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Messages - Deathlike2

1921
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 25, 2008, 01:25:07 PM »
The MP for critical hits bug is coming up.. so that has to be addressed or fixed... otherwise a number of weapons aren't as special.

See this thread: http://slickproductions.org/forum/index.php?topic=764.0

Additionally, I don't quite get why the Lucky Darts have the Atmaweapon property... because they don't become darts anymore...

1922
Is there a fix for that?

The only reason why I bring this up is because the FF3USHT uses it a bit.. so it needs to be fixed or change for some of the existing set of weapons.

1923
Gaming Discussion / Re: "out of body" ff6a glitch
« on: August 25, 2008, 12:08:30 PM »
I think there are ways to test this... personally I have zero patience in doing a FF6A run to check.

I wouldn't be surprised with this though.. and I think it does happen, but it's fixable IIRC. It probably involves having both parties on the same floor as each other, and the camera forgets to return to the other party.

1924
Gaming Discussion / FF3/6 - Preferred Hat or Helmet?
« on: August 25, 2008, 12:04:03 PM »
The poll should be self explanatory. Please give a reason for your chosen option.

 :edit: - I delayed my vote (I didn't forget, I just didn't bother yet).

I picked the Bard's Hat because regardless of the version of the game you are playing (with the evade bug fixed or not), it has the best value of the bunch.. having a reasonable good defense, exceptional magic defense (not the best, but higher than most helmets not named Genji Helmet and Titanium), and you get free magic evade. The increased MP is a bonus.

Stat increases are a tad overrated (you have Espers for that anyways).

1925
Proof: http://rapidshare.com/files/140024613/FF3Hack3.7z.html

Still requires the FF3USHT 1.3g beta hack.

You can test this yourself with the Soul Sabre...

It's on the same level with the prior posts I've made regarding this. If Gogo doesn't have a spell available (whether for the Magic command or the Lore command), Gogo will not be able to consume MP from the monsters.

I wouldn't be surprised if they all shared the same code for this purpose alone.. (Osmose, MP draining weaponry, MP used for critical hits).

Related posts:
http://slickproductions.org/forum/index.php?topic=765.0
http://slickproductions.org/forum/index.php?topic=764.0

1926
Gaming Discussion / FF3/6 - Mimicing Osmose Can Gain 0 MP
« on: August 25, 2008, 11:15:55 AM »
http://slickproductions.org/forum/index.php?topic=764.0 - This is related to the aforementioned link.

We all know what the behavior of Osmose is.. however it works slightly different when Gogo's around.

When Gogo has no Magic/Lore command available, he/she/it is unable to gain MP by Mimicing an Osmose casting.

Proof - http://rapidshare.com/files/140022600/FF3Hack3.7z.html

FF3USHT 1.3g beta hack must be used to play back the movie (you can test it for yourself though).

1927
I'm not sure if it is properly documented (using the Bugs Guide and Algo Guide and couldn't find them).. but here it goes..

If you wield a weapon that has the MP for Critical Hits property, the MP consumption is based on a character that has a Magic command (Lore is the only other command that is considered a Magic command) and spell. Gogo's the exception to the rule since you are not forced to have him connected with said command.

The test (use the FF3USHT 1.3g beta patch to see what's happening):

Proof - http://rapidshare.com/files/140017228/FF3Hack3.7z.html

See how Gogo isn't able to critical hit? Well, it has everything to do with him/her/it not having the Magic/Lore command.

Note: This is the same issue Banon has, and most likely has nothing to do with the cosmetic MP hiding that the game enforces. If Banon had a Magic command and a spell, his default Punisher weapon would be able to dish critical hits.

If Gogo has a Magic command, but no spells (he's alone in other words), the MP consumption for critical hits won't occur.

Note: In the Tower of Fanatics, the Fight command (which gets auto-converted to Magic) is what is required to trigger the MP for Critical Hits property.

1928
Gaming Discussion / Re: FF3/6 - Monster Name Cleanup
« on: August 25, 2008, 10:37:37 AM »
Do I need to put up a movie to demonstrate the issue?

Let me reiterate then..

In battle, when you kill all monsters of the same type, their name disappears from the list of monsters that are on the field.

Unfortunately, there are circumstances that cause the list of monsters on the field to not properly update.. like when the monsters die from poison or seizure damage.

A similar event occurs when monsters are killed by party members that are under Berserk. The monster list doesn't update for whatever the reason.

 :bah: I can't seem to reproduce it...

Anyways, here's a movie about the monster list not updating properly: http://rapidshare.com/files/140014726/FF3Hack3.7z.html

You will have to use FF3USHT 1.3g beta to see what I'm talking about.

In other words, the checks are not done properly... although this is purely cosmetic...

1930
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:36:47 PM »
Doing the relic properties now, there are a few things you should be aware of.

Infect - 1/2 + Absorb Poison (you get this way too late in the game)

I don't think this will actually work, I've never tried it before though.

Well, you'd have to find an enemy to test it on. AFAIK, the hack claims that absorb+weak = 2x healing from the magic attack.. I figure absorb+1/2 = 1/2 healing from the magic attack. See how the Elemental relic fares with it on and off (Elemental has 1/2 and absorb for Poison).

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Nuke - ignore Mblock
Meteor - ignore Mblock
Flare - 1/2 Fire and/or 1/2 Wind and/or ignore MBlock

You do realize this is now ignores evasion right? The evade patch fixes this, this is the sniper sight property, it's used on the lucky ring.

Hmm, do you have a better suggestion? There's nothing else I can think of that would be the equivalent of unblockable. The Lucky Ring would be more useful simply due to stat boosts. The only next best suggestion is to use the increase magic damage option, but no equipment uses that I think...

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Tornado - null Wind and/or resist Weak + once weak, always weak
Cure+Life spells - add Weak status

I don't know why you want these to resist/give weak (Near Fatal) status, it doesn't actually do anything except make the character crouch down all the time, pretty pointless.

I was thinking more desperation attack chances.

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Scan - 1/2 all elementals (the idea is to remove all weaknesses on yourself)

This seems way too overpowered, unless you get this one later in the game.

It replaces the Ribbon's treasure chests.. one @ Locke's scenario with the hidden treasure.. and the WOR Narshe treasure (Rune Edge -> Ribbon).. and maybe a few more...
The only other method is the Coliseum.

The closest equivalent item is the Unidentified Relic from stealing it from the Ice Rider.. and you can get plenty more on the Veldt. The difference is that the Unidentified has the built-in Exp Egg and the other evasion/mblock reductions...

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Imp - resist Imp

How about also having it give a nice defense boost while the character wearing it is an imp? I don't know when you get it so I'm not sure what would be good.

That's thinking outside of the box. How dare you!  :angry: :wink:

This replaces the Gauntlet. The earliest you get this is @ Banon's hideout  :banonsmash: and two more I think in the WOR.. one @ Umaro's cave and one @ Kefka's Tower. You can definately get more via the Coliseum.

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Slow2 - prevent back attack

You mean the run from side attacks option the back guard usually has?

Yes.

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Rasp - (if it didn't have the HP/MP boosts.. or in addition to those boosts) adding one of the MP reduction options

I think the boosts are enough.

Oh well.

Going back a few pages, when you had JCE's monster use broken desperation attacks, did you confuse it or something? Looking at its script it should just be attacking and using its special, those attacks are only set for its control and rage commands.

Did you see the movie? That should answer your question in a nutshell. IIRC, the monster command list in the Coliseum uses the Control command set.

1931
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:12:57 PM »
http://rapidshare.com/files/139812484/FF3Hack3.7z.html - Joke Coliseum script or completely botched one? You decide.

I replayed my old run for kicks to see remind myself what the last battle was...

Is there a Life3+X-Zone fix? You can't win the very last battle if you even play with X-Zone.

1932
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:51:53 PM »
Leech some icons from the other games?

Some of the FF5 icons may be of use. The Skean icon looks nice (looks like a scroll).

That icon, along with almost all the icons RPGe added to FF5, was ripped from FF6. It's not present in this hack because there are no skeans/scrolls anymore.

DOH! (needs a character to go with that)

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:edit:

Do you know of any games with a flail icon? I'm not too happy with the whip, FF5 uses the staff icon for them but I'd like an actual flail if I could get one since the staff is already used by a few of the rods. I tried drawing my own but it looks terrible.

Try Ogre Battle. The staff in that game looks mighty close to a flail. I also looked at Bahamut Lagoon but didn't find anything too appealing (well, because noone uses a flail)... but there are nice icons there...

1933
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:29:07 PM »
Leech some icons from the other games?

Some of the FF5 icons may be of use. The Skean icon looks nice (looks like a scroll). Then there's the Ribbon... oh, there's also the Shoes...

Sorry, my brain is not working well here.

1934
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 11:35:48 AM »
Instead of doing the icon thing I mentioned, you could just assign defense points to each of them based on their learn rate since it gets auto-sorted by defense values. That will guarentee them sorted ideally w/o having to do anything major.

The number of defense points should be equal to the spell learn rate.

http://rapidshare.com/files/139780989/FF3Hack3.7z.html - The Yeti aren't as tough as they used to be.

1935
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 11:13:05 AM »
When you're selecting spells to learn, ideally you want to learn them as fast as possible. Sorting them by learn rate helps in this matter and improves management of the number of learn spell relics that exist.

You can easily sort them however you want manually and it'll keep your order for the most part, unless you're equipping one-of-a-kind relics.

Sorting them is a pain in the ass. If the Esper screen had espers littered around like the item list (and worse if it were unsortable), it would be painful. Remember the number of relics is all the spells and then some. That's too many to manage given the high use of relic swapping.. you would never really have this happen in the normal game!

That and most relics in this game do not ever fall in the one-of-a-kind status.

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The sort button was "improved" in FF6A.. only for making sure all the relics are sorted by ID (I think) so all the 0 defense relics aren't scattered all over the place like its predecessor. I forget the exact number of relics that have a defensive power in FF6A, but there's 4 by default in FF3/6.

Yeah, the Advance games sort by type and ID instead of just type.

Unfortunately, the relic screen sorts by defense power, and then the order of the relic in the items list. Same goes with the weapon+armor list except defense+attack power are being compared against (I suspect they share the same spot in the data anyways). This is still true in FF6A.

http://rapidshare.com/files/139776540/FF3Hack3.7z.html - That was a quick accident.