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Author Topic: Passive abilities  (Read 150 times)
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« on: September 03, 2018, 10:17:32 AM »

So I've been lurking the hacking section for a while and I had an idea for a feature that no one has implemented it yet. Note that it absolutely requires ASM but most cool things do.

Passive abilities. Golden Sun's engine might seem too simple to have these, but Pokemon is a simple game and they made it work. The obvious downside is that every passive would require additional checks and routines strewn throughout the formulas.

But I think adding some basic passives to the classes like "auto-cast Impair once per battle" or "take half damage from fire/Mars" or "recover faster from ailments" would make the classes feel more fleshed out.

Right now classes only really matter for what your favorite animations are. If a certain class was better for grinding whereas another is better for bosses, the situational nature of passives could encourage more strategy.

As for display, it could just replace status on the menu. Most players already know they're poisoned or w/e...we were there when it happened. Instead of checking status it could check class and display the appropriate passive instead of the usual, mildly annoying "Enemies gave you syphilis...again." Or it could be added just underneath that maybe? But that's harder.



Anyway...I don't really know if I'll pursue this since stringing opcodes together on my slow laptop is a headache, but I thought I'd mention it as a possibility. Adding a few more checks and branches is relatively easy compared to big stuff like custom maps complete with event scripts, warps, and encounter data. Kind of a lazy way to make the game feel new.


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« Reply #1 on: September 03, 2018, 12:09:00 PM »

Welcome to the forums! Still great to see that people are attracted to this place, even though there is little activity.

I think your idea is not half as bad as you make it sound.
There can be quite a lot of interesting passive abilities and it would make classes more unique.
...though I do not agree with the notion that classes are not already quite specific in uses.
Even excluding Item Classes, most classes have something unique and not just 'different animations'.
Look at Guard-class series vs. Ninja class series. The stats are completely different, Ninja has multiple types of psy while Guardian only has one. Ninja has superior stats and versatility, but Guardian has an obvious extreme Mars relation that could be usefull in summoning.

But anyway, I like the idea. Guardian could have a passive that lessens damage to the whole party and Ninja might have an effect that causes more battles to open with preemptive strike.

As for the implementation, I doubt it is very easy. I dunno what tools we have right now (not much at any rate) and tinkering the battle functions makes repointing huge chunks of the ROM necessary, unless there is some backdoor trick.
Im no expert on GS hacking and know only a bit of GBA assembly, but while doable, it seems rather tricky.
If I ever press on making a fangame... I would like to incoporate this idea though.

Also, you seem to have some GBA assembling knowledge as well? Or did I misunderstood that part?
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« Reply #2 on: September 03, 2018, 12:35:12 PM »

I'm no wizard but I understand the basics. Pretty sure I could implement a few simple passives myself with more free time but since my days off are disgustingly rare I don't get to tinker much. Right now I'm just bringing it up in case people haven't already considered it.

Imagine a caster class that regens (1pp*set djinn) per turn. After applying equipment it would allow for a psynergy spamming build that opts not to summon rush for more casting power. There are limitless cool and quirky possibilities for passives so I just wanted to point out the potential.
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October 13, 2018, 03:23:06 AM
Salanewt: Updated it to provide more info that I forgot to mention.
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