øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=165e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2ea7.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2ea7.html.zxdüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.˜OKtext/htmlISO-8859-1gzip8:Ö˜ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:48 GMT0ó°° ®0®P®€§²ð®düg^˜ Show Posts - Squall

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Messages - Squall

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166
Thank you for the explanation 13375K31C43R!

Its funny how a cut-scene will require just couple of bytes to be scripted, while in contemporary games you may need GBs for FMV :)

167
Game Modification Station / Re: FF1:DoS Projects
« on: June 07, 2017, 10:19:41 AM »
Thank you Kea, for taking time and explain how FF1 works!

So if I understood well, FF1 is similar. Maybe the exact forumula are different but it seems to me that:
Code: [Select]
MD  = Magic Defense. Chance to avoid magic attacks. This stat is hidden.Pretty much it actually not a defense (mitigation factor), rather a defense rate ... Magic Evade. So FF1 works on the same principle as FF2 (there is no real MD).

TBH to me thats quite alien. Magic Damage should be calculated on the same principle as Physical Attacks (not necessary same formula):
 Damage = Attack - Defence, with some modification factors ofc (like crit, weaknesses, class perks, ...)

168
Game Modification Station / Re: FF1:DoS Projects
« on: June 07, 2017, 02:09:03 AM »
yes it does .. but only Magic Evade%, no Defense (defense is the mitigation factor). So its pretty much for each hit - hit hard or not hit at all. Its very strange, because Physical hits have evade and defense.

It is interesting to me that while playing at first I didn't sense the difference. But when you Magic Evade becomes high its quite obvious - you get low magical damage and from time to time big numbers (when evade cracks or crit).

Anyway its just an idea for a serious change in the battle mechanic in FF2 (inspired by your Magic Charge changes). I don't recall was it the same in FF1 though ...

169
Game Modification Station / Re: FF1:DoS Projects
« on: June 06, 2017, 03:41:16 AM »
Kea if you are looking for an idea - FF2 needs magic mitigation damage :)

I'm currently playing FF2 for psp. I'm used to spirit used as magic defense. It took me sometimes to realize things dont work the way I expected. After reading about FF2 mechanics I realized that FF2 has no magic mitigation!

170
Final Fantasy V Research & Development / Re: Monsters die slowly...
« on: June 06, 2017, 02:17:47 AM »
Thank you for adding the modifications on Wiki!

Its sad when a good info or mod sunk buried in the forum threads.

171
Final Fantasy V Research & Development / Re: Inventory Sorting
« on: June 06, 2017, 02:08:02 AM »
Yeah it seems random to me too. Maybe separating the groups was the only goal :)

172
Hey 13375K31C43R, nice finding, because I'm very, VERY interested in what you call animation scripts. Unfortunately this topic is blank for FF5 (as far as I know). Could you give me overview how this work? If you know better - maybe how FF6 animation scripts works ... and hopefully they are similar :)

Its been a strong desire of me to add a new tab in my Viewer that shows all animations in the game :)

P.S. LightPhoenix in the near past had made an intensive digging in what he call Battle/Spell animation. I think you both talk about the same. If I find the thread I will link it for you here, because it contain a lot of animation function.

173
Are you talking about FF5?  :laugh:
Because if nothing else, F5 stands for easy job change and NO classes ... at all :)

174
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: June 01, 2017, 02:27:04 AM »
Hey JCE3000GT, are you still doing things with music?
I did a project for FF4 for chillyfeez and I was using your notes, comments and the program you made to check my parsing :)

175
Since there is no description, my guess is: in this mod we can change Job Command???

176
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: May 30, 2017, 03:11:48 AM »
I hope noisecross answer himself, but in meantime ...

NO, no updates as far as I know. I checked on GID but there is no activities since it was released :(

177
x0_000 could you share some screen shots?

178
Final Fantasy V Research & Development / Re: New Ability Info
« on: May 30, 2017, 01:46:23 AM »
Woah Praetarius5018, impressive work!

What are these new icons next to monsters' name?

179
Final Fantasy V Research & Development / Re: New Ability Info
« on: May 26, 2017, 03:56:25 AM »
Great findings Praetarius5018! Are you currently working on FF5?

180
Its interesting about the whole FF - when you start the game, usually you feel its difficult. Once you understand how it works, you find it it quite easy. I wish they had implemented at least 3 levels of difficulty - easy, normal hard.

Personally I find all FF easy, except one - FF I for SNES ... I was doing all known to me FF tricks in order to survive, yet sometimes I had to grind in order to clear some of the early dungeons ...

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