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Author Topic: Some spell effect ideas  (Read 2540 times)

Mikey

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Some spell effect ideas
« on: August 20, 2010, 12:08:53 PM »
Though I'd share some ideas for spell effects.

+++If target has Death protection, ignore (factor 1/16) flag and use spell power value for normal damage calculation.+++

I was thinking about applying this to W Wind so that if a target was protected against Death, instead of reducing it's HP by 15/16,
it would use spell power of 15 to do damage like a normal spell.

Monster A is not protected from Death, has 5000 HP, is left with 312 HP after 15/16 reduction.

Monster B is protected, get 1618~ DMG.

+++Randomly scale damage+++
This one would modify damage like Comet\Meteor did in FFV.


Also in my other thread I posted about making spells check targets for 'Harder to run', and miss if found. I was thinking of applying to Demi\Quartr and the like, so they'd be effective on targets protected from Death, but not tougher monsters or bosses.



If you feel like adding your own ideas to this thread, go ahead, I'd like to see them.
« Last Edit: August 20, 2010, 05:19:02 PM by Mikey »

Odbarc

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Re: Some spell effect ideas
« Reply #1 on: August 20, 2010, 12:26:17 PM »
Isn't there a damage modifier mod exist?

http://slickproductions.org/ff6patches.php
- Holy Randomness Batman!
- - [This patch replaces the old random number generator (RNG) with a better one.]

Mikey

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Re: Some spell effect ideas
« Reply #2 on: August 20, 2010, 12:30:46 PM »
Isn't there a damage modifier mod exist?

It looks like that replaces the game's RNG, I'm talking about acting like Comet from FFV, which randomly did either a little or a lot of damage.

Lenophis

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Re: Some spell effect ideas
« Reply #3 on: August 20, 2010, 03:26:31 PM »
Isn't there a damage modifier mod exist?

http://slickproductions.org/ff6patches.php
- Holy Randomness Batman!
- - [This patch replaces the old random number generator (RNG) with a better one.]
I should really take that patch down. It's been tested to be ineffective. :isuck:

:edit:

It looks like that replaces the game's RNG, I'm talking about acting like Comet from FFV, which randomly did either a little or a lot of damage.
Nooo, no more super ball crap. Normal damage is fine! :bah:
« Last Edit: August 20, 2010, 03:37:49 PM by Lenophis »

119 bugs fixed and counting.

Deathlike2

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Re: Some spell effect ideas
« Reply #4 on: August 20, 2010, 04:50:57 PM »
*insert picture with Locke holding a sign that says SOLD or PWNED*

I never did care for that item.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Mikey

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Re: Some spell effect ideas
« Reply #5 on: August 20, 2010, 05:12:50 PM »
Super balls are indeed crap, but really only because they're rare, expensive, and thematically inconsistent.

I wouldn't have a problem gambling for damage otherwise :P
« Last Edit: August 20, 2010, 05:18:36 PM by Mikey »