Enfieldean

dean_r


There's a storm in my teacup!

Well, in my dollar store mug.


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Odd thing to attempt to expand upon:
Enfieldean
dean_r
I had an idea in my head, but to help develop the idea I need to think more about the idea in games of status effects.

I've only just started on this with one game using my memory only before work, so not much has been added at all so far. I'd usually keep these things private to work on them further, but I thought I'd make this public in case of help anyone else can offer.

Status effects that remain after fights:
Pokémon: Paralysis, Poison, Burn
Final Fantasy 3: Poison, Darkness, Zombie, Imp, Float

Status effects that remain after fights, but can randomly disappear:
Pokémon: Sleep, Freeze

Status effects that disappear after fights, and can randomly disappear in-fight also:
Pokémon: Attraction, Confusion
Final Fantasy 3: Charm, Berserk, Safe, Reflect, Shell, Rage, Dance

Status Effects which change "the controller" of the afflicted:
FF3: Beserk, Confuse, Dance, Rage, Control, Zombie,

Statistics that can be raised/lowered whilst in a fight:
Pokémon: Speed, Attack, Defence, Attack Accuracy

Other things that appear erratically in games:
Alex Kidd: Telepathy

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Uhr? I'd like to help, but I'm not sure exactly what you're asking for. Do you want people to pick out games and break down the status effects that appear in that game? Something like:

FINAL FANTASY 3us
Status Effects that stay after the fight:
Poison, Darkness, Zombie, Imp, Float

Status Effects that can be cured by physical attacks:
Sleep, Confusion, Control

Status Effects that disappear after the fight:
Charm, Beserk, Safe, Reflect, Shell, Rage, Dance

Stats that can be raised/lowered whilst in a fight:
Defense (Safe), Magic Defense (Shell), Accuracy (Darkness), Attack (Beserk)

Like so?

That's not a comprehensive list, mind you. But here are some I forgot:

Status Effects that can be cancelled by the death of the caster:
Control, Charm

Status Effects that are cancelled when the person takes an action:
Runic, Guard

Status Effects which change "the controller" of the afflicted:
Beserk, Confuse, Dance, Rage, Control, Zombie,

Status Effects that can be cured by hitting the afflicted with a Fire spell:
Freeze

Status Effects that affect the afflicted's "action bar" thingie:
Slow, Stop, Sleep, Freeze, Haste,

Status Effects that heal automatically while still in battle:
Countdown, Freeze, Stop,

Status Effects that can be cured by hitting the afflicted with magic:
Vanish

Status Effects that can be cured by hitting the afflicted with physical attacks [cont.]:
Image

Uh, hm. That's pretty good, actually. Not totally complete, but a good start.




That's pretty much perfect, thanks.

I've got to find a way to group these things together, the initial way I put the statuses was the easiest way I saw initially, but I imagine there's going to be much more to consider, and these groupings will change extensively before this is over.

Seiken Densetsu 3:

Werewolf, Pressure Point, Magic Barrier, Strength Up, Defense Up, Speed Up, Magic Up, Critical Hit up, Max HP Up, Reflect, Invisible, Strength Down, Defense Down, Speed Down, Magic Down, Max HP Down, Snowman, Poison, Chibikko, Moogle, Silence, Stone, Sleep, Fire Saber, Water Saber, Wind Saber, Earth Saber, Saint Saber, Dark Saber, Moon Saber, Leaf Saber

-------------------------------------------------------------------

No "caster":
Werewolf

Affects only the caster:
Pressure Point, Magic Barrier

Affects allies of the caster:
Strength Up, Defense Up, Speed Up, Magic Up, Critical Hit up, Max HP Up, Reflect, Invisible,

Affects enemies of the caster:
Strength Down, Defense Down, Speed Down, Magic Down, Max HP Down, Snowman, Poison, Silence, Stone, Sleep

Affects either:
Fire Saber, Water Saber, Wind Saber, Earth Saber, Saint Saber, Dark Saber, Moon Saber, Leaf Saber, Chibikko, Moogle

-------------------------------------------------------------------

Automatically cured at the end of battle:
ALL

Cured with PuiPui grass ["physical" status change]:
Snowman, Poison, Chibikko, Moogle, Silence, Stone, Sleep

Cured with Starleaf Herb ["magical" status change]:
Strength Down, Defense Down, Speed Down, Magic Down, Max HP Down, Fire Saber, Water Saber, Wind Saber, Earth Saber, Saint Saber, Dark Saber, Moon Saber, Leaf Saber

Cured with Antimagic:
Magic Barrier, Strength Up, Defense Up, Speed Up, Magic Up, Critical Hit up, Max HP Up, Reflect, Invisible, Strength Down, Defense Down, Speed Down, Magic Down, Max HP Down, Fire Saber, Water Saber, Wind Saber, Earth Saber, Saint Saber, Dark Saber, Moon Saber, Leaf Saber

Cured by casting HP restoration spells:
Max HP Up, Max HP Down [methinks these are glitches]

Cured with enough time:
Snowman, Sleep, Werewolf (I suppose)

Cured by physical attacks:
Sleep

------------------------------------------------------------------

Status effects that change the afflicted's ability to take an action:
Snowman, Chibikko, Moogle, Silence, Stone, Sleep,

Status effects that can only affect "monsters" in the game:
Magic Barrier,

Status effects that can only affect the player's characters:
Max HP up, Pressure Point, Invisible, Moogle

-------------------------------------------------------------------

some notes:
* There is no single skill that allows a person to afflict either allies or enemies with a "Saber" status. However, some enemies have access to both techs, which makes it as if they can target either.

status explanations:
* Werewolf - dramatically increases all stats. This status happens every night and goes away every day. This is no way to allict someone with it besides, uh, giving birth to them.

* Pressure point - makes the user as strong as their werewolf form, even in daylight. Has no effect at night. Essentially, this is a subset of Werewolf status -- it only matters during the day, can't be cured but goes away at the end of the battle.

* Magic barrier - gives the user new elemental advantages / weaknesses.

* Invisible - the afflicted is invincible for a short period of time.

* Snowman - the user cannot act for a short period of time.

* Chibikko - the user cannot do more than 1 point of damage or use Techs (more powerful attacks that require the user to hit the enemies X number of times before they can be used... something like AW2's CO power bar). Spells aren't affected. Enemies who become Chibikko'ed are turned into "Shell Hunters," which only give you 1 EXP when killed.

* Moogle - the user cannot use spells or do more than 1 point of damage per attack, nor can they use Techs.

* Moon Saber - normal attacks restore MP. The more damage done, the more MP regained.

* Leaf Saber - like Moon Saber, only for HP.


Another amusing FF3 status glitch (I'm sure this won't actually further your goals, but I needed to share...):

Undead creatures are reversed when it comes to Life/Death spells. A spell which restore life to normal characters has a chance of instantly destroying an undead one, while an instant death spell causes the monster to reappear a moment later, fully healed.

Also, there's a spell, Life3, which is supposed to be cast on a living character. When that character dies, Life3 kicks in, restores their life, then goes away.

The glitch is as simple as casting Life3 on an undead monster, then an instant death spell. The instant death spell causes the monster to vanish and then reappear, fully healed... but then Life3 is activated, destroying the undead monster. Fun!


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