Limited Summoning
Allows you to set a limit on how many times you can summon in a map/chapter, something like
unit’s Mag or Mag/2= the amount of times you can summon.
Limited Grinding
Allows you to set the amount of times places like Tower of Valni are accessible between each chapter. For example, you can go there up to say 3 (or whatever amount you want) times before having to clear the next map. After clearing that map this limit refreshes, meaning you can go to Valni 3 times again.
Rescue penalty rework based on Constitution
The lower the rescued unit’s Con, the lower are the penalties to the rescuing unit’s Skill and Speed stats and vice versa: the higher the rescued unit’s Con, the higher are the penalties to Skill and Speed stats. The penalty can also be relative to the rescuing unit’s Con. For example, if a unit with 15 Con rescues a unit with 10 Con, the penalty would be smaller than when a unit with 8 Con rescues a unit with 7 Con.
I’m back bby
The thing Arch just said.
Item skills, two types - one that requires actually equipping the item and one that is passive when in inventory. Would work with both weapons and items (ala 3H).
A tome range +1 skill.
You could do this yourself since 95% of the work has already been done, just comment out the skill check and add a check for classtype in the command usability
This might have already been implemented in some way, but being able to have separate convoys for different parties would be very neat, as would be modular control over who can access them in battle.
While I haven’t touched any ASM, I can see how it would be hard. Any type of data that is saved/stored is very tricky. But we’ve come a long way over the years, somebody might just be able to pull this off down the line. I’m dreaming big
Using Skill Systems and unused weapon bytes to replace the innate class skill slot with a weapon skill. While it would effectively limit you to 4 skills per class (because it would be really awkward if you could choose to drop Canto on your cavalier, for instance), it makes the potential depth for weapons way more interesting, and you don’t need to individually ASM everything, and because it would be in the menu, the player would easily get access to the information about the skill, instead of it being hidden. This is my personal golden goose.
I currently have a setup that uses an event counter and Zeta’s change objective text asm, but the problem is it doesnt have the flashing green stuff and sticks out from vanilla turn/enemy counters