[2K3] NEED HELP DECIDING ON ABILITIES

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Hmm...that is true, they are Parallel events, so it would make sense to have a switch for them. Would take a while to set it all up, but it'd be worth it~

I'd have to reget all of the sprites again and remap everything and all that, and that's just a hassle and a half to do all of that, especially seeing as I have no spriter to do the spriting for me, and I really REALLY really don't want to redo 600 something maps...
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
That's fair enough, it was more of a friendly suggestion than a divine decree. It just means we're going to have to get inventive to make your abilities work the way you want. :)
I know...at least it wasn't forcing it down my throat like I've had in other places (ugh...it was terrible in one place in particular...). I'm nearly done with the abilities at least, or the ones that I'm working on. Still need to brainstorm ideas for secondary commands and passives for other characters though...


The topic of this post is Blue Magic: How many do you think should there be? Right now, I have about 43 Blue Magic spells. And there's...a lot of damage-dealing stuff in there, and hardly any gimmick stuff. Why so many? Because there's a skill that deals damage equal to 100 x the number of Blue Magic spells learned. The damage formula can be changed later if need be. If I need to, I can post the Blue Magic list here and let people decide on that, or help with adding new ones.


Keep in mind though, I'm trying to avoid TOO many gimmicky spells right now, seeing as I still need space for secondary commands first. In addition, each Blue Magic spell has a % chance of being learned. Do you think 100% is better than a % chance of being learned?
Maybe figure the player is going to get about 50% to 75% of Blue magic abilities over the course of a game? An OCD player might grind until they have them all but don't assume a player is going to have a certain ability at the certain point in the game.

Just a random drunken thought.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I like games that have a blue magic spell for each enemy "type" but it really depends on how many enemies you have.

I think the more salient point to help offer suggestions is, what exactly is the method by which the player learns blue magic? How easy/hard is it to do?
Here's the full details:

*Each Blue Magic spell has a percent chance of being learned, with 90% being the highest for one spell, and 10% for a couple spells. The average % seems to run around 30-60% for most spells.
*Blue Magic is a bit more common than one would expect, as it generally shows up quite often (some start showing up more often later on). Spells like Flare Star, Ice Breath, and Lightning Orb are common spells.
*Bosses do have some exclusive spells, but I may make it so that those spells can be learned in an optional dungeon or post-game dungeon.
*In order to learn the spell, the Blue Mage, Koishi, must be able to act (meaning she cannot be under Death, Sleep, Paralyze, Venom, Stop, etc. I do not know if "Can Act" statuses include things like Berserk or Confusion). Koishi need only to be able to act AND be in the party. That is all. She does not need to be hit by it (as I cannot do that), and the spell merely only needs to be cast in order for her to have a chance to learn them.

That's about it really. Here's the list for those curious:


List of Enemies/Bosses that uses spells. Not all instances can the spell be learned though:


AURA
*Rinnosuke Morichika


BIO
*Toxic Plant
*Magic Book
*Trap Door
*Tiamat
*Toxic Flower
*Elemental Flame
*Tsuchigumo
*Chen
*Adrammelech
*Hell Vine


BIOGA
*Ran Yakumo
*Hell Vine


CHAOS DRIVE
*Chaos
*Shadow Fairy


DEATH LANCE
*Greater Fairy
*Saigyou Yuyuko


DEFENSE DOWN OMEGA
*Exodus


DIAMOND EDGE
*Culex
*Rinnosuke Morichika
*Ice Behemoth
*Ice Dragon


DOOMSDAY
*Hades
*Meimu
*Ozma


DRAGON BULLET
*Kaguya Houraisan


DRAIN
*Magic Book
*Vampire Bat
*Trap Door
*Elemental Flame
*Lost Soul
*Catpire
*Zombie Fairy
*Hell Spirit
*Kurumi
*Elis
*Corrupted Soul


DRAINRA
*Vampire Bat
*Lich 1st
*Lich 2nd
*Elis


FIREWORKS
*


FLAME STONE
*Culex
*Fire Fairy
*Shingyoku


FLARE
*Ozma
*Lich
*Behemoth
*Ruby Dragon
*Oni Mage


FLARE BREATH
*Tiamat
*Chimera
*Flame Beast
*Ruby Dragon
*Manticore
*Fire Dragon


FLARE STAR
*Rinnosuke Morichika
*Exodus
*Exodus 2nd
*Ozma
*Spitfire
*Chaos
*Meimu
*Shingyoku


FREEZE
*Kraken
*Hades
*Ice Behemoth
*Order
*Oni Mage
*Ice Dragon


FULL-CURE


GATHERING ONI
*Suika Ibuki
*Mini-Suika


HEAL
*Daiyousei
*Heal Rabbit
*Magic Book
*Elemental Flame
*Hell Spirit
*Light Fairy


HEAVEN & EARTH PRESS
*Tenshi Hinanawi


HOLY
*Ozma
*Ran Yakumo
*Order
*Krysta
*Chaos
*Devil


ICE STORM
*Tiamat
*Chimera
*Snow Beast
*Ice Behemoth
*Manticore
*Ice Dragon


INK
*Kraken
*Hellflapper
*Corrupted Soul


JUDGMENT BOLT
*Chaos
*Adrammelech
*Thunder Dragon


LIGHTNING ORB
*Meimu
*Adrammelech
*Thunder Dragon


METEOR
*Water Dragon
*Ozma
*Order
*Ruby Dragon
*Devil


MIGHTY GUARD
*Iron Giant
*Frozen Sap
*Ice Behemoth
*Ghost Kedama


NOVA STORM
*Shingyoku
*Fire Dragon


OFFENSE DOWN OMEGA
*Exodus
*


PANDAEMONIUM
*Suika Ibuki


PASCHAL MOON
*Kaguya Houraisan


POISON MIST
*Ameboid
*Black Arachnid
*Hellflapper
*Corrupted Soul


POLLEN
*Ameboid
*Hellflapper
*Corrupted Soul


SALAMANDER SHIELD
*Kaguya Houraisan


SCARLET WEATHER RHAPSODY
*Tenshi Hinanawi


SHADOW FLARE
*Order
*Omega Weapon
*Rin Kaenbyou
*Chaos


SIX EARTHQUAKES
*Tenshi Hinanawi


TSUNAMI
*Water Beast
*Exodus
*Exodus 2nd
*Kraken
*Kraken 2nd
*Manticore
*Chaos
*Meimu


ULTIMA
*Order
*Mima
*Krysta


WHITE WIND
*


WIND SICKLE
*Giant Mantis
*Manticore
*Forest Moth



The Blue Magic list and their % chance to be learned:


BLUE MAGIC LIST


Flare Breath - 50%
Flare Star - 33%
Flame Stone - 20%
Salamander Shield - 15%
Ice Storm - 75%
Diamond Edge - 50%
Judgment Bolt - 50%
Lightning Orb - 40%
Heaven & Earth Press - 50%
Six Earthquakes - 75%
Wind Sickle - 90%
Tsunami - 50%
Dragon Bullet - 33%
Pandaemonium - 15%
Paschal Moon - 30%
Chaos Drive - 75%
Doomsday - 30%
Poison Mist - 50%
Pollen - 75%
Ink - 75%
Gathering Oni - 15%
Offense Down Omega - 75%
Defense Down Omega - 33%
Death Lance - 10%
Fireworks - 40%
Scarlet Weather Rhapsody - 15%
Flare - 33%
Freeze - 30%
Bio - 75%
Bioga - 40%
Heal - 75%
Aura - 33%
Full-Cure - 30%
Holy - 40%
Shadow Flare - 20%
Drain - 60%
Drainra - 30%
Drainga - 15%
Meteor - 20%
Ultima - 10%
Mighty Guard - 30%
White Wind - 50%
Nova Storm - 20%



Data on each current Blue Magic spell:


Name: Flare Breath
Type: Magic
Target: All Enemies
Attribute: Fire
MP Per Level:
1 - 18
Damage/Healing Per Level:
1 - 400
Variance: ア 4
Learned From:
*



Name: Flare Star
Type: Magic
Target: All Enemies
Attribute: Fire
MP Per Level:
1 - 32
Damage/Healing Per Level:
1 - 700
Variance: ア 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Flame Stone
Type: Magic
Target: Single Enemy
Attribute: Fire
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 1200
Variance: ア 4
Learned From:
*



Name: Salamander Shield
Type: Magic
Target: All Enemies
Attribute:
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 2000
Variance: ア 5
Learned From:
*Kaguya



Name: Ice Storm
Type: Magic
Target: All Enemies
Attribute: Ice
MP Per Level:
1 - 18
Damage/Healing Per Level:
1 - 400
Variance: ア 4
Learned From:
*



Name: Diamond Edge
Type: Magic
Target: Single Enemy
Attribute: Ice
MP Per Level:
1 - 17
Damage/Healing Per Level:
1 - 550
Condition Per Level:
1 - Berserk
Variance: ア 2
Learned From:
*



Name: Judgment Bolt
Type: Magic
Target: All Enemies
Attribute: Thunder
MP Per Level:
1 - 36
Damage/Healing Per Level:
1 - 800
Variance: ア 4
Learned From:
*



Name: Lightning Orb
Type: Magic
Target: Single Enemy
Attribute: Thunder
MP Per Level:
1 - 38
Damage/Healing Per Level:
1 - 1100
Variance: ア 4
Learned From:
*
Additional Information:
*Ignores Defense



Name: Heaven & Earth Press
Type: Physical
Target: Single Enemy
Attribute: Earth
MP Per Level:
1 - 22
Damage/Healing Per Level:
1 - 500
Variance: ア 4
Learned From:
*Tenshi Hinanawi



Name: Six Earthquakes
Type: Physical
Target: All Enemies
Attribute: Earth
MP Per Level:
1 - 14
Damage/Healing Per Level:
1 - 200
Variance: ア 4
Learned From:
*Tenshi



Name: Wind Sickle
Type: Physical/Magic
Target: All Enemies
Attribute: Wind
MP Per Level:
1 - 21
Damage/Healing Per Level:
1 - 400
Variance: ア 4
Learned From:
*



Name: Tsunami
Type: Magic
Target: All Enemies
Attribute: Water
MP Per Level:
1 - 28
Damage/Healing Per Level:
1 - 500
Variance: ア 5
Learned From:
*



Name: Dragon Bullet
Type: Magic
Target: All Enemies
Attribute: Holy
MP Per Level:
1 - 75
Damage/Healing Per Level:
1 - 2200
Variance: ア 10
Learned From:
*Kaguya



Name: Pandaemonium
Type: Magic
Target: All Enemies
Attribute: Holy
MP Per Level:
1 - 110
Damage/Healing Per Level:
1 - 4000
Variance: ア 4
Learned From:
*Suika Ibuki



Name: Paschal Moon
Type: Magic
Target: Single Enemy
Attribute: Shadow, Absorb
MP Per Level:
1 - 89
Damage/Healing Per Level:
1 - 2900
Variance: ア 5
Learned From:
*Kaguya
Additional Information:
*Drains HP
*Ignores Defense



Name: Chaos Drive
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 27
Damage/Healing Per Level:
1 - 600
Variance: ア 4
Learned From:
*



Name: Doomsday
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 900
Variance: ア 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Poison Mist
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 12
Damage/Healing Per Level:
1 - 45
Condition Per Level:
1 - Poison
Variance: ア 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Pollen
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 14
Damage/Healing Per Level:
1 - 20
Condition Per Level:
1 - Sleep
Variance: ア 4
Learned From:
*
Additional Information:
*60% Accuracy



Name: Ink
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 12
Condition Per Level:
1 - Blind
Variance: ア 0
Learned From:
*
Additional Information:
*80% Accuracy



Name: Gathering Oni
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 32
Condition Per Level:
1 - Death
Variance: ア 4
Learned From:
*Suika Ibuki
Additional Information:
*100% Accuracy



Name: Offense Down Omega
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 18
Condition Per Level:
1 - -20 Attack
Variance: ア 0
Learned From:
*



Name: Defense Down Omega
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 18
Condition Per Level:
1 - -20 Defense
Variance: ア 0
Learned From:
*



Name: Death Lance
Type: Magic
Target: Single Enemy
Attribute: Ghost
MP Per Level:
1 - 83
Damage/Healing Per Level:
1 - 2500
Condition Per Level:
1 - Death
Variance: ア 4
Learned From:
*



Name: Fireworks
Type: Physical/Magic
Target: All Enemies
Attribute: Physical, Magic
MP Per Level:
1 - 52
Damage/Healing Per Level:
1 - 1500
Variance: ア 4
Learned From:
*



Name: Scarlet Weather Rhapsody
Type: Magic
Target: Single Enemy
Attribute: Magic
MP Per Level:
1 - 92
Damage/Healing Per Level:
1 - 3000
Variance: ア 4
Learned From:
*Tenshi Hinanawi



Name: Flare
Type: Magic
Target: Single Enemy
Attribute: Fire
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 1500
Variance: ア 4
Learned From:
*



Name: Freeze
Type: Magic
Target: Single Target
Attribute: Ice
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 1500
Condition Per Level:
1 - Freeze
Variance: ア 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Bio
Type: Magic
Target: Single Enemy
Attribute: Magic
MP Per Level:
1 - 24
Damage/Healing Per Level:
1 - 500
Condition Per Level:
1 - Poison
Variance: ア 5
Learned From:
*
Additional Information:
*80% Accuracy



Name: Bioga
Type: Magic
Target: Single Enemy
Attribute: Magic
MP Per Level:
1 - 74
Damage/Healing Per Level:
1 - 1500
Condition Per Level:
1 - Poison
Variance: ア 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Heal
Type: Magic
Target: All Allies
Attribute: Magic
MP Per Level:
1 - 6
Damage/Healing Per Level:
1 - 200
Variance: ア 5
Learned From:
*



Name: Aura
Type: Magic
Target: Single Allye
Attribute: Magic
MP Per Level:
1 - 99
Damage/Healing Per Level:
1 - 5000
Condition Per Level:
1 - All negative statuses
Variance: ア 4
Learned From:
*



Name: Full-Cure
Type: 150
Target: Magic
Attribute: Magic
MP Per Level:
1 - 150
Damage/Healing Per Level:
1 - 9999
Variance: ア 0
Learned From:
*



Name: Holy
Type: Magic
Target: Single Enemy
Attribute: Holy, Magic
MP Per Level:
1 - 98
Damage/Healing Per Level:
1 - 3000
Variance: ア 5
Learned From:
*



Name: Shadow Flare
Type: Magic
Target: Single Enemy
Attribute: Shadow, Magic
MP Per Level:
1 - 125
Damage/Healing Per Level:
1 - 4500
Variance: ア 8
Learned From:
*



Name: Drain
Type: Magic
Target: Single Enemy
Attribute: Magic, Absorb
MP Per Level:
1 - 8
Damage/Healing Per Level:
1 - 300
Variance: ア 10
Learned From:
*
Additional Information:
*80% Accuracy
*Drains HP



Name: Drainra
Type: Magic
Target: Single Enemy
Attribute: Magic, Absorb
MP Per Level:
1 - 24
Damage/Healing Per Level:
1 - 600
Variance: ア 10
Learned From:
*
Additional Information:
*80% Accuracy
*Drains HP



Name: Drainga
Type: Magic
Target: Single Enemy
Attribute: Magic, Absorb
MP Per Level:
1 - 48
Damage/Healing Per Level:
1 - 1400
Variance: ア 10
Learned From:
*
Additional Information:
*80% Accuracy
*Drains HP



Name: Meteor
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 99
Damage/Healing Per Level:
1 - 4000
Variance: ア 4
Learned From:
*
Additional Information:
*80% Accuracy



Name: Ultima
Type: Magic
Target: All Enemies
Attribute: Magic
MP Per Level:
1 - 180
Damage/Healing Per Level:
1 - 5500
Variance: ア 4
Learned From:
*



Name: Mighty Guard
Type: Magic
Target: All Allies
Attribute: Magic
MP Per Level:
1 - 80
Condition Per Level:
1 - Regen, MP Regen, Blink, Protect, Haste
Variance: ア 0
Learned From:
*



Name: White Wind
Type: Magic
Target: All Allies
MP Per Level:
1 - 25
Damage/Healing Per Level:
1 - HP Restored = Koishi's Current HP
Learned From:
*



Name: Nova Storm
Target: All
MP Per Level:
1 - 12
Learned From:
*
Additional Information:
*50% chance of reducing a target's HP to 1.



There are 2 dummied out Blue Magic spells right now, being FFV's/FFVII's Magic Hammer, and FFIX's Night.
While the Blue Magic is being decided (I have an updated list which I'll post here at the bottom), here's another question for Hakutaku: Right now, EX Keine's ATK/DEF/MAG/SPD are 1.5x higher than Keine's, and EX Keine's HP and MP are doubled Keine's. Her level and EXP are also always equaled to Keine's (if Keine has more EXP, EX Keine will get that much as well, and if EX Keine gained EXP from a fight, Keine will get that and then EX Keine will match that). That's fine...however, I'd like to also make it so that the equipment is the same on both of them as well. Is there an easy way to do this??


The current Blue Magic list:

UPDATED BLUE MAGIC LIST

Attack spells (Elemental):
*Flame Stone - Moderate Fire-elemental damage to one enemy.
*Flare - Major Fire-elemental damage to one enemy.
*Flare Breath - Moderate Fire-elemental damage to all enemies.
*Flare Star - Moderate Fire-elemental damage to all enemies.
*Salamander Shield - Major Fire-elemental damage to all enemies.
*Diamond Edge - Moderate Ice-elemental damage and Berserk to one enemy.
*Freeze - Major Ice-elemental damage and inflicts Freeze to one enemy.
*Ice Storm - Moderate Ice-elemental damage to all enemies.
*Judgment Bolt - Moderate Thunder-elemental damage to all enemies.
*Lightning Orb - Moderate Thunder-elemental damage to one enemy and ignores Defense.
*Heaven & Earth Press - Moderate Earth-elemental damage to one enemy.
*Six Earthquakes - Minor Earth-elemental damage to all enemies.
*Wind Sickle - Moderate Wind-elemental damage to all enemies.
*Tsunami - Moderate Water-elemental damage to all enemies.
*Dragon Bullet - Major Holy-elemental damage to all enemies.
*Holy - Major Holy-elemental damage to one enemy.
*Pandaemonium - Major Holy-elemental damage to all enemies.
*Chaos Drive - Moderate Shadow-elemental damage to all enemies.
*Pascal Moon - Major Shadow-elemental damage and drains HP from one enemy.
*Shadow Flare - Major Shadow-elemental damage to one enemy.
*Bio - Minor Poison-elemental damage to one enemy.
*Biora - Moderate Poison-elemental damage to one enemy.
*Bioga - Major Poison-elemental damage to one enemy.

Attack spells (Instant Death):
*Gathering Oni - Inflicts Instant Death to one enemy.

Attack spells (Non-elemental):
*Death Lance - Major Ghost-elemental damage and inflicts Instant Death to one enemy.
*Doomsday - Major non-elemental damage to all enemies and allies.
*Drain - Absorbs minor HP from one enemy.
*Drainra - Absorbs moderate HP from one enemy.
*Drainga - Absorbs major HP from one enemy.
*Fireworks - Major non-elemental damage to all enemies.
*Meteor - Major non-elemental damage to all enemies.
*Nova Storm - 50% chance to reduce all enemies and allies HP to 1.
*Scarlet Weather Rhapsody - Major non-elemental damage to one enemy.
*Ultima - Major non-elemental damage to all enemies.

Support:
*Aura - Restores massive HP and cures all negative statuses to one ally.
*Full-Cure - Restores all HP to one ally.
*Heal - Restores minor HP to party.
*White Wind - Restores HP to party equal to Koishi's HP.

Buff:
*Angelsong - Grants Regen to the party.
*Destroyer - Grants Bravery, Protect, and Faith to one ally.
*Mighty Guard - Grants Protect, Regen, MP Regen, Haste, and Blink to party.

Debuff:
*Defense Down Omega - Reduces all enemies Attack by 20.
*Ink - Inflicts Blind on all enemies.
*Magic Hammer - Drains 100 MP from one enemy.
*Night - Inflicts Sleep on all enemies and allies not immune to Sleep.
*Offense Down Omega - Reduces all enemies Defense by 20.
*Poison Mist - Inflicts Poison on all enemies.
*Pollen - Inflicts Sleep on all enemies.
*Special Missile (20 MP, single target, inflicts moderate non-elemental damage and reduces Physical resistance)
*Time Stop (21 MP, All Enemies, 100% accuracy, lasts 1 turn, inflicts minor Mystic damage)



***REMOVE THE FOLLOWING***

Fireworks
Ink
Pollen
Poison Mist

***CHANGE THE FOLLOWING***

Aura: Grant Regen and temporary Instant Death immunity to one ally.




In addition to this, I have ANOTHER issue: For characters that dual-wield, I fixed this with Weapon Bless. However, Weapon Bless didn't use +% bonuses or anything.

For example:

Sakuya equips Dagger of Time in her first slot, which gives her +20% Speed and the ability to use Haste. She equips Quauntum Leap in the other hand, which would give -50% Attack/Defense, -75% Speed, and the ability to use Hastega. However, it will only read the first slot and not the second slot. I know I need to make it check to see if both weapons are equipped, but how would I go about setting up the coding for this so that it reads both bonuses/penalties from both weapons, and then when removing both weapons/one weapon, it'll only read from one of the weapons/revert the bonuses/penalties?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
You seem to have a pretty extensive blue magic list there. If anything, I would tyr to cut it down a bit. Can you imagine scrolling through that list in battle?

For your weapon bless question, can you elaborate on what you need it to do when removing weapons? I can't quite grasp your goal here.
That's what I'm trying to do is cut down on the Blue Magic lol. It's not easy to do though is the problem.


Well, it's more of stat +% bonuses/penalties than Weapon Bless, but anyways...basically, as it is right now, if you equip any weapon in the LEFT HAND, and equip anything else that would raise stats in that character's RIGHT HAND, it will only read the LEFT HAND and never the RIGHT HAND. I can probably make it so that it reads from both hands (lots of branches and whatnot), however...I'm not sure on how I'd be able to handle the proper stat bonuses without screwing anything up.



To add onto this, I have a few passives that I'm giving to my thief character, depending on the equipment she has. The abilities are Bandit (doubles Steal% rate), Master Thief (changes items to next tier up of that same item, so a Potion would become a Hi-Potion), and Steal Yen (steals money whenever attempting to steal). Now, I have Master Thief and Bandit working with one another...but I'm not sure how to get the coding to work with Steal Yen with these. I would like for Steal Yen to be repeatable, as it was in FFIX, but with the way the coding is right now for my Steal, I don't think that's possible.

Screenshot of the Battle Event. Note that I just put in Steal Yen, but I didn't do much other than that. The event is pretty big because of all three abilities. The messages are just tests to make sure that each event is working correctly. So the goal here is to get Steal Yen to work with Master Thief and Bandit, as those two work naturally with one another already, as WELL as making it so that Steal Yen can be done repeatedly (with a % chance of course) even if you stole the items:





EDIT - Nevermind, I'll just make Steal Yen a separate branch, which makes it work separately from the other Steal passives. However, I'm thinking of using a formula for Steal Yen...and these are the ones I've found from the actual FF series.

FFIX:

0 ... (Zidane's Level * Target's Level / 4)

*This one I'm probably thinking of going with. I'm assuming this formula means the amount stolen can be anywhere between 0 and the formula up above. The only downside to this is that monsters don't have levels by default, and I'd have to custom code levels for each of them. Not hard to do, but means I can't do this in a common event at all.


FFT:

Character's Level x Speed

*This one is a simple one, but way too static to use and would be easily abuseable I think, seeing as if you had a level 99 character with roughly 400 Speed (which is my average speed for level 99), that's 39,600 yen stolen EVERY time the ability works. I'd rather not go that route if possible.


FFTA:

Gil Stolen = (Rand{128..384} * Caster's Max HP / 256)


*This is the one I MAY go with, seeing as I don't have to worry about enemy stats or it being static, but I'm not entirely sure how well this would work in a non-999 HP environment.


EDIT #2 - Ok, so I gave the FFTA formula a try, and while it's nice, it's too easy to abuse due to the player being able to just spam it on the lowest enemies in the game and still reap the benefits of this. So I've no idea how to handle this now without breaking it. I do have custom levels for enemies now, so maybe something that involves that?
Here's a rather peculiar one that I'm curious if it can work in 2K3. It might just only work with playable characters though...might not be able to do it with enemies, I'm not sure.

???? (for Suwako): 10% chance if an enemy takes damage, half of the damage is split amongst it's allies.


So, think of it as the Trouble status from Final Fantasy IX. You hit an enemy for say....1000 damage, and then its allies will take 500 damage. I could easily have this work as a status for allies, but I was thinking of having this as a character battle passive as shown above. There's no real easy way to do this from what I'm seeing with common events, and I'm not sure how doable it is with battle events (I know it'd have to be in a Turns Elapsed x1 event...), so any help on this would be appreciated. ^^;
So nothing huh? Well, still looking for how to do this, as well as any ideas of how to set up a FFVI Bushido command, if possible. The new one here for the day is Roulette, that infamously terrible spell that has a chance to randomly KO either one enemy or ally. I'm not quite sure how to code this in myself (I figured out how to do a bunch of other things at least! Just not this one particular skill for the skillset). @_@;


Also to note, I will probably be removing Paschal Moon, Flare Breath, Dragon Bullet, and possibly the Drain-series of spells from the Blue Magic list. Paschal Moon and Dragon Bullet because having 2 Blue Magic spells on a late-game boss doesn't seem like a good idea, and Flare Breath because of Flare, Flame Stone, Flare Star, and Salamander Shield being there (Salamander Shield may also go, since that's also another skill that the boss that uses Paschal Moon and Dragon Bullet uses). Flare Star might change to have it deal with the enemy's level and become non-elemental.

So all in all, the following would be removed from Blue Magic:

Flare Breath
Salamander Shield
Paschal Moon
Dragon Bullet
Drain
Drainra
Drainga
Ink
Fireworks
Poison Mist
Pollen


Meaning I'll be probably cutting out 11 spells, meaning I still have roughly 39 spells left over. Hmmm....
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I don't think it's possible to do a Trouble-type thing for normal attacks in 2k3 without using DynRPG. You could use a variable to track HP losses in enemies but then that would trigger regardless of the source of damage so that wouldn't be useful for what you want it for.
Well, considering that my Return Damage and Absorb Damage triggers in the same way, that wouldn't be too much of an issue really. I consider things like Poison, Sap, and Venom (the only things that reduces HP over time) to be like status bonuses in conjunction with those, so it'd be more of a status bonus with Trouble (and Cursed, which is for allies as a status).
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
You're misunderstanding me. Because you would only be able to have such an ability trigger once per turn, you would have to take into account all damage the enemy sustained during the previous turn, which wouldn't differentiate between what it was damaged by and which party member damaged it. There's no way to have a normal attack deal 50% of its damage to the other enemies at the point when the attack hits.
Hm...that is true. The way I have it set up, anything that relates to damage taken happens at the end/start of the next turn. It is still possible to do it that way though, just not IMMEDIATELY when the attack connects. I'm not sure what other issues would arise out of that either too...hmm. Though this method doesn't take into account what damages it and who damages it anyways so that shouldn't be an issue (though it would be if I were trying to exactly replicate the Trouble status as it is. Exactly replicating is impossible in 2k3, yes. Somewhat replicating it should be doable though.)
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Well if you want to do it the inelegant way, have a battle event with a conditional branch for each enemy checking if it has the "trouble" status, and if it does, first set a variable to the enemy's HP, subtract it from another variable (for tracking previous turn's HP), divide the value by 2, then do that variable's value in damage to all enemies except the one in your current conditional branch. Then set the last turn hp variable to the enemy's current HP. (you'll need a separate variable for each enemy (eight in total) for this to work)
Aye, I already have the 8 variables (had to for various other things lol), so that's no problem. So it is similar to some of the other coding I've done after all...how about that. I would assume that this would work in a similar manner though for the playable characters were I to give this to them though? Cursed isn't going to be what Trouble is I remembered (Cursed is just whoever has the status also takes the damage that the target enemy(ies) took).

Though I can't check if an enemy has a status so that's a downer (it's a 10% chance that it'll happen when it takes any damage is what is supposed to happen). Meaning I have to figure out another way for this to work without damaging the target monster, which I think is impossible. Hmm...
Adding onto this, here's another thing. I have my damage formula for the Blue Magic version of Flare Star (which is Damage = Target's Level * 40), which was simple enough to do. Now, the enemy version is different, which is:

Damage = (Level of lowest party member in target party * 80)/# of party members

Now, the question here is, how to make it figure out what the lowest level is in the current party? I know this would require a lot of coding but...I don't know if I want to use the Blue Magic version for the enemy skill as well or not (probably simpler to do but...).
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Set a variable (lowest-level) to the level of party member 1. Conditional branch for level of party member 2 being lower than lowest-level, and if so set lowest-level to that level. Repeat for members 3 and 4. Presto, you have your lowest level.
Ah, gotcha. I'll test that out later. For now, here's a problem I'm having.





The coding here is meant for a subcommand/secondary command skill where the user deals damage to one enemy equal to the amount of damage she has substained throughout the fight. Right now, I'm trying to test to see if having her in Death status resets it (it should). The problem though, is despite this coding, it will not add anything to the damage variable (the Misfortune variable) and I cannot understand why. This is the only common event that runs with this coding in it, and any of the variables really used for it, so I'm not understanding why it won't do the math. It does my Absorb Damage coding and Return Damage coding just fine, as well as anything else that uses pretty much the exact same coding (they use multiplication and division though. This is the first one to use addition). So I'm not understanding quite what's wrong. x_x;