øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=870e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1ca2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1ca2.html.zxÛ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ */)ÑOKtext/htmlISO-8859-1gzip8:Ö)ÑÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:43 GMT0ó°° ®0®P®€§²ð®Û¼g^ë)Ñ Show Posts - Pinkpuff

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Messages - Pinkpuff

871
Final Fantasy IV Research & Development / Re: Recall Command
« on: February 18, 2008, 05:59:56 AM »
He can cast split Flare off Recall??

872
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: February 13, 2008, 08:35:11 PM »
Split would be cool if he could split any item. Split Phoenix Down, Remedy, or X-Potion would certainly have their uses.

873
Final Fantasy IV Research & Development / Re: "Sing" Command
« on: February 13, 2008, 07:01:51 AM »
Isn't Frog Song the only song he can sing while a frog? That's all he's ever sung for me... not that I've frogged him that often...

874
I know what you're talking about and it's been transparent in battle like that in every version I've ever played; physical, emulator, or otherwise.

875
Final Fantasy IV Research & Development / Re: "Twin" Command
« on: February 11, 2008, 07:32:05 PM »
What happens if you have two Paloms and two Poroms in the party?

876
General Discussion / Re: Original Fantasy Map Design
« on: February 09, 2008, 06:14:06 AM »
Quote
I think you just sold me on it.  I was trying to think of situations where you would really want to use that, and that's exactly it.  Done.  Tonight I might finally define a map file format.  :)

Awesome! Just a suggestion for the map editor though, if you go with this scheme, you might want to include a sort of rectangular "domain paint" tool that lets you set the domain of each tile in a large rectangular area at once. I'm just picturing trying to paint a 256x256 map tile by tile and I see myself falling asleep real quick:

Set tile (1, 1) to domain 1.
Set tile (1, 2) to domain 1.
Set tile (1, 3) to domain 1.
...
Set tile (1, 64) to domain 1.
Set tile (2, 1) to domain 1.
Set tile... zzzz..

As opposed to:

Highlight (drag mouse) from tile (1, 1) to tile (64, 64).
Set all highlighted tiles to have domain 1.

877
General Discussion / Re: Original Fantasy Map Design
« on: February 08, 2008, 03:34:25 PM »
Quote
Don't worry, I wouldn't get rid of PNEOP.  ;)

Of course not. It's not a bug, it's a feature!

As for the paint by numbers scheme I assume you mean assigning each tile its own pointer to one of the domains. I see no reason why you couldn't do that... it just might be more annoying to edit that way. It would certainly have an advantage in a situation where you wanted something like an oddly-shaped desert where you fight a hard monster or something. Something like that could in theory be done with the rectangular zones scheme but it might be a bit of a chore, although I think that most of the time, the zones will probably be rectangular (or could easily be made rectangular without causing many problems) and to have to assign each tile a monster domain may be annoying for large maps.

That's just my initial impression though. I'm sure whatever you decide will be just fine.

878
General Discussion / Re: Original Fantasy Map Design
« on: February 08, 2008, 07:20:08 AM »
Well I guess for each map you could have a list of "zones" each of which would contain:

* A set of co-ordinates indicating its borders
* A list of monster groups that you could encounter if you run into a random fight in that zone

The overworld would have 64 of such zones of equal size while most dungeons would have one per floor.

Whenever the player triggers a random encounter, check to see which of the current map's zones the player is in, then go to that zone's random encounter list and pick a fight accordingly.

879
General Discussion / Re: Original Fantasy Script Commands
« on: February 07, 2008, 09:29:38 PM »
Couldn't variable assignment be a type of action?

Also, no iterative commands? What if you wanted to, say, list everyone's equipment. Would you have to go

* Display character 1's armor 1
* Display character 1's armor 2
* Display character 1's armor 3
* Display character 1's armor 4
* Display character 2's armor 1
...
* Display character 1's weapon 1
...
etc

Or would you have a for-next type command that allows you to go

* For each character
** For each equipment slot
***Display that character's item in that slot

880
General Discussion / Re: Original Fantasy Map Design
« on: February 07, 2008, 09:20:28 PM »
Well if you want people to be able to use your program to create something like Dawn of Souls, you'd need to allow canoe-ing and airship-ing inside dungeons.

Is there any reason you couldn't have a unified map system that can create overworlds and dungeons alike?

881
General Discussion / Re: Original Fantasy Map Design
« on: February 05, 2008, 03:27:16 PM »
Whether or not the party has class-changed is probably a global variable/switch.

Also, although the Canoe appears in your inventory as an item, I've discovered through hacking that simply having the Canoe in your inventory is not enough to be able to traverse rivers. It seems that the "get canoe" event must also set a switch of some kind.

882
Final Fantasy IV Research & Development / Re: Odin Summon
« on: February 05, 2008, 06:53:13 AM »
Ok, so in FF4SNES, "the test succeeding" is a different concept from "the status being inflicted". The test could succeed on a monster resistant to the status, but it will still not get the status. It just means that it will not prevent non-immune monsters from receiving the status.

Have I got it right this time?

883
Final Fantasy IV Research & Development / Re: Odin Summon
« on: February 05, 2008, 06:35:31 AM »
So I had them backwards then. In FF4A, it could succeed on some and fail on others while in FF4SNES it has to succeed on everyone in order to succeed at all (meaning if one of the monsters is resistant the spell fails on the group). Odin's effect fails if it fails on any of the targets.

(P.S. One "no" is enough to get the point)

884
General Discussion / Re: Original Fantasy Map Design
« on: February 05, 2008, 06:25:54 AM »
In RPG maker, the events are tied to the map tiles on which they're triggered. So an event that spans multiple maps would be stored on the tile that triggers it, but would contain teleport commands. So to use the Garland example, you'd have a Garland tile that when you talk to it would trigger an event that looks something like:

* Display a message: "I will knock you all down!"
* Fight Monster Party: Garland

And a Princess Sara tile that when you talk to it would trigger an event like:

* Display a message: "Thank you LIGHT WARRIORS"
* Teleport party: (Coneria Castle, xx, yy)

So while it spans multiple maps, it's stored in the tile that triggers it, regardless of where it takes the party during execution.

Conceptually, I think most events are inherently tied to the map because they're normally triggered by either stepping on a particular tile or examining/talking to it, and which tile triggers which event is important, so I can see how keeping events separate from the map might be confusing for the person making the events trying to keep track of what event index corresponds to what map tile.

However, there are certainly some events that are not tied to tiles on the map. Of particular note would be events that are triggered by using items. The "whistle" item in FF4 for example triggers the Big Chocobo menu, but you can use it anywhere; it's not linked to the map in any way. Similarly, in FF1, using the Bottle to release the Fairy seems to me like it would be awkward to try to link directly to a map.

In terms of storing the files, there could be a separate event file, but the tiles in the map can have pointers to various events. Likewise, certain items such as the bottle could have event pointers. So building the bridge would not run event 13 in Coneria.map, it would simply run event 13 from the event file.

As far as being user-friendly, I don't imagine it being too bad as long as you can launch the event editor from the map editor (or item editor or whatever other entities trigger events).

885
Final Fantasy IV Research & Development / Re: Odin Summon
« on: February 05, 2008, 05:54:20 AM »
Quote
PinkPuff - 96

Woo-hoo I'm level 96!

Quote
2A) if you make a multitargeted status attack such as Piggy, it doesn't matter if it is successful on every target, even if one is immune.

2B) If you make a multitargeted status attack such as Piggy, it has to be successful on every target, even if one character is immune to the status, otherwise it will fail. This is why you can see certain lunar overworld formations like those squidish monsters can't be petrified, but the rest that are not immune (the puddings, bomb, and the virus monsters) die promptly.

I understand rule 1 but these other rules are worded kind of oddly so let me see if I understand what you're saying...

In FF4A, if you split a status-infliction spell among, say, a party of three enemies, one of which resists the status and the other two do not, the spell will not work on any of the targets, even the ones who have no resistance.

In FF4SNES, if you split a status-infliction spell among the same party of three enemies, the one who resists the status will not be affected but the other two might be.

And you're saying that Odin follows the second rule, so he could kill some enemies and leave others alive in the same monster group?