øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=173e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index24a1.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=173e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index24a1.html.zxüsh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦DŸVOKtext/htmlISO-8859-1gzip0|ÖŸVÿÿÿÿÿÿÿÿWed, 11 Mar 2020 05:32:05 GMT0ó°° ®0®P®€§²ð®üsh^BŸV Show Posts - Djibriel

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Topics - Djibriel

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1
Final Fantasy V Research & Development / Info request
« on: April 04, 2015, 11:05:36 AM »
Since y'all stepped up your game, I was wondering if you had the answer to two of my FFV questions from way back:

What are the odds of 'chest' encounters? Most chests with guardians have two possible monster formations guarding the item, and I can't recall anyone stating what the odds were. They seem 75% / 25%. Flying Ronka cannons seem to use the same technique. Definitive tables on monster formations tied to chests/event encounters would be highly appreciated since it's one of the remaining bits of information in my walkthrough that's from playtesting only.

Also, these encounters seem very static. When loading an emulator save, it's often stuck on one of two encounters, and I never did figure out what governs it. What RNG table governs the encounter choice, and how is this RNG table influenced?




2
Gaming Discussion / Possible new project - AI script discussion
« on: June 26, 2011, 06:44:11 AM »
Figured I'd make a new topic

For those of you that are late to the party, I've been pondering the potential value of a new AI script document. Readability for the Amish and in-practice departures from what the AI script would have you believe would be the selling points over bover's (fine) document.

http://tenchinohoukai.cavesofnarshe.com/final_fantasy_iii_ai_1_0.txt


Assassin asked:
Quote
Djibriel said: I would like to avoid words like 'variable', 'set', 'clear' and 'increment' as much as possible.

why?  they're direct, and not really that esoteric.  it's not like it's "bytes" or "caches" or "floating point units" or "gigawatts".

some questions:
- what does "(loop)" mean, particularly when it's before an "(end if)"?  such ordering makes me think that the IF block will never terminate.
- it seems you use "PLUS" to indicate an additional command in a block being executed, but later in FlameEater's script, you seem to use "AND" in its place.

The mentioning of 'variable' is, I think, suboptimal since when you start reading an AI script, you don't know what the variable governs. You don't know when it's incremented, set or cleared, you only know (if you're reading top to bottom) which behavior it toggles. Especially where there are multiple variables, it gets confusing. Giving the variables names will immediately inform a reader what the purpose of that variable is. If the name is clear enough, anyway.

I've only seen set/clear in the context of technical discussions about SNES games' behavior, so I didn't think they'd be general knowledge. In addition, 'set' and 'clear' only have a meaning in relation to what sets and clears the variable, so "If Var036 is clear, do..." has no inherent meaning. "If 'Bomblet is set to go' is active, do..." however, does.

(loop) should be taken as (end turn, loop to start of AI script). Looking back, I think it's best to precede every turn with an "-" and conditions and additional actions lacking any symbol.

There were some mix-ups with PLUS and AND, but the distinction I think would be good to make is that AND means an additional condition, and that PLUS means an additional actions. As you can see, this was a rough first draft; should it really become a project, I'll need to think a lot about the clearest wording. Ideally, it would no explanation beyond the AI script itself.


3
General Discussion / A pillar doth crumble
« on: June 20, 2011, 05:40:20 AM »
Do my eyes deceive me, or did Terii miss a payment on his website? www.rpglegion.com

As far as I know, it was the only source of FFIII monster's AI script on the web (not to mention a Doom Gaze locat0r :p) so that kind of blows.

4
Final Fantasy V Research & Development / Wanted: Bounty Hunters
« on: March 08, 2011, 09:21:33 AM »
Hey guyz

I have a whole lot of questions that remain unanswered in, to my knowledge, the wide horizon of the FFV(A) fandom, code monkeys included. It is my hope that for those who are more in the know about what's mostly the GBA game, it is a mere stroll down the beach to unearth this info. It certainly seems easy info to look up, but maybe I'm wrong. I'm often wrong about this type of stuff, which is why I can't be arsed to do it myself  :blush:

Mad credits would go to whoever is smart, brave and sexy enough to figure this stuff out. In my walkthrough for instance, but also, you know, the earth.

- Some algorithms are missing from mog09's FAQ over at GameFAQs. For instance, the hit rate used by the status ailment bit of Dark Arts. The elemental damage is unblockable, the status ailment part is certainly not. I've observed that Moldwynds get killed by Hellwind all the freaking time (they absorb the element, but fall to Petrify) yet Behemoth Kings often survive the spell, so my theory is that it is a normal level/Magic Evasion type deal rather than a flat %, as it is with for instance !Combine attacks. What hit calculations are used here, and what are the hit rates for the Dark Arts?
 :edit:
Solution: status ailment fails when (0..99) < target's Magic Evasion%, hits otherwise

- The treasures used to calculate your Treasure% as indicated by Mr. Clio are well-documented for the SNES game, but I haven't found an extension for the new GBA treasures. I would be real handy to have a start-to-finish list for all those chests.
 :edit:
The full list was given in a post by samurai goroh on page 2

- There are instances in the game where you fight one of two monster formations. Chest guardians for instance, or the cannons on the Flying Ronka ruins. What are the odds between a more common and a more rare encounter? Is there even such a thing (certainly seems that way to me, but ya never know).

 :edit:
(Minotaur/counter discussion no longer relevant)

That's about it. Maybe some of this stuff is known already; I picked through the documents on this site, but didn't find it there.

Also, I'm considering setting up a FFV(A) Bugs 'nd Glitches document, as the knowledge seems scattered. Bugs are much better described when the faulty code is exposed though, and some bugs don't become apparent in gameplay unless the code is viewed. I'd never be able to give it the quality it needs by myself. Is there any enthusiasm about such a project on these boards? Hell, I could just give a big list of bugs I've collected so far and then never have my name appear anywhere, I'd just like to see such a document come into being.




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