Having the option to use Vigor in some spells - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Having the option to use Vigor in some spells (/thread-3221.html) |
RE: Having the option to use Vigor in some spells - Kugawattan - 05-02-2016 Friggin' sweet, seibaby! You cleared all my doubts. I'm gonna use your tweak right now! RE: Having the option to use Vigor in some spells - seibaby - 05-02-2016 (05-01-2016, 08:43 PM)Gi Nattak Wrote: Nice work fellas! I'm wondering, would removing just the level scaling aspect help out the Vigor stat become important, as well as weapons/battle power? Or would that then make physical attacks too weak in general without switching the physical damage formula over to the magic one such as this patch does? I'm not sure what you're asking, exactly. Remove level from the damage calculation? That would indeed make Vigor and Battle Power more important, since they would be the only terms left! And yes, damage would be pathetic. Magic damage scales with level, too; the formula has Level in it. It's just that physical damage scales quadratically, since that has Level^2 in it. My hack equalizes the formulas so that all damage scales with level in the same way: linearly. (05-02-2016, 05:44 AM)Kugawattan Wrote: Friggin' sweet, seibaby! You cleared all my doubts. I'm gonna use your tweak right now! Have fun rebalancing every enemy, weapon, and physical ability in the game. RE: Having the option to use Vigor in some spells - Kugawattan - 05-02-2016 Pshaw! I was already doing that, so it's not like it means much! xD I was wondering, however, looking at some things in your code that I'm not convinced with. Things that set the monster's stamina depending on their HP and then vigor out of stamina...If I removed these two things from the code, would enemies stay the same (aka vigor as a random number, no stamina)? It feels to me that monsters with a lot of hp will always have high amounts of vigor, even if they're not meant to (say, the monster is a squishy wizard). Unless you give me a reason to use this, if I remove it will there be any ill effects? The hyper wrist, Genji Glove and gauntlet mods in the code- I have applied the Ultimate Damage fix. It also does stuff with the Genji Glove and Gauntlet. I wonder if there would be any conflicts? RE: Having the option to use Vigor in some spells - seibaby - 05-02-2016 (05-02-2016, 06:33 AM)Kugawattan Wrote: If I removed these two things from the code, would enemies stay the same (aka vigor as a random number, no stamina)? Yes. Just comment out that code before you apply the patch. (05-02-2016, 06:33 AM)Kugawattan Wrote: The hyper wrist, Genji Glove and gauntlet mods in the code- I have applied the Ultimate Damage fix. It also does stuff with the Genji Glove and Gauntlet. I wonder if there would be any conflicts? I don't know. If that fix modifies the same offsets, or the offsets called by, my code, then it is likely these patches will conflict. Edit: I had a look through Leet Sketcher's code. His patch is a complete rewrite of the damage calculation functions. As such, these two patches are incompatible. His fix looks very comprehensive. If it's compatible with other bugfixes, I might recreate my mod with his code as a base. For now, you should consider my hack a testing ground for its revised damage formula, no more. RE: Having the option to use Vigor in some spells - Kugawattan - 05-02-2016 Yeah, it seems like the best idea. I do think the Gauntlet should give a greater bonus than the Genji Glove, because for example if you equip Two Excaliburs, it would give you double the passive boosts they grant while the Gauntlet wouldn't. Thanks for your time, I've learned considerably with this thread. RE: Having the option to use Vigor in some spells - Gi Nattak - 05-03-2016 I'm using Leet's Ultimate Damage Fix patch as well, and Madsiur's code (the one I'd be interested in using) here definitely would not get along with it as is. =( RE: Having the option to use Vigor in some spells - B-Run - 05-03-2016 I'm having a thought about maybe having 2-3 different damage formulae, then be able to independently pick what stat to use as attacking stat and defending stat in each... so you could hypothetically make an attack that uses formula 1 with vigor hitting magic defense... then another attack that's also formula 1 that instead uses magic vs stamina... the coding wouldn't be hard to branch... just wondering if it would be worth writing a couple extra formulae to use with it... then making sure all abilities are either edited, or default to something consistent. RE: Having the option to use Vigor in some spells - Kugawattan - 05-04-2016 Did I install this correctly? I downloaded xkas, put seibaby's code (in an asm file I named vigornormalizer.asm) in the same folder, then I put the rom. Shift + Right Click, open command window, and I typed: xkas vigornormalizer.asm crossovercrisisv2.smc I tested it and my game glitches out in the battle before going to black, music still playing but stuck. RE: Having the option to use Vigor in some spells - Gi Nattak - 05-04-2016 Isn't this because of the confliction with Ultimate Battle Fix? Or did you remove that before testing this? RE: Having the option to use Vigor in some spells - Kugawattan - 05-04-2016 Yeh, I did. Now it reads: Code: ;Physical Damage Formula Overhaul |