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Deathlike2

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Re: Yang's Battle Script
« Reply #30 on: June 04, 2008, 03:46:11 PM »
Here's a reference pic with the Death/Deathbringer Sword:
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Dragonsbrethren

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Re: Yang's Battle Script
« Reply #31 on: September 09, 2008, 10:22:40 PM »
 :bump:

I completely forgot to mention this but they fixed Yang's script in the DS version, paladin Cecil says his two lines but Yang kicks in between instead of attacking.

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Re: Yang's Battle Script
« Reply #32 on: September 26, 2012, 03:58:13 PM »
Recorded a video of this for The Cutting Room Floor:

http://youtu.be/I7IOjjvbgSs

Grimoire LD

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Re: Yang's Battle Script
« Reply #33 on: September 26, 2012, 04:17:20 PM »
Cutting Room Floor is always an interesting place. Good video and interesting to see it in action. Though I'm curious now... does the game look at the Black Sword's graphics? Or does it draw this data from elsewhere? Also do you plan on doing this for the heavily unused Cagnazzo battle sequence?

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Re: Yang's Battle Script
« Reply #34 on: September 26, 2012, 04:42:37 PM »
He sort of uses the Deathbringer's graphics. It reads the sprite and palette, but not the swing (still appears behind him mirrored like a sword) or sound, and characters never have the impact drawn on them, so it doesn't use that either.

I completely forgot about Cagnazzo; mind posting a link for what is unused?

Grimoire LD

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Re: Yang's Battle Script
« Reply #35 on: September 26, 2012, 04:51:09 PM »
Bah, sorry. Thought it was substantial. Apparently all it is is a ?bugged? sequence where he doesn't gain 3 Defense when he goes into his Shell mode. I thought I had read somewhere about a completely unused sequence but now I can't find it, if there ever was one.

Deathlike2

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Re: Yang's Battle Script
« Reply #36 on: September 26, 2012, 05:37:28 PM »
I wrote some stuff about Cagnazzo about his shell mode.

http://slickproductions.org/forum/index.php?topic=544.msg4314#msg4314

I should've tried to clarify this better.

3 is the defensive value of the index that the stats are based off of.
It's not the actual index. To be frank, I think defense is actually set (the value of 3), but the post wasn't about that.

Some background:
There is an index of data that is used to set the parameters of monster attributes. There are 3 bytes each I think.
These are used for assigning three aspects of the monsters. Attack, Defense, and Magic Defense.
For example, let's use the Kainazzo (Cagnazzo) in FF2US v1.0 data through an FF4 editor:
Attack: 0x16 = 3x44 @ 99%
Defense: 0x77 = 2x2 @ 50%
Magic Def: 0xDA = 10x48 @ 50%
1st byte = Multiplier
2nd byte = Actual Value
3rd byte = Effectiveness
For Attack, this means, the monster can produce up to 3 hits, with 44 attack power, with an accuracy of 99%
For Defense, this means, the monster can evade up to 2 hits, with 2 defense, with an evasion rate of 50%.
Note: Evasion is NOT factored in unless you use a script to SET the defense. 255 Defense = immune to all physical attacks (doesn't include Throw since it isn't a physical attack, Jump and Power however are) Monsters in general have NO evasion.
For Magic D, this means, the monster can magically evade up to 10 hits, with 48 magic defense, with a magic evasion rate of 50%
Note: Magic evasion is never factored in I believe. 255 Magic Defense = immune to all magic. IIRC, Magic evasion is never a factor for monsters, so it's an irrelevant stat.

The point of the info was that in some of the bugged versions of FF4A, the defensive set in the script is not done or is executed/enforced correctly.

In the script (when going into shell mode - the mode that causes the monster to heal itself), it sets defense to index 0x7A. This would produce a monster with the defense of evading @ most 3 hits, with 3 defense, and has a chance to evade @ 70%. If you have ever hit that side of the script with a low level Cecil, you will find him to do pitiful damage against Cagnazzo. The script works as intended as far as I can tell (unless you get Cecil to dish out 4 hits @ minimum).

Hopefully, that clears things up.

 :edit: Clarification on the part of the script that causes the changes.
« Last Edit: September 26, 2012, 05:58:48 PM by Deathlike2 »
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Grimoire LD

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Re: Yang's Battle Script
« Reply #37 on: September 26, 2012, 06:26:29 PM »
Thanks for the explanation. I recall someone had started a solo Cecil challenge and quit when they reached Cagnazzo because Cecil couldn't hurt him enough and his Recover healed too much HP for him to get through. I wonder if it was also reducing damage?

Though don't enemies use Magic Evasion when it comes to status ailments? Or does it only look at the caster's Wisdom/Will for that?

Deathlike2

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Re: Yang's Battle Script
« Reply #38 on: September 26, 2012, 09:28:34 PM »
Thanks for the explanation. I recall someone had started a solo Cecil challenge and quit when they reached Cagnazzo because Cecil couldn't hurt him enough and his Recover healed too much HP for him to get through. I wonder if it was also reducing damage?

Setting the new defense value in the script does actually reduce damage. Think of it like the Valvalis/Barbariccia battle. Same idea, except Cagnazzo stays with those stats forever (the new defense stat does not ever revert script-wise, unlike Barbariccia).

It's actually worth checking out how that works with a Beastiary type code (forcing the battle for your own testing amusment).

Quote
Though don't enemies use Magic Evasion when it comes to status ailments? Or does it only look at the caster's Wisdom/Will for that?

Status ailments depend on the property that is applied to it. Bio/Virus's HP leak property is not blockable, but if you have enough magic evasion, the HP leak property is a non-issue... unless it is multi-targeted (Zeromus). Spells like Toad/Mini is tested against Magic Evasion (assuming you have a minimum of multiplier of 1), however you have to check its hit rate/accuracy through its base accuracy (Toad/Mini has 50) and appropriate stat (Toad for Wisdom, Mini for Will)

Hit Rate = 50 + (Wis or Will)/2

Spells like Venom tend to apply the damage+status (status is not applied if resistant), but there are issues with that with the various versions of FF4.

Monster spells (usually towards the bottom of the spell list) simply check for status resistance before applying them... the hit rate value is ignored altogether.

Monsters never have magic evasion, so it works or it doesn't, depending on the spell and status ailment.
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Grimoire LD

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Re: Yang's Battle Script
« Reply #39 on: September 26, 2012, 09:44:47 PM »
I see... I guess I never noticed that, I thought I had seen a couple of normal spells miss in FFIV. Maybe not then? So that's how status spells work... it just looks at an accuracy, applies it That many times and if it fails every time it fails and if it succeeds obviously the status is applied. I'm not sure that was the best way for them to go about it, but eh. Most people never look at the worth of Status effects anyhow.

Deathlike2

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Re: Yang's Battle Script
« Reply #40 on: September 26, 2012, 10:43:44 PM »
Actually, status spells are tested once... they always use a spell multiplier of 1 unless it is an attack spell like Bio or Venom.
I call it the solo multiplier, because it is also used for the magic evasion multiplier as well (unless, you are Cecil/Yang/Cid that tends to have a magic evasion multiplier of 0).

I already posted a document on Gamefaqs with a relatively complete Algo FAQ and a separate spell doc.
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Grimoire LD

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Re: Yang's Battle Script
« Reply #41 on: September 26, 2012, 11:05:42 PM »
There's a lot in there, I should probably give it a look over. I would love to actually look at the battle system in FFIV, but unfortunately the SNES Geiger Debugger is glitched and doesn't let you view or breakpoint on anything in the 2000-9000 Range, for whatever reason of the data. And wouldn't you know it? The battle system is basically in the 4000's.