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Topics - Deathlike2

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181
Gaming Discussion / FF4A - ZeromusEG Stupidity
« on: April 21, 2008, 06:07:36 PM »
When ZeromusEG is nearing death, all attacks will be countered by a self-healing spell that heals him 1/3 of the current HP. It is actually possible that this script may make him virtually invincible... if and only if you deal less damage than it is healing. This isn't factoring Grimore abuse, but it's worth thinking about here.


182
Final Fantasy IV Research & Development / Timers And Haste/Slow/Stop
« on: April 18, 2008, 04:52:15 PM »
Here's a list of timers that exist:
Poison
Gradual Petrification
Count/Doom
Reflect/Wall
HP Leak
Stop
Regen
Paralysis
Sleep

Stop affects the following status timers:
Regen (healing becomes a constant in the SNES version)
Paralysis (timer stops - there are bugs in the SNES version when used with this status)
Sleep (timer stops - there are bugs in the SNES version when used with this status)
Stop (resets the Stop timer)
HP Leak (timer stops - there are bugs in the SNES version when used with this status - only affects characters though, enemies are unaffected)
Gradual Petrification (timer stops - there are bugs in the SNES version when used with this status)
Count/Doom (timer stops)
Poison (timer stops)
Reflect (timer stops)

Haste affects the following status timers:
Gradual Petrification (time to petrification is accelerated)
Regen (number of healing intervals is reduced)
Stop (time to being released from this status is reduced)
Poison (time to take poison damage is accelerated)
HP Leak (timer is reduced from 60 to 48, then 44) - note that haste is +3, so the timer adjustment is 4 HP
Reflect/Wall (time before status removal is reduced)

Summary: Haste accelerates most timers.

Slow affects the following status timers:
Gradual Petrification (time to petrification is slowed)
Regen (number of healing intervals is increased)
Stop (time to being released from this status is reduced)
Poison (time to take poison damage is slowed)
HP Leak (timer is increased from 60 to 90, then 120) - note that slow is -8, so the timer adjustment is 50% slower, then 100% slower...
Reflect/Wall (time before status removal is increased)

Summary: Slow decelerates most timers.

Edit: This list should be mostly complete, unless I forgot something major.

Second Edit: Additionally, all statuses other than Sleep can be reinflicted to reset/update/change the timer.

Third Edit: I totally forgot about the Mage (Mind Flayer summon).

4th Edit: Some summary updates are added to make the info more complete.

183
Gaming Discussion / FF4A European Font Replacement Bugs
« on: April 18, 2008, 03:18:24 PM »
The descriptions of the Ice+Fire Shields are the longest AFAIK and are affected most by this patch.

Fire:


Ice:

184
Final Fantasy IV Research & Development / Stop Status Behavior
« on: April 17, 2008, 07:32:50 PM »
This status when inflicted stops the target's ATB bar and a few other timers.

All timers stop... Poison, Sleep, Paralysis, Regen, HP Leak, Count/Doom, Reflect/Wall, Poison, Gradual Petrification.

These timers continue when Stop status is removed.

However, in the SNES version, Sleep, Paralysis, Regen, HP Leak (for characters), and Gradual Petrification timers are not restarted. Regen benefits most from this bug. However the other statuses, excluding HP Leak and Regen, will cause the game to act strangely and/or freeze when used on enemies.

Inflicting Stop status on Stop resets/changes the timer.

Edit: Updated info.

185
I was working on the status thread... until I came to testing this status. The behavior between the SNES and GBA versions are radically different and deserve a detail in mentioning this...

SNES version...

There are 3 officially listed states, but 1 state has 2 different visuals.. which seems to be linked to a timer of sorts.

1/3 Stone = Stiff (FF2 erroneously wrote it off as a Dummied status, which it simply is not)
The area around the character's feet are in a stone color (grey/silver).

2/3 Stone = Petrify
There are two forms of this..
If gradual petrification is unhealed by this point, the petrification reaches most of the body.. up to eye level.
This is only seen under this circumstance as another gradual pertification hit advances a bit further...

When gradual petrification is inflicted for a second time or gradual pertrification has progressed further, the character's entire body is covered in the stone color.

Stone = effectively Death status without having HP loss... it needs no real explanation as it is the final status caused by another hit of gradual petrification (while in Petrify status) or the timer for gradual petrification has completed...

The GBA version does this differently...

When gradual petrification is set, you don't get any useful info from the battle status area... you will see "grey paralysis" surrounding the character.

Further hits from the attack seems to move the timer forward, such as moving from 1/3 Stone to 2/3 Stone, but there's no clear indication of its progression.

There probably is just one timer that this status is based on (for both versions) and the starting point is different for 2/3 stone (at least in terms of this game anyways)

The gradual petrification timer seems to be dependant on the Vitality/Stamina as having more of it reduces the progression/timer (works very much like Poison status's timer).

The major difference between the SNES and GBA version is primarily on how the timer is altered... the SNES version changes the status involved and sets (resets?) the timer as appropriate. The GBA version seems to move the timer along.

Bugs (only available in the SNES version):
Gradual petrification is fucked when Stop is in use. It probably shares the same timer with Stop. When Stop status has ended, the timer either doesn't restart or isn't set anymore... which is similar to what happens with Paralysis and Sleep. The game will behave strangely and has a good chance of freezing when this is used on the enemies.

If gradual petrification was set on all characters (and unlikely situation since the Stone Gaze attack isn't multitargetable by default), the middle character (slot 1) has a good chance of evading petrification due to some coding blunder. That character's timer seems to have expired, but has failed to set the Stone status, so the character stays virtually in Petrify status for the duration of the battle. Inflicting gradual petrification on the character still inflicts Stone status.

186
I finally got around to writing this... but anyways...

This board serves more to documenting behavior of this game, whether it be by observation or by looking into the code.

Romhacking information can also be found and posted here. Feel free to contribute any info. If you are to use any info, you must give credit to the source.

You may also feel free to ask questions about anything posted here, however discussions on comparing stuff should be posted in Gaming Discussion instead.

FF4 Versions Referenced Here Are (Primarily) Covered:

  • FF2 - SNES US Version of FF4
  • FF4 - Original Jap version
  • FF4ET - Easytype version of FF4, do not suggest it is FF2 in Japanese, because that is completely untrue
  • FF4A - GBA port of FF4WS, US and Euro versions primarily covered which should match up with Jap 1.0 and 1.1 revisions respectively

Versions Not (Fully) Covered:

  • FF4PSX - The port is part of the FF Chronicles/European Anthology collection. It's likely a port of Easy Type's engine, with the data from the original FF4.
  • FF4WS - Wonderswan Color remake of FF4. This one is likely the same as first releases of the GBA version, but hasn't been looked into at all.
  • FF4DS - DS remake of FF4. Somewhat covered, but pretty massive changes have been made to the game.
  • FF4TAY - The After Years, which runs on an engine nearly identical to the GBA version. The WiiWare port is somewhat covered, but not the original Japanese cellphone release.


Internal Workings (and other useful information)

FF4 Algo - Input Requested (Deathlike2's Algorithms Guide - starting here is recommended)
The Holy Grail - Magic Algorithm
The Other Holy Grail - Attack Algo
THE Command Thread
THE Status Thread
FF4 bug list?
FF4A Bug List
FF4 Walkthrough - WIP
Useful Links
DS Version Research
The After Years Research


For ROM Hackers

Official FF2us/FF4 documents thread.
Official request thread
FF4 Tools (Phoenix's text, event, and map editor)

187
Final Fantasy V Research & Development / FF5 Algo FAQ
« on: April 16, 2008, 04:09:10 PM »
Has there been some behavior that hasn't been fully documented by the FF5 Algo FAQ? I personally think it's been pretty much done for the most part, unless there are details that haven't really been looked into yet...?

http://www.gamefaqs.com/console/snes/file/588331/30040

188
As far as I can tell, most of this stuff seems to dictated by level or agility, but some info on this would be appreciated..

There are 3 statuses possible...

1) Normal
2) Surprised (Normal with an empty ATB)
3) Back Attack (Rows switched with an empty ATB)

189
Gaming Discussion / Random Dual Orb 2 Notes...
« on: April 03, 2008, 02:19:34 PM »
To be revised and please ignore if you don't care.

Attack Base = Power/2
Defense Base = (Constitution+Agility)/4
Magic Base = (Spirit+Intelligence)/2
Hit Base = Agility/2
Evade Base = "It's Fixed You Goof"

--Edit--
Some more info...
Plarna: level * 50
Panacea: maxHP/ 4
Regen: maxHP / 8
Poison: maxHP / 16

--Edit--
Evolved Armor elemental properties:
Absorbs Darkness
Fire/Thunder/Wind/Water = damage * 1/2
Holy/Ice/Earth/Neutral = ??? (probably damage * 1/2)

Blaster elemental property: Lightning

Note: Ice Elemental != Water Elemental
MT = Multitargeted

Elemental Spells:
Holy: Holy Light (MT)
Darkness: Darkness Arrow
**Fire: Energy Bullet, Flame (MT)
Ice: Freeze
**Thunder: Electric Blast, Plasma (MT)
**Wind: Wind Cutter, Leaf Stream (MT)
**Water: Press Water, Gun Water (MT)
Earth: Stone Lance
Neutral: Nova (MT)

Plasma (MT) isn't totally Lightning... since Electric Blast can work against the Deadly (rabbit). It seems to be a hybrid of two elementals (perhaps, I could be wrong)... either to Earth (since both the Deadly (rabbit) and Original Gummy heal against it) or to Darkness (Deadly (rabbit) gets healed, but the Original Gummy is not.

Similar stuff occurs with Press Water and Gun Water vs the same enemies.

Note: It seems all the spells are considered distinct.

Dragoon elemental property: Darkness

Tiamat Blade and Wave Gun elemental property: Earth (?)

Edit: With even more info...

Gassa Robe:
Neutral = damage * 4/5
Earth = damage * 7/10
Energy Bolt = damage * 2/3
Fire/Water/Ice/Lightning/Wind = damage * 1/2

Magic Chain:
Lightning = damage * 3/2
Energy Bolt/Earth = damage * 3/4
Darkness/Neutral/Fire/Water/Ice/Wind = damage * 1/2

Distract Robe:
Darkness/Neutral/Fire/Energy Bolt/Water/Ice/Earth = damage * 1/2
wind = damage * 1/2 (leaf stream), 1/256 (wind cutter)
Lightning = damage * 1/10 (plasma), 1/256 (electric blast)

Guard Talisman:
+20 Magic
Earth = damage * 1/2
Neutral/Energy Bolt = damage * 1/3
Darkness/Fire/Water/Ice/Lightning/Wind = damage * 1/256

Serra Suit:
Neutral/Fire/Energy Bolt/Water/Ice/Lightning/Wind/Earth = damage * 1/2

Holy Plate (limited testing):
Absorbs Earth (?)
Lightning = damage * 9/10 (plasma)
Energy Bolt = damage * 2/3
Darkness/Fire/Ice = damage * 1/2
Neutral = damage * 1/4

Dragon Scale:
Absorbs Fire/Energy Bolt
Neutral = damage * 2/3
Ice = damage * 1/2

Guri Guard (limited testing):
Darkness = damage * 1/2
Energy Bolt = damage * 2/5
Fire/Water/Lightning/Wind = damage * 1/256

Protect Armor:
Lightning = damage * 3/5 (plasma), 1/2 (electric blast)

Guard Blazer:
Neutral = damage * 4/5
Earth = damage * 3/4

--Edit--
Updated with more magic resistance info.

Cure does not heal Taboo (Silence) status.

Magic Coat also boosts magic defense as part of boosting magic power (Magic is derived from one of the stats anyways, probably Intelligence).

Naijiri has a natural attack power of 80.

--Edit--
Bugs with the game:

Swapping weapons in battle resets all stat bonuses applied by spells.

Landing the airship north of Niisa will make you cry since you always move down when leaving Niisa. The surrounding area prevents you from getting back on the airship.

190
Gaming Discussion / FF4A Random Cuteness
« on: April 02, 2008, 12:10:24 PM »
These pics speak for themselves:

Toad:


Piggy:


Unfortunately Rydia doesn't have a different sprite, but that's probably because she's an adult, or close to it anyways.

191
Final Fantasy IV Research & Development / Commands Disabled By Status
« on: April 01, 2008, 11:05:24 PM »
If someone could compile a complete list of commands that disabled or don't function properly under a status effect, please post that info.

I've already compiled one for Silence status... and Kick is disabled via Float (for reasons I could not fathom, though perhaps it was originally intended for the Magnetic Cave...)

I'll dig up the links later, but feel free to contribute.

192
Final Fantasy IV Research & Development / Status Priorities
« on: April 01, 2008, 09:22:13 PM »
This thread is a supplement to another thread: http://slickproductions.org/forum/index.php?topic=450.0

Looking at BSiron's FAQ, some of the data in it is a bit incomplete/incorrect in regards to what status is shown. For completionist info, this is supposed to serve as a better overall supplement to the data already researched and maybe useful for some that aren't aware of the minor details.

Ok, onto the info. The status description that is displayed in battle is the one that has the greatest priority. I believe status is stored in 4 bytes (since there are 32 different statuses that can possibly occur). The list here starts with the status that has the greatest priority and continues with the one with the least priority... Unless otherwise specified, you cannot inflict a status with a lower priority to a target. For instance, Piggy cannot be inflicted on a target that has Toad status (barring immunity), because of the status priority. However, toad can be inflicted on a target that has Piggy status (barring immunity).

Note: This is mostly complete.

Format:
Permanent: When this status is set, it lasts even after the battle is over.
Reversable: If applicable, examples of reversing this status is listed.
Ignores Priority: If applicable, this status can be set, regardless of other statuses being set (other than Death or Stone).
In some cases, some statuses can be set outside of battle.
Visual Cue: This is a description of what one can see inside and/or outside of battle when the status is set.
Hidden: If applicable, you won't see a status description while the status is inflicted on the character when you are selecting a Cure/Heal item or spell.
Timer: If applicable, this status has a timer set. It can be influenced by a number of factors, usually from some stat the game uses to determine how the timer progresses. When the timer expires, the status will cause some sort of reaction. All statuses except for Sleep can be reset.
Description: Explains details of how this status works on characters and the enemy. Miscellaneous details can be found here.

Here we go:

Death/Swoon

Permanent: Yes
Reversable: Yes. Life1/2, Phoenix Down, Asura (multitargeted Life1).
Ignores Priority: No (it's the highest)
Visual Cue: The character uses the "fallen down" look in battle.
Outside of battle, you will see the status spelled out for the character.
Hidden: No
Timer: No
Description:  When set, it means HP = 0.
The character is unable to make any commands (ATB bar won't increase).
Enemies die+disappear when this status is afflicted on them.
This can occur via a status attack (Deathbringer or Death spell), reducing the target's HP to 0, or Count/Doom reaches 0.

Stone

Permanent: Yes
Reversable: Yes. Esuna, Golden Needle
Ignores Priority: No
Visual Cue: When set, a character is effectively frozen in stone and in a crouching position.
In the status menu, it is represented by a "rock or stone" and is displayed as the leftmost status sprite.
Hidden: No
Timer: No
Description: When set, the ATB bar does not increase and the character is effectively frozen for the battle.
Enemies die+disappear when this status is afflicted on them (which is pretty much the same as Death status).
This can occur via a status attack (Medusa arrows or Break spell) or caused by gradual petrification's timer or attack as the final stage.
HP is effectively unchanged for the duration of this status.

Note: Either Death or Stone can be set at one time. Both cannot be issued at the same time. Both statuses have the following properties:
Physical attacks on a target that has this status are automatically retargeted.
Magical attacks on such a target are not retargeted unless it was on a single enemy.
Having this status also counts towards the "party death counter/check".
Both statuses removes all other statuses, except Frog, Mini, Piggy, Silence, Blind, Float.

Frog/Toad

Permanent: Yes
Reversable: Yes. Esuna, Maiden's Kiss, Frog spell
Ignores Priority: No
Visual Cue: When set, the character's sprite becomes a frog. This is viewable in the overworld and status menus.
Enemies change into a specific Frog graphics (perhaps shared by the TinyToads).
In the status menu, it is represented by a "frog or toad" and is displayed to the right of Stone status slot.
Hidden: No
Timer: No
Description: This can occur via a status attack (well, there's the spell and the Breath attack).
While under this status, the target is unable to use any special attacks, most commands, or spells other than Frog or Sing's Frog Song.
A target afflicted with this has 1 attack power, 0 defense, 0 evasion (or was it a 0 defense multiplier?), and 0 magic defense multiplier.

Mini

Permanent: Yes
Reversable: Yes. Mini spell, Esuna, Mallet
Ignores Priority: No
Visual Cue: When set, the character's sprite becomes tiny. This is viewable in the overworld and status menus.
Enemies change into into "miniture" targets (probably shared by the TinyMages).
In the status menu, it is represented by a "small doll" and is displayed to the right of Frog status.
Hidden: No
Timer: No
Description: This can occur via a status attack (the spell and the Breath attack).
While under this status, the target is unable to use most commands, but still has full access to spells (other than Twin magic) and special attacks.
A target afflicted with this has 1 attack power, 0 defense, and 0 evasion (or was it a 0 defense multiplier?).

Piggy

Permanent: Yes
Reversable: Yes. Piggy spell, Diet Food, Esuna
Ignores Priority: No
Visual Cue: When set, the character's sprite becomes a pig. This is viewable in the overworld and status menus.
Enemies change into Pigs (not sure where they get this sprite).
Hidden: No
Timer: No
Description: In the status menu, it is represent by a nice "piggy" and is displayed to the right of Mini status.
This can occur via a status attack (the spell, the Dark Elf's Whisper and a few version specific weapons).
While under this status, the target is unable to use a fair number of commands, but allows the last command for a character to be executed.
Spells other than Piggy and special attacks cannot be used.

Supplement thread to look into the commands that are unaffected by status changes for Piggy, Frog, and Mini:
http://slickproductions.org/forum/index.php?topic=468.0

Note: Any characters afflicted by Piggy, Frog, or Mini can cast Esuna outside of battle.

Silence

Permanent: Yes
Reversable: Yes. Esuna, Echo Herb
Ignores Priority: No
Visual Cue: A character afflicted by this is crouched down with an orangy message bubble hovering over them.
In the status menu, it is represented by an orangy message bubble and is displayed to the right of Mini status.
Description: When set, the target is unable to cast any Black, White, Summon, Twin, and Ninja Spell (I wonder if it checks against specific spells in the list...)
This can occur via a status attack (Slap or Mute spell).
Hidden: No
Timer: No
Enemies are not prevented from using special attacks under this status.

Silence status disables other commands, listed here:  http://slickproductions.org/forum/index.php?topic=364.0

Blind/Darkness

Permanent: Yes
Reversable: Yes. Eyedrop, Esuna
Ignores Priority: No
Visual Cue: A character afflicted by this is crouched down with black glasses placed over the character's eyes.
In the status menu, it is represented by a face with dark glasses over the face and is displayed to the right of Silence status.
Hidden: No
Timer: No
Description: When set, the target's hit rate, evade, and spell hit rate is reduced by 1/2.
This can occur via a status attack (Darkness arrows or the Moth's Blind attack).
This status continues to stick whether or not the character has Death or Stone status.
Strangely enough, the Aim and Peep commands ignore this status's negative effects.

Poison

Permanent: Yes
Reversable: Yes. Antidote, Esuna
Ignores Priority: Yes
Visual Cue: A character afflicted by this is crouched down with a purpleish color over the character's face.
In the status menu, it is represented by "a bottle of poison" and is displayed to the right of Blind status.
When walking, the screen blurs a bit (using the mosaic effect).
Hidden: No
Timer: Yes. A high Vitality/Stamina stat or a high max HP (for monsters only) slows down the timer to deal poison damage. Slow also slows down the timer. When the timer has elapsed, poison damage is dealt to the target. The timer can be reset by the spell Venom/Poison.
Description:  When set, the target will lose 1/8 of their HP in battle when the timer for this status has elapsed with minimum damage dealt is 1.
This can occur via a status attack (Poison arrows or the spell version).
Outside of battle, the character will lose 1 HP on every step until healed.
The target cannot die outside of battle due to poison (the character will be stuck at 1HP).

Note: Casting Exit while someone is under this status will at most lose 42HP. This is only applicable in the SNES version.

Curse

Permanent: No
Reversable: Yes. Cross, Esuna
Ignores Priority: No
Visual Cue: A floating "skull" hovers over the crouching character.
Hidden:  No
Timer: No
Description: When set, the target's attack power and defense is reduced by 1/2.
This can occur via a status attack (Curse, a special attack of the same name, ironically, or the Ancient Sword).

Float

Permanent: Yes (only in town or dungeon) / No (overworld)
Reversable: Yes. Black Hole (the enemy spell only)
Ignores Priority: Yes
Visual Cue: Characters will be visually floating in air.
Hidden: No
Timer: No
Description: This status prevents damage tiles from hurting the characters.
This spell negates the Quake spell (including the enemy variation) from working.
This status visually masks critical status in the SNES version although you can tell when there are no attack/spell animations being used after giving the character a command.
This status is automatically removed after a battle on the overworld.
In a dungeon/town, it is automatically removed when entering/exiting buildings or stairs.
This status can be inflicted by the spell of the same name. It can be inflicted while a target is dead or petrified while outside of battle in the SNES version.

Note: Casting Exit while someone is not under this status and on a damage tile will at most will lose 2100HP. This is only applicable in the SNES version.

Paralysis

Permanent: No
Reversable: Yes. Esuna, Unicorn Horn
Ignores Priority: No
Visual Cue: Character crouches with rings seemingly bind the character.
Hidden: No
Timer: Yes. A high Will Power/Spirit or high Magic stat (for monsters only) reduces the duration of this status. Once the timer ends, the target is released from this status. This status's timer can be reset, but only from the Mage/Mind Flayer summon.
Description: See the following note...
This status can be inflicted by status attacks (Hold spell or any Whip).
Don't confuse this with the "metallic" status that the Magnetic Cave inflicts.

Sleep

Permanent: No
Reversable: Yes. Esuna, Unicorn Horn, Alarm
Ignores Priority: No
Visual Cue: A blue sleep bubble looks like it is coming out of the crouching character's mouth.
Description: See the following note...
Hidden: No
Timer: Yes. A high Will Power/Spirit or high Magic stat (for monsters only) reduces the duration of this status. Once the timer ends, the target is released from this status. This status's timer cannot be reset.
This can be inflicted by a status attack (Sleep spell and Cat Claw).

Paralysis and Sleep share the same properties:
When set, the character's ATB bar is frozen. A timer for this status is set.
This status is reversed when the timer for this status ends or the status is healed.
Once the status is reversed, the ATB bar is restarted.
The timer's duration is reduced when the target's Will Power/Spirit or Magic stat (for the monster) is high.

Charm

Permanent: No
Reversable: Yes. Esuna, Unicorn Horn, Physical Attacks
Ignores Priority: No
Visual Cue: A yellowish circle hovers over the character's head and the character moves over to "the other side".
Hidden: No
Timer: No
Description: The target loses complete control of their normal behavior.
A character under this status will attack a random character or attempts to cast a spell that they have available when their ATB bar is full.
The spell cast is only limited to Black or White magic and will be single targeted unless the spell is multitargeted by default.
If the command was issued while under this status, and the status is reversed before the command is executed,
the character will continue to execute the command.
All magic spells issued under this status completely ignore normal casting time (in other words, casting Meteor can be virtually instant).
A monster under this status will use a Charm specific battle script when thenr ATB bar is full.
Note that this script does not prevent the monster to target the character with physical or magic attacks (see Tinymages and Yellow Dragons).
If an attack command was issued while under this status, and this status is reversed before the command is executed,
the monster will continue to execute the command.
This is inflicted via a status attack (Charm spell or Breath).

Berserk

Permanent: No
Reversable: Yes. Dispel, Unicorn Horn, Esuna (in FF4A)
Ignores Priority: No
Visual Cue: The character is uncontrollable (you'll never see their command menu).
Hidden: No
Timer: No
Description: A target under this status will always issue an attack command when the ATB bar is filled.
The ATB bar is reset when the status is inflicted.
The attack power of the target increases by 50%.
This is inflicted by a status attack (Berserk spell, Power Staff, Pinkpuff's Dance).

Note: The Avenger Sword is a special case weapon that is handled differently depending on the version of the game.
http://slickproductions.org/forum/index.php?topic=117.0

"Gradual Petrification" is dealt differently in the GBA port than it is in the SNES port. The statuses will be described separately.

Petrify (2/3 Stone) - SNES version

Permanent: No
Reversable: Yes. Golden Needle, Esuna
Ignores Priority: Yes
Visual Cue: The character's sprite is primarily in a stone-color.
Hidden: No
Timer: Yes. A high Vitality/Stamina stat or high Max HP (for monsters only) slows down the timer's progression. Slow also slows down the timer. Once the timer has elapsed, Stone status is set. The timer cannot reset as it automatically advances to Stone status immediately.
Description: A timer is started for a transition into Stone status.
This status can occur via a status attack (Medusa Sword), another partial petrification attack (Black Lizard's Stone Gaze),
or the timer for transitioning from Stiff to Petrify status has completed.

Stiff (1/3 Stone) - SNES version

Permanent: No
Reversable: Yes. Golden Needle, Esuna
Ignores Priority: Yes
Visual Cue: The clothing/area around character's legs are primarily in stone color.
Hidden: No
Timer: Yes. A high Vitality/Stamina stat or high Max HP (for monsters only) slows down the timer's progression. Slow also slows down the timer. Once the timer has elapsed, Petrify status is set. The timer cannot reset as it automatically advances to Petrify status immediately.
Description: A timer is started for a transition into Petrify status.
This status can occur via a status attack (Black Lizard's Stone Gaze).

Gradual Petrification (2/3 Stone) - GBA version

Permanent: No
Reversable: Yes. Golden Needle, Esuna
Ignores Priority: Yes
Visual Cue: It looks like paralysis, except with grey/silver rings.
Hidden: Yes
Timer: Yes. A high Vitality/Stamina stat or high Max HP (for monsters only) slows down the timer's progression. Slow also slows down the timer. Once the timer has elapsed, Stone status is set. The timer cannot reset as it can only be advanced, although the transition to the next status is not guarenteed to occur on another Gradual Petrification attack.
Description: A timer is started for transition into Stone status.
This status can occur via a status attack (Gorgon Sword), another partial petrification attack (Black Lizard's Stone Gaze),
or the timer for transitioning from 1/3 Stone to 2/3 Stone status has completed.

Gradual Petrification (1/3 Stone) - GBA version

Permanent: No
Reversable: Yes. Golden Needle, Esuna
Ignores Priority: Yes
Visual Cue: It looks like paralysis, except with grey/silver rings.
Hidden: Yes
Timer: Yes. A high Vitality/Stamina stat or high Max HP (for monsters only) slows down the timer's progression. Slow also slows down the timer. Once the timer has elapsed, 2/3 Stone status is set. The timer cannot reset as it only be advanced, although the transition to the next status is not guarenteed to occur on another Gradual Petrification attack.
Description: A timer is started for transition into 2/3 Stone status. Once the time has elapsed, 2/3 Stone status is set.
This status can occur via a status attack (Black Lizard's Stone Gaze).
A partial petrification attack appears to advance the timer, but doesn't guarentee the next status to occur.

Note: This isn't confirmed, but it appears that Vitality appears to reduce the rate of petrification.

Metallic Paralysis

Permanent: No
Reversable: Yes (duh, don't equip metallic equipment)/No (you can't fix this status in battle)
Ignores Priority: Yes
Visual Cue: It looks pretty much like Paralysis.
Hidden: Yes
Timer: No
Description: If you equip any sort of metallic equipment in the Dark Elf's Cave (before he is defeated), you will be inflicted with this status in battle.
This metallic check either occurs in the menus or before battle.
In battle, you can inflict yourself with the status by equipping a metallic weapon/shield and execute a command.
This status is part of the "party death check/counter", but doesn't have the same properties as Death and Stone.
Characters under this status have their ATB bar frozen, but are still able to take all physical and magical attacks.

Stop

Permanent: No
Reversable: Yes, but only while under Count/Doom. Dispel
Ignores Priority: Yes
Visual Cue: The character is unable to take any commands while under this status.
Hidden: No
Timer: Yes. The timer can be accelerated via Haste or decelerated via Slow. When the timer ends, the character is released from this status. This status's timer can be altered by the Stop spell or the different Hourglass items. The timer is set to the value of the spell or item.
Description: When set, the target's ATB bar stops as long as the timer set for this status.
This can be inflicted by a status attack (Stop spell or any Hourglass item).
The Hourglass item has longer durations set than the spell.

Statuses with timers affected include Paralysis, Sleep, Gradual Petrification, Regen, HP Leak, Count/Doom, Poison, Reflect/Wall

Note: This status is relatively buggy in the SNES version, when used in conjunction with Gradual Petrification, Sleep, Paralysis, and HP leak (on characters).

Egg

Permanent: No
Reversable: Yes (when physical or magical damage is dealt).
Ignores Priority: Yes (I guess, it is a starting status for enemies)
Visual Cue: The monster uses the Egg image.
Hidden: Unknown (this is an enemy specific status)
Timer: No
Description: Some monster formations start with this status, which is defined by their group data.
While under this status, the monster will not run any of its battle script.
Supposedly they can run a special battle script like Charm status does, but most enemies don't have anything so the Eggs do essentially nothing.
Monsters will use their magic counter script if a non-damaging magic attack is made.
When physical or magical damage is dealt, the monster in the egg "hatches" and removes Egg status.
The monster then runs its normal battle script.
Monsters berserked while under this status will attack you, and also never hatch themselves.

Parry/Defend

Permanent:  No
Reversable: Yes (when the character's turn comes up, this status ends)
Ignores Priority: Yes
Visual Cue: The character is in the command executed motion.
Hidden: Yes
Timer: No
Description: When you choose the command to defend, this status is used.
While under this status, the defense of the character increases by a factor of 2.
The status ends when the character's turn comes back up.

Charging

Permanent: No
Reversable: Yes (when the command is actually executed)
Ignores Priority: Yes
Visual Cue: The character uses the special command motion.
Hidden: Yes
Timer: Yes. High Agility reduces the duration of this timer. A powered up attack is the result of the timer ending normally. It is impossible to reset this status.
Description: When you choose the command Build Up/Power/Deadly, this status is used.
While under this status, the magic multiplier of the character drops to 0.
The status ends when the character makes the powered up attack.

Twin

Permanent: No
Reversable: Yes (when the spell to be cast is determined)
Ignores Priority: Yes
Visual Cue: The characters involved in this status are casting simultaneously.
Hidden: Yes
Timer:  High Agility reduces the duration of this timer. A "dual cast" spell is the result of the timer ending. It is impossible to reset this status.
Description: This status is set when the Twin command is invoked.
Regardless of the success or failure of this spell, the status automatically ends.
This status can be removed when Stop, Silence, Stone, Death, Sleep, Paralysis, Berserk is inflicted on any character involved with the Twin command.

Jump

Permanent: No
Reversable: Yes (when the command is completed)
Ignores Priority: Yes
Visual Cue: The character jumps into the air and eventually lands on the monster.
Hidden: Yes
Timer: Yes. High Agility reduces the duration of this timer. A powered up attack is the result of the timer ending normally. It is impossible to reset this status.
Description: This status is set when the Jump command is executed.
All physical attacks on this target are redirected.
All single targeted magical attacks on this target are ignored/missed.
All multitargeted magical attacks subtract targets with this status in the magic damage algo.
Any status effect that has a timer is temporarily stopped.
Once the character lands on the target, the status is removed.
Any status effect that has a timer continues to run afterwards.

Count/Doom

Permanent: No
Reversable: No
Ignores Priority: Yes
Visual Cue: The character is crouching when a command is not made with the death counter hovering over them.
Hidden: No
Timer: Yes. This timer can only be paused by Stop. Once the timer elapses, Death status is inflicted. The timer can be reset by Count/Doom.
Description: When set, a timer is placed above the character's head denoting the amount of "ATB time" passes before Death status is set.
This timer only pauses to Stop status.
Haste/Slow/Agility does not affect this timer.

Hide

Permanent: No
Reversable: Yes (use Show command)
Ignores Priority: Yes
Visual Cue: Character "leaves" the battle.
Hidden: Yes
Timer: No
Description: When executing the Hide command, the status is set.
All other timers are stopped for the duration of this status.
The ATB bar proceeds as normal to take only 3 commands (Row/Defend/Show).
All physical attacks targeting this character are retargeted.
All single targeted magic will automatically fail on the character.
All multitargeted magic will subtract this target from the split damage factor.
This status ends when the Show command is executed.

Note: If the only target left is the hidden character, the target will be immediately attacked after they come out of hiding (assuming the monster ATB are full and that's not a guarentee for slower monsters), since the ATB is not stopped while the character is hidden.

HP Leak

Permanent: No
Reversable: Yes. Dispel (strangely enough)
Ignores Priority: Yes
Visual Cue: HP continues to drop without outside influences.
Hidden: Yes
Timer: Yes. Haste reduces the duration of this status and Slow increases the duration. When the timer has elapsed, this status is removed. This status can be reset by another HP leak attack such as Bio.
Description: This status is inflicted with a spell that inflicts such status (Bio, Holy).
For Holy's HP leak to occur, the target must be weak vs the elemental for it to succeed.
In other words, the status is inflicted if the target is weak vs the elemental.
The timer is set to 60 by design (probably could be changed/hack) and loses as many HP as there are ATB timer "ticks".

Reflect/Wall

Permanent: No
Reversable: Yes. Black Hole, Dispel
Ignores Priority: Yes
Visual Cue: Reflectable magic bounce off a "magical wall".
Hidden: No
Timer: Yes. This timer can be stopped via Stopped and be accelerated by Haste. When the timer ends, this status is removed. This status can be reset by a reflected Wall spell (see Evil/Wicked Mask).
Description: This status is set by magic (Reflect) or item (Lunar/Light Curtain).
When set, all reflectable magic  set on a target bounce off this "wall" and target the opposing group.
A timer is set when this status is set, and when the timer ends the status is removed.
Monsters don't use elemental magic counter scripts with reflected spells (reflected Holy on Behemoths will invoke a physical attack instead of Storm).

Note: It is known that Dispel is reflectable, however it may have been a mistake. Go figure.

Barrier

Permanent: No
Reversable: Yes. Dispel, Black Hole
Ignores Priority: Yes
Visual Cue: All physical attacks automatically miss.
Hidden: No
Timer: No
Description: This status is set by the Lunar Curtain item.
There are some shared properties with Image...

Image (2)

Permanent: No
Reversable: Yes. Dispel, Black Hole
Ignores Priority: Yes
Visual Cue: Two transparant images are displayed to the right of the character.
Hidden: No
Timer: No
Description: This status is set with spells (Image, Blink) and item (Decoy/Scape Doll).
After a physical attack fails, Image (1) is set. If Barrier status was set previously, the Image (2) status does not change.

Image (1)

Permanent: No
Reversable: Yes. Dispel, Black Hole
Ignores Priority: Yes
Visual Cue: One transparent image is displayed to the right of the character.
Hidden: No
Timer: No
Description: This status is set with a spell (FF4's Mist Ring+Dragon) and after "an image is hit".
After a physical attack fails, this status is removed. If Barrier status was set previously, Image (1) status does not change.

Barrier, Image (2), Image (1) share the same property:
All physical attacks on the target with this status will automatically miss.

Covered

Permanent: No.
Reversable: Yes. (The Off command removes this status).
Ignores Priority: Yes
Visual Cue: The character with the Cover command takes all physical damage from "Covered" target.
Hidden: Yes
Timer: No
Description: When the Cover command is executed, this status is set on the targeted character.
If the target is a monster or himself, this status does nothing.
This status is removed when the "Off" command is executed.

Critical

Permanent: No
Reversable: Yes (increase the current HP of the character over 1/4 their max HP)
Ignores Priority: Yes
Visual Cue: The character crouches when animation that hovers over them, showing that they are really really hurt.
Hidden: Yes
Timer: No
Description: This status is automatically set when the current HP of the character is less than 1/4 their max HP.
This status is automatically removed when the current HP of the character is greater than 1/4 their max HP.

Cover and Critical status share the same properties:
The character with the Cover command automatically defends all physical attacsk for the character with this status.
Parry/Defend status on the character with Cover prevents this status from having any impact.
If the character with the Cover command is indisposed (Death, Stone, Break, Stop, Paralysis, Sleep),
that character cannot cover targets.

Regen

Permanent: No
Reversable: No
Ignores Priority: Yes
Visual Cue: Healing hits every character at the same time at set intervals.
Hidden: Yes
Timer: Yes. The number of intervals of healing decreases with greater Agility. When the timer ends, the status is removed. The timer can be reset when the Regen/Spirit Wave command is executed again (it is officially doable in FF4A, a hack is already available for changing this behavior on the SNES versions).
Description: This status is set when the Regen/Spirit Wave command is executed.
A timer is started when this status is applied.
All characters are healed by 10 points (that can be hacked/changed) over set intervals.

193
I've noticed this behavior from some of the "monsters" in the developers room. It is obviously noticable from the "evildoll" monster.

The behavior is simply this... you cannot steal from monsters that always drop an item.

I'm sure someone will find this useful....  :wink:

This behavior does not occur in FF4A.

194
Final Fantasy IV Research & Development / Enemy Special/Magic Attacks
« on: March 31, 2008, 12:27:58 PM »
There's a few attacks that I'm not too keen on.. personally I think it may be worth diving/looking into.

Bluster: Probability of Paralysis or Death to occur

How does the game check resistance with that attack? Resistance to Paralysis or Death or both to negate?
This is one of the few attacks that is actually random in result...

Status resistance in this game generally says that if you resist one of those attributes, you resist them all....

Mind you that Bluster in FF4A is screwed up since the visual occurs regardless of failure...

Slap: Probability of Paralysis or Silence or Curse to occur

Same questions for Bluster applies here...

Counter/Needle: What defense is applied here? Defense or Magic Damage? It's a strange hybrid of an attack. As far as I can tell, it seems to use the base of the enemy's normal attack (which is known), and tries to apply it against your magic defense/evade.. which would make sense since a counter script could easily be a regular/normal attack. Confirmation would be appreciated for this.

I can't think of anything else off the top off my head though.

195
Gaming Discussion / Convince Me To Play Your Hack
« on: March 29, 2008, 03:24:10 PM »
I'm currently at a lull here as I have currently nothing on the plate... other than remembering the occasional FF4 detail to test, I am currently undecided as to what hack to play next.

I am a little biased as to what I will play... only because of the entertainment value that I need... (it's fair warning, but a bored person will do anything to not be bored...)

So, plead your case if you wish.

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