14 : Actions

Holds information about actions used by all characters (party members, foes, ...).

Examples

  • Allow a foe action to be cast by the player without it requiring a license.

  • Allow the action Steal to also work for characters near the initial target.

  • Create an action that ignores physical and magickal immunity.

  • Create an action that knockbacks the target so far that is possibility creates a loop in which the target tries to reach the caster but can never do so before it is hit by the action again.

  • and much more.

Notes

Some actions are hard-coded to their identifier. This includes:

  • Quickenings (208 -> 225)

  • Concurrences (226 -> 241)

  • Summons (262 -> 274)

  • Shades of Black

  • Steal

  • Revive

  • Dismiss

  • Spawn

  • and possibly even more.

So even if all the data from one action (e.g. Steal) is copied to another, they won't work the same way.

Swapping a magick with another one should be fine, doing the same with a technick and an item might not be though.

Therefore swapping an action with another one should be avoided at all cost.

Changing any reserve actions with an identifier from 147 to 484 should be avoided as some of them are referenced throughout some unknown functions. Instead, use the ones from 111 to 123 or the the ones after 497.

Since all party members and foes share the same actions, changing an action (e.g. Esuna) to no longer removing a status effect for example can result in a foe being stuck in an endless loop if said action is part of its AI entry whose condition still applies (e.g. If caster has the status effect Slow, cast Esuna).

Using a content in the required content attribute for more than one action should be avoided if possible as that will result in a wrong inventory sorting order.

Changes to the gambit page and its order require a game restart.

For more information about a formula, you can view the spreadsheet in Resources.

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