Break 255 MP cost

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cloudiar

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Hello everybody, first of all thank you for your time.
I would like to receive help of someone, because I want to increase the PM cost limit more than 255, I don't need to make it to 65535 (nice to 999 for example), but it's important not only for mine, for everyone that is making a mod will achieve ths goal.
If someone knows the offset to make it, please tell me out.

Thanks
 
I'll just spare you a lot of headache by saying no. It's not possible. There's no magic byte(s) or word(s) that can be modified to change this. It's a data structure issue that changing it would mean a drastic re-write of the way magics are handled.
 
The only way I see this possible is to write a large character AI script that takes off MP your char every time you cast spell X
now.. you'd need a LOT of AI to cover all the spells with this. And that is, if that even works.
 
DLPB no thinks this case exactly how example "+99" level, but understand, not is necesary, no need to upload at +99...But case of 255 limit is very hard for apply in mods, much limitation, even the original game is not well balanced...example is:

Bahamut ZERO = 9999 Damage = 180 MP
Kings of round = +100000 Dam. = 255 MP??? Logic cost is minimun 500 MP  ::)

But repeat understand you...also very hard manipulation, the ultimate solution is example of kugeen, change the IA of players for apply extra MP, but in this case only of somes magic.

Sorry for english and thanks to all  ;)
 
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does AI even work for characters?
I mean, is it technically even possible to, lets say, have Ultima, Full Cure, Shield, KOTR and Bahamut Zero as
IF cast && MP > X, then subtract MP X ( yes, this is horribly wrong but I can't into AI that much yet )
 
dlpb was linking to his post. hes saying stat values are all relative and the idea of big numbers is in your head. instead of making the mp cost higher you could lower the damage done, make it hurt the players as well, make the enemies more resistant
 
dlpb was linking to his post. hes saying stat values are all relative and the idea of big numbers is in your head. instead of making the mp cost higher you could lower the damage done, make it hurt the players as well, make the enemies more resistant
are you explaining that to cloudiar? because I couldn't care any less about what DPLB thinks
 
does AI even work for characters?
I mean, is it technically even possible to, lets say, have Ultima, Full Cure, Shield, KOTR and Bahamut Zero as
IF cast && MP > X, then subtract MP X ( yes, this is horribly wrong but I can't into AI that much yet )
Yes AI works for characters. I've tested it a lot. What you're saying is conceivably possible, but probably technically too large to consider doing for too many magics. You would have to put it on Vincent's preAction script block and have all other characters link to his scripts. Since they don't transform then his main script wouldn't matter.
 
are you explaining that to cloudiar? because I couldn't care any less about what DPLB thinks
@kuugen (i put the @kuugen so you know i am talking to you) quit being a child. in what way could i possibly be talking to you. of course its for cloudiar. your obsessive need to shoot everything down is very unbecoming. there is a difference between being blunt and being an ass. FYI you are the latter. also you get angry when genesis derails your thread that is the pot calling the kettle black.  look what you did here on this thread. these are your first point that you posted for genesis.
1) supply NOTHING OF VALUE WHATSOEVER to the thread
that is exactly what you did here. hold yourself to your own standards. no one cares that you do not like dlpb.

and i apologize to cloudiar for this off topic post i wont do so again
 
Yes AI works for characters. I've tested it a lot. What you're saying is conceivably possible, but probably technically too large to consider doing for too many magics. You would have to put it on Vincent's preAction script block and have all other characters link to his scripts. Since they don't transform then his main script wouldn't matter.
How large can you make each characters script before it actually starts to trunc or worse? I assume he won't use much more than maybe 3-6 magics that exceed those MP costs. From what I assume, you'd check on actionindex and crosscheck on self.currentMP?
Is Vincent's the only pre-action script that actually runs?


@ Omega
oh yeah? nothing of value? asking about char AI and getting an answer that could potentially solve his issue of no >255 MP break is nothing of value?
 
The big issue with "design your game around low MP totals" is that people who ask things that get that answer already did something else.
And asking them to  "design your game around low MP totals" is essentially asking them to design their mod all over. chances are, they'd rather stop development than do that
 
The best thing to do in this case is to let someone post their spells - damage multipliers and mp costs - and stat growths and totals, and then allow them to ask for help in finding and reducing the ratios and proportions.
But then you'd have to alter all the MP of the enemies that use those magics too. If they don't have enough to cast it more than twice then they either don't have enough or your ratio is too high. It's a subtle balance of keeping enemies strong for an entire battle while allowing player characters access to these magics through a series of battles.
 
If you have a ratio of 1 mp to 10 damage-multiplier, then that's the simplest thing to reduce to low mp costs.
Not neccessarily.  Depends on the mod, but I can't think of a mod where it can't be done.  The best thing to do in this case is to let someone post their spells - damage multipliers and mp costs - and stat growths and totals, and then allow them to ask for help in finding and reducing the ratios and proportions.
So, in the case of Nightmare, you want me to re-do all the MP growth curves, all the spells that specifically work off the MP costs of other spells, and then everything else that relates to that?
That's so much work for something that people apparently like to shove on others instead of looking for alternatives that it seems pure lazyness on the answerers part for me.

@ NFITC
How large can you make each characters script before it actually starts to trunc or worse? I assume he won't use much more than maybe 3-6 magics that exceed those MP costs. From what I assume, you'd check on actionindex and crosscheck on self.currentMP?
Is Vincent's the only pre-action script that actually runs?

do you have an idea for how to best structure a script like that?
 
Hmm, I have another suggestion: Change that spell's effect modifier to 18 (using WallMarket). This will, upon execution of that spell, trigger another attack which can be customized to reduce the casters MP by any multiple smaller than 33 of 20MP quite easily. I have actually just tried this and it works perfectly. I am aware that this is not exactly what you hope to implement but it is close and extremely easy to do.

To be precise, I gave the Tornado spell the effect 18 "Perform Attack [] upon completion" and edited the unused attack 55 (37h) to do 400MP damage.
You could also have the caster die upon completion of that spell or give them other negative status effects, like Stop, by resorting to that procedure.
 
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You can use that attack ( 55 ) only for ONE spell, which defeats the purpose of this
Not to mention, giving them status effects after casting or having them die isn't really what we are looking for.

For me, it's really only 3 spells. KOTR, Ultima and Shield. I can possibly live with just KOTR and Ultima, too.
that should be somehow managable

Not sure how many spells cloudiar had in mind, but I doubt it'll be too many
 
What about the attacks 123-127? It seems they are unused as well. So, you might have enough custom effects to be triggered.

On the other hand, if you still intend to do handle the MP issue via character AI, I am wondering what is supposed to happen in case the amount of MP is insufficient for a spell. Have a message show up and end the turn?
 
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