Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5005383 times)

renzai

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3875 on: 2016-06-29 22:31:19 »
Suggestions below for innates just to get the brain juices flowing, but I have no idea what is feasible or not, no modding experience.

1: Faster charging limit? IE if sad then limit charges as normal, if normal, it charges like you had fury

2: Charging limit gauge based on another character using a limit

3: Charging limit based on party members taking damage also

4: Mechanic to alternate between physical and magical attacks, such as after a physical attack, next spell cast consumes 50% less mana, and after a spellcast, next physical has luck increased by 50%

5: Critical hits always leech (hp or mp)

6: Automatic character postioning in correct row, IE if casting a magic spell, automatically move to back row.  If attacking with physical, character is automatically moved to front row

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3876 on: 2016-06-29 22:46:35 »
I'm just curious SC, I know the dual status effect can be afflicted on party members, but can it be applied to enemies as well? I only ask cause what if Cloud had some innate ability to where like, whenever he's put into 'critical' state/yellow HP, he has a chance to inflict the dual status on enemies? Almost like he's causing bleeding damage that you might see in other RPG games?
I know that's not really a party buff per say, but Cloud's like a wannabe SOLDIER, so it would seem fitting I think. Of course, obviously this would negate from bosses cause then that would just be too easy, lol.

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3877 on: 2016-06-29 23:31:50 »
Suggestions below for innates just to get the brain juices flowing, but I have no idea what is feasible or not, no modding experience.

1: Faster charging limit? IE if sad then limit charges as normal, if normal, it charges like you had fury

2: Charging limit gauge based on another character using a limit

3: Charging limit based on party members taking damage also

4: Mechanic to alternate between physical and magical attacks, such as after a physical attack, next spell cast consumes 50% less mana, and after a spellcast, next physical has luck increased by 50%

5: Critical hits always leech (hp or mp)

6: Automatic character postioning in correct row, IE if casting a magic spell, automatically move to back row.  If attacking with physical, character is automatically moved to front row

I'm just curious SC, I know the dual status effect can be afflicted on party members, but can it be applied to enemies as well? I only ask cause what if Cloud had some innate ability to where like, whenever he's put into 'critical' state/yellow HP, he has a chance to inflict the dual status on enemies? Almost like he's causing bleeding damage that you might see in other RPG games?
I know that's not really a party buff per say, but Cloud's like a wannabe SOLDIER, so it would seem fitting I think. off course, obviously this would negate from bosses cause then that would just be too easy, lol.

Some ideas came to mind:

Cloud
-) Once per battle, using the Defend command gives the Peerless status (so it'd be a temporary invincibility to be used tactically). If not Peerless, then some other temporary buff, maybe even affects the entire party.

Cid
-) When attacked in front row (or back row, or while Defending maybe), character counters with/has a chance to counter with Deathblow. Having it on a trigger like Row or Defend means that it can be 'disabled' for Morphing/Stealing.

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3878 on: 2016-06-29 23:52:06 »
Some ideas came to mind:

Cloud
-) Once per battle, using the Defend command gives the Peerless status (so it'd be a temporary invincibility to be used tactically). If not Peerless, then some other temporary buff, maybe even affects the entire party.

Cid
-) When attacked in front row (or back row, or while Defending maybe), character counters with/has a chance to counter with Deathblow. Having it on a trigger like Row or Defend means that it can be 'disabled' for Morphing/Stealing.

Hmm, Cid's innate sounds pretty cool. I'm just curious though, for Cloud's wouldn't it be a bit redundant once your party get's a hold of the magitek ashes item you implemented in the game? I just see not many people using the defend command with Cloud once they obtain the more sweeter end-game items, lol.

Soulofsteel

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3879 on: 2016-06-30 00:05:32 »
Don't forget about me in the sea of posts XD

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3880 on: 2016-06-30 00:32:22 »
Hmm, Cid's innate sounds pretty cool. I'm just curious though, for Cloud's wouldn't it be a bit redundant once your party get's a hold of the magitek ashes item you implemented in the game? I just see not many people using the defend command with Cloud once they obtain the more sweeter end-game items, lol.

Ashes (and Gospel Sparks) were supposed to be a very late-game and a limited use item outside of W-Item duping; I think Ash can only be acquired from the super boss Binah (renamed to Netzerachiah because the dudes making FF14 decided to name their small-ass Sephirot adds 'binahs' :l ). But Sparks can be farmed, I think.

I see what you're saying; maybe if it was something unique then that applied to the party. But the obstacle to navigate with that is not interrupting characters with their own stat gains (Barret's would be reset back to his original strength, for instance, when gaining defence stacks).

Don't forget about me in the sea of posts XD

I sent a PM about a possible flevel fix; and the innate list currently in 1.4 was posted earlier:

The current innates are:

Cloud: Gains a strength or magic boost of +25 whenever an action of the same type is performed by the party (if someone attacks, he gains the strength boost, if someone uses summon he gains Magic, etc.) Only activates after he's been recruited again from Mideel.

Barret: Gains defensive stacks when hit by damage in the back-row, gains attack stats when hit in the front row. Stacks of both types can't be held together and gaining a stack of one type resets the other.

Tifa: Once per battle, will recover from a KO with 1HP automatically with Limit, statuses, ATB, etc. intact.

Aeris: When using Defend, she absorbs most elemental damage in addition to the usual 50% physical damage reduction

Red XIII: Slowly gains Strength and Magic as the battle progresses.

Yuffie: Gains a boost to physical/magical evasion when hit by an attack/effect of the corresponding type.

Cait Sith: Will periodically gain HP equal to half of his current MP.

Vincent: Passively regenerates MP.

Cid: When hit by damage, he'll gain Barrier if in the front row or MBarrier if in the back row.

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3881 on: 2016-06-30 00:46:08 »
Ashes (and Gospel Sparks) were supposed to be a very late-game and a limited use item outside of W-Item duping; I think Ash can only be acquired from the super boss Binah (renamed to Netzerachiah because the dudes making FF14 decided to name their small-ass Sephirot adds 'binahs' :l ). But Sparks can be farmed, I think.

I see what you're saying; maybe if it was something unique then that applied to the party. But the obstacle to navigate with that is not interrupting characters with their own stat gains (Barret's would be reset back to his original strength, for instance, when gaining defence stacks).

I sent a PM about a possible flevel fix; and the innate list currently in 1.4 was posted earlier:

Gotcha, I see what you're saying in terms of the obstacles about screwing with other characters stat gains. So it's an innate you definitely want to effect the entire party though, yeah?

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3882 on: 2016-06-30 01:01:24 »
Gotcha, I see what you're saying in terms of the obstacles about screwing with other characters stat gains. So it's an innate you definitely want to effect the entire party though, yeah?

Doesn't have to be party-wide, just an idea I was considering. If it was a buff of some kind then it wouldn't interfere but like you said items might make that moot late-game. Something affecting Limit gauges like Renzai said could be nice too; I'll ask around.

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3883 on: 2016-06-30 01:22:57 »
Doesn't have to be party-wide, just an idea I was considering. If it was a buff of some kind then it wouldn't interfere but like you said items might make that moot late-game. Something affecting Limit gauges like Renzai said could be nice too; I'll ask around.

What if you pulled a page out of FFX with the Overdrive options, and instead of charging Cloud's limit gauge when receiving damage, he charges his limit gauge when dealing physical damage? Since Cloud primarily is the DPS role, it could work, but I don't know.

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3884 on: 2016-06-30 01:30:25 »
Hmm, I'll throw some around for Cloud/Cid/etc.

- charging limit up (or a certain number of units) in a single battle triggers something, like hp/mp recovery for the character or allies
- combat resistance to slash, hit, and/or shoot if defending in the front row (good panic button or front tank for bruiser/counter build)
- first time revived in combat, gain haste/regen
- combat critical bonus, like improving crit rate of allies in front row (lol if Cid had this)
- while all allies are alive, benefit from a level bonus (might screw up or help things like Goblin Punch)
- 1x mega-all

For Vincent, Cid's and Cait Sith's current passive would work. You could also try a combat bonus to physical and/or magical evasion after attacking, though that may overlap a little with Yuffie.

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3885 on: 2016-06-30 03:28:20 »
What if you pulled a page out of FFX with the Overdrive options, and instead of charging Cloud's limit gauge when receiving damage, he charges his limit gauge when dealing physical damage? Since Cloud primarily is the DPS role, it could work, but I don't know.

Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Hmm, I'll throw some around for Cloud/Cid/etc.

- charging limit up (or a certain number of units) in a single battle triggers something, like hp/mp recovery for the character or allies
- combat resistance to slash, hit, and/or shoot if defending in the front row (good panic button or front tank for bruiser/counter build)
- first time revived in combat, gain haste/regen
- combat critical bonus, like improving crit rate of allies in front row (lol if Cid had this)
- while all allies are alive, benefit from a level bonus (might screw up or help things like Goblin Punch)
- 1x mega-all

For Vincent, Cid's and Cait Sith's current passive would work. You could also try a combat bonus to physical and/or magical evasion after attacking, though that may overlap a little with Yuffie.

Limit Level is an opcode I have (though it might not be confirmed, it's ? in the notes I've got and I haven't used it at all); if that's the case, then I could set up Vincent with something based on which Limit Level/monster form is set.

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3886 on: 2016-06-30 05:19:46 »
The current innates are:

Cloud: Gains a strength or magic boost of +25 whenever an action of the same type is performed by the party (if someone attacks, he gains the strength boost, if someone uses summon he gains Magic, etc.) Only activates after he's been recruited again from Mideel.

Barret: Gains defensive stacks when hit by damage in the back-row, gains attack stats when hit in the front row. Stacks of both types can't be held together and gaining a stack of one type resets the other.

Tifa: Once per battle, will recover from a KO with 1HP automatically with Limit, statuses, ATB, etc. intact.

Aeris: When using Defend, she absorbs most elemental damage in addition to the usual 50% physical damage reduction

Red XIII: Slowly gains Strength and Magic as the battle progresses.

Yuffie: Gains a boost to physical/magical evasion when hit by an attack/effect of the corresponding type.

Cait Sith: Will periodically gain HP equal to half of his current MP.

Vincent: Passively regenerates MP.

Cid: When hit by damage, he'll gain Barrier if in the front row or MBarrier if in the back row.

I could swap Cait Sith's innate onto Vincent which would combo well with his Limit forms that don't use MP; that'd let me think of something for Cait Sith instead of Vincent. That or I could maybe enhance Vince's Limit forms by adding automatic buffs that get refreshed while he's running through his AI in them though that'd mean having to use those forms to get any benefits.

The root of the problem is that I'm flat out of ideas for what Cloud or Cid could have as innates, and limited by the space. I could maybe load something onto the enemy scripts instead, maybe a 'mark for death' effect when attacked by a specific character that lowers their defensive stats a little though enemies that change their defence (like Guard Scorpion) would be problematic. Cid needs something attack-based I think, while for Cloud I'd veer more toward a party-buff or something.

ahhh, well those innates are fine according to me, i thought you had the old ones (Cloud gaining 40 STR/MAG and Cid with Auto-Crits on hit). The barrier innate is fine for Cid, since he more or less is a melee but can now chose between tank or dps, instead of forcing him to be a damage dealer.

Same with Cloud, if his innate is the changing one, it fits both his char (identity crisis) as well as it quite interesting in how to use it. My assumption to your last reply to one of my posts, was that they were the old ones still.

As for Vincent i actually think making limit buff might be a good idea, since he is a "monster" that focuses on shape shifting. And if anyone is going to have affects when party members die/get hurt, i think it should be either Vincent or Cloud, since it fits those chars most. In any case, keep up the good work.

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3887 on: 2016-06-30 05:33:27 »
Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Oh snap, you're right with the Yoshiyuki. That could actually be really cool.

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3888 on: 2016-06-30 14:50:43 »
Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Though i think chars with limit break variety could have this innate (maybe after the application of the exe patch?). Since adding this innate to a char with purely dps limit breaks, kinda forces him/her into a phys dmg dealer role.

This could work with Vincent, Red or even Caith because of their different types of limit breaks.

goldengoat

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3889 on: 2016-06-30 15:59:16 »
So I've hit an issue where the game freezes when I head to in front of the Honey Bee Inn.
I'm on the latest patch (29th June mk2) for this and it happens on my first visit to Wall Market.

Unsure if anybody else has hit this issue yet though.

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3890 on: 2016-06-30 16:43:20 »
So I've hit an issue where the game freezes when I head to in front of the Honey Bee Inn.
I'm on the latest patch (29th June mk2) for this and it happens on my first visit to Wall Market.

Unsure if anybody else has hit this issue yet though.

I'll get on it.

Edit: New patch up. Wasn't able to identify the cause, so I assumed it was a corrupted field and replaced it with a back-up. Seems to be OK now.

Edit2: Scratch that, I forgot to remove a debug line from the first save point that teleports you to the church rafters ._.
« Last Edit: 2016-06-30 20:24:23 by Sega Chief »

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3891 on: 2016-06-30 20:27:43 »
hey sega chief

what do you think about adding a guild system jobs in the dark cave side quest

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3892 on: 2016-06-30 20:30:42 »
What if Cloud gained his limit instantly whenever another party member get's K.O.ed? it would seem like a cool idea, but I'm wondering if this can then be exploited by players killing the other party members to achieve limit status all the time, lol.

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3893 on: 2016-06-30 20:46:34 »
hey sega chief

what do you think about adding a guild system jobs in the dark cave side quest

I don't think that would fit too well; it's designed as a quick self-contained thing whereas a guild job system would be more for main-game content (maybe for a separate mod altogether).

What if Cloud gained his limit instantly whenever another party member get's K.O.ed? it would seem like a cool idea, but I'm wondering if this can then be exploited by players killing the other party members to achieve limit status all the time, lol.

I'd exploit that out of the ears. Be drowning in Limits.

That's the finished flevel patch up.

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3894 on: 2016-06-30 20:52:37 »
I'd exploit that out of the ears. Be drowning in Limits.

Yeah, I'd do the same...lol, welp! Still at the drawing board...


goldengoat

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3895 on: 2016-06-30 20:53:15 »
I'll get on it.

Edit: New patch up. Wasn't able to identify the cause, so I assumed it was a corrupted field and replaced it with a back-up. Seems to be OK now.

Edit2: Scratch that, I forgot to remove a debug line from the first save point that teleports you to the church rafters ._.
Thank you!

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3896 on: 2016-06-30 21:09:28 »
Okay, what if maybe Cloud gained the 'Regen' effect while using defend 1 time, per battle? He has Mako flowing inside him/was inside the lifestream so....maybe? lol

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3897 on: 2016-06-30 21:20:10 »
Okay, what if maybe Cloud gained the 'Regen' effect while using defend 1 time, per battle? He has Mako flowing inside him/was inside the lifestream so....maybe? lol

Could do; Regen is the last spell learned on Restorative (for NT) so it's a fairly late spell w/ a higher MP cost. Maybe couple it with another status?

iDerek759

  • *
  • Posts: 251
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3898 on: 2016-06-30 21:23:25 »
Could do; Regen is the last spell learned on Restorative (for NT) so it's a fairly late spell w/ a higher MP cost. Maybe couple it with another status?

Regen + Barrier? Would that work? Or....Resist?

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3899 on: 2016-06-30 21:28:29 »
Coupled with another status? You mean like sadness, resist, or the like? Unless you're talking about a negative status, in which case that's a head scratcher.

EDIT: Ninja'd by iDerek