@nfitc1: yeah, many of the stats are underused, but i think that is because the game was massively rushed. i was planning on making my balancing/hard mod after finishing the compressed ai mod, but it seems that you guys are more interested in the hard mod right now
. i will probably start going back and forth between the two then, after either getting to air buster, or the end of the shinra building (boss galore), and working my way up to that point in my hard mod. i do plan on balancing out the game a lot, and the rarer statuses are definitely making the cut.
peerless will likely be item only (sans aerith of course), or on a late game materia, since it has too much cheapness for an early game ability. darkness will likely be placed onto a separate materia (kind of make separate materia for each specific status type, element type, etc, and it is possible that i will remove the X pluses, since they can definitely break the difficulty), making use of all the room i possibly can in the materia section. dual drain (sap) is likely to be added to the bio materia as bleed/sap, and mixed together with one of the bio spells (likely bioga, making a poison/sap combo which could be deadly, especially if an enemy has it).
@chrysalis: most mods make you start weaker, and make the enemies as strong as they can, but something that isn't usually done is lowering the character growth, thereby limiting the maximum stats you are able to obtain. mix this with limited/no sources, and you have much more room to make enemies grow, since the overall enemy stat average will need to be reduced as well. if you capped lv 99 strength at 70 or so, and removed ultimate weapon abilities, combined with reduced weapon power, then the enemies will not have to be made too much stronger to give you trouble. the lower you place your characters, the more room enemies have to grow without altering the game engine. if you were to make your people have the stats used in paper mario, without editing the base enemies at all, then it is likely that you wouldn't make it past the first fight, though if you did (possible), you are almost certainly not making it past the guard scorpion. if you take the normal character growth in ffvii, and pumped up the enemies even really high, an experienced person will still have little trouble beating it. if you slash your own people (not just abilities' power, but those as well as stat growths), that is a bigger boost than raising the enemies.
if all weapon power was halved (giving ultima weapon 50 atk and making it do normal damage), with a lv 99, 70 strength cloud, you would do ~2350 damage to a 0 defense enemy. as you can see, that is much less than the normal lv 99 9999+ damage, and if 4xcut were weakened as well, then it is likely that without critical hits, you wouldn't even hit the cap. this game has a lot of potential, and i plan on tapping into as much of it as i can, making enemies much stronger than you makes you need to use a strategy other than final atk+phoenix/raise, kotr, 4xcut (and 4xcut counter). darkness will be something that will be greatly helping you out, as will silence, though i will be making enemies change their patterns when afflicted with certain statuses. you can also increase the amount needed to fill your limit bar, making limits much more difficult to get, making things even more difficult.
also, since the ai can do pretty much anything (including change your immunities), it is possible to give you death sentence, possibly with other ailments, and give you immunity to death and immunity to restorative spells, making you a guaranteed dead man with no way of resurrecting yourself, since immunity would be preventing it. if anybody gets that, it'd likely be like a tonberry (knife attack XD), or northern crater enemy/side boss.
the only ai problem (not actually an ai problem, but something related to it) right now is the fact that animations need to be added to enemies to use other types of attacks. for example, the MP (guard at the start of the game) cannot directly use magical attacks, unless it uses it with either it's tonfa attack animation, or machine gun animation, since it wasn't made to use magic, and the actual magic attack animation will not be used, but rather it will show the normal attack done by the MP, but with the magic's effects. I do not know anything about adding animations, and is something that i would likely need help with, and even enemies that can use magic have camera oddities (camera doesn't act right... too slow or fast for the spell depending on the enemy's magic casting animation), but will display the correct magical attack animation. that issue will probably be the biggest obstacle to overcome once you know the ai language pretty well, but if you know how to edit their animations as well (their actual animations in the battle.lgp file, not the animations in the scene.bin, in case i confused you), then you are set, and can make anybody use any move.
when i do begin my hard/balanced mod, i will be testing it every step of the way to make sure everything is balanced nicely (especially since ai is in the mix, though i still always test my work for a while), and if it doesn't suit my needs/others' needs, i will raise the difficulty accordingly
.
@warbaque: basically anything is possible with ai if you are creative, though you have limited space (not that any enemy even reached the limit in the normal game, but with mass modifications to power bosses, it *may* be reached, though i still doubt it
). increasing the exp/ap is fine, but only if the enemies are getting a nice boost as well, and if you can still easily take everything down, then it isn't good enough
. you can easily set the enemy ai to use flags, create custom stats, give auto statuses, bring them back to life automatically when killed the first time (still working out the bugs for multiple times, and i do not know how to fix invisibility, but i know how to avoid it
), attack multiple times a turn, and other things as well.
some things that may be possible via ai is to make other enemy battles appear after finishing the fight (i know it can be done by editing the scene file, never looked into doing it via ai), allowing for multiple item steals, such as making it allow you to steal again, and possibly adding different items to be stolen depending on certain conditions (i would love this, and it is likely possible since exp/ap can be set in ai), as well as changing dropped items (again would love this, many different possible uses, such as different drops based on level, or based on your actions in battle). like i said, there is much possible through ai, i would need specific examples to know if it could be (currently) done or not... i am also going to try to figure out as many unknown variables as posible, for even more flexibility with the ai, i already know the invisibility flag (it may just disable the idle animation... possibly resetting the idle animation would bring it back?), the flag to keep the enemy from using the normal death animation, and the magic counter (it counts the amount of times you are hit with magical attacks) variable, though i sadly didn't find any physical/general version of that... they may be with the magical one, and i just set it up wrong, but i am not too sure on that...
but yeah... if you have an idea that you would like to know if it could be added into the ai, just post it here and i will see what i can say about it (still learning myself, but i think i am doing ok
).
whew... a long post, but i think i covered everything (hopefully...).