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Author Topic: Stuff that needs worked on! (Enchant edition)  (Read 17681 times)
Cless
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« Reply #48 on: June 26, 2008, 01:03:08 PM »

#WRITE(ptr, $B8984)
// 100C48
//<確率・継続効果>敵を一定時間鈍足状態にする<END>
(Random-Continuous) The enemy's pace is<LINE>
slowed down for a certain amount of time.<END>

#WRITE(ptr, $B8980)
// 100C78
//鈍足効果<END>
Inflict Slow<END>

#WRITE(ptr, $B897C)
// 100C88
//<確率・継続効果>敵を一定時間麻痺状態にする<END>
(Random-Continuous) The enemy is paralyzed<LINE>
for a certain amount of time.<END>

#WRITE(ptr, $B8978)
// 100CB8
//麻痺効果<END>
Inflict Paralysis<END>

#WRITE(ptr, $B8974)
// 100CC8
//<確率・継続効果>敵を一定時間凍結状態にする<END>
(Random-Continuous) The enemy is frozen for<LINE>
a certain amount of time.<END>

#WRITE(ptr, $B8970)
// 100CF8
//凍結効果<END>
Inflict Freeze<END>

#WRITE(ptr, $B896C)
// 100D08
//<確率・継続効果>敵を一定時間毒状態にする<END>
(Random-Continuous) The enemy is poisoned<LINE>
for a certain amount of time.<END>

#WRITE(ptr, $B8968)
// 100D38
//毒効果<END>
Inflict Poison<END>



"for a certain amount of time" ... this can be hacked to just plain 'ol "temporarily," right?

Also, I'm at a loss for what else to call the whole random effect thing. "Chance"? :/
« Last Edit: June 26, 2008, 01:05:17 PM by Cless » Logged

Cless
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« Reply #49 on: June 26, 2008, 10:59:23 PM »

And this "Continuous" thing. That can't be accurate. I'm only ever seeing it pop up in descriptions that mention temporary effects...

EDIT:

I'm thinking we can just eliminate the (Random)/(Random-Continuous)/(Continuous) thing from the description as long as we stay consistent with wording inside the description. In place of "Random" we put "Chance" somewhere in the description, "Has a chance of temporarily..." for Random-Continuous, and "Temporarily" for "Continuous."

The only thing that makes it difficult is wording the description for the slot effect that increases the probability of random/chance effects occurring, but I haven't really thought that out yet.
« Last Edit: June 26, 2008, 11:31:59 PM by Cless » Logged

Cless
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« Reply #50 on: June 29, 2008, 02:03:35 PM »

Previous things still being open, here's a longer-than-usual list of Enchants I'm kinda confident in...

#WRITE(ptr, $B8964)
// 100D40
//<確率効果>敵TPにダメージを与える<END>
Has a chance of damaging the enemy's TP.<END>

#WRITE(ptr, $B8960)
// 100D68
//TP-<END>
Damage TP<END>

#WRITE(ptr, $B895C)
// 100D70
//<確率効果>敵SPにダメージを与える<END>
Has a chance of damaging the enemy's SP.<END>

#WRITE(ptr, $B8958)
// 100D98
//SP-<END>
Damage SP<END>

#WRITE(ptr, $B8954)
// 100DA0
//<確率・継続効果>敵の回避力を一定時間<LINE>
//減少させる<END>
Has a chance of temporarily decreasing<LINE>
the enemy's Evasion.<END>

#WRITE(ptr, $B8950)
// 100DD8
//回避力-<END>
Damage Evasion<END>

#WRITE(ptr, $B894C)
// 100DE8
//<確率・継続効果>敵の防御力を一定時間<LINE>
//減少させる<END>
Has a chance of temporarily decreasing<LINE>
the enemy's Defense<END>

#WRITE(ptr, $B8948)
// 100E20
//防御力-<END>
Damage Defense<END>

#WRITE(ptr, $B8944)
// 100E30
//<確率・継続効果>敵の命中力を一定時間<LINE>
//減少させる<END>
Has a chance of temporarily decreasing<LINE>
the enemy's Accuracy.<END>

#WRITE(ptr, $B8940)
// 100E68
//命中-<END>
//Accuracy -<END>
Damage Accuracy<END>

#WRITE(ptr, $B893C)
// 100E70
//<確率・継続効果>敵の攻撃力を一定時間<LINE>
//減少させる<END>
Has a chance of temporarily decreasing<LINE>
the enemy's Attack.<END>

#WRITE(ptr, $B8938)
// 100EA8
//攻撃力-<END>
//Attack Power -<END>
Damage Attack<END>

#WRITE(ptr, $B8934)
// 100EB8
//<継続効果>使用晶術の属性の耐性が一定時間<LINE>
//上昇する<END>
//(Continuous) Increases resistance to the element of the used spell for a certain amount of time.<END>
Temporarily increases reistance to the<LINE>
same element of the equipped spell after<LINE>
casting it.<END>

#WRITE(ptr, $B8930)
// 100EF0
//属性抵抗上昇<END>
//Element Resistance Up<END>
Element Resist<END>

#WRITE(ptr, $B892C)
// 100F00
//使用晶術の消費TPを軽減する<END>
Reduces the spell's TP cost.<END>

#WRITE(ptr, $B8928)
// 100F20
//TP減少軽減<END>
//Reduce TP Use<END>
TP Conservation<END>

#WRITE(ptr, $B8924)
// 100F30
//使用晶術の詠唱速度が上昇する<END>
Decreases casting time of the spell.<END>

#WRITE(ptr, $B8920)
// 100F50
//詠唱加速<END>
Speed Cast<END>

#WRITE(ptr, $B891C)
// 100F60
//攻撃晶術はダメージが、<LINE>
//回復晶術は回復量が上昇<END>
Increases damage dealt by attack spells<END>
and increases HP recovery of healing spells.<END>

#WRITE(ptr, $B8918)
// 100F90
//効果上昇<END>
//Effectiveness Up<END>
Boost<END>
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gyozilla
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« Reply #51 on: June 30, 2008, 12:33:14 AM »

I'll hold off on the chance/random/continuous stuff, but the idea I think is it's not so much a chance of success as it's a defined variable effect. As in the value for the effect is dynamic, variable. The higher the levels = the effect more powerful/longer/etc. So I suggested Variable. 一定時間 (fixed/certain/defined amount of time) would then be taken in this sense to mean the time defined by the level variable. So basically, it's like saying everything hinges on that level variable. The time and effect strength change based on it.

Quote
Manifest Crystal, for the name?
Manifest, Incarnate, either is fine. It just needs to sound "verby".

Quote
Removes Poison/Weak/Paralysis/Slow & Freeze<LINE>
ailments depending on set level.<LINE>
Effective outside of battle.<END>
I shortened some to try to fit the 2nd line details.

Cures Poison/Weak/Paralysis/Slow & Freeze based<LINE>
on set level. Effective outside<LINE>
battles without setting.<END>

More 2nd line choices:
"Full effect/effectiveness outside battles without setting."
"Full cure outside battles without setting."
"Cure-all outside battles without setting."
"Cures all outside battles without setting."
It's just that the last part needed a little more hint on full cure outside of battle / without setting. If you can fit "regardless of setting", even better.

Quote
I never understood the translation "Item Rover." It seemed to me like a bad translation of the series' trademark Item Robber (Or Robber Item. Both of which are funny sounding in themselves, but make infinitely more sense to me), and they didn't catch it. I changed it to Thievery. I think that's what they're doing officially now anyway...
Rover's a rarer word for robber. The words rob, rover, reave are all related. Reave is the same as plunder/rob. Today rover has the idea of a pirate. So in a sense, Item Pirate, but don't think of it like that :p  Item Rover is still essentially the same as saying Item Robber / Item Reaver.

But yeah, Item Rover imo is a deliberate translation rather than a goof. Going from Robber Item -> Item Robber -> Item Rover is most likely a choice to make it sound less engrish / more elegant.

RM does use Thievery, but I think Item Rover was an adequate trans. RM is also a frankenstein skill trans... ToD originally had Thievery, RM uses it 'cause of Rutee (Thief class gets it too). So Thievery is a legacy trans, everywhere else has been Item/Rover. ToE has Rover Tool (perfect with Chat being a pirate) and ToS has Item Rover.

Thievery is a better word as a whole, but it's a throwaway word these days. And I guess it's also kinda odd to have one as Thievery and the other as Get Item. I guess you could call Get Item, Scavenger... My point is if you want continuity, maybe keep Item Rover, and Get Item (Item Getter?) to match it.
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Cless
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« Reply #52 on: June 30, 2008, 01:12:57 PM »

Rover's a rarer word for robber. The words rob, rover, reave are all related. Reave is the same as plunder/rob. Today rover has the idea of a pirate. So in a sense, Item Pirate, but don't think of it like that :p  Item Rover is still essentially the same as saying Item Robber / Item Reaver.

But yeah, Item Rover imo is a deliberate translation rather than a goof. Going from Robber Item -> Item Robber -> Item Rover is most likely a choice to make it sound less engrish / more elegant.

RM does use Thievery, but I think Item Rover was an adequate trans. RM is also a frankenstein skill trans... ToD originally had Thievery, RM uses it 'cause of Rutee (Thief class gets it too). So Thievery is a legacy trans, everywhere else has been Item/Rover. ToE has Rover Tool (perfect with Chat being a pirate) and ToS has Item Rover.

Thievery is a better word as a whole, but it's a throwaway word these days. And I guess it's also kinda odd to have one as Thievery and the other as Get Item. I guess you could call Get Item, Scavenger... My point is if you want continuity, maybe keep Item Rover, and Get Item (Item Getter?) to match it.
Doing more research on this...

(ToD) Arte/Rutee = ローバーアイテム = Thievery (Steal an item)
(ToD2) Enchant = アイテム強奪 = (Lit. Item Robbery) (Enables stealing item for skill)
(ToS) Arte/Colette = アイテムスティール = Item Thief (Steal an item)
(ToS) Arte/Colette = ローバーアイテム = Item Rover (Steal an item, but with greater probability than Item Thief)
(ToA) FSC = 盗む = Steal (Enables stealing item for skill)
(ToA) A.D. Skill = ローバーアイテム = Item Rover (Increases effectiveness of Steal)
(ToV [demo]) Arte/Repede = ローバーアイテム = Thievery (Steal an item)

Literally, this thing's a mess, but in a logical way, it isn't. Item Rover so far has only been used in the cases where it's either stronger than a previous stealing arte or is an ability that increases the effectiveness of a stealing ability. If that's how Garza's been thinking, I can see why he didn't adopt Item Rover in RM or in Vesperia.

And yes, Rutee's old legacy is Thievery, but he was updating the names of old artes that had been renamed since Symphonia. But thinking about how the naming convention is at the moment ("Item Rover" not being used as a Base arte), I can only surmise that not updating it was intentional.

Now, given that ToD2's Enchant name itself doesn't line up with any previous term, I'm actually now in favor of giving it a new one entirely. "Plundering" gets my vote.

(I spent too much time on researching that list. Will reply to the rest of the post a bit later.)
« Last Edit: June 30, 2008, 01:17:22 PM by Cless » Logged

Cless
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« Reply #53 on: July 16, 2008, 01:32:05 PM »

I'll hold off on the chance/random/continuous stuff, but the idea I think is it's not so much a chance of success as it's a defined variable effect. As in the value for the effect is dynamic, variable. The higher the levels = the effect more powerful/longer/etc. So I suggested Variable. 一定時間 (fixed/certain/defined amount of time) would then be taken in this sense to mean the time defined by the level variable. So basically, it's like saying everything hinges on that level variable. The time and effect strength change based on it.

From what it sounds like to me, it can't be that hard to just mention somewhere (like, a "manual") that probability/duration increases based on various factors. That's how the Luck stat works in some games, at least for probability. There are even slot effects that increase chance/duration...



#WRITE(ptr, $B8914)
// 100FA0
//特技中に「他特技入力」で一回だけ特技<LINE>
//で連携可能。<END>
Chain the skill to a second skill by<LINE>
inputting the second skill during the first<LINE>
skill's execution. <END>

#WRITE(ptr, $B8910)
// 100FD8
//特技連携<END>
Skill Chain<END>

#WRITE(ptr, $B890C)
// 100FE8
//特技後「晶術入力」で下級攻撃晶術を<LINE>
//高速発動できる。<END>
//By inputting a low-level attack spell after a skill, the spell can be executed immediately.<END>
Allows you to cast a Low-tier attack spell<LINE>
immediately after using the skill.<LINE><END>

#WRITE(ptr, $B8908)
// 101020
//晶術追撃<END>
//Spell Follow<END>
Spell Chaser<END>

#WRITE(ptr, $B8904)
// 101030
//「<$09><$3D><$00><$00><$00>押し続け」で特技後、一定距離内にいる<LINE>
//敵の背後を取る。<END>
Go to the enemy's backside when inside a<LINE>
certain range after executing the skill by<LINE>
holding <$09><$3D><$00><$00><$00>. <END>
//When inside a certain range, go behind the enemy's back after the skill by holding <$09><$3D><$00><$00><$00>.

#WRITE(ptr, $B8900)
// 101070
//背面取り<END>
//Behind the Back<END>
//Lit. Take the Rear
Backstab<END>

For some context, "Skill Chain" is given to Harold and Nanaly, and they can't normally chain physical artes. Also, I'm not entirely sure the description is the optimal (Calling it "the skill" the first time, then "first skill" at the end.).

For "Backstab"... the name's kinda inaccurate, but I liked it cause it was simple... but I guess I should change it to something closer. Also, I don't like this "in a certain range" thing in its description...
« Last Edit: July 16, 2008, 01:41:50 PM by Cless » Logged

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« Reply #54 on: April 02, 2009, 03:13:00 PM »

Chain an extra skill by inputting the next skill during the first skill's execution.  Can only chain once.

For 背面取り, I was thinking Pincer Move.
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« Reply #55 on: April 02, 2009, 06:14:46 PM »

For some context, "Skill Chain" is given to Harold and Nanaly, and they can't normally chain physical artes. Also, I'm not entirely sure the description is the optimal (Calling it "the skill" the first time, then "first skill" at the end.).

keeping in mind that this is an enchant, and is thus tied to one specific arte...

Chain to another arte by inputting the [command for the] other arte during this one. Can only be used once per chain.

(^-- in case "once per chain" is confusing you, a "chain" is a set of moves you can link together. it resets when your character is hit or when you go back to your normal standing animation. a "combo" is consecutive hits that keep an enemy stunned, which is different; a combo may be composed of multiple chains, or an enemy may break out of your combo in the middle of your chain but then enter a new combo during the same chain. originally i wrote "chain/combo" thinking you would pick whichever you liked, but i think it would be ambiguous to use combo.

to take vesperia as an example. yuri's tension skills activate when he gets a certain number of hits in a chain. e.g. shining fang -> shining fang drop -> dragon swarm -> cerberus strike -> brutal fang is a chain. it doesn't matter if the combo breaks in between, and you don't get tension any quicker if other characters add hits to the combo. overlimit means you can chain crap together infinitely. once your chain breaks, all your chaining abilities reset, so you can use all those super chains and ability pluses that you probably have equipped on yuri. or those aerial jumps/jump cancels on judith. or this arte chain enchant on harold/nanaly, i suppose.)

as for the name, it sounds like the Ability Plus skill. what was that called in japanese? if it's not the same name, though, Arte Chain is probably good.

Quote
For "Backstab"... the name's kinda inaccurate, but I liked it cause it was simple... but I guess I should change it to something closer.

BLINDSIDE

Quote
Also, I don't like this "in a certain range" thing in its description...

... the klarths--er, the clauses are a mess.

When close enough to an enemy, slip behind it after execution of this arte by holding O.
« Last Edit: April 02, 2009, 06:24:41 PM by Kajitani-Eizan » Logged


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