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Messages - Topaz Light

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Gotcha. I didn't know if it was a hard limit or just the only way the developers happened to do things, but I'm fine with it, honestly!

And, thanks for letting me know, and just for your responses in this thread in general! You've been very helpful!

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That's alright! Honestly I'm not overly invested in Berserk specifically or anything. Plus, I'd want to be sticking to the "eight single techs per character" pattern from vanilla, anyway, and I don't want all of them to be status inflicting abilities, so I decided to mainly focus on Slow, Darkness, and Stop for the ailments they'd have single techs to inflict.

Is there someplace I could get feedback on the concepts I have in mind for them, by the by? Like, in terms of how well-balanced they are, the concept for them as a character, etc.? Kajar Laboratories seems to be the appropriate subforum for that, but I'm not sure if there are some restrictions on what it's for that I missed that would preclude this.

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Not too much, unfortunately, which would... admittedly be a considerable setback here. I've been learning C++ (which I realize is not the same, but it's something), and I do know what things like pointers, hexadecimal, endianness, etc. are, but I'm not at all versed in actual Assembly, 65c816 or otherwise.

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Just to clarify, I do know it's very possible to give the player the ability to inflict these statuses on enemies by editing weapon and tech properties! What I'm asking about specifically is if the effects these statuses are supposed to have are actually properly applied to enemies inflicted with them.

Get Temporal Flux and the plug-ins from this topic.
https://www.chronocompendium.com/Forums/index.php?topic=12793.0

Then you can add those effects to weapons or spells and test them yourself. I'm pretty sure confuse is broken and will stop the enemy from taking action.
Huh, that's odd. Confusion is one of the ailments you can inflict in the vanilla game, so it seems a little strange that it would be nonfunctional like that. Guess it wouldn't be the first time for Squaresoft, though.

Most will work fine, but I don't believe Lock will work at all. Chrono Trigger does have an under the hood difference between techs and attacks, but the relevant code doesn't check for Lock status.

Use the tech editor as well.

I haven't personally tested berserk and confuse. I know AI code for them exists though. ...On second thought, skip berserk on enemies. You can't make bosses immune to it.
Gotcha. Good to know! Yeah, Berserk probably wouldn't be balanced to allow the party to inflict on enemies, haha... I guess you could set a limited duration on it when an enemy is inflicted with it, but that might be more trouble than it's worth depending on how complicated the process of doing that ASM hacking would be.

For some specific context here, I'm sorta rolling around ideas for my own "eighth party member" hack, and, since Chrono Trigger already has a pretty well-balanced cast, I'm thinking about how to make the eighth character unique. Access to status ailment-inflicting techs in CT is kind of sparse in the vanilla game, so I thought that could be a fun specialty for them. While I do want them to be, y'know, good enough to consider using, I also don't want them to be overpowered or anything; just another party member within the same bounds of general strength as the official party members who you can use if you want to.

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Hello! I hope it's not poor form that this is my first post here, but I'm not really so great with introductions.

I was wondering if the Poison, Lock, and Darkness statuses functioned correctly when set on enemies, since if there is a way to inflict any of those in vanilla I'm certainly not aware of it. IIRC Final Fantasy I has a few status ailments that, in vanilla, are inflicted exclusively by either allies or enemies and don't function correctly, if at all, if set on members of the party that would never receive them in vanilla circumstances, so I figure it's wise to check whether or not that's also the case in Chrono Trigger. Lock feels especially ambiguous to me, especially seeing as I'm not sure if the game actually differentiates enemy actions under the hood in a way that would be permissive to suppressing only those that would be considered "Techs" if given to player characters.

Thanks for your time and response!

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