Snake's Pit of ASM (and Other Stuff)

Poison Rework
Tired of how inconsequential poison is? This should allow you to both define it how you wish and make it more meaningful.

This ASM does three things.

  1. Poison applied is additive. This means that any poison applied stacks with any poison that the unit previously had. For example, if a unit has 2 poison and is hit with a weapon that applies 4, the unit will then have 6 poison.
  2. The damage that poison deals each turn equals how much poison the unit has before ticking down. If a unit has 7 poison, it will take 7 damage, then the next turn it will take 6, and so on.
  3. You can define how much poison each weapon should apply including how much poison gas traps apply in each chapter)
How to: Make poison actually do something. I know. Crazy, right?

Again, no installer is necessary. Just download the folder in the Dropbox and use:

ALIGN 4
#inctext lyn "PoisonRework/PoisonRework.elf" "PoisonRework/Hooks.elf"

Secondly, you’ll also need to incorporate both the Poison Rework Gas Trap Table and the Set Poison Item Table with your csvs. The former is indexed by chapter. It just tells the routine how much poison to apply from gas traps in each chapter. The latter table is indexed by item and tells the routine how much poison to apply per item. You still must use the poison weapon effect in the item table normally for an item to apply poison.

That’s it. The only other thing is that poison will max out at 15 due to RAM space restrictions.

Now go and spread your lethal poison to all corners of Magvel! (or whatever)

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