Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0ab4-3.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0ab4-3.html.zxȝh^ P,OKtext/htmlISO-8859-1gzip0|Wed, 11 Mar 2020 08:30:25 GMT0 0Pȝh^5 Show Posts - Deathlike2

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deathlike2

136
General Discussion / Re: NFL season 2013-2014 week 9
« on: October 31, 2013, 07:01:43 PM »
Week 9 schedule:

Well, outside of the normally random nothing I spout here... w00t Red Sox!

Quote
Bengals @ Dolphins (Thursday)

Bengals

Quote
Chiefs @ Bills

Chiefs

Quote
Vikings @ Cowboys

Cowboys

Quote
Titans @ Rams

Titans

Quote
Saints @ Jets

Saints

Quote
Chargers @ Redskins

Redskins

Quote
Falcons @ Panthers (division)

Panthers

Quote
Eagles @ Raiders

Raiders

Quote
Buccaneers @ Seahawks

Seahawks

Quote
Ravens @ Browns (division)

Ravens

Quote
Steelers @ Patriots

Pats

Quote
Colts @ Texans

Colts

Quote
Bears @ Packers (division, Monday)

Packers

137
General Discussion / Re: NFL season 2013-2014 week 8
« on: October 24, 2013, 07:00:03 PM »
Week 8 schedule:

Almost halfway there...

Quote
Panthers @ Buccaneers (division, Thursday)

Panthers

Quote
Cowboys @ Lions

Cowboys

Quote
Browns @ Chiefs

Chiefs

Quote
Dolphins @ Patriots (division)

Pats

Quote
Bills @ Saints

Saints

Quote
Giants @ Eagles (division)

Giants

Quote
49'ers @ Jaguars

49ers

Quote
Jets @ Bengals

Bengals

Quote
Steelers @ Raiders

Raiders

Quote
Redskins @ Broncos

Broncos

Quote
Falcons @ Cardinals

Falcons

Quote
Packers @ Vikings (division)

Packers

Quote
Seahawks @ Rams (division, Monday)

Seahawks

138
Now Jump/Aim/Focus can't be made multi-attacks because they follow the same formula that Fight uses. The only difference in Focus and Jump's case is that they put on a special status which is removed when the attack resolves.. Aim is just the Attack Command with 255% Accuracy. (and 0 evasion on the enemy, but that's a moot point really)

Ironically the only time Aim would be most useful would be Cagnazzo (pointless, since Tellah = win) and Barbariccia... where she's far more useful as a spell caster.

139
Maybe I'll get around to updating my guide, but that seems like forever and maybe some event would get me going on that.

I got the Yang algo and Edge algo from the original BSiron FAQ.

With respect to the Bow+Arrow algo, I had an actual epiphany one day. It never made sense as to how it was calculated until I went trying out different Bows and doing the math. FF4A revealed quite a bit of the critical hit details.

140
General Discussion / Re: NFL season 2013-2014 week 7
« on: October 17, 2013, 06:59:06 PM »
Week 7 schedule:

The weeks pass by rather quick...

Quote
Seahawks @ Cardinals (division, Thursday)

Seahawks

Quote
Buccaneers @ Falcons (division)

Falcons

Quote
Bengals @ Lions

Lions

Quote
Patriots @ Jets (division)

Pats

Quote
Cowboys @ Eagles (division)

Cowboys

Quote
Bears @ Redskins

Bears

Quote
Rams @ Panthers

Panthers

Quote
Chargers @ Jaguars

Jags

Quote
49'ers @ Titans

49ers

Quote
Browns @ Packers

Packers

Quote
Texans @ Chiefs

Chiefs

Quote
Ravens @ Steelers (division)

Steelers

Quote
Broncos @ Colts

Broncos

Quote
Vikings @ Giants (Monday)

Giants

Missing game:
Quote
Bills @ Dolphins

Dolphins

141
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 13, 2013, 06:43:09 PM »
I'll do more extensive testing later.

142
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 13, 2013, 01:44:41 PM »
I've tried it in both FF2 US (through Game Genie codes) and FF4A and there really is no difference. It has no effect AFAIK.

143
Final Fantasy IV Research & Development / Re: Cry/Fake Tears Command
« on: October 12, 2013, 01:12:07 PM »
Cry doesn't seem to have any impact in Stealing (tried using codes to add Cry to the command list and no noticeable change occurred).

144
While you're at it... it would be nice to know how dropping money works (the probabilities) and if they are modified by anything (Cry is the only logical choice).

145
Indeed DeathLike2. I thought they must have added a fair amount of code to make that possible, but it doesn't appear to be the case whatsoever. All I did was take Peep's formula and cannibalized it to create something very different, but still something quite simple. Do FFIV:A have the means to change the magic cast from those specific weapons? (I mean, has it been found?) because if not, it may be a CMP added to the Fight routine to check to see if those work and then go into the Magic Routine to accomplish the specific spells.

I don't know, but just from testing, I believe it's just another branch of code that determines from the RNG whether or not to execute (with probabilities) with Abel's Lance being a special case using Kain's level to determine success.

It would be nice to know how often it works for the other two weapons. I'm sure you could change the spell used if you wanted to (using the associated attributes of Wisdom/Intelligence and Will Power/Spirit depending on the spell).

Question: when using your code, does the spell cost MP?
If not, how does it know not to (since it's using the magic routine)? And is it possible to make it cost MP? This would take a bit of the cheap out of a theorhetical MKnight's special command...

Chances are, the spell command (White/Black/Summon/Ninjutsu) is doing the MP deduction, so LD's design skips that step unless that is manually added into the Fight or new command code.

146
Quote from: Deathlike2
They don't really coexist though... not in this game. Absorb and Immune have precedence depending on the game port, and whether it is physical and magical. In FF5, FF6, and onwards, there is a distinction intentionally made. Just not this game.

i mean they can coexist in that a character will resist ElementX and be immune to ElementY.  this is relevant should they be attacked with the two elements separately.  that distinction wouldn't be possible with the hypothetical change i was responding to, as both'd simply be Immune.

Well, in the way it is currently set up for equipment, I guess the technical answer is yes. However, the Adamant Armor covers all the elementals that can be resisted naturally though armor (no armor resists Holy or Darkness, thus difficult to test this with.

 :edit:
Using FF4A US (GBA) to test with, apparently I could test it... but it's rather different.
There is buggy behavior that I'm using, but it's relevent... that some of the weapons are treated as armor, so the "buggy" Dragon Claw that is holy elemental would be treated as Holy resistance. Immune in the GBA port stacks (Yang was dealt 1 damage) when combined with the Adamant Armor. When I equipped the Hero Shield on Yang, Absorb overrode (or took priority over) the Immune bit.

Quote
anyway, i realize it's different when both elements are in one attack.  i read about your Ice and Fire Claw example..  that's just weird.  are the weapons not treated as separate strikes?

Physical attacks are treated radically different from magical attacks, as far as the game is concerned.

Here's the best example... the Dark Elf.

It is one of the few monsters that is weak vs an element (Holy) and absorbs the same element (Holy).

If you were to use the spell on the monster (which is not normally possible, but just for the sake of discussion), it would get healed from the Holy attack.

If you were to use a Holy elemental sword like the Legend Sword, you would deal twice as damage as you'd normally would.

I hope this explains the issue at hand.

147
Having seen how the Cursed Ring works, where elemental equipment benefited from the effects of the Cursed Ring (resistance to elemental -> Absorbs elemental), Immune ideally would reflect this. Say you had an Ice Shield + Cursed Ring combo... all Fire elemental magic attacks would be absorbed (think Rubicante). Having an Ice Shield + Flame Armor would allow you to absorb both.

are the Resists still retained in their original RAM byte?  will they still cause Weak to their "opposite" element, or will having been reclassified as Absorb prevent that from happening?  iow, order of operations might matter if the answer to the first question is "no".

I believe the answer is yes? The order of operations as described in my algo guide is pretty much what shows precedence though...

Quote
also, is there any further Penalty for Absorb?  e.g. will opposite elements become Very Weak (or instant death ;) )?

Instant death by elementals can be coded into the monster's script... but actually it also means Drain weaponry (Blood Sword, Blood Lance) or Drain based physical attacks deal half damage (but not the spells based on that behavior, oddly, like Drain and Osmose).

It is technically "possible" to make a monster very weak vs Absorb/Drain attacks... and yet if Drain/Osmose were coded to factor in the Absorb bit, it would be able to resist half the damage (but since it's not coded that way, it doesn't).

------

Quote
Quote from: Grimoire LD
I still don't fully grasp why Square took this path in particular. The easiest thing to do would have been to make 80 on the normal elemental byte be read as Immune (rather than set up an entirely separate byte for it) and add an exception for it if this Immune bit is triggered to (BMI) instead to use Very Weak instead of Weak elemental figurings. But 80 on the normal elemental byte does nothing.

that would make things a bit all-or-none, no?  suppose you have one piece of equipment that Resists ElementX, and another that is Immune to ElementY.  in your scenario, i think that ElementX and ElementY would wind up both being treated as Immune.

ah, maybe that's what you were striving for.

but i see merit to the existing way (with your bugfix to stop lingering Very Weak applied, of course) of having Resists and Immunities alongside one another, along with their varying penalties of Weaks and Very Weaks.  obviously, maintaining multiple categories has more precision.  and as i mentioned in my prior post, there's a nice parallelism to this system.

i would say that Square took this path because they wanted you to be able to have Resists and Immunities co-existing.  it is a departure from what they did with Absorb, but still plenty logical.  despite Absorb and Immune starting off as bits in the same data byte, they indeed had different systems employed for their implementation.  it's hard to pick one method over the other (though i find the Absorb way less intuitive).

They don't really coexist though... not in this game. Absorb and Immune have precedence depending on the game port, and whether it is physical and magical. In FF5, FF6, and onwards, there is a distinction intentionally made. Just not this game.

---------

Quote
Quote from: Algorithms Guide
[for physical attacks]
FF2/4/4ET (SNES)
Weakness > Immunity > Absorb/Resistance

Quote from: Grimoire LD
Weakness and Very Weak are kept separate with Very Weak taking precedence where applicable.

if both of these are true, then is Adamant Armor garbage against elemental physicals in FF4DS?  or does that game use the GBA elemental priority:

Quote
FF4A (GBA)
Immunity > Weakness > Absorb/Resistance
?

Dragonsbreathren would be a better person to answer this question.

148
Remarkably this is All You Need to have the game use Magic, then attack and to my vast surprise, while it shows only one damage, it is Accumulated Damage from the command. So say you're doing 200 Damage with an attack. Say you add Lit-3 onto that damage with a Low Wisdom character and you'll see that shoot up to roughly 1500-1700 damage. This is in addition. The game will show the normal attack animation, then the magic graphic, making it look seamless and may I say, beautiful.

Add a few conditions to that (maybe intelligently look for the magic by looking at the Weapon itself) and we have Exactly that, (the above was just a proof of concept). For as sometimes poorly coded as FFIV sometimes seems to be, there are times when it shines and this is definitely one of those times. It looks like making a separate Fight command for Mages or a revamped Fight Command is close on the horizon!

That is what FF4A already does to specific weapons, like the Lightbringer, Abel's Lance, and Fiery Hammer.

149
Those bytes aren't cleared? What? Bah, Square that's just lazy... in any case the Physical Attack property is an odd one, I wonder if that's part of the reason that enemies don't have any Elemental Physical Attacks in the normal FFII, despite the system fully supporting it? I can't think of any fix to that one either.

It is very much the reason. Imagine taking twice as much damage as normal on physical attacks... which are "unexplained" to the trained player.

I abuse this understanding in my hack... giving more meaning to non-elemental protection (sometimes less elemental protection may be preferable). Otherwise it is easy to take minimal physical damage otherwise.

If any armor (particularly the Crystal Armor set) had Holy/Darkness resistance.... imagine how monsters would twist Crystal Armor into "Cecil is my biatch".

150
But no, there is nothing called "Initial: Weak" in FFIV. No piece of equipment will make the player weak to a specific element with having a corresponding resistance. Weakness alone only exists with Monsters and they never deal with Resistance/Immune Weak/Very Weak bytes in the way that characters do. They're just set at the start of battle. There is one interesting exception but its not related to weaknesses. Enemies that are considered weak to Air are always considered Floating, so that's their workaround for that.

Well, technically there is, but it's exposing a bug.

If you have a save file and equip the Adamant Armor on Paladin Cecil (and perhaps Kain as well)... then reset the game. Start a new game.

Fight the Mist Dragon battle and trigger the Cold Mist counterattack. This attack will deal twice as much damage to DK Cecil (and possibly Kain as well). The ColdMist attack is actually an ice elemental attack (like the MomBomb's "explosion" is actually a fire elemental attack).

One of the things that doesn't get cleared out properly is Cecil's natural stats on a reset... (some things may not get reset properly in fact, under such circumstances).

That is besides the point though...

The Ice/Flame Shield/Armor provide an interesting case of trading weakness for resistance. The problem though is that for physical elemental attacks, this becomes a real problem... as the Icebrand or the even the Flametongue are weapons that would deal more damage than they normally should on something that wields the Protect Ring (which protects against both). Fortunately this is addressed in FF4A... I don't believe it was fixed in the Wonderswan version (I'd have to actually check).