Author Topic: "Heal/Medicine" Command  (Read 12627 times)

Phoenix

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Re: "Heal/Medicine" Command
« Reply #15 on: March 13, 2008, 08:00:46 PM »
Yeah, that would be the easier way, once I figure out the subroutines.

Entroper

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Re: "Heal/Medicine" Command
« Reply #16 on: March 14, 2008, 06:44:20 AM »
Imagine the horror of not knowing how this command works, and using it repeatedly vs. the Antlion (where Edward is otherwise quite useless), and eventually seeing the command greyed out during the battle at Fabul Castle.  You need some healing anyway, so you go to your inventory to use a potion, which you have plenty of... except... you don't, because you've used them all.   :wtf:  :omg:  :bah:  :lame:

Phoenix

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Re: "Heal/Medicine" Command
« Reply #17 on: March 14, 2008, 07:05:43 AM »
Hehe...that's why it always pays to read the manual.  :wink:

 :banonsmash:

Deathlike2

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Re: "Heal/Medicine" Command
« Reply #18 on: March 14, 2008, 09:09:53 AM »
Imagine the horror of not knowing how this command works, and using it repeatedly vs. the Antlion (where Edward is otherwise quite useless), and eventually seeing the command greyed out during the battle at Fabul Castle.  You need some healing anyway, so you go to your inventory to use a potion, which you have plenty of... except... you don't, because you've used them all.   :wtf:  :omg:  :bah:  :lame:

AFAIK, the Medicine command doesn't implode... hehehe.

The command is still selectable, but the game gives you a message instead telling you that you don't have enough potions...





Useless commands need documenting too!

I dunno, it may be useful to someone... even though I hate this command to death.

 :lame: :wtf:
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Entroper

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Re: "Heal/Medicine" Command
« Reply #19 on: March 14, 2008, 09:45:44 AM »
Yeah, I guess I got that message instead of the greyed out command.  Same horrifying experience.  :)

Phoenix

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Re: "Heal/Medicine" Command
« Reply #20 on: March 21, 2008, 06:48:00 AM »
In my journey to fix the multi-Life behavior, I stumbled across Edward's Medicine subroutine. Now that I'm a bit more experienced with reading the ASM data, it was easy to pick out the item number used and figure out how to change it. So, goodbye useless Medicine command! Here's the data you need to change (FF2us ROM with header):

1E4D3     Value of CE (Potion) -> This is the item that the subroutine checks against and subtracts 1 of, if there's enough (FF4j: 1E4EB)
1E51D     Value of CE -> This is the item effect to use. Replacing it with CF makes it a split Hi-Potion, D0 a split X-Potion, and so on (FF4j: 1E535)
1E528     Value of CE -> This is the item visual effect to use; it corresponds with the item number (FF4j: 1E540)

So, for consistency with the original game I recommend leaving the first value and changing the second and third to CF, so that it just ups the HP recovery. This makes the command more useful, but not overpowered. Or, just change all of it and go crazy.  :happy: Post any tests or interesting finds here.

Also, I already tried Phoenix Downs -- they exhibit the same behavior as all other Life spells, so don't bother. Still working on a fix...
« Last Edit: March 26, 2008, 09:43:12 AM by Phoenix »

Deathlike2

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Re: "Heal/Medicine" Command
« Reply #21 on: March 21, 2008, 08:02:14 AM »
Speak of the devil.. and I referenced this post yesterday.   :wtf:

It would be worthwhile to tweak this command.. instead of doing the hard split that it does (always item power * spell multiplier * variation / 5).. it should factor in the number of live targets instead.
« Last Edit: March 21, 2008, 08:39:48 AM by Deathlike2 »
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Phoenix

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Re: "Heal/Medicine" Command
« Reply #22 on: March 21, 2008, 08:33:53 AM »
I think it'd be a bit more difficult to add that check in, but I'll look into it when I have time.

Paladin

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Re: "Heal/Medicine" Command
« Reply #23 on: March 22, 2008, 11:39:05 AM »
That's a cool find Phoenix!

That medicine command just got more useful... :cycle:

Deathlike2

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Re: "Heal/Medicine" Command
« Reply #24 on: March 22, 2008, 11:42:22 AM »
Just make sure of one thing.. High Potions better be sold or  :banonsmash:
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Phoenix

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Re: "Heal/Medicine" Command
« Reply #25 on: March 22, 2008, 06:45:12 PM »
That's why I recommend only changing the second/third values. The first value does the check and subtracts one from that item -- so if you set it to Potion, then it will use one Potion, but have the effects of a Hi-Potion. So it ups the recovery without changing what item is used. That way it's like using a Potion on everyone at the same time.

Deathlike2

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Re: "Heal/Medicine" Command
« Reply #26 on: March 22, 2008, 06:54:35 PM »
So tired... I kinda missed while reading that. Oh well.. now it's actually remotely useful... a weakish-Tellah Cure3 isn't bad for healing.
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Paladin

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Re: "Heal/Medicine" Command
« Reply #27 on: March 23, 2008, 02:34:21 AM »
I just set it up in my current project this afternoon. I did it just as Phoenix had suggested, left Cure1 as the check, but it "really" uses Cure3, and I even changed the animation/GFX to Cure3...so it looks more like Bannon's "Health" command  :tongue: :banonsmash:

Works like a champ...does about 350 points ea. in a party of 5.  A little overpowered for when Eddie's in the party...but not bad for giving it to Cid (or anyone else) later on... Actually I had considered giving Edward the Pray command since it's so useless, and giving the Medicine command to Rosa (after Zot) based on those numbers...

Works well with Cid after Caignazzio in baron, since Cecil's Cura spell is weak and Tellah has crap stats and no MP...Cid actually turns out to be a healer for the time he's with, especially while his levels are low... and it's not terribly overpowered at that point... When Rosa is back after Zot, you can bump him out to the front row for the short time you have left with him (if you level him up like I do) and let Rosa take her anointed place as healer-in-chief.

The only drawback I see is you just have to decide to waste your money to keep Cid stocked with Cure1...which are cheap. However for added challenge it might actually make sense to set it to consume Cure2  since that's more expensive, and then add it to the shop lists so you can actually buy some in like Kaipo. Either that or bump it back down to Cure2...

Fun to play with in any case. Again, awsome find Phoenix.
« Last Edit: March 23, 2008, 02:51:42 AM by Paladin »

Deathlike2

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Re: "Heal/Medicine" Command
« Reply #28 on: March 23, 2008, 09:47:09 AM »
Wouldn't it be a bit more viable to make a custom potion, rather than using the existing potion? There you can manipulate/control the item's spell multiplier for your own purposes.
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Phoenix

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Re: "Heal/Medicine" Command
« Reply #29 on: March 23, 2008, 05:03:56 PM »
Quote
Again, awsome find Phoenix.

Thank you.  :happy:

Quote
Wouldn't it be a bit more viable to make a custom potion, rather than using the existing potion? There you can manipulate/control the item's spell multiplier for your own purposes.

Yeah, or at least tweak one of the Potions power levels to what you want. For me, the split Cure2/Hi-Potion level works well, although Cure3/X-Potion does work well for the time that Paladin suggests.