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Messages - Deathlike2

2821
I will revisit this later though...

2822
Hmm.. I guess it might need tweaking for higher undocumented levels. Man.. I need to learn to hexedit or pray for an updated FF4 editor that makes this easy for me to test.

Oh well... something to research further.  :wink: :wtf:

2823
Alright...

I equipped Rydia (Adult) at level 66 with the Flame Rod.  It normally has a power value of $03

I attacked a common Imp and it did 267 points damage, and pretty consistently does that kind of damage.

We're not testing the physical attack... although my lack of faith in Rods are founded.  :tongue:

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I set the power value to $FF and it did 9999 points of damage, again to a poor common variety Imp loitering about Baron.

The flame rod does just have Fire 1 mapped to it like it normally does.

Does this help? It looks like it busts the damage amounts you expected.

Hmm.. maybe I did the math wrong.. lemme double check.

16 (base spell power) * 1 (worst case) * 255 = 4080
16 (base spell power) * 1.5 (best case) * 255 = 6120

I'm talking about using the weapon as an item in battle.... hmmm

2824
I just set the Holy/White Lance to have an Enable/Power value of FF and it just sufficiently Nuked some enemy for 9999 damage so looks like it will take any value between 01-FF.

That's not really a great test...  :tongue:

Try giving it Fire/Ice/Bolt1 (the spell, no need a graphics change here) and a value of FF. The damage range should always fall between 4080-6120 vs enemies that have 0 magic defense (like the Imp). That should be enough for me as a confirmation.

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I think it may work as if the caster normally cast the spell. For example I messed with giving the Dragon Whip the Dark Bahamut's MegaFlare, as I had done with the Dragon Lance. I set the power/enable byte to $05 for both. When Cain used the lance the damage was 3000 something to each enemy (that mega flare is multi targeted only). When Rydia used the whip the damage was like 8000 or so per enemy (which wasn't a behavior I wanted). Now I think that particular spell is pretty strong anyway. But it does look like the game uses the stats of the person equipped when the spell is cast, which I guess makes sense. It may be a good idea to really test that out further...

The spell MegaFlare has the power of 255.. and split damage is ignored. I'm not sure what monsters you're testing it on (like, testing spells like that on a Behemoth (254 magic defense) would be radically different than those on an Red Dragon (0 magic defense) in FF2US). AFAIK, item based spells don't use your stats... except for level based spells such as Sleep, Hold, or Weak/Tornado.

Enemy's Megaflare Spell Damage According To Your Data:
1020 * 5 * 1.0 (worst case) = 5100 damage (assuming targets with 0 magic defense)
1020 * 5 * 1.5 (best case) = 7650 damage (assuming targets with 0 magic defense)

2825
Awesome. One more thing then. Test to see what the spell multiplier range can be. AFAIK, the max was 8 in the data, but I get the feeling it could be far higher.

2826
Hmmm, try tweaking a different weapon that doesn't normally have a spell then?...

2827
Pics for to show for reference, although I was using Paladin's hack. There were no battle script changes, just mostly cosmetic and other stuff that shouldn't matter.

Fire3:


Lit-3:


Ice-3:


Bio/Virus:


2828
General Discussion / Re: Paladin...
« on: March 14, 2008, 12:43:55 PM »
I love the Zot treasure chests look:


Bugs...

I'm sure that meant the monsters will eat your babies if you don't take this:


Ok, so I can reach here... but..:


I get transported and become stuck here:


Also, if the spell has a space in it.. the data is not displayed after the space. For example, you can see this when Palom learns the level 2 elemental spells. I think JCE made a reference to how this bug occurs in some old post.

2829
It's certainly looking that way, originally one could have said it was for Rydia but we now know she was going to retain white magic, leaving her with no empty slots.

Well, I have a cool, crazy ass, and imaginative theory.

This command was supposed to "Mechanize" the monster. When used, the monster gets the Mech attribute. That way, the hammers Cid uses don't look silly.

These bits correlate with the Ogre Axe/Hand Axe, Hammers, and Lit Arrows. These bits would "enable" this command to operate.

The Ogre Axe was probably meant to be found at the Magnetic Cave (or maybe even Cave Eblan).. but was retweaked for whatever the reason.

That's just my random cool idea for a hack today.

2830
New info posted on the immunity bit... which is also the "immunity elemental".

2831
I just wanted this thread just posterity... and just in case it wasn't already known for some.

Inflicting Float status:


Inflicting Petrify status (the 1/3rds of the way there version.. Medusa Sword does the 2/3rds of the way there version):


Inflicting Frog/Toad status:


Inflicting Small status:


This can occur with enemy attacks.. just to make things interesting..

2832
This is interesting information.

I always kind of wondered about the Darkness element and what exactly it was and could be used for.

The Holy/Light element is used all over the place in terms of enemies weak to it and weapons and spells that have it as an attribute.

But it seems that darkness is used ONLY for Cecil as a Dark Knight and only on his dark swords. It's almost like it's an underused thing.

Yes, it is relatively underused.. to the point where I originally thought there were Darkness magic attacks.. but there are NONE.

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Since there aren't any monsters that appear to be weak vs. darkness (I don't know that for certain I don't have hard data in front of me)  it wouldn't help a weapon or spell anyway, it seems to only really matter when Cecil fights monsters strong against darkness.

They already exist, but are few in number. Two bosses IIRC are affected by this... including Octomammoth (I mean, Tellah wanted someone wielding the Dark Sword to help him after all) and the MomBomb.

There is an actual message for it for Peep/Scan.. but is never seen normally. I added the attribute to the Tricker monster for reference.



There is no message when a target is weak vs Drain elemental though...

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In an advanced game hack it seems like it might be kind of cool to make enemies weak vs. darkness so that darkness weapons or magic would make sense.

Another thing I noticed in another thread was that someone mentioned that getting hit with the darkness element is what triggers Zeromus' transformation to his final form. Is this true?

Yes.

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I might test this by going into the final battle with someone wielding a dark sword, that'd be interesting if Zeromus transformed because of that.

It won't work, because Zeromus is immune to attacks. His defense is scripted at 255 at the start of the battle, implying immunity to all physical attacks. 254 is used to imply "normal" defense. A target starting with 254 defense can be boosted to 255 with Protect, but it won't grant physical immunity (see Mind monster). The other issue is that the script reacting to elementals only apply to magic attacks. Items are considered magic, and therefore the Crystal succeeds at hitting said target... (although, I suspect that behavior is hardcoded to the item).

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This might be a consideration if one was going to say make darkness elemental magic or perhaps add the attribute to weapons later in the game (for example I'm thinking of making a character a dark knight throughout the game and he would thus have darkness elemental weapons). You might accidentally trigger zeromus' transformation without using the Crystal...well if that really matters to anyone...

It doesn't work.. as I said.

2833
Just out of curiosity, have you tested the behaviors of other elements in terms of inverse weakness?

For example, the Diamond equipment is all resistant to Lightning, but does it imply a weakness to some other element?

No. It would have been picked up by Peep/Scan.

2834
So it's just hard coded that if a piece of equipment is resistant to fire, it's also weak vs. ice?  That's a bizzare way to do that, though it's no more bizzare than any of the rest of the engine I suppose.  :)

Yea... I guess, but it is to make the game interesting. The side effects as I've describe are the less-obvious oversight...

2835
I'm starting to think the Axe+Hammer bits are used for a dummied command...

Quote from: Tower of Babil docs - battlemenu.txt
14 Peep  58 one ally/enemy
15 Dummy 60 (Unknown and unused command)
16 Dart  50 one ally/enemy

The command was meant for Cid.. but it never was complete.