[RM2K3] NEED BRAINSTORMING FOR REVAMPING SOME CHARACTERS...
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Alright, so I'm in serious need of updating/revamping a few characters in my game, and possibly figuring out how to use the ResistControlBug plugin that was created a while ago in DynRPG (I'm not sure how this thing works...). Expect this to be a rather lengthy post (yes, I realize I COULD make this a blog entry, but blogs never get any responses so here we are!), and there to be a lot of spoilers to cut down on the size of the post. So without further ado, the characters I need help with brainstorming ideas for, their current skills, and possible ideas for fixing!
Advent Cirno:
For those who aren't aware, Advent Cirno is a parody of FFVII's Cloud Strife. So what this means is she basically has Cloud's moves...or some of them anyways. At the most, she has Omnislash Version 9 (her version of Omnislash), Braver, and Climhazzard (Momiji has Cross Slash already. Blade Beam, Finishing Touch, and Meteorain aren't used at all, nor is Cherry Blossom). As she is right now, she's just....well, very bland and boring. Mostly just physical attack, physical attack, physical attack, AoE elemental physical attacks, elemental physical attack, and a AoE heal. Nothing exciting or whatnot...however, she can't just use them all willy-nilly. She has to fill her hidden Limit Gauge to use her skills which are SUPPOSED to be really powerful, but...they don't feel it (Boost fills the gauge by 50% each use, so 2 turns is all she needs. Gauge is reset if she dies or is hit by something like Stop or Petrify. Once a skill is used, the command is locked again too).
In addition to Braver, Climhazzard, and Omnislash Version 9, all of which she starts with, she also starts with Crono's Aura Whirl. Everything else is gotten later and has nothing to really do with Cloud or whatnot (though Chilly Blossom is used in the Advent Cirno doujin series so that's legit to her, and it's her strongest attack...or supposed to be if it weren't for Omnislash Version 9). Truth be told, I'm not sure HOW to make her more exciting to use. You have to fight her with just Cirno to unlock the accessory that allows you to swap between the two characters, you have to use 2 turns to get the Limit skillset to appear, and then she's limited in what she can use for a good while at that. Any good suggestions on this one?
*All of Advent Cirno's skills have a 100% accuracy.
Name: Braver
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 31
2 - 34
3 - 39
4 - 46
5 - 55
6 - 66
Damage/Healing Per Level:
1 - 1000
2 - 1300
3 - 1600
4 - 1900
5 - 2200
6 - 2500
Variance: ± 4
Additional Information:
*Ignores Defense
Name: Climhazzard
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 30
2 - 39
3 - 45
4 - 53
5 - 62
6 - 72
Damage/Healing Per Level:
1 - 1000
2 - 1500
3 - 2000
4 - 2500
5 - 3000
6 - 3500
Variance: ± 3
Name: Omnislash Version 9
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 25
2 - 50
3 - 75
4 - 100
5 - 125
6 - 150
Damage/Healing Per Level:
1 - 1000
2 - 2500
3 - 4000
4 - 5500
5 - 7000
6 - 9999
Variance: ± 4
Additional Information:
*Ignores Defense
Name: Cold Stitch
Type: Physical
Target: Single Enemy
Attribute: Physical, Ice
MP Per Level:
1 - 20
2 - 39
3 - 46
4 - 53
5 - 60
6 - 67
Damage/Healing Per Level:
1 - 800
2 - 1400
3 - 2000
4 - 2600
5 - 3200
6 - 3800
Variance: ± 3
Additional Information:
*Inflicts "Freeze: 50 turns"
Name: Jolting Blade
Type: Physical
Target: Single Enemy
Attribute: Physical, Thunder
MP Per Level:
1 - 26
2 - 37
3 - 48
4 - 59
Damage/Healing Per Level:
1 - 1200
2 - 1800
3 - 2400
4 - 3000
Variance: ± 2
Additional Information:
*Inflicts "Paralyze: 50 turns"
Name: Thunder Divine
Type: Physical
Target: All Enemies
Attribute: Physical, Thunder
MP Per Level:
1 - 42
2 - 75
Damage/Healing Per Level:
1 - 1200
2 - 2400
Variance: ± 4
Additional Information:
*Inflicts "Paralyze: 50 turns"
Name: Apparition Slice
Type: Physical, Holy
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 9
2 - 18
3 - 27
4 - 36
5 - 45
6 - 54
Damage/Healing Per Level:
1 - 600
2 - 1200
3 - 1800
4 - 2400
5 - 3000
6 - 3600
Variance: ± 4
Name: Death Sanction
Type: Physical
Target: Single Enemy
Attribute: Physical, Shadow, Ghost
MP Per Level:
1 - 9
2 - 18
3 - 27
4 - 36
Damage/Healing Per Level:
1 - 450
2 - 900
3 - 1350
4 - 1800
Variance: ± 4
Name: Doomsday Blade
Type: Physical, Shadow, Magic
Target: All Enemies
Attribute: Physical, Shadow
MP Per Level:
1 - 45
2 - 54
Damage/Healing Per Level:
1 - 800
2 - 2400
Variance: ± 4
Name: Zanmato
Type: Physical
Target: All Enemies
Attribute: Physical, Shadow
MP Per Level:
1 - 50
Variance: ± 1
Additional Information:
*80% chance of Death
Name: Chilly Blossom
Type: Physical
Target: All Enemies
Attribute: Physical, Ice
MP Per Level:
1 - 180
Damage/Healing Per Level:
1 - 6000
Variance: ± 4
Additional Information:
*Inflicts "Slow: oo"
Name: Aura Whirl
Type: Magic
Target: All Allies
Attribute: Cure, Magic
MP Per Level:
1 - 17
2 - 28
3 - 45
Damage/Healing Per Level:
1 - 500
2 - 1000
3 - 1500
Variance: ± 4
Hijiri Byakuren:
Byakuren I've been meaning to update for a looooong, long time. She's SUPPOSED to be a support unit with some AoE damage (she only has 2 AoE spells, one is Shadow and the other is Holy, both with the same base power), but all of her support skills are kinda...not good? Since increasing resistance in 2K3 permanently increases the resistance until end of battle or a character dies (I think...), it's kinda TOO good so I had to put an accuracy on each level to make it not super good...but then it makes everything not max level crap. On top of that, now that I have an Armor Elemental Bless system in place, her skills are kinda redundant and I'd like to do something else with her. I'm just not sure WHAT to do with her is the problem!
Name: Star Maelstrom
Type: Magic
Target: All Enemies
Attribute: Holy
MP Per Level:
1 - 25
2 - 31
3 - 38
4 - 46
5 - 55
6 - 65
Damage/Healing Per Level:
1 - 600
2 - 950
3 - 1300
4 - 1650
5 - 2000
6 - 2350
Variance: ± 4
Name: Devil's Recitation
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 25
2 - 31
3 - 38
4 - 46
5 - 55
6 - 65
Damage/Healing Per Level:
1 - 600
2 - 950
3 - 1300
4 - 1650
5 - 2000
6 - 2350
Variance: ± 4
Name: Omen in Purple Mist
Type: Magic
Target: Single Ally
Attribute: Fire
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Fire resist
Name: Cloudy Way in Purple
Type: Magic
Target: Single Ally
Attribute: Ice
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Ice resist
Name: Syncretism
Type: Magic
Target: Single Ally
Attribute: Thunder
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Thunder resist
Name: Yuugyou Hijiri
Type: Magic
Target: Single Ally
Attribute: Water
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Water resist
Name: Mystic Fragrance
Type: Magic
Target: Single Ally
Attribute: Earth
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Earth resist
Name: Air Scroll
Type: Magic
Target: Single Ally
Attribute: Wind
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Wind resist
Name: Good Omen
Type: Magic
Target: Single Ally
Attribute: Holy
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Holy resist
Name: Flying Fantastica
Type: Magic
Target: Single Ally
Attribute: Shadow
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Shadow resist
Name: Magic Butterfly
Type: Magic
Target: All Allies
Attribute: Fire
MP Per Level:
1 - 20
2 - 32
3 - 44
4 - 56
5 - 68
6 - 80
Additional Information:
*+15% chance per level to increase Magic, Ghost, and Absorb resists
Name: Star Sword Apologetics
Type: Magic
Target: All Allies
Attribute: None
MP Per Level:
1 - 50% Max MP
Additional Information:
*Increases resist to all
Koishi Komeiji:
Koishi's another character I've been meaning to update for the longest of times, since as she is right now she's TOO good. Koishi is the Blue Mage of the game, coming with very VERY few of her own abilities (3-4 I think), but can learn a lot of Blue Magic (upwards to 50), which in turn powers up one of her other abilities (Damage = 100 x # of Blue Magic spells learned). However, I feel that the Blue Magic learned isn't...too unique or there's too much that makes her TOO versatile? I'd like to probably trim it down some, but I don't want it to be TOO little as she doesn't get much in the way of other skills anyways?
Name: Release of the Id
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 16
2 - 20
3 - 26
4 - 32
5 - 40
Condition Per Level: :
1 - Mental Restriction: Level 1
2 - Mental Restriction: Level 2
3 - Mental Restriction: Level 3
4 - Mental Restriction: Level 4
5 - Mental Restriction: Level 5
Variance: ± 4
Additional Information:
*Mental Restriction statuses include: Poison, Blind, Silence, Berserk, Confusion, Sleep, Fear, Debrave, Deprotect, and Defaith
*60% Accuracy
Name: Rorschach in Danmaku
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 26
2 - 32
3 - 40
4 - 49
5 - 62
Damage/Healing Per Level:
1 - 1000
2 - 1350
3 - 1700
4 - 2050
5 - 2400
Variance: ± 7
Name: Subterranean Rose
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 26
2 - 34
3 - 42
4 - 50
5 - 72
Damage/Healing Per Level:
1 - 600
2 - 1000
3 - 1400
4 - 1800
5 - 2200
Variance: ± 6
Name: Embryo's Dream
Type: Magic
Target: Single Ally
Attribute: None
MP Per Level:
1 - 99
Condition Per Level:
1 - Full HP Revive and Status Cure
Variance: ± 10
Name: Terrible Souvenir
Target: All Enemies
MP Per Level:
1 - 20% Max MP
Additional Information:
*Damage = 100 x #ofBlueMagic
***The following is a list of Blue Magic***
Name: Flare Breath
Type: Magic
Target: All Enemies
Attribute: Fire
MP Per Level:
1 - 18
Damage/Healing Per Level:
1 - 400
Variance: ± 4
Learned From:
*
Name: Flare Star
Type: None
Target: All Enemies
Attribute: Non-Elemental
MP Per Level:
1 - 32
Learned From:
*
Additional Information:
*Damage = Target's Level * 40 for each individual target.
Name: Flame Stone
Type: Magic
Target: Single Enemy
Attribute: Fire
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 1200
Variance: ± 4
Learned From:
*
Name: Salamander Shield
Type: Magic
Target: All Enemies
Attribute:
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 2000
Variance: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 4
Learned From:
*
Name: Tsunami
Type: Magic
Target: All Enemies
Attribute: Water
MP Per Level:
1 - 28
Damage/Healing Per Level:
1 - 500
Variance: ± 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: ± 10
Learned From:
*Kaguya
Name: Pandaemonium
Type: Magic
Target: All Enemies
Attribute: Mystic
MP Per Level:
1 - 110
Damage/Healing Per Level:
1 - 4000
Variance: ± 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: ± 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: ± 4
Learned From:
*
Name: Doomsday
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 900
Variance: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 4
Learned From:
*
Name: Full-Cure
Type: 150
Target: Magic
Attribute: Magic
MP Per Level:
1 - 150
Damage/Healing Per Level:
1 - 9999
Variance: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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.
===============================================
MISCELLANOUS SKILLS:
===============================================
Name: Magic Hammer
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 3
Damage/Healing Per Level:
1 - 100 MP
Variance: ± 0
Additional Information:
*Dummied skill
*Drains 100 MP.
Name: Night
Target: All Enemies and Allies
Attribute: None
MP Per Level:
1 -
Condition Per Level:
1 - Sleep: 50 turns
Variance: ± 4
Additional Information:
*Dummied skill
*100% Accuracy
So there's the three characters I'm in need of brainstorming badly! I was looking at Devil of Decline/Genius of Sapphieros for inspiration for Byakuren, but don't know if that'd help here or not. Also, the whole Weapon/Armor Bless system that I have right now I'd like to phase out if possible or outright remove if the ResistControlBug plugin works. However, as already noted, I don't know how to work with that plugin at all. If anyone has used this plugin and can help me understand how it works, I'd really appreciate it. ^^;
Advent Cirno:
For those who aren't aware, Advent Cirno is a parody of FFVII's Cloud Strife. So what this means is she basically has Cloud's moves...or some of them anyways. At the most, she has Omnislash Version 9 (her version of Omnislash), Braver, and Climhazzard (Momiji has Cross Slash already. Blade Beam, Finishing Touch, and Meteorain aren't used at all, nor is Cherry Blossom). As she is right now, she's just....well, very bland and boring. Mostly just physical attack, physical attack, physical attack, AoE elemental physical attacks, elemental physical attack, and a AoE heal. Nothing exciting or whatnot...however, she can't just use them all willy-nilly. She has to fill her hidden Limit Gauge to use her skills which are SUPPOSED to be really powerful, but...they don't feel it (Boost fills the gauge by 50% each use, so 2 turns is all she needs. Gauge is reset if she dies or is hit by something like Stop or Petrify. Once a skill is used, the command is locked again too).
In addition to Braver, Climhazzard, and Omnislash Version 9, all of which she starts with, she also starts with Crono's Aura Whirl. Everything else is gotten later and has nothing to really do with Cloud or whatnot (though Chilly Blossom is used in the Advent Cirno doujin series so that's legit to her, and it's her strongest attack...or supposed to be if it weren't for Omnislash Version 9). Truth be told, I'm not sure HOW to make her more exciting to use. You have to fight her with just Cirno to unlock the accessory that allows you to swap between the two characters, you have to use 2 turns to get the Limit skillset to appear, and then she's limited in what she can use for a good while at that. Any good suggestions on this one?
*All of Advent Cirno's skills have a 100% accuracy.
Name: Braver
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 31
2 - 34
3 - 39
4 - 46
5 - 55
6 - 66
Damage/Healing Per Level:
1 - 1000
2 - 1300
3 - 1600
4 - 1900
5 - 2200
6 - 2500
Variance: ± 4
Additional Information:
*Ignores Defense
Name: Climhazzard
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 30
2 - 39
3 - 45
4 - 53
5 - 62
6 - 72
Damage/Healing Per Level:
1 - 1000
2 - 1500
3 - 2000
4 - 2500
5 - 3000
6 - 3500
Variance: ± 3
Name: Omnislash Version 9
Type: Physical
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 25
2 - 50
3 - 75
4 - 100
5 - 125
6 - 150
Damage/Healing Per Level:
1 - 1000
2 - 2500
3 - 4000
4 - 5500
5 - 7000
6 - 9999
Variance: ± 4
Additional Information:
*Ignores Defense
Name: Cold Stitch
Type: Physical
Target: Single Enemy
Attribute: Physical, Ice
MP Per Level:
1 - 20
2 - 39
3 - 46
4 - 53
5 - 60
6 - 67
Damage/Healing Per Level:
1 - 800
2 - 1400
3 - 2000
4 - 2600
5 - 3200
6 - 3800
Variance: ± 3
Additional Information:
*Inflicts "Freeze: 50 turns"
Name: Jolting Blade
Type: Physical
Target: Single Enemy
Attribute: Physical, Thunder
MP Per Level:
1 - 26
2 - 37
3 - 48
4 - 59
Damage/Healing Per Level:
1 - 1200
2 - 1800
3 - 2400
4 - 3000
Variance: ± 2
Additional Information:
*Inflicts "Paralyze: 50 turns"
Name: Thunder Divine
Type: Physical
Target: All Enemies
Attribute: Physical, Thunder
MP Per Level:
1 - 42
2 - 75
Damage/Healing Per Level:
1 - 1200
2 - 2400
Variance: ± 4
Additional Information:
*Inflicts "Paralyze: 50 turns"
Name: Apparition Slice
Type: Physical, Holy
Target: Single Enemy
Attribute: Physical
MP Per Level:
1 - 9
2 - 18
3 - 27
4 - 36
5 - 45
6 - 54
Damage/Healing Per Level:
1 - 600
2 - 1200
3 - 1800
4 - 2400
5 - 3000
6 - 3600
Variance: ± 4
Name: Death Sanction
Type: Physical
Target: Single Enemy
Attribute: Physical, Shadow, Ghost
MP Per Level:
1 - 9
2 - 18
3 - 27
4 - 36
Damage/Healing Per Level:
1 - 450
2 - 900
3 - 1350
4 - 1800
Variance: ± 4
Name: Doomsday Blade
Type: Physical, Shadow, Magic
Target: All Enemies
Attribute: Physical, Shadow
MP Per Level:
1 - 45
2 - 54
Damage/Healing Per Level:
1 - 800
2 - 2400
Variance: ± 4
Name: Zanmato
Type: Physical
Target: All Enemies
Attribute: Physical, Shadow
MP Per Level:
1 - 50
Variance: ± 1
Additional Information:
*80% chance of Death
Name: Chilly Blossom
Type: Physical
Target: All Enemies
Attribute: Physical, Ice
MP Per Level:
1 - 180
Damage/Healing Per Level:
1 - 6000
Variance: ± 4
Additional Information:
*Inflicts "Slow: oo"
Name: Aura Whirl
Type: Magic
Target: All Allies
Attribute: Cure, Magic
MP Per Level:
1 - 17
2 - 28
3 - 45
Damage/Healing Per Level:
1 - 500
2 - 1000
3 - 1500
Variance: ± 4
Hijiri Byakuren:
Byakuren I've been meaning to update for a looooong, long time. She's SUPPOSED to be a support unit with some AoE damage (she only has 2 AoE spells, one is Shadow and the other is Holy, both with the same base power), but all of her support skills are kinda...not good? Since increasing resistance in 2K3 permanently increases the resistance until end of battle or a character dies (I think...), it's kinda TOO good so I had to put an accuracy on each level to make it not super good...but then it makes everything not max level crap. On top of that, now that I have an Armor Elemental Bless system in place, her skills are kinda redundant and I'd like to do something else with her. I'm just not sure WHAT to do with her is the problem!
Name: Star Maelstrom
Type: Magic
Target: All Enemies
Attribute: Holy
MP Per Level:
1 - 25
2 - 31
3 - 38
4 - 46
5 - 55
6 - 65
Damage/Healing Per Level:
1 - 600
2 - 950
3 - 1300
4 - 1650
5 - 2000
6 - 2350
Variance: ± 4
Name: Devil's Recitation
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 25
2 - 31
3 - 38
4 - 46
5 - 55
6 - 65
Damage/Healing Per Level:
1 - 600
2 - 950
3 - 1300
4 - 1650
5 - 2000
6 - 2350
Variance: ± 4
Name: Omen in Purple Mist
Type: Magic
Target: Single Ally
Attribute: Fire
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Fire resist
Name: Cloudy Way in Purple
Type: Magic
Target: Single Ally
Attribute: Ice
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Ice resist
Name: Syncretism
Type: Magic
Target: Single Ally
Attribute: Thunder
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Thunder resist
Name: Yuugyou Hijiri
Type: Magic
Target: Single Ally
Attribute: Water
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Water resist
Name: Mystic Fragrance
Type: Magic
Target: Single Ally
Attribute: Earth
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Earth resist
Name: Air Scroll
Type: Magic
Target: Single Ally
Attribute: Wind
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Wind resist
Name: Good Omen
Type: Magic
Target: Single Ally
Attribute: Holy
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Holy resist
Name: Flying Fantastica
Type: Magic
Target: Single Ally
Attribute: Shadow
MP Per Level:
1 - 10
2 - 20
3 - 30
4 - 40
5 - 50
6 - 60
Additional Information:
*+15% chance per level to increase Shadow resist
Name: Magic Butterfly
Type: Magic
Target: All Allies
Attribute: Fire
MP Per Level:
1 - 20
2 - 32
3 - 44
4 - 56
5 - 68
6 - 80
Additional Information:
*+15% chance per level to increase Magic, Ghost, and Absorb resists
Name: Star Sword Apologetics
Type: Magic
Target: All Allies
Attribute: None
MP Per Level:
1 - 50% Max MP
Additional Information:
*Increases resist to all
Koishi Komeiji:
Koishi's another character I've been meaning to update for the longest of times, since as she is right now she's TOO good. Koishi is the Blue Mage of the game, coming with very VERY few of her own abilities (3-4 I think), but can learn a lot of Blue Magic (upwards to 50), which in turn powers up one of her other abilities (Damage = 100 x # of Blue Magic spells learned). However, I feel that the Blue Magic learned isn't...too unique or there's too much that makes her TOO versatile? I'd like to probably trim it down some, but I don't want it to be TOO little as she doesn't get much in the way of other skills anyways?
Name: Release of the Id
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 16
2 - 20
3 - 26
4 - 32
5 - 40
Condition Per Level: :
1 - Mental Restriction: Level 1
2 - Mental Restriction: Level 2
3 - Mental Restriction: Level 3
4 - Mental Restriction: Level 4
5 - Mental Restriction: Level 5
Variance: ± 4
Additional Information:
*Mental Restriction statuses include: Poison, Blind, Silence, Berserk, Confusion, Sleep, Fear, Debrave, Deprotect, and Defaith
*60% Accuracy
Name: Rorschach in Danmaku
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 26
2 - 32
3 - 40
4 - 49
5 - 62
Damage/Healing Per Level:
1 - 1000
2 - 1350
3 - 1700
4 - 2050
5 - 2400
Variance: ± 7
Name: Subterranean Rose
Type: Magic
Target: All Enemies
Attribute: None
MP Per Level:
1 - 26
2 - 34
3 - 42
4 - 50
5 - 72
Damage/Healing Per Level:
1 - 600
2 - 1000
3 - 1400
4 - 1800
5 - 2200
Variance: ± 6
Name: Embryo's Dream
Type: Magic
Target: Single Ally
Attribute: None
MP Per Level:
1 - 99
Condition Per Level:
1 - Full HP Revive and Status Cure
Variance: ± 10
Name: Terrible Souvenir
Target: All Enemies
MP Per Level:
1 - 20% Max MP
Additional Information:
*Damage = 100 x #ofBlueMagic
***The following is a list of Blue Magic***
Name: Flare Breath
Type: Magic
Target: All Enemies
Attribute: Fire
MP Per Level:
1 - 18
Damage/Healing Per Level:
1 - 400
Variance: ± 4
Learned From:
*
Name: Flare Star
Type: None
Target: All Enemies
Attribute: Non-Elemental
MP Per Level:
1 - 32
Learned From:
*
Additional Information:
*Damage = Target's Level * 40 for each individual target.
Name: Flame Stone
Type: Magic
Target: Single Enemy
Attribute: Fire
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 1200
Variance: ± 4
Learned From:
*
Name: Salamander Shield
Type: Magic
Target: All Enemies
Attribute:
MP Per Level:
1 - 68
Damage/Healing Per Level:
1 - 2000
Variance: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 4
Learned From:
*
Name: Tsunami
Type: Magic
Target: All Enemies
Attribute: Water
MP Per Level:
1 - 28
Damage/Healing Per Level:
1 - 500
Variance: ± 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: ± 10
Learned From:
*Kaguya
Name: Pandaemonium
Type: Magic
Target: All Enemies
Attribute: Mystic
MP Per Level:
1 - 110
Damage/Healing Per Level:
1 - 4000
Variance: ± 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: ± 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: ± 4
Learned From:
*
Name: Doomsday
Type: Magic
Target: All Enemies
Attribute: Shadow
MP Per Level:
1 - 34
Damage/Healing Per Level:
1 - 900
Variance: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 4
Learned From:
*
Name: Full-Cure
Type: 150
Target: Magic
Attribute: Magic
MP Per Level:
1 - 150
Damage/Healing Per Level:
1 - 9999
Variance: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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: ± 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.
===============================================
MISCELLANOUS SKILLS:
===============================================
Name: Magic Hammer
Type: Magic
Target: Single Enemy
Attribute: None
MP Per Level:
1 - 3
Damage/Healing Per Level:
1 - 100 MP
Variance: ± 0
Additional Information:
*Dummied skill
*Drains 100 MP.
Name: Night
Target: All Enemies and Allies
Attribute: None
MP Per Level:
1 -
Condition Per Level:
1 - Sleep: 50 turns
Variance: ± 4
Additional Information:
*Dummied skill
*100% Accuracy
So there's the three characters I'm in need of brainstorming badly! I was looking at Devil of Decline/Genius of Sapphieros for inspiration for Byakuren, but don't know if that'd help here or not. Also, the whole Weapon/Armor Bless system that I have right now I'd like to phase out if possible or outright remove if the ResistControlBug plugin works. However, as already noted, I don't know how to work with that plugin at all. If anyone has used this plugin and can help me understand how it works, I'd really appreciate it. ^^;
Ok, so I'm looking through the ResistControlBug plugin, and if I'm reading this right...I would do something like this, correct?
1) Make a status (let's say...NulFire) and have an ability that grants that status (like...I dunno, NulBlaze?)
2) In a common event that would be put in a Turns Elapsed x1 event, it would read something like this:
If Cloud NulFire
@set_arc_hero V0001 (Cloud), 5 (Fire), -70
Else
@get_adefault_hero V0001, 5, V0100
Reason I think it would be like that is how this is mentioned in the ReadMe?
>> SET ATTRIBUTE RESIST
Use a comment with the contents:
@set_arc_hero , ,
(1) = Hero_ID (from actor/hero tab in F8-database)
(2) = Attribute_ID
(3) = new damage multiplier (in percent) (min = -10000% | max = +10000%)
Substitute (x) with numbers or a Var_ID with a "V" in front
e.g.
"@set_arc_hero V32, 5, -70"
will have the hero from Var(0032) change his/her damage multiplier of Attribute 5 into -70%
And the Else is based on assuming this is how this works too, and that this is needed to reset the attributes to normal after the status wears off?
>> GET DEFAULT ATTRIBUTE RESIST
@get_adefault_hero (1), (2), (3)
(1) = Hero_ID
(2) = Attribute_ID
(3) = Var_ID to store default damage multiplier (in percent; includes JobClass and AttributeResistance from equipment)
Would this be correct?
1) Make a status (let's say...NulFire) and have an ability that grants that status (like...I dunno, NulBlaze?)
2) In a common event that would be put in a Turns Elapsed x1 event, it would read something like this:
If Cloud NulFire
@set_arc_hero V0001 (Cloud), 5 (Fire), -70
Else
@get_adefault_hero V0001, 5, V0100
Reason I think it would be like that is how this is mentioned in the ReadMe?
>> SET ATTRIBUTE RESIST
Use a comment with the contents:
@set_arc_hero , ,
(1) = Hero_ID (from actor/hero tab in F8-database)
(2) = Attribute_ID
(3) = new damage multiplier (in percent) (min = -10000% | max = +10000%)
Substitute (x) with numbers or a Var_ID with a "V" in front
e.g.
"@set_arc_hero V32, 5, -70"
will have the hero from Var(0032) change his/her damage multiplier of Attribute 5 into -70%
And the Else is based on assuming this is how this works too, and that this is needed to reset the attributes to normal after the status wears off?
>> GET DEFAULT ATTRIBUTE RESIST
@get_adefault_hero (1), (2), (3)
(1) = Hero_ID
(2) = Attribute_ID
(3) = Var_ID to store default damage multiplier (in percent; includes JobClass and AttributeResistance from equipment)
Would this be correct?
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