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{{sideicon|prime=FFXII|XIIRW}}
[[File:FFXII Gambits.png|thumb|Gambits setting in ''[[Final Fantasy XII]]''.]]
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[[File:FFXII Gambits.png|thumb|250px|Gambits setting in ''Final Fantasy XII''.]]
{{Q|Oh, one more thing! If you don't want me to fight on my own, you can always turn my Gambits off. With my Gambits turned off, I won’t do anything until you give the word. You should really think about using Gambits for yourself, you know. They can make managing a battle a lot easier.|Penelo}}
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{{Quote|Oh, one more thing! If you don't want me to fight on my own, you can always turn my Gambits off. With my Gambits turned off, I won't do anything until you give the word. You should really think about using Gambits for yourself, you know. They can make managing a battle a lot easier.|Penelo}}
'''Gambits''' are a functionality of the ''[[Final Fantasy XII]]'' and ''[[Final Fantasy XII: Revenant Wings]]'' battle systems. During the game, combat can be controlled manually and programmed via the use of gambits; manually entered commands take precedence and their immediate execution will interrupt gambit programming. The gambit system is similar to the Macro system found in ''[[Final Fantasy XI]]''.
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'''Gambits''' {{J|ガンビット|Ganbitto}} are functionality of the ''[[Final Fantasy XII]]'' and ''[[Final Fantasy XII: Revenant Wings]]'' [[battle system]]s. Combat can be controlled manually and programmed via the use of gambits; manually entered commands take precedence and their immediate execution will interrupt gambit programming. The gambit system is similar to the Macro system found in ''[[Final Fantasy XI]]''.
   
  +
==Profile==
[[Hiroyuki Ito]] was in charge of creating the battle system for ''Final Fantasy XII'' and his motivation for the gambit system was to create a "single-player online game" where the player would have independently acting party members who would still act the way the player wanted them to. The gambit system works on the same basic programming algorithms used for the monsters in the SNES ''Final Fantasy'' games.<ref name=1up>[http://www.1up.com/features/final-fantasy-hiroyuki-ito-science Final Fantasy's Hiroyuki Ito and the Science of Battle -- 1up.com]</ref>
 
 
==Appearances==
 
===''[[Final Fantasy XII]]''===
 
{{sideicon|FFXII}}
 
 
Like simple computers, the player can create a list of commands and dependencies to be carried out automatically by the characters to simplify the combat system. All commands relate to (are targeted on) the character, the character's allies, or the enemies on-screen.
 
Like simple computers, the player can create a list of commands and dependencies to be carried out automatically by the characters to simplify the combat system. All commands relate to (are targeted on) the character, the character's allies, or the enemies on-screen.
   
Gambits are a targeted "if A, then X" conditional statement/expression; each gambit on the list is evaluated and the first gambit that has a true, actionable condition, will be executed. Each time the character gets a new turn the list is re-evaluated, starting with the first gambit.
+
Gambits are a targeted "if A, then X" conditional statement/expression; each gambit on the list is evaluated and the first gambit that has a true, actionable condition, will be executed. Each time the character gets a new turn the list is reevaluated, starting with the first gambit.
   
  +
Gambits are available once Penelo joins the party, though the player has to wait until Balthier and Fran join to be able to customize gambits.
====Functionality====
 
  +
 
===Functionality===
 
[[File:Kingbomb.jpg|thumb|The golden G next to a party member's name indicates that the character's Gambits are active.]]
 
[[File:Kingbomb.jpg|thumb|The golden G next to a party member's name indicates that the character's Gambits are active.]]
Gambits are composed of a target, a condition and an action to be performed on the target, only if the condition is true. If the condition is not true, the next gambit in the list is checked, and so on. The list is not in order of which action is taken; for example, a gambit with the "Enemy = Flying" condition at the top of the gambit list will only activate when the party encounters a flying enemy. Actions can be either the use of items or the casting of [[magick]] and [[Technicks]]. There is no action for [[Quickening (Ability)|Quickenings]] and [[Summon (Command)|summons]], which must be activated manually.
+
Gambits are composed of a target, a condition and an action to be performed on the target, only if the condition is true. If the condition is not true, the next gambit in the list is checked, and so on. The list is not in order of which action is taken; for example, a gambit with the "Foe:Flying" condition at the top of the gambit list will only activate when the party encounters a [[flying]] enemy. Actions can be either the use of [[Final Fantasy XII items|items]] or the casting of [[Magick (ability type)|magick]] and [[Technicks]]. There is no action for [[Quickening (ability)|Quickenings]] and [[Summon (command)|summons]], which must be activated manually.
   
In or out of battle, each character can have have each individual gambit in their list turned on or off, at the gambit screen. Also, at the gambit screen or in the manual control menu, the current state of the gambit list as a whole can be turned off and back on. Gambits can be changed at any moment during a battle, and gambits can always be interrupted by manual input of actions.
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In or out of battle, each character can have have each individual gambit in their list turned on or off at the gambit screen. At the gambit screen or in the manual control menu, the current state of the gambit list as a whole can be turned off and back on. Gambits can be changed at any moment during a battle, and gambits can always be interrupted by manual input.
   
The characters start with no list of gambits, gain two automatically through the course of the early game, and can buy licenses for an additional 10 gambit slots in the [[Augment (Final Fantasy XII)|Augments]] section of the [[License Board]].
+
The characters start with no list of gambits, gain two automatically through the early game, and can buy licenses for an additional ten gambit slots in the [[Augment (Final Fantasy XII)|Augments]] section of the [[License Board]](s).
   
=====Action: No redundant actions=====
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====Action: No redundant actions====
Gambits contain certain hidden conditions to be intuitive and functional. Enemies immediately cease to be targets once they die, and the gambit mechanism will not revive a character who is not [[Knocked Out|KO'd]] or recast a status buffer if the character still has it, e.g. a gambit for [[Haste (Ability)|Haste]] will not be activated if the character already has the [[Haste (Status)|Haste status]]. As well, the gambit mechanism will not have two characters simultaneously cast a status buffer or revive a KO'd character twice; i.e. if two characters have a gambit set-up to revive a fallen party member, and a party member is KO'd, only one of the characters will have their gambit to revive them executed.
+
Gambits contain certain hidden conditions to be intuitive and functional. Enemies cease to be targets once they die, and the gambit mechanism will not revive a character who is not [[Knocked Out|KO'd]] or recast a status buffer if the character still has it, e.g. a gambit for [[Time Magicks (Final Fantasy XII)#Haste|Haste]] will not be activated if the character already has the [[Final Fantasy XII statuses#Haste|Haste status]]. The gambit mechanism will not have two characters simultaneously cast a status buffer or revive a KO'd character twice; i.e. if two characters have a gambit set-up to revive a fallen party member, either with a [[Final Fantasy XII items#Phoenix Down|Phoenix Down]] or [[White Magicks (Final Fantasy XII)#Raise|Raise]] spell, and a party member is KO'd, only one of the characters will have their gambit to revive them executed.
   
The exceptions to the above rules are are: [[Steal]], [[Poach]], [[Drain (Ability)|Drain]] and [[Osmose (Ability)|Syphon]], which will be re-activated at every turn, even if the foe is immune or has no more items/MP to steal. Foe: HP = 100% attached to Steal, and one blow from a manually controlled character, will ensure that overenthusiastic loot hunters look further down the list for something to do. Enemy immunity requires the offending gambits be turned off or commands be issued to the characters to override their gambits with manual control.
+
The exceptions to the above rules are: [[Steal]], [[Poach]], [[Drain (ability)|Drain]] and [[Osmose (ability)|Syphon]], which will re-activate at every turn, even if the foe is immune, or has no more items/MP to steal. Foe: HP = 100% attached to Steal, and one blow from a manually controlled character, or another party member with a Foe: HP = 100% attacked to Attack at the top of their gambit list, will ensure that the stealer will look further down the list for something to do after their first steal attempt. Enemy immunity requires the offending gambits be turned off or commands be issued to the characters to override their gambits with manual control.
   
=====Action: Constraints=====
+
====Action: Constraints====
Another type of hidden condition, but one that generally works against the player, is that a gambit may not be executed, even if its condition is true, if its action cannot be performed because of the normal game rules. For example, a gambit with the action to cast the spell Haste will only be done if the character has enough [[MP (Stat)|MP]] to cast it and is not under a restrictive status such as [[Silence (Status)|Silence]], [[Disable (Status)|Disable]], or other that prohibits the use of magick.
+
A gambit will not be executed if its action cannot be performed because of the normal game rules. For example, a gambit with the action to cast the spell Haste will only be done if the character has enough [[MP (stat)|MP]] to cast it and is not under a restrictive status, such as [[Final Fantasy XII statuses#Silence|Silence]], [[Final Fantasy XII statuses#Disable|Disable]], or other that prohibits the use of magick.
   
A similar constraint applies to the use of [[List of Final Fantasy XII Items|items]], i.e. a gambit calling for the use of a [[Hi-Potion]] will only be performed if there is at least one in the party's inventory.
+
A similar constraint applies to the use of items, i.e. a gambit calling for the use of a [[Final Fantasy XII items#Hi-Potion|Hi-Potion]] will only be performed if there is at least one in the party's inventory.
   
 
Steal, Poach, Drain and Syphon are not exempt from this condition as they are from the other.
 
Steal, Poach, Drain and Syphon are not exempt from this condition as they are from the other.
   
=====Condition: Self, Ally or Foe=====
+
====Condition: Self, Ally or Foe====
Conditions for gambits need to be purchased at Gambit Shops and are for Self, Ally or Foe. They can also occasionally be found in [[Treasure (Final Fantasy XII)|treasure urns]]. In the ''International Zodiac Job System Version'' all gambits are available after the party escapes from the [[Barheim Passage]], but in the regular version, different gambits are available at different parts of the game, and some useful gambits are only obtained quite late in the game.
+
Conditions for gambits need to be purchased at Gambit Shops and are for Self, Ally or Foe. They can also occasionally be found in [[Treasure (Final Fantasy XII)|treasure urns]] in the [[Final Fantasy XII version differences|original version]]. In the ''Zodiac'' versions, all gambits are available at the shop after the player returns to [[Rabanastre]] from [[Nalbina Dungeons]].
   
=====Canceling=====
+
====Canceling====
A character may cancel an action enacted by a gambit if a higher-priority gambit's conditions are fulfilled. For example, the character has a gambit, high on the list, to [[Attack (Command)|Attack]] the nearest foe, and one below that to poach foes with < 10% HP. If the party is attempting to poach a foe, and a higher HP foe comes near, the character will abandon their poaching, and rush off to Attack the new foe. This is also a good example of the difference between order of execution and order of listing (and therefore priority).
+
A character may cancel an action enacted by a gambit if a higher-priority gambit's conditions are fulfilled. For example, the character has a gambit, high on the list, to [[Attack (command)|Attack]] the nearest foe, and one below that to poach foes with < 10% HP. If the party is attempting to poach a foe, and a higher HP foe comes near, the character will abandon their poaching, and rush off to Attack the new foe. This is also a good example of the difference between order of execution and order of listing (and therefore priority).
   
 
If the order of these gambits is reversed, canceling will not happen; characters will attack when enemies are first sighted, even though Attack is second on the list, the "Foe: HP < 10% - Poach" gambit cannot get in the way, because of its condition, and Poach will be activated instead of Attack as soon as and for as long as there is an appropriate target in range.
 
If the order of these gambits is reversed, canceling will not happen; characters will attack when enemies are first sighted, even though Attack is second on the list, the "Foe: HP < 10% - Poach" gambit cannot get in the way, because of its condition, and Poach will be activated instead of Attack as soon as and for as long as there is an appropriate target in range.
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The exceptions to canceling an action due to priority are all commands the player inputs manually. Any command the player gives to the character will be executed if possible, regardless of gambits.
 
The exceptions to canceling an action due to priority are all commands the player inputs manually. Any command the player gives to the character will be executed if possible, regardless of gambits.
   
Character movement is not considered a command for the purposes of interrupting actions; spell casting in particular will root characters in place, and the only way to avoid characters beginning a spellcast is to turn off their gambits temporarily or to hold down the R2 button to [[Escape (Command)|escape]]. This does not halt spellcasting already in progress.
+
Character movement is not considered a command for the purposes of interrupting actions; spell casting in particular will root characters in place, and the only way to avoid characters beginning a spellcast is to turn off their gambits temporarily or to hold down {{button|ps|r2}} to [[Escape (command)|escape]]. This does not halt spellcasting already in progress.
 
====List of Gambits====
 
There are several gambits in the game. Initially, the party starts with very few gambits to work with, but as the game progresses, the party can find or buy more.
 
   
 
====List of gambits====
New gambits are available for purchase after the following events:
 
 
There are several gambits. Initially, the party starts with few to work with, but as the game progresses, the party can find or buy more.
   
 
In the original release, new gambits are available for purchase after the following events:
{|class="half-width FFXII table"
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{|class="half-width FFXII article-table"
 
|-class="a"
 
|-class="a"
 
!width="10%"|Event
 
!width="10%"|Event
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|-
 
|-
 
!class="b"|A
 
!class="b"|A
|After getting trapped in the Nalbina Dungeons.
+
|After getting trapped in the [[Nalbina Dungeons]].
 
|-
 
|-
 
!class="b"|B
 
!class="b"|B
|After escaping from Barheim Passage.
+
|After escaping from [[Barheim Passage]].
 
|-
 
|-
 
!class="b"|C
 
!class="b"|C
|After obtaining the Dawn Shard.
+
|After obtaining the [[Dawn Shard]].
 
|-
 
|-
 
!class="b"|D
 
!class="b"|D
|After defeating Judge Bergan.
+
|After defeating [[Judge Bergan (boss)|Judge Bergan]].
 
|-
 
|-
 
!class="b"|E
 
!class="b"|E
|After visiting the Draklor Laboratory.
+
|After visiting the [[Draklor Laboratory]].
 
|-
 
|-
 
!class="b"|F
 
!class="b"|F
|After obtaining the Treaty-Blade.
+
|After obtaining the [[Treaty-Blade]].
 
|-
 
|-
 
|}
 
|}
   
In the ''[[International Zodiac Job System]]'' version, all gambits ave available for purchase after the player gets trapped in the Nalbina Dungeons. Also, players can no longer find gambits in treasure chests. However, gambits are only sold at [[Royal City of Rabanastre#Yamoora's Gambits|Yamoora's Gambits]], [[Nalbina#Jajim Bazaar|Jajim Bazaar]], [[Skycity of Bhujerba#Bashketi's Gambits|Bashketi's Gambits]], [[Imperial City of Archades#Lebleu's Gambits|Lebleu's Gambits]], and [[Balfonheim Port#Waterfront Gambits|Waterfront Gambits]]. Additionally, Burrough's shop inside [[Barheim Passage]] - The Lightworks carries a limited number of Gambits marked with an asterisk(*) in the tables below.
+
In the ''Zodiac'' versions, all gambits are available for purchase after the player gets trapped in the Nalbina Dungeons. Also, players can no longer find gambits in treasure chests. However, gambits are only sold at [[Rabanastre#Yamoora's Gambits|Yamoora's Gambits]], [[Nalbina Fortress#Jajim Bazaar|Jajim Bazaar]], [[Bhujerba#Bashketi's Gambits|Bashketi's Gambits]], [[Archades#Lebleu's Gambits|Lebleu's Gambits]], and [[Balfonheim Port#Waterfront Gambits|Waterfront Gambits]]. Additionally, Burrough's shop inside [[Barheim Passage]] - The Lightworks carries a limited number of Gambits marked with an asterisk(*) in the tables below.
   
=====Ally Gambits=====
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====Ally Gambits====
These Gambits are under the Blue tab of the gambit menu. All conditions require a party member to be under a certain condition.
+
These gambits are under the blue tab of the gambit menu. All conditions require a party member to be under a certain condition.
   
  +
{{multicol-begin}}
<div class="half-width tabber">
 
  +
;Original
<div class="tabbertab" title="FFXII">
 
{|class="half-width FFXII table" style="width:100%"
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{|class="sortable half-width FFXII article-table" style="width:100%"
 
|-class="a"
 
|-class="a"
 
!width="80%"|Gambit
 
!width="80%"|Gambit
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!100
 
!100
 
!C
 
!C
|-
 
 
|}
 
|}
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{{multicol-separator}}
</div>
 
  +
;Zodiac
<div class="tabbertab" title="IZJS">
 
{|class="half-width FFXII table" style="width:100%"
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{|class="sortable half-width FFXII article-table" style="width:100%"
 
|-class="a"
 
|-class="a"
 
!width="90%"|Gambit
 
!width="90%"|Gambit
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!50*
 
!50*
 
|-
 
|-
!class="b"|Ally: more than 2 enemies
+
!class="b"|Ally: 2+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Ally: more than 3 enemies
+
!class="b"|Ally: 3+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Ally: more than 4 enemies
+
!class="b"|Ally: 4+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Ally: more than 5 enemies
+
!class="b"|Ally: 5+ foes present
 
!300
 
!300
 
|-
 
|-
 
!class="b"|Ally: item AMT ≧ 10
 
!class="b"|Ally: item AMT ≧ 10
 
!300
 
!300
|-
 
 
|}
 
|}
  +
{{multicol-end}}
</div></div>
 
 
{{clear}}
   
=====Foe Gambits=====
+
====Foe Gambits====
These Gambits are under the Red tab of the Gambit menu. All conditions require an enemy to be under a certain condition.
+
These gambits are under the red tab of the gambit menu. All conditions require an enemy to be under a certain condition.
   
  +
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  +
;Original
<div class="tabbertab" title="FFXII">
 
{|class="half-width FFXII table" style="width:100%"
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{|class="half-width FFXII article-table" style="width:100%"
 
|-class="a"
 
|-class="a"
 
!width="80%"|Gambit
 
!width="80%"|Gambit
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!D
 
!D
 
|}
 
|}
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  +
;Zodiac
<div class="tabbertab" title="IZJS">
 
{|class="half-width FFXII table" style="width:100%"
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{|class="half-width FFXII article-table" style="width:100%"
 
|-class="a"
 
|-class="a"
 
!width="90%"|Gambit
 
!width="90%"|Gambit
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!50
 
!50
 
|-
 
|-
!class="b"|Foe: attack same
+
!class="b"|Foe: targeted by ally
 
!100
 
!100
 
|-
 
|-
!class="b"|Foe: attack separate
+
!class="b"|Foe: not targeted by ally
 
!100
 
!100
 
|-
 
|-
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!50*
 
!50*
 
|-
 
|-
!class="b"|Foe: Targeting Vaan
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!class="b"|Foe: targeting Vaan
 
!―
 
!―
 
|-
 
|-
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!70
 
!70
 
|-
 
|-
!class="b"|Foe: fire-vulnerable
+
!class="b"|Foe: fire-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
!class="b"|Foe: lightning-vulnerable
+
!class="b"|Foe: lightning-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
!class="b"|Foe: ice-vulnerable
+
!class="b"|Foe: ice-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
!class="b"|Foe: earth-vulnerable
+
!class="b"|Foe: earth-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
!class="b"|Foe: water-vulnerable
+
!class="b"|Foe: water-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
!class="b"|Foe: wind-vulnerable
+
!class="b"|Foe: wind-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
!class="b"|Foe: holy-vulnerable
+
!class="b"|Foe: holy-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
!class="b"|Foe: dark-vulnerable
+
!class="b"|Foe: dark-vulnerable{{foot|triggers to enemies that do not absorb the element, even those that are immune}}
 
!70
 
!70
 
|-
 
|-
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!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 2 enemies
+
!class="b"|Foe: 2+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 3 enemies
+
!class="b"|Foe: 3+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 4 enemies
+
!class="b"|Foe: 4+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 5 enemies
+
!class="b"|Foe: 5+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 2 allies
+
!class="b"|Foe: 2+ allies present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 3 allies
+
!class="b"|Foe: 3+ allies present
 
!300
 
!300
 
|-
 
|-
 
!class="b"|Foe: item AMT ≧ 10
 
!class="b"|Foe: item AMT ≧ 10
 
!300
 
!300
|-
 
 
|}
 
|}
  +
{{multicol-end}}
</div></div>
 
  +
{{clear}}
   
=====Self Gambits=====
+
====Self Gambits====
These Gambits are under the Yellow tab of the Gambit menu. All conditions require the user to be under a certain condition.
+
These gambits are under the yellow tab of the gambit menu. All conditions require the user to be under a certain condition.
   
  +
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{|class="half-width FFXII article-table" style="width:100%"
 
|-class="a"
 
|-class="a"
 
!width="80%"|Gambit
 
!width="80%"|Gambit
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!50
 
!50
 
!E
 
!E
|-
 
 
|}
 
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  +
;Zodiac
<div class="tabbertab" title="IZJS">
 
{|class="half-width FFXII table" style="width:100%"
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{|class="half-width FFXII article-table" style="width:100%"
 
|-class="a"
 
|-class="a"
 
!width="90%"|Gambit
 
!width="90%"|Gambit
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!50*
 
!50*
 
|-
 
|-
!class="b"|Foe: more than 2 enemies
+
!class="b"|Self: 2+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 3 enemies
+
!class="b"|Self: 3+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 4 enemies
+
!class="b"|Self: 4+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Foe: more than 5 enemies
+
!class="b"|Self: 5+ foes present
 
!300
 
!300
 
|-
 
|-
!class="b"|Self: targeted by enemies
+
!class="b"|Self: targeted by foe
 
!300
 
!300
 
|-
 
|-
!class="b"|Self: targeted by allies
+
!class="b"|Self: targeted by ally
 
!300
 
!300
 
|-
 
|-
 
!class="b"|Self: item AMT ≧ 10
 
!class="b"|Self: item AMT ≧ 10
 
!300
 
!300
|-
 
 
|}
 
|}
  +
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</div></div>
 
  +
 
===''[[Final Fantasy XII: Revenant Wings]]''===
 
[[File:RW Defense Snare.png|thumb|Gambits menu.]]
 
Gambits return, but the system is heavily simplified. The player can set one gambit per group leader, and once this is done the character will keep using the skill unless they are being directly controlled by the player. Gambits can be set in the Equip screen any time during battle.
  +
{{clear}}
  +
  +
==Creation and development==
  +
Hiroyuki Ito was in charge of creating the battle system and his motivation for the gambit system was to create a "single-player online game" where the player would have independently acting party members who would still act the way the player wanted them to. The gambit system works on the same basic programming algorithms used for the monsters in the SNES ''Final Fantasy'' games.<ref name="1up Ito Science of Battle">{{Refwebsitedead| page url = http://www.1up.com/features/final-fantasy-hiroyuki-ito-science| page name = Final Fantasy's Hiroyuki Ito and the Science of Battle| site url = http://www.1up.com/| site name = 1UP.com| access time = 20151010232753}}</ref> In RPGs with command-based systems players would just press one button to grind through, and thus Ito thought that it might be more fun to provide a seamless, semi-automated battle system instead. The developers thus carried over the old ''Final Fantasy IV'' gambit prototype, made it more complex, and made it so users configure it with their characters. The reason the developers chose to use it for ''Final Fantasy XII'' in particular was because of the seamlessness they wanted to achieve with the game. Though purely command-based battle systems are simple on the development side, for a "single-player MMO" the player had to be able to move around while also performing an action.<ref>{{Refwebsite| page url = https://wegotthiscovered.com/gaming/exclusive-interview-takashi-katano-hiroaki-kato-final-fantasy-xii-zodiac-age/| page name = Exclusive Interview: Takashi Katano And Hiroaki Kato On Final Fantasy XII: The Zodiac Age| site url = https://wegotthiscovered.com| site name = We Got This Covered| access time = 17:42, December 09, 2018 (UTC)}}</ref>
  +
  +
Producer Hiroaki Kato has lamented that the gambit system is complex, and thus difficult to implement in other titles. Regardless, he would want to use the mechanics somehow, maybe in a different form, even if the system is difficult to develop around.<ref name="Gsmespot12032017">{{Refwebsite | page url=https://www.gamespot.com/articles/final-fantasy-12-devs-explain-why-its-re-emerging-/1100-6448635/| page name = Final Fantasy 12 Devs Explain Why It's Re-emerging After 11 Years |site url = http://www.gamespot.com/ | site name = GameSpot| access time = 20180821211932}}</ref>
  +
  +
Automating stealing via the gambit system is something players strive to do, but the stealer will keep stealing even when the target has nothing to steal. Thus, many players opt to use Foe HP 100% gambit to only steal from newly met enemies. The developers have commented that they didn't want to make stealing too convenient, and wanted to keep that element of trial-and-error and the "healthy player frustration" that "makes the game fun." Thus, the imperfect stealing with gambits has been left in the International and HD versions.<ref>{{Refwebsite| page url = https://retronauts.com/article/421/the-trials-tribulations-and-trial-mode-of-final-fantasy-xii-the-zodiac-age| page name = The trials, tribulations, and Trial Mode of Final Fantasy XII: The Zodiac Age| site url = https://retronauts.com| site name = Retronauts| access time = 19:50, January 30, 2019 (UTC)}}</ref>
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==Gallery==
  +
<gallery>
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FFXII-HD-Gambits-Menu.png|Gambits menu in ''The Zodiac Age''.
  +
</gallery>
   
  +
==Etymology==
====''[[Final Fantasy XII: Revenant Wings]]''====
 
{{sideicon|XIIIRW}}
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{{Etym|Gambit}}
[[File:RW Defense Snare.png|thumb|Gambits menu in ''Final Fantasy XII: Revenant Wings''.]]
 
Gambits return in ''Final Fantasy XII: Revenant Wings'', but the system is heavily simplified. The player is able to set one Gambit per group leader, and once this is done the character will keep using the skill unless they are being directly controlled by the player. Gambits can be set in the Equip screen any time during battle.
 
{{-}}
 
   
 
==References==
 
==References==
 
{{Reflist}}
 
{{Reflist}}
   
{{FFXII}}
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{{navbox abilities FFXII}}
{{XIIRW}}
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{{navbox XIIRW}}
   
[[Category:Final Fantasy XII]]
 
[[Category:Final Fantasy XII: Revenant Wings]]
 
   
 
[[de:Gambit]]
 
[[de:Gambit]]
 
[[Category:Gameplay in Final Fantasy XII]]
 
[[Category:Gameplay in Final Fantasy XII: Revenant Wings]]

Revision as of 21:20, 9 January 2020

Template:Sideicon

FFXII Gambits

Gambits setting in Final Fantasy XII.

Oh, one more thing! If you don't want me to fight on my own, you can always turn my Gambits off. With my Gambits turned off, I won't do anything until you give the word. You should really think about using Gambits for yourself, you know. They can make managing a battle a lot easier.

Penelo

Gambits (ガンビット, Ganbitto?) are functionality of the Final Fantasy XII and Final Fantasy XII: Revenant Wings battle systems. Combat can be controlled manually and programmed via the use of gambits; manually entered commands take precedence and their immediate execution will interrupt gambit programming. The gambit system is similar to the Macro system found in Final Fantasy XI.

Profile

Like simple computers, the player can create a list of commands and dependencies to be carried out automatically by the characters to simplify the combat system. All commands relate to (are targeted on) the character, the character's allies, or the enemies on-screen.

Gambits are a targeted "if A, then X" conditional statement/expression; each gambit on the list is evaluated and the first gambit that has a true, actionable condition, will be executed. Each time the character gets a new turn the list is reevaluated, starting with the first gambit.

Gambits are available once Penelo joins the party, though the player has to wait until Balthier and Fran join to be able to customize gambits.

Functionality

Kingbomb

The golden G next to a party member's name indicates that the character's Gambits are active.

Gambits are composed of a target, a condition and an action to be performed on the target, only if the condition is true. If the condition is not true, the next gambit in the list is checked, and so on. The list is not in order of which action is taken; for example, a gambit with the "Foe:Flying" condition at the top of the gambit list will only activate when the party encounters a flying enemy. Actions can be either the use of items or the casting of magick and Technicks. There is no action for Quickenings and summons, which must be activated manually.

In or out of battle, each character can have have each individual gambit in their list turned on or off at the gambit screen. At the gambit screen or in the manual control menu, the current state of the gambit list as a whole can be turned off and back on. Gambits can be changed at any moment during a battle, and gambits can always be interrupted by manual input.

The characters start with no list of gambits, gain two automatically through the early game, and can buy licenses for an additional ten gambit slots in the Augments section of the License Board(s).

Action: No redundant actions

Gambits contain certain hidden conditions to be intuitive and functional. Enemies cease to be targets once they die, and the gambit mechanism will not revive a character who is not KO'd or recast a status buffer if the character still has it, e.g. a gambit for Haste will not be activated if the character already has the Haste status. The gambit mechanism will not have two characters simultaneously cast a status buffer or revive a KO'd character twice; i.e. if two characters have a gambit set-up to revive a fallen party member, either with a Phoenix Down or Raise spell, and a party member is KO'd, only one of the characters will have their gambit to revive them executed.

The exceptions to the above rules are: Steal, Poach, Drain and Syphon, which will re-activate at every turn, even if the foe is immune, or has no more items/MP to steal. Foe: HP = 100% attached to Steal, and one blow from a manually controlled character, or another party member with a Foe: HP = 100% attacked to Attack at the top of their gambit list, will ensure that the stealer will look further down the list for something to do after their first steal attempt. Enemy immunity requires the offending gambits be turned off or commands be issued to the characters to override their gambits with manual control.

Action: Constraints

A gambit will not be executed if its action cannot be performed because of the normal game rules. For example, a gambit with the action to cast the spell Haste will only be done if the character has enough MP to cast it and is not under a restrictive status, such as Silence, Disable, or other that prohibits the use of magick.

A similar constraint applies to the use of items, i.e. a gambit calling for the use of a Hi-Potion will only be performed if there is at least one in the party's inventory.

Steal, Poach, Drain and Syphon are not exempt from this condition as they are from the other.

Condition: Self, Ally or Foe

Conditions for gambits need to be purchased at Gambit Shops and are for Self, Ally or Foe. They can also occasionally be found in treasure urns in the original version. In the Zodiac versions, all gambits are available at the shop after the player returns to Rabanastre from Nalbina Dungeons.

Canceling

A character may cancel an action enacted by a gambit if a higher-priority gambit's conditions are fulfilled. For example, the character has a gambit, high on the list, to Attack the nearest foe, and one below that to poach foes with < 10% HP. If the party is attempting to poach a foe, and a higher HP foe comes near, the character will abandon their poaching, and rush off to Attack the new foe. This is also a good example of the difference between order of execution and order of listing (and therefore priority).

If the order of these gambits is reversed, canceling will not happen; characters will attack when enemies are first sighted, even though Attack is second on the list, the "Foe: HP < 10% - Poach" gambit cannot get in the way, because of its condition, and Poach will be activated instead of Attack as soon as and for as long as there is an appropriate target in range.

The exceptions to canceling an action due to priority are all commands the player inputs manually. Any command the player gives to the character will be executed if possible, regardless of gambits.

Character movement is not considered a command for the purposes of interrupting actions; spell casting in particular will root characters in place, and the only way to avoid characters beginning a spellcast is to turn off their gambits temporarily or to hold down R2 to escape. This does not halt spellcasting already in progress.

List of gambits

There are several gambits. Initially, the party starts with few to work with, but as the game progresses, the party can find or buy more.

In the original release, new gambits are available for purchase after the following events:

Event Details
A After getting trapped in the Nalbina Dungeons.
B After escaping from Barheim Passage.
C After obtaining the Dawn Shard.
D After defeating Judge Bergan.
E After visiting the Draklor Laboratory.
F After obtaining the Treaty-Blade.

In the Zodiac versions, all gambits are available for purchase after the player gets trapped in the Nalbina Dungeons. Also, players can no longer find gambits in treasure chests. However, gambits are only sold at Yamoora's Gambits, Jajim Bazaar, Bashketi's Gambits, Lebleu's Gambits, and Waterfront Gambits. Additionally, Burrough's shop inside Barheim Passage - The Lightworks carries a limited number of Gambits marked with an asterisk(*) in the tables below.

Ally Gambits

These gambits are under the blue tab of the gambit menu. All conditions require a party member to be under a certain condition.

Original
Gambit Cost When
Ally: any 50 B
Ally: party leader 50 B
Ally: Vaan
Ally: Ashe
Ally: Fran
Ally: Balthier
Ally: Penelo
Ally: Basch
Ally: lowest HP 50 D
Ally: strongest weapon 50 D
Ally: lowest defense 50 D
Ally: lowest magick resist 50 D
Ally: HP < 100% 50 C
Ally: HP < 90% 50 B
Ally: HP < 80% 50 B
Ally: HP < 70% 50 B
Ally: HP < 60% 50 B
Ally: HP < 50% 50 A
Ally: HP < 40% 50 B
Ally: HP < 30% 50 A
Ally: HP < 20% 50 B
Ally: HP < 10% 50 C
Ally: MP < 100% 50 C
Ally: MP < 90% 50 C
Ally: MP < 80% 50 B
Ally: MP < 70% 50 B
Ally: MP < 60% 50 B
Ally: MP < 50% 50 B
Ally: MP < 40% 50 B
Ally: MP < 30% 50 B
Ally: MP < 20% 50 B
Ally: MP < 10% 50 C
Ally: status = KO 50 E
Ally: status = Stone 50 E
Ally: status = Petrify 50 E
Ally: status = Stop 50 C
Ally: status = Sleep 50 B
Ally: status = Confuse 50 B
Ally: status = Doom 50 E
Ally: status = Blind 50 E
Ally: status = Poison 50 E
Ally: status = Silence 50 E
Ally: status = Sap 50 E
Ally: status = Oil 50 E
Ally: status = Reverse 50 C
Ally: status = Disable 50 E
Ally: status = Immobilize 50 E
Ally: status = Slow 50 C
Ally: status = Disease 50 E
Ally: status = Lure 50 C
Ally: status = Protect 50 E
Ally: status = Shell 50 E
Ally: status = Haste 50 E
Ally: status = Bravery 50 E
Ally: status = Faith 50 E
Ally: status = Reflect 50 C
Ally: status = Invisible 50 E
Ally: status = Regen 50 E
Ally: status = Float 50 E
Ally: status = Berserk 50 C
Ally: status = Bubble 50 E
Ally: status = HP Critical 50 B
Ally: item AMT ≧ 10 100 C
Zodiac
Gambit Cost
Ally: any 50*
Ally: party leader 50*
Ally: Vaan
Ally: Ashe
Ally: Fran
Ally: Balthier
Ally: Penelo
Ally: Basch
Ally: lowest HP 70
Ally: strongest weapon 70
Ally: lowest defense 70
Ally: lowest magick resist 70
Ally: HP < 100% 50*
Ally: HP < 90% 70
Ally: HP < 80% 70
Ally: HP < 70% 50*
Ally: HP < 60% 50*
Ally: HP < 50% 50*
Ally: HP < 40% 50*
Ally: HP < 30% 50*
Ally: HP < 20% 70
Ally: HP < 10% 70
Ally: MP < 100% 50*
Ally: MP < 90% 70
Ally: MP < 80% 70
Ally: MP < 70% 50*
Ally: MP < 60% 50*
Ally: MP < 50% 50*
Ally: MP < 40% 50*
Ally: MP < 30% 50*
Ally: MP < 20% 70
Ally: MP < 10% 70
Ally: status = KO 70
Ally: status = Stone 70
Ally: status = Petrify 70
Ally: status = Stop 70
Ally: status = Sleep 70
Ally: status = Confuse 70
Ally: status = Doom 70
Ally: status = Blind 70
Ally: status = Poison 70
Ally: status = Silence 70
Ally: status = Sap 70
Ally: status = Oil 70
Ally: status = Reverse 70
Ally: status = Disable 70
Ally: status = Immobilize 70
Ally: status = Slow 70
Ally: status = Disease 70
Ally: status = Lure 70
Ally: status = Protect 70
Ally: status = Shell 70
Ally: status = Haste 70
Ally: status = Bravery 70
Ally: status = Faith 70
Ally: status = Reflect 70
Ally: status = Invisible 70
Ally: status = Regen 70
Ally: status = Float 70
Ally: status = Berserk 70
Ally: status = Bubble 70
Ally: status = HP Critical 50*
Ally: 2+ foes present 300
Ally: 3+ foes present 300
Ally: 4+ foes present 300
Ally: 5+ foes present 300
Ally: item AMT ≧ 10 300


Foe Gambits

These gambits are under the red tab of the gambit menu. All conditions require an enemy to be under a certain condition.

Original
Gambit Cost When
Foe: party leader's target
Foe: nearest visible
Foe: any 50 B
Foe: targeting leader 100 B
Foe: targeting self 100 B
Foe: targeting ally 100 B
Foe: furthest 50 C
Foe: nearest 50 C
Foe: highest HP 50 D
Foe: lowest HP 50 D
Foe: highest max HP 50 D
Foe: lowest max HP 50 D
Foe: highest MP 50 D
Foe: lowest MP 50 D
Foe: highest max MP 50 D
Foe: lowest max MP 50 D
Foe: highest level 50 D
Foe: lowest level 50 D
Foe: highest strength 50 D
Foe: lowest strength 50 D
Foe: highest magick power 50 D
Foe: lowest magick power 50 D
Foe: highest speed 50 D
Foe: lowest speed 50 D
Foe: highest defense 50 D
Foe: highest magick resist 50 D
Foe: HP ≧ 100,000 50 F
Foe: HP ≧ 50,000 50 F
Foe: HP ≧ 10,000 50 E
Foe: HP ≧ 5,000 50 E
Foe: HP ≧ 3,000 50 D
Foe: HP ≧ 2,000 50 D
Foe: HP ≧ 1,000 50 C
Foe: HP ≧ 500 50 C
Foe: HP < 100,000 50 F
Foe: HP < 50,000 50 F
Foe: HP < 10,000 50 E
Foe: HP < 5,000 50 E
Foe: HP < 3,000 50 D
Foe: HP < 2,000 50 D
Foe: HP < 1,000 50 C
Foe: HP < 500 50 C
Foe: HP = 100% 50 B
Foe: HP ≧ 70% 50 B
Foe: HP ≧ 50% 50 B
Foe: HP ≧ 30% 50 B
Foe: status = Petrify 50 E
Foe: status = Stop 50 E
Foe: status = Sleep 50 B
Foe: status = Confuse 50 E
Foe: status = Doom 50 E
Foe: status = Blind 50 C
Foe: status = Poison 50 E
Foe: status = Silence 50 C
Foe: status = Sap 50 E
Foe: status = Oil 50 B
Foe: status = Reverse 50 C
Foe: status = Disable 50 B
Foe: status = Immobilize 50 B
Foe: status = Slow 50 E
Foe: status = Disease 50 E
Foe: status = Protect 50 D
Foe: status = Shell 50 D
Foe: status = Haste 50 D
Foe: status = Bravery 50 D
Foe: status = Faith 50 D
Foe: status = Reflect 50 B
Foe: status = Regen 50 E
Foe: status = Berserk 50 E
Foe: status = HP Critical 50 B
Foe: fire-weak 500 F
Foe: lightning-weak 500 F
Foe: ice-weak 500 F
Foe: earth-weak 500 F
Foe: water-weak 500 F
Foe: wind-weak 500 F
Foe: holy-weak 500 F
Foe: dark-weak 500 F
Foe: fire-vulnerable 250 F
Foe: lightning-vulnerable 250 F
Foe: ice-vulnerable 250 F
Foe: earth-vulnerable 250 F
Foe: water-vulnerable 250 F
Foe: wind-vulnerable 250 F
Foe: holy-vulnerable 250 F
Foe: dark-vulnerable 250 F
Foe: undead 100 C
Foe: flying 100 B
Foe: character HP = 100% 100 C
Foe: item AMT ≧ 10 100 C
Foe: character status = Blind 100 D
Foe: character status = Silence 100 D
Foe: character status = Bravery 100 E
Foe: character status = Faith 100 E
Foe: character status = HP Critical 100 D
Foe: character MP ≧ 90% 100 D
Foe: character MP ≧ 70% 100 D
Foe: character MP ≧ 50% 100 D
Foe: character MP ≧ 30% 100 D
Foe: character MP ≧ 10% 100 D
Foe: character MP < 90% 100 D
Foe: character MP < 70% 100 D
Foe: character MP < 50% 100 D
Foe: character MP < 30% 100 D
Foe: character MP < 10% 100 D
Foe: character HP ≧ 90% 100 D
Foe: character HP ≧ 70% 100 D
Foe: character HP ≧ 50% 100 D
Foe: character HP ≧ 30% 100 D
Foe: character HP ≧ 10% 100 D
Foe: character HP < 90% 100 D
Foe: character HP < 70% 100 D
Foe: character HP < 50% 100 D
Foe: character HP < 30% 100 D
Foe: character HP < 10% 100 D
Zodiac
Gambit Cost
Foe: party leader's target
Foe: nearest visible 50
Foe: any 50
Foe: targeted by ally 100
Foe: not targeted by ally 100
Foe: targeting leader 50*
Foe: targeting self 50*
Foe: targeting ally 50*
Foe: targeting Vaan
Foe: targeting Ashe
Foe: targeting Fran
Foe: targeting Balthier
Foe: targeting Basch
Foe: targeting Penelo
Foe: furthest 70
Foe: nearest 70
Foe: highest HP 50*
Foe: lowest HP 50*
Foe: highest max HP 50*
Foe: lowest max HP 50*
Foe: highest MP 70
Foe: lowest MP 70
Foe: highest max MP 70
Foe: lowest max MP 70
Foe: highest level 50*
Foe: lowest level 50*
Foe: highest strength 70
Foe: lowest strength 70
Foe: highest magick power 70
Foe: lowest magick power 70
Foe: highest speed 70
Foe: lowest speed 70
Foe: highest defense 70
Foe: highest magick resist 70
Foe: HP ≧ 100,000 300
Foe: HP ≧ 50,000 300
Foe: HP ≧ 10,000 300
Foe: HP ≧ 5,000 70
Foe: HP ≧ 3,000 70
Foe: HP ≧ 2,000 70
Foe: HP ≧ 1,000 70
Foe: HP ≧ 500 70
Foe: HP < 100,000 300
Foe: HP < 50,000 300
Foe: HP < 10,000 300
Foe: HP < 5,000 70
Foe: HP < 3,000 70
Foe: HP < 2,000 70
Foe: HP < 1,000 70
Foe: HP < 500 70
Foe: HP = 100% 50*
Foe: HP ≧ 90% 70
Foe: HP ≧ 70% 50*
Foe: HP ≧ 50% 50*
Foe: HP ≧ 30% 50*
Foe: HP ≧ 10% 70
Foe: status = Petrify 70
Foe: status = Stop 70
Foe: status = Sleep 70
Foe: status = Confuse 70
Foe: status = Doom 70
Foe: status = Blind 70
Foe: status = Poison 70
Foe: status = Silence 70
Foe: status = Sap 70
Foe: status = Oil 70
Foe: status = Reverse 70
Foe: status = Disable 70
Foe: status = Immobilize 70
Foe: status = Slow 70
Foe: status = Disease 70
Foe: status = Protect 70
Foe: status = Shell 70
Foe: status = Haste 70
Foe: status = Bravery 70
Foe: status = Faith 70
Foe: status = Reflect 70
Foe: status = Regen 70
Foe: status = Berserk 70
Foe: status = HP Critical 70
Foe: fire-weak 70
Foe: lightning-weak 70
Foe: ice-weak 70
Foe: earth-weak 70
Foe: water-weak 70
Foe: wind-weak 70
Foe: holy-weak 70
Foe: dark-weak 70
Foe: fire-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: lightning-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: ice-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: earth-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: water-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: wind-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: holy-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: dark-vulnerable*(triggers to enemies that do not absorb the element, even those that are immune) 70
Foe: undead 70
Foe: flying 70
Foe: character status = Blind 300
Foe: character status = Silence 300
Foe: character status = Bravery 300
Foe: character status = Faith 300
Foe: character status = HP Critical 300
Foe: character HP = 100% 300
Foe: character MP ≧ 90% 300
Foe: character MP ≧ 70% 300
Foe: character MP ≧ 50% 300
Foe: character MP ≧ 30% 300
Foe: character MP ≧ 10% 300
Foe: character MP < 90% 300
Foe: character MP < 70% 300
Foe: character MP < 50% 300
Foe: character MP < 30% 300
Foe: character MP < 10% 300
Foe: character HP ≧ 90% 300
Foe: character HP ≧ 70% 300
Foe: character HP ≧ 50% 300
Foe: character HP ≧ 30% 300
Foe: character HP ≧ 10% 300
Foe: character HP < 90% 300
Foe: character HP < 70% 300
Foe: character HP < 50% 300
Foe: character HP < 30% 300
Foe: character HP < 10% 300
Foe: 2+ foes present 300
Foe: 3+ foes present 300
Foe: 4+ foes present 300
Foe: 5+ foes present 300
Foe: 2+ allies present 300
Foe: 3+ allies present 300
Foe: item AMT ≧ 10 300


Self Gambits

These gambits are under the yellow tab of the gambit menu. All conditions require the user to be under a certain condition.

Original
Gambit Cost When
Self 50 B
Self: HP < 100% 50 E
Self: HP < 90% 50 E
Self: HP < 80% 50 E
Self: HP < 70% 50 E
Self: HP < 60% 50 E
Self: HP < 50% 50 E
Self: HP < 40% 50 E
Self: HP < 30% 50 E
Self: HP < 20% 50 E
Self: HP < 10% 50 E
Self: MP < 100% 50 E
Self: MP < 90% 50 E
Self: MP < 80% 50 E
Self: MP < 70% 50 E
Self: MP < 60% 50 E
Self: MP < 50% 50 E
Self: MP < 40% 50 E
Self: MP < 30% 50 E
Self: MP < 20% 50 E
Self: MP < 10% 50 E
Self: status = Petrify 50 E
Self: status = Doom 50 E
Self: status = Blind 50 E
Self: status = Poison 50 E
Self: status = Silence 50 E
Self: status = Sap 50 E
Self: status = Oil 50 E
Self: status = Reverse 50 E
Self: status = Immobilize 50 E
Self: status = Slow 50 E
Self: status = Disease 50 E
Self: status = Lure 50 E
Self: status = Protect 50 E
Self: status = Shell 50 E
Self: status = Haste 50 E
Self: status = Bravery 50 E
Self: status = Faith 50 E
Self: status = Reflect 50 E
Self: status = Invisible 50 E
Self: status = Regen 50 E
Self: status = Float 50 E
Self: status = Bubble 50 E
Self: status = HP Critical 50 E
Zodiac
Gambit Cost
Self 50*
Self: HP < 100% 50*
Self: HP < 90% 70
Self: HP < 80% 70
Self: HP < 70% 50*
Self: HP < 60% 50*
Self: HP < 50% 50*
Self: HP < 40% 50*
Self: HP < 30% 50*
Self: HP < 20% 70
Self: HP < 10% 70
Self: MP < 100% 50*
Self: MP < 90% 70
Self: MP < 80% 70
Self: MP < 70% 50*
Self: MP < 60% 50*
Self: MP < 50% 50*
Self: MP < 40% 50*
Self: MP < 30% 50*
Self: MP < 20% 70
Self: MP < 10% 70
Self: status = Petrify 70
Self: status = Doom 70
Self: status = Blind 70
Self: status = Poison 70
Self: status = Silence 70
Self: status = Sap 70
Self: status = Oil 50
Self: status = Reverse 70
Self: status = Immobilize 70
Self: status = Slow 70
Self: status = Disease 70
Self: status = Lure 70
Self: status = Protect 70
Self: status = Shell 70
Self: status = Haste 70
Self: status = Bravery 70
Self: status = Faith 70
Self: status = Reflect 70
Self: status = Invisible 70
Self: status = Regen 70
Self: status = Float 70
Self: status = Bubble 70
Self: status = HP Critical 50*
Self: 2+ foes present 300
Self: 3+ foes present 300
Self: 4+ foes present 300
Self: 5+ foes present 300
Self: targeted by foe 300
Self: targeted by ally 300
Self: item AMT ≧ 10 300

Final Fantasy XII: Revenant Wings

RW Defense Snare

Gambits menu.

Gambits return, but the system is heavily simplified. The player can set one gambit per group leader, and once this is done the character will keep using the skill unless they are being directly controlled by the player. Gambits can be set in the Equip screen any time during battle.

Creation and development

Hiroyuki Ito was in charge of creating the battle system and his motivation for the gambit system was to create a "single-player online game" where the player would have independently acting party members who would still act the way the player wanted them to. The gambit system works on the same basic programming algorithms used for the monsters in the SNES Final Fantasy games.[1] In RPGs with command-based systems players would just press one button to grind through, and thus Ito thought that it might be more fun to provide a seamless, semi-automated battle system instead. The developers thus carried over the old Final Fantasy IV gambit prototype, made it more complex, and made it so users configure it with their characters. The reason the developers chose to use it for Final Fantasy XII in particular was because of the seamlessness they wanted to achieve with the game. Though purely command-based battle systems are simple on the development side, for a "single-player MMO" the player had to be able to move around while also performing an action.[2]

Producer Hiroaki Kato has lamented that the gambit system is complex, and thus difficult to implement in other titles. Regardless, he would want to use the mechanics somehow, maybe in a different form, even if the system is difficult to develop around.[3]

Automating stealing via the gambit system is something players strive to do, but the stealer will keep stealing even when the target has nothing to steal. Thus, many players opt to use Foe HP 100% gambit to only steal from newly met enemies. The developers have commented that they didn't want to make stealing too convenient, and wanted to keep that element of trial-and-error and the "healthy player frustration" that "makes the game fun." Thus, the imperfect stealing with gambits has been left in the International and HD versions.[4]

Gallery

Etymology

A gambit is a device, action, or opening remark, typically one entailing a degree of risk, that is calculated to gain an advantage.

References