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  1. I rather like FFI and I think that some of its formulas could be put into FFIV and not seem that out of place. So my current goal is to replace (what I deem to be) useless
  2. or rare formulas, to make formulas that are more in-line with FFI's own. Now there might be a method to use some of the unused spell routine slots, but I'm not 100%
  3. ready to go that far yet. But it would save a few formulas if it worked.
  4. LOCK - (Focus - -Evasion Which will actually work in this hack!)
  5. Replacing Tornado/Weak's formula
  6. Lock Routine
  7. Code: [Select]
  8. $03/D453AD 29 27 LDA $2729 [$7E:2729] A:0003 X:0006 Y:0000 P:envMxdizc - Load Target's Evasion into A.
  9. $03/D456ED 9D 28SBC $289D [$7E:289D] A:0000 X:0006 Y:0000 P:envMxdiZc - Subtract A from Lock's Spell Power.
  10. $03/D45910 02 BPL $02 [$D45D] A:00E6 X:0006 Y:0000 P:eNvMxdizc - If it is a positive number branch to 03D45D.
  11. $03/D45B A9 00 LDA #$00A:00E6 X:0006 Y:0000 P:eNvMxdizc - Load 00 into A.
  12. $03/D45D 8D 29 27 STA $2729 [$7E:2729] A:0000 X:0006 Y:0000 P:envMxdiZc - Store A in Target's Evasion.
  13. $03/D46060 RTS A:0000 X:0006 Y:0000 P:envMxdiZc - Return
  14. Replaces Shell Routine -
  15. SLOW - Slow1 Routine (Basically the same as above. Both sequences are the same.) - Reduces Target's Accuracy
  16. Code: [Select]
  17. $03/D873AD 1C 27LDA $271C [$7E:271C] A:0003 X:001C Y:FFFF P:envMxdizc - Load Target's Accuracy into A.
  18. $03/D876ED 9D 28SBC $289D [$7E:289D] A:004B X:001C Y:FFFF P:envMxdizc - Subtract A from Spell Power.
  19. $03/D87910 02 BPL $02 [$D87D] A:003B X:001C Y:FFFF P:envMxdizC - If it is still positive, branch to 03D87D.
  20. -------------------------------------------------------------------------------------------------------------
  21. (Same as above)
  22. ------------------------------------------------------------------------------------------------------------
  23. $03/D87D 8D 1C 27 STA $271C [$7E:271C] A:003B X:001C Y:FFFF P:envMxdizC - Store A in Target's Accuracy.
  24. $03/D88060 RTS A:003B X:001C Y:FFFF P:envMxdizC - Return
  25. Replacing Modify Speed.
  26. TMPR - Temper - Increases Attack.
  27. Code: [Select]
  28. $03/D897AD 82 26 LDA $2682 [$7E:2682] A:0003 X:001E Y:0000 P:envMxdizc - Load Caster's Level into A.
  29. $03/D89A 4A LSR A A:000A X:001E Y:0000 P:envMxdizc - Divide A by 2.
  30. $03/D89B AA TAX A:0005 X:001E Y:0000 P:envMxdizc - Transfer A to X.
  31. $03/D89C AD 1D 27LDA $271D [$7E:271D] A:0005 X:0005 Y:0000 P:envMxdizc - Load Target's Attack Base into A.
  32. $03/D89F8E A9 00 STX $00A9 [$7E:00A9] A:003C X:0005 Y:0000 P:envMxdizc - Store Caster's Level /2 into A9.
  33. $03/D8A2 6D A9 00 ADC $00A9 [$7E:00A9] A:003C X:0005 Y:0000 P:envMxdizc - Add A9 onto A.
  34. $03/D8A5 C9 FF CMP #$FF A:0041 X:0005 Y:0000 P:envMxdizc - Is it FF?
  35. $03/D8A7 90 02 BCC $02 [$D8AB] A:0041 X:0005 Y:0000 P:envMxdizc - If it is below FF branch to 03D8AB.
  36. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  37. (Load FF into A to prevent an overflow)
  38. ---------------------------------------------------------------------------------------------------------------------------------------------------------------
  39. $03/D8AB 8D 1D 27 STA $271D [$7E:271D] A:0041 X:0005 Y:0000 P:envMxdizc - Store A in 7E271D.
  40. $03/D8AE 60 RTS A:0041 X:0005 Y:0000 P:envMxdizc - Return
  41. This works a bit different from the other spells and that's to give Temper a use all game long, technically. It will boost attack in this manner... Attack + Level/2. So it will
  42. continue to scale as you level up.
  43.  
  44. Replaces Hug
  45. FAST - FFI Haste (+1 Attack Multiplier)
  46. Code: [Select]
  47. $03/DCFB AD 1B 27 LDA $271B [$7E:271B] A:0003 X:0048 Y:0000 P:envMxdizc - Load Target's Attack Multiplier into A.
  48. $03/DCFE 1A INC A A:0002 X:0048 Y:0000 P:envMxdizc - +1 to A.
  49. $03/DCFF C9 0B CMP #$0B A:0003 X:0048 Y:0000 P:envMxdizc -Is it 0B?
  50. $03/DD01 90 02 BCC $02 [$DD05]A:0003 X:0048 Y:0000 P:eNvMxdizc - If Lower than 0B branch to 03DD01.
  51. ------------------------------------------------------------
  52. (Set it back to 0A)
  53. -----------------------------------------------------------
  54. $03/DD05 8D 1B 27 STA $271B [$7E:271B] A:0003 X:0048 Y:0000 P:eNvMxdizc - Store A in Target's Attack Multiplier into A
  55. $03/DD08 60 RTS A:0003 X:0048 Y:0000 P:eNvMxdizc - Return
  56. I am Well aware of how easy a spell like this would be to abuse in FFIV, I'm not even sure if setting it to a Max of 10 Attack Multipliers is fair. I may have to go lower to
  57. balance it a little further, I'm not sure in what way though.
  58. Replaces Reaction
  59. SLO2 - Slowra (Decreases Enemy's Attack Multipliers by 2.)
  60. Code: [Select]
  61. $03/DD2F AD 1B 27 LDA $271B [$7E:271B] A:0003 X:004C Y:0000 P:envMxdizc - Load Target's Attack Multiplier into A.
  62. $03/DD32 3A DEC A A:0000 X:004C Y:0000 P:envMxdiZc - -1 to A.
  63. $03/DD33 3A DEC A A:00FF X:004C Y:0000 P:eNvMxdizc - -1 to A.
  64. $03/DD34 C9 02 CMP #$02 A:00FE X:004C Y:0000 P:eNvMxdizc - Is it less than 02?
  65. $03/DD36 90 02 BCC $02 [$DD3A] A:00FE X:004C Y:0000 P:eNvMxdizC - If not, branch to 03DD3A
  66. $03/DD38 A9 01 LDA #$01A:00FE X:004C Y:0000 P:eNvMxdizC - If so, load 01 into A. (To prevent overflow_
  67. $03/DD3A 8D 1B 27 STA $271B [$7E:271B] A:0001 X:004C Y:0000 P:envMxdizC - Store A in 7E271B.
  68. $03/DD3D 60 RTS A:0001 X:004C Y:0000 P:envMxdizC - Return.
  69. This one is probably really easy to abuse as well. I should probably make some of these auto-fail if used on a boss. Or just set the "Hit Boss - No" bit.
  70. Replaces Dispel
  71. SABR - Saber (+16 Attack, +10 Accuracy)
  72. Code: [Select]
  73. $03/D8B0 AD 1D 27LDA $271D [$7E:271D] A:0003 X:0020 Y:0000 P:envMxdizc - Load Target's Attack into A.
  74. $03/D8B3 69 10 ADC #$10 A:003C X:0020 Y:0000 P:envMxdizc - Add 10 (16) to A.
  75. $03/D8B5 C9 80 CMP #$80 A:004C X:0020 Y:0000 P:envMxdizc - Is it 80? (128)
  76. $03/D8B7 90 02 BCC $02 [$D8BB] A:004C X:0020 Y:0000 P:eNvMxdizc - If not, branch to 03D8BB
  77. --------------------------------------------------------------------------------
  78. Load 80 into A if so. (This is to prevent a Mage (Saber is a Self-cast spell) from jumping up to over 200 attack with repeated castings)
  79. ------------------------------------------------------------------------------
  80. $03/D8BB 8D 1D 27 STA $271D [$7E:271D] A:004C X:0020 Y:0000 P:eNvMxdizc - Store A in Target's Attack.
  81. $03/D8BE AD 1C 27LDA $271C [$7E:271C] A:004C X:0020 Y:0000 P:eNvMxdizc - Load Target's Accuracy.
  82. $03/D8C1 69 0A ADC #$0A A:004F X:0020 Y:0000 P:envMxdizc - Add 10.
  83. $03/D8C3 C9 FF CMP #$FF A:0059 X:0020 Y:0000 P:envMxdizc - Is it FF (255?)
  84. $03/D8C5 90 02 BCC $02 [$D8C9]A:0059 X:0020 Y:0000 P:envMxdizc - If less than FF branch to 03D8C9.
  85. ------------------------------------------------------------------------------
  86. Load FF into A. I don't mind players having more than 100% accuracy. Especially if enemies will have access to these very same spells.
  87. ---------------------------------------------------------------------------
  88. $03/D8C9 8D 1C 27 STA $271C [$7E:271C] A:0059 X:0020 Y:0000 P:envMxdizc
  89. $03/D8CC 60 RTS A:0059 X:0020 Y:0000 P:envMxdizc
  90. Replacing Count Routine
  91. HARM - (Dia, deals damage only to the Undead) Well setting that up took a lot less time than I thought it would. Trying to alter Holy routine to have such an effect, oy...
  92. I'm not going to bother. It has no elemental checks or anything of that accord. Obviously if it were Holy it would deal crushing damage to Zombies that would ordinarily be
  93. weak to it.
  94.  
  95. Code: [Select]
  96. $03/DBB5 AD 40 27 LDA $2740 [$7E:2740] A:0003 X:0038 Y:0000 P:envMxdizc - Load Target's Creature Type into A.
  97. $03/DBB8 29 80 AND #$80 A:0080 X:0038 Y:0000 P:eNvMxdizc - Is it Zombie?
  98. $03/DBBA D0 01 BNE $01 [$DBBD] A:0080 X:0038 Y:0000 P:eNvMxdizc -If not, branch to 03DBBD.
  99. --------------------------------------------------------------------------------------------
  100. $03/DBBC 60 RTS A:0000 X:0038 Y:FFFF P:envMxdiZc - Return.
  101. ------------------------------------------------------------------------------------------------
  102. $03/DBBD 20 AF C9 JSR $C9AF [$03:C9AF] A:0080 X:0038 Y:0000 P:eNvMxdizc - Jump to Damage Determination.
  103. $03/DBBE 60 RTS A:0080 X:0038 Y:FFFF P:envMxdiZc - Return.
  104. Replaces Blink
  105. RUSE (Or... FFI's Blink. Adds Evasion) This will be very simple so as to be able to use Blink's extremely small routine. No checks, so if people want to overflow
  106. themselves back to low evasion, then they can have it. It's set to 0A but I wonder if that's a bit high...
  107. Code: [Select]
  108. $03/D623AD 29 27 LDA $2729 [$7E:2729] A:0003 X:0010 Y:0000 P:envMxdizc
  109. $03/D62669 0A ADC #$0A A:0016 X:0010 Y:0000 P:envMxdizc
  110. $03/D6288D 29 27 STA $2729 [$7E:2729] A:0020 X:0010 Y:0000 P:envMxdizc
  111. $03/D62B 60 RTS A:0020 X:0010 Y:0000 P:envMxdizc
  112. We are surprisingly nearly there. All that remains is implementing Fear (-"Steal Prevention" Current Str/2 (maybe 4) If "Steal Prevention" is less than user's level, do an
  113. RNG check. It is is less than 50/100 put 80 in Status Byte 1.) and the various Elemental Shields. (AFir, AIce, etc)
  114. Unlike everything else I've ever done... I'll actually be releasing this mini-mod as a patch! Just don't expect any balancing or anything of that sort, it will only include the
  115. 14 new routines and maybe some enemy AI changes to make use of them. This is merely a proof of concept. It will include Monster's evasions reimplemented as well.
  116. :edit:
  117. Now onto the rest...
  118. Replacing Odin (Odin will instead be a Dark Elemental Attack that hits all foes)
  119. AFir, AIce, ALit, NulMgc, NulAll - (The First three are obvious on what they do, NulMgc makes it so Instant Death attacks won't kill the target and NulAll decreases the
  120. amount of damage magic does by 50%. I cannot emulate that. So instead it will just give you all resistances from elementals and protection from instant death.)
  121. NulFir, NulIce, NulLit
  122. Code: [Select]
  123. $03/DB5F AD A2 28 LDA $28A2 [$7E:28A2] A:0003 X:0036 Y:0000 P:envMxdizc - Load Spell's Elemental.
  124. $03/DB62 D0 2D BNE $2D [$DB91] A:0000 X:0036 Y:0000 P:envMxdiZc - If it has an Elemental branch to 03DB91. (Used to transfer to
  125. Fear Routine)
  126. $03/DB64 AD 9D 28LDA $289D [$7E:289D] A:0000 X:0036 Y:0000 P:envMxdiZc - Load Spell's Power.
  127. $03/DB67 F0 0E BEQ $0E [$DB77] A:0001 X:0036 Y:0000 P:envMxdizc - If 00 branch to 03DB77. (NulMgc, NulAll portion)
  128. $03/DB69 AA TAX A:0001 X:0036 Y:0000 P:envMxdizc - Transfer A to X.
  129. $03/DB6A 8E A9 00 STX $00A9 [$7E:00A9] A:0001 X:0001 Y:0000 P:envMxdizc - Store Spell Power in A9.
  130. $03/DB6D AD 25 27 LDA $2725 [$7E:2725] A:0001 X:0001 Y:0000 P:envMxdizc - Load Target's Elemental Resistance into A.
  131. $03/DB70 0D A9 00 ORA $00A9 [$7E:00A9] A:0000 X:0001 Y:0000 P:envMxdiZc - Add Spell Power into A if applicable.
  132. $03/DB73 8D 25 27 STA $2725 [$7E:2725] A:0001 X:0001 Y:0000 P:envMxdizc - Store A in Target's Elemental Resistance.
  133. $03/DB76 60 RTS A:0001 X:0001 Y:0000 P:envMxdizc - Return
  134. What this does is allows me to save a lot of code and add some versatility to it. The Spell Powers will be as follows... AFir - 01, AIce, 02, ALit, 04, you could make other
  135. Resistance spells as well like ADrk, 08, AHly, 10, AAir, 20, ADrn, 40 if so inclined.
  136. NulMgc (NlDth)
  137. Code: [Select]
  138. $03/DB5F AD A2 28 LDA $28A2 [$7E:28A2] A:0003 X:0036 Y:0000 P:envMxdizc - Load Spell's Elemental into A.
  139. $03/DB62 D0 2D BNE $2D [$DB91] A:0000 X:0036 Y:0000 P:envMxdiZc - If not 00 branch to 03DB91.
  140. $03/DB64 AD 9D 28LDA $289D [$7E:289D] A:0000 X:0036 Y:0000 P:envMxdiZc - Load Spell's Power into A.
  141. $03/DB67 F0 0E BEQ $0E [$DB77] A:0000 X:0036 Y:0000 P:envMxdiZc - If 00 branch to 03DB77
  142. ---------------------------------------------------------------------------------------------
  143. (NulFire, Ice, Lit are in here)
  144. ------------------------------------------------------------------------------------------
  145.  
  146. $03/DB77 AD 2B 27 LDA $272B [$7E:272B] A:0000 X:0036 Y:0000 P:envMxdiZc - Load Target's Status Resistance into A.
  147. $03/DB7A 09 80 ORA #$80 A:0000 X:0036 Y:0000 P:envMxdiZc - Add 80 (Death to it.
  148. $03/DB7C 8D 2B 27 STA $272B [$7E:272B] A:0080 X:0036 Y:0000 P:eNvMxdizc - Store A in Target's Resistance.
  149. $03/DB7F AD A4 28 LDA $28A4 [$7E:28A4] A:0080 X:0036 Y:0000 P:eNvMxdizc - Load Status Infliction Byt 2 (Not real, just for Spell) of Spell.
  150. $03/DB82 D0 01 BNE $01 [$DB85]A:0080 X:0036 Y:0000 P:eNvMxdizc - If it is not 00 branch to 03DB85.
  151. $03/DB84 60 RTS A:00C0 X:0036 Y:0000 P:eNvMxdizC - Return
  152. This gets by the other elemental resistance checks by seeing if it has power in the first place and since NulAll does the same thing with added all elemental resistance it
  153. goes off of that but checks if the spell has a Status Ailment to inflict (which it won't because the right tools aren't in place) and moves onto the rest of the routine.
  154. So we will pick up NulAll there so as not to repeat most of a routine...
  155. NulAll
  156. Code: [Select]
  157. ....
  158. $03/DB77 AD 2B 27 LDA $272B [$7E:272B] A:0000 X:0036 Y:0000 P:envMxdiZc - Load Status Resistance Byte 1 of Target into A.
  159. $03/DB7A 09 80 ORA #$80 A:0000 X:0036 Y:0000 P:envMxdiZc - Add 80 if applicable (Death)
  160. $03/DB7C 8D 2B 27 STA $272B [$7E:272B] A:0080 X:0036 Y:0000 P:eNvMxdizc - Store A in Status Resistance Byte.
  161. $03/DB7F AD A4 28 LDA $28A4 [$7E:28A4] A:0080 X:0036 Y:0000 P:eNvMxdizc - Load Status Byte 2 of Spell.
  162. $03/DB82 D0 01 BNE $01 [$DB85]A:0080 X:0036 Y:0000 P:eNvMxdizc - If it is not 00 branch to 03DB85.
  163. $03/DB85 AD 25 27 LDA $2725 [$7E:2725] A:0080 X:0036 Y:0000 P:eNvMxdizc - Load Target's Elemental Resistance into A.
  164. $03/DB88 09 7F ORA #$07 A:0000 X:0036 Y:0000 P:envMxdiZc - Add Fire, Ice, and Lightning Resistance into A if applicable.
  165. $03/DB8A 8D 25 27 STA $2725 [$7E:2725] A:0007 X:0036 Y:0000 P:envMxdizc - Store A in Target's Elemental Resistance.
  166. $03/DB8D 60 RTS A:0007 X:0036 Y:0000 P:envMxdizc - Return.
  167. Whew! Took a little bit of fancy coding (for me, this is all virtually new to me) but everything is working properly! I just hope I have enough bytes left in Odin to make Fear
  168. work properly...
  169. :edit: With one byte left to spare I completed Fear to the exactions I desired! (Granted I probably could have saved even more space if I used one Branching point for the
  170. Returns.
  171. Code: [Select]
  172. $03/DB5F AD A2 28 LDA $28A2 [$7E:28A2] A:0003 X:0036 Y:0000 P:envMxdizc - Load Spell's Elemental.
  173. $03/DB62 D0 2A BNE $2A [$DB8E] A:0001 X:0036 Y:0000 P:envMxdizc - Branch if not 00 to 03DB8E.
  174. -----------------------------------------------------------------------------------------------------------------
  175. The Resistance Routines are in here....
  176. ----------------------------------------------------------------------------------------------------------------
  177. $03/DB8E AD 94 26 LDA $2694 [$7E:2694] A:0001 X:0036 Y:0000 P:envMxdizc - Load Caster's Strength into A.
  178. $03/DB91 4A LSR A A:000D X:0036 Y:0000 P:envMxdizc /Strength by 2.
  179. $03/DB92 4A LSR A A:0006 X:0036 Y:0000 P:envMxdizC /Strength by 2.
  180. $03/DB93 AA TAX A:0003 X:0036 Y:0000 P:envMxdizc - Transfer A to X.
  181. $03/DB94 8E A9 00 STX $00A9 [$7E:00A9] A:0003 X:0003 Y:0000 P:envMxdizc - Store X in A9.
  182. $03/DB97 AD 2F 27 LDA $272F [$7E:272F] A:0003 X:0003 Y:0000 P:envMxdizc - Load Target's "Steal Prevention".
  183. $03/DB9A ED A9 00 SBC $00A9 [$7E:00A9] A:000B X:0003 Y:0000 P:envMxdizc - Subtract Steal Prevention from Caster's Strength divided by 4.
  184. $03/DB9D 8D 2F 27 STA $272F [$7E:272F] A:0007 X:0003 Y:0000 P:envMxdizC - Store A in Target's "Steal Prevention".
  185. $03/DBA0 CD 82 26 CMP $2682 [$7E:2682] A:0007 X:0003 Y:0000 P:envMxdizC - Is it less than the caster's level?
  186. $03/DBA3 90 01 BCC $01 [$DBA6] A:0007 X:0003 Y:0000 P:eNvMxdizc - If so, branch to 03DBA6.
  187. --------------------------------------------------------
  188. (Return within)
  189. --------------------------------------------------------
  190. $03/DBA6 20 8B 85 JSR $858B [$03:858B] A:0007 X:0003 Y:0000 P:eNvMxdizc - Jump to Random Number Generator.
  191. $03/DBA9 C9 32 CMP #$32 A:0034 X:0000 Y:0000 P:eNvMxdizc - Is it greater than 32?
  192. $03/DBAB B0 01 BCS $01 [$DBAE] A:0034 X:0000 Y:0000 P:envMxdizC - If so branch to 03DBAE
  193. ----------------------------------------------------
  194. (Another Return)
  195. ------------------------------------------------------
  196. $03/DBAE A9 80 LDA #$80A:0034 X:0000 Y:0000 P:envMxdizC - Load 80 (Death) into A.
  197. $03/DBB0 8D 03 27 STA $2703 [$7E:2703] A:0080 X:0000 Y:0000 P:eNvMxdizC - Store A in Target's Status Byte 1.
  198. $03/DBB3 60 RTS A:0080 X:0000 Y:0000 P:eNvMxdizC - Return
  199. Phew! Now this was a wonderful experiment. I've managed to include all of the unique formulas from FFI into FFIV.
  200. Ah wait, there is one more... While Protect exists in FFIV it is nowhere near as malleable as it seems in FFI. So I will fix that routine up and see if I can't have it load Spell
  201. Power instead of Default 5.
  202.  
  203. And that was a bit more of a pain than I was expecting... ah well it works, that's all that matters.
  204. Changes made to Protect...
  205. Code: [Select]
  206. $03/D859AE 9D 28 LDX $289D [$7E:289D] A:0011 X:001A Y:0000 P:envMxdizc - Load Spell Power into X..
  207. $03/D85C 8E A9 00 STX $00A9 [$7E:00A9] A:0011 X:4201 Y:0000 P:envMxdizc - Store X in A9.
  208. $03/D85F80 04 BRA $04 [$D865] A:0011 X:4201 Y:0000 P:envMxdizc - Branch to 03D865.
  209. --------------------------------------------------------------------------------------
  210. -------------------------------------------------------------------------------------
  211. $03/D86518 CLC A:0011 X:4201 Y:0000 P:envMxdizc - Clear Carry Flag.
  212. $03/D866AD 2A 27 LDA $272A [$7E:272A] A:0011 X:4201 Y:0000 P:envMxdizc - Load Target's Physical Defense into A.
  213. $03/D8696D A9 00 ADC $00A9 [$7E:00A9] A:0011 X:4201 Y:0000 P:envMxdizc - Add Spell Power to A.
  214. $03/D86C 80 01 BRA $01 [$D86F] A:0012 X:4201 Y:0000 P:envMxdizc - Branch to 03D86F.
  215. $03/D86F8D 2A 27 STA $272A [$7E:272A] A:0012 X:4201 Y:0000 P:envMxdizc - Store A Target's Physical Defense.
  216. $03/D87260 RTS A:0012 X:4201 Y:0000 P:envMxdizc - Return.
  217. I got rid of the Zeromus check to add in a "Look at Spell Power" routine and it uses that to load the + to Defense.
  218. Now I am finished. This was only done to supplement FFIV's existing system. I could go much further and make spells and attacks more akin to FFI's. But I think this will
  219. do for now.
  220. The Patch will be coming soon!
  221. ~~~
  222. My short adventure of adding in all of FFI's unique spell routines into FFIV is now complete.
  223. FFIV now has
  224. LOCK (Decreases Evasion) In exchange of Single Digit HP Formula (Weak, etc)
  225. SLO1 (Decreases Enemy Accuracy) In exchange of Increase Magic Defense (Shell)
  226. TMPR (Gives + to Attack) In exchange of Modify Speed (Slow, Fast)
  227. FAST (+1 Attack Multiplier) In exchange of Hug (Hug)
  228. SLO2 (-2 Multiplier) in exchange of Reaction (Reaction)
  229. SABR (+16 Attack, +10 Accuracy) in exchange of Get Rid of Positive Status (Dispel) (Black Hole is still active)
  230. HARM (Damage Only the Undead) in exchange of Add Count (Count)
  231. RUSE (+ Evasion) in exchange of Add Image (Blink)
  232. FEAR (Decreases Target's "Steal Prevention" by Caster's Str/4, if less than Caster's Level 50% chance of fleeing.) in exchange of Odin.
  233. ALIT,AFIR,AICE,ARUB,WALL (ALit, AFir, AIce add resistance to the predictable elements. ARub (going to be referred to as NlDth) gives the target immunity from Instant
  234. Death attacks. Wall, cannot work like it does in FFI because of my lack of control over statuses. (as I am pretty sure that is what NulAll (WALL) likely is in FFI. Instead it
  235. adds +Instant Death Protection and the three elemental resistances) also in exchange of Odin.
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