalty to hit when you do this.
-6 on your primary hand, and -10 on your off hand.
If you are wielding a light weapon in your off hand reduces these penalties.
-4 on your primary hand, and -8 on your off hand.
If you have the Two-Weapon Fighting feat, it reduces the penalty more and you compensate for your off hand.
-4 on your primary hand, and -4 on your off hand.
And finally, you combing Two-Weapon Fighting with a light off hand weapon for the best results.
-2 on your primary hand, and -2 on your off hand.
Luckily, FF1 doesn't use handedness at all. On the other hand, each weapon has it's own hit rate bonus.
I think the best way to handle this is to apply a penalty to your over all hit% for each weapon.
So normally the formula for your hit rate is this:
Hit% = Weapon Accuracy + Character's Hit%
Instead, if you have two weapons equipped it should use this:
Hit% = (Weapon Accuracy + Character's Hit%) * 3/4
Should shields boost evasion...? They have no evasion penalty, but don't other games make them boost your dodging more than your defense?
In most later games Shields primarily increase your evasion. Usually they also raise your defense.
The simplest thing is to have shields increase your evade, but that should be offset by reducing the static evade value you always have. (Evasion = 48 + AGL - Armor Weight)
By how much depends on the maximum evade bonus you want shields to have.
Of course this also means that at level with no shield, your characters become punching bags.
Weapon and Armor mastery should be working. It overrides class permissions, and I added 1 byte to all weapons and armor.
Armor types:
Heavy Shield, Heavy Armor, Heavy Helmet, Heavy Gloves; think Fighter/Knight usual stuff.
Light Shield, Light Armor, Light Helmet, Light Gloves; wood, silver, basically.
Things like the White/Black robes, don't have a type byte set, so they're exempt. Along with bracelets. Who can't equip a flippin' bracelet. Though I could use some help adjusting that for some balance, since slapping a gold bracelet on a fighter is pretty OP for damage reduction. So--either adjust those 8 types to include bracelets, then remove the permission bits, so that the player has to work to have both equipped, or... add another type byte? Still got 1000 bytes of space to play with, 64 wouldn't hurt any.
Looks like two might be the way to go anyway, to add more weapon types:
Nunchuck, Staff, Axe, Hammer, Large Sword, Small Sword, Knife -- that's 7. Doesn't separate staves from rods, or take into account the sword variety. I just went by memory of what size the sprite was and gave large/small swords their byte based on mostly "yeah that's something my red mage used if I remember..."
This whole thing is a bit complicated because of the way the armor types and the equipment slots are set up. Since permissions are separate from armor types that means that a given class will have considerably different options if permissions are removed from the game. Plus the names used for some equipment confuses things a bit.
Right now bracelets are an accessory slot item, that means that anyone can use them and they can stack with other armor, right? The problem is that in the original game they were used as armor that would go into the body slot.
If we change them back to armor then they should use the light armor type and get them a new icon for breastplate/cuirass. But if they stay as accessories they need to be rebalanced and now the game would be missing 4 armors.
So... I think what I would do is turn them back to armors similar to FF2 without changing the stats...
Copper Bracelet -> Copper Vest
Silver Bracelet -> Silver Vest
Gold Bracelet -> Gold Vest
Opal Bracelet -> Opal Vest
...and add 4 new bracelets:
Copper Bracelet -> +1 Defense, -1 Evade, +4 M. Evade
Silver Bracelet -> +2 Defense, -1 Evade, +8 M. Evade
Gold Bracelet -> +3 Defense, -1 Evade, +16 M. Evade
Opal Bracelet -> +4 Defense, -1 Evade, +32 M. Evade
As for weapon types, those seem fine. Ideally, having katanas be their own thing would be fine.
There really aren't any rods in the game, they are all staves of some kind or another.
And maybe call them Swords and Knight Swords instead?
Working on getting start/select buttons to show dual-wielded stats in the Status screen. Then tomorrow, fix the equipment screens again.
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I so hope I'm done with this... the logic checks for everything have been SUCH a pain. The whole equipment menu has been a pain without this!
Start/Select should now swap to the weapon screen when equipping something in the shield slot. On the status menu, they will also swap between showing right and left hand damage. The green text won't show up if you can't dual-wield, or if you have a shield or nothing equipped. It only shows up when there's a weapon in that slot!
And one last addition...
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Now to wait until I figure out how to calculate damage, hit%, and critical% into one number and re-do EVERYTHING. As it is now, each strike with a weapon will count as a different attack... Instead of just animating each weapon before the final barrage of messages.
I also adjusted the small Z, V, and I tiles, because they were +1 pixel to the right, which just made the gaps between i tiles even weirder looking, considering the small l is not moved over... I never realised how much it bothered me until I kept staring at "M.Evade". (Edit: Actually, looking at it again... I put the i back, but also moved the l over. So only small Z and small V are shifted left 1 pixel.)
Groovy! That came out great! I like it better than having the stats combine into some wierd numbers.
I think I can do Twohanded real easily. Even knock it out before bed.
Also, groovy!
I added Chemist to out of battle code, feeling good about it. Gave them some extra smokebomb steps too, and Phoenix Downs used by them will fill up HP to half of max. I should probably figure out how to only do that if they're alive though.
Awesome! I dig all the specifics.
Not sure on my feelings about auto-stuff, they seem a bit one-note sorta? A Never-miss is interesting... would that be better as an alternate to the LOCK spell?
They are pretty simplistic, yeah. How about having one that works as a reaction and can have various results? For example if you get hit by a physical attack, you have a chance to auto-protect, get hit by magic for an auto-shell or an auto-reflect if you're lucky, and maybe work in the elemental barrier spells to as a reaction to big spells that hit the whole party? Maybe make the reactions depend on which spells you know?
The sniper sight/never miss one would be a top tear perk for the thief or ninja or some other appropriate class, but it could be a new spell too.
I thought of one that might be good: ENDURE. Angel-something in FF6, I think? If an attack will kill you, it instead lowers you to 1 HP. If you only have 1 HP though, grnnk.
Nice! I like this one a lot.
Sorry to make another post while you're working on answering all that other stuff, what I really wanted to say was:
https://discord.gg/WaX96eA
I made a Discord server to keep track of my thoughts, plans, and progress better. No one really needs to join it, its basically a notepad file linked up to a program I always have open, and lets me sort things out easier that way.
No worries!
I jumped on over there already!