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Mental Damage Swap question

Started by marcelo, May 27, 2008, 10:39:09 PM

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marcelo

Hello there  :thumbup:
I'm fairly new to FF (haven't tried FFvTR yet), and currently making my (meh...) attempts at customizing stuff, sometimes successfully, others not so much (I don't know jack about coding/scripting, so I usually go by the instructions in the FFX manual -which is great, btw-, and of course always backing up in case I screw something up, but other that that I have no clue) so I was wondering if you guys could help me out with a couple things. Like I said, I'm no expert so if you could provide me with as much detailed info as possible, I'd appreciate that  :)
1) Mental Damage: I was hoping to re-create some sort of telepathic attack, so I tried over and over several swaps for mental damage, and while I got the damage to take place, it affects robots and characters with the "mindless" attribute as well. I also noticed that other states such as Hypnotize and Mind Blank can also affect non-sentient beings once their resistance is overcome. I don't know where I'm going wrong or if its really supposed to work this way, but, is it possible to change this somehow, so that mental damage (and hypnosis, mental blank, etc..) cannot affect – at all – robots, mindless, inanimate beings and such?
  2) Telekinetic/Magnetic: Is it possible to add Magnetic commands "Repel" and "Attract" to TK/Super-TK – (other than combining both attributes or creating individual powers)? And if so, can I change these commands so that they affect non-metallic objects and characters as well?

That's pretty much it, thanks in advance; I might be trippin' on these but I decided it was worth the shot, I mean,  from what I've seen in these forums you guys are like geniuses or something as far as I'm concerned lol and also pretty generous and helpful to each other so, very glad to be here.!:) Oh, and sorry for my English. It's not only worse than my scripting skills hehehe

Lunarman

QuoteHypnotize and Mind Blank can also affect non-sentient beings once their resistance is overcome. I don't know where I'm going wrong or if its really supposed to work this way, but, is it possible to change this somehow, so that mental damage (and hypnosis, mental blank, etc..) cannot affect – at all – robots, mindless, inanimate beings and such?

Actually it's odd you mention this, as I'm having the same problem in FFVTTR. My mindless foes can still be enraged or hypnotised.

However I think this might be down to the way FF simulates mindlessness. I think it's all relevant to the magnitude of the attack, and although a robot has very high resistance to mental attacks they may still be able to take damage...

i don't know for sure though.

stumpy

For the in-game mental attacks and resistances, robots are no different from anyone else. If you want them to have resistance to rage, panic, hypnosis, etc. then make sure they have the appropriate resistances and defenses.

Whether that makes sense in a given case depends on the robot and the nature of the attack. It would be perfectly reasonable to be able to scramble a robot's circuits to have him blanked, enraged, or whatever. There are plenty of examples of this in the comics, movies, etc. I suppose some mental attacks should only affect characters with organic brains, but that depends on the attack and the attacker as much as anything else...

As for FFX's MINDLESS attribute and how it affects state swaps, this is a similar and similarly tough call. We ccould certainly set things up so that a swap from a given base state doesn't affect characters who have an FFX immunity to that base state. But that won't always make sense.

The swaps represent a separation between the attack type and the affect. For instance, if a character is immune from mental attacks, then should he be affected by a hex attack swapped to mental damage? Probably not, but that's not how things work. Some of the swaps can allow an end run around defenses in a way that may not really make sense, depending on the character and power rationales.

marcelo

Thxs for answering:)
But what about TK/Super-TK? Can I add Repel and Attract commands (from Magnetic) to it, affecting any materials (not just metallic) without affecting the original magnetic power?