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Messages - Deathlike2

1546
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 12:33:02 PM »
Well, never mind then.. I'll get right on this anyways.

1547
Game Modification Station / Re: FF4 - Magic Tweaking
« on: December 13, 2008, 12:17:59 PM »
Though as craptacular as Dispel is, I think it would actually be useful if:
(A) It worked reliably

It does work reliably though. It isn't affected by the solo multiplier and additionally a 70% hit rate is pretty good.

Quote
(B) It pierced reflect

I agree with that.

Quote
(C) More monsters started with statuses worth dispelling

It's actual prime use is to remove Berserk and Reflect, but the problem with that is..
Berserk - There's no reason to dispel your own that have Berserk status, plus the monsters that actually cast it are like two tree monsters.
Reflect - The only monster worth using against is the EvilMask.. the problem is that the monster has the boss bit and the spell has it too, so it always fails.
I don't have a list of monsters that cast reflect, but I think the IceKnight (Ghost Knight) casts it as a counter... Baigan does.. and just the EvilMask. Otherwise, I can't really think of any major monsters other than a few more in FF4A that use it.

Not many other monsters take advantage of other statuses anyways..

Quote from: Spell FAQ
Status Effect: removes Berserk, Stop (only when Count/Doom is inflicted),
HP Leak, Wall/Reflect, Barrier, Image (2), Image (1)

Making it a more offensive spell seems to be the way to go IMO.

1548
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 11:47:46 AM »
I briefly considered it, but that project ended up turning into FF2*is*ET. Originally it restored the lost weapon magic (including the ones that never even made it into FF4) and ported the swords from ET, plus the improved axes, I think.

None of the three listed weapons (Power Staff, Flame Whip, and Wooden Hammer) got the treatment...

1549
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 11:42:22 AM »
Oh yeah, I copied the improved bows over too. I'd be interested in your patch, but I think one to enable the magic that never made it in would be cool too, just to see how useful it would've been.

I have no idea where to start on that (I probably would have to search the board for that info), but I don't think that would be appropriate unless it was a "FF2 uses FF4's spell list" type of hack.

I was thinking of something a tad more simple though...

Additionally, as part of a different change, I was thinking of restoring some of the equipment that didn't manage to get a spell.. it's only a short list..

1) Wooden Hammer - was supposed to cast Lit2
2) Power Staff - was supposed to cast Berserk
3) Flame Whip - was supposed to cast Fire3 IMO (it has a spell power, but no spell attached).

1550
Game Modification Station / FF4 - Magic Tweaking
« on: December 13, 2008, 11:37:13 AM »
This isn't going to be a massive patch, just something relatively simple. I had thoughts of changing the effect of Sight in battle to be a Blind inducing spell.. but now I'm also thinking of changing Dispel into a Curse inducing spell (given its craptacular nature). Thoughts?

1551
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 11:30:23 AM »
Well, there were other changes though... Bows, Axes, Harps were at the top of the list...

 :edit:

Anyways, I was looking to do a separate patch for just weapon magic items.. just for the sake of interest..

1552
Game Modification Station / FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 11:15:01 AM »
Has anyone created this hack for FF2US? I'm not talking specifically about restoring the item data, but rather restoring the magic that certain weapons cast as items..
I'm sure this has been done as a specific tweak in some of your hacks, but I'm talking about a general patch...

Defender/Murasame - Protect
Lunar Staff - Dispel
Elven Bow - Shell

1553
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 11:02:59 AM »
I'll just label this "doomed to be hardcoded".

1554
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 10:35:00 AM »
You might want try changing the weapon graphics (not the palette) because there's a possibility they are linked at that level. That's only a guess though.

1555
Final Fantasy IV Research & Development / Re: FF4A Bug List
« on: December 12, 2008, 11:06:14 PM »
Please check out the Gradual Petrification thread (or my posted Algo FAQ) for the correct behavior of it. It's simply just 3 smaller Partial Petrifications required before the timer starts ticking...

1556
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: December 12, 2008, 08:46:08 PM »
I hadn't written that into a particular section, but that behavior goes into bugs.

Any magical attack command in the SNES version triggers no response for "counter vs magic". This is why "Remember" does not cause those Larva monsters to counter with Psych. Same should apply to Pray, Endure, Sing and probably a few other ones that cast any semblence of magic.

 :edit:

As an extension, IIRC, Jump, Build Up and Aim aren't considered physical attacks.. although that has changed. Tthe latter two are considered physical attacks in the GBA ports.

1557
The counter thing is easy enough to check for. Cast Thunder on a group of dark grenades in the SNES version, IIRC it won't cause them to use chain reaction. It will in the GBA version. I've always been under the assumption that it was multi-target spell that wouldn't set it off, but maybe that many enemies just can't counter at once?

Well, it's already understood the SNES version has counters and elementals broken entirely with Reflect, but that wasn't the point.

Under the regular circumstance, a Behemoth that's not alone that takes damage from Holy is supposed to counter with a physical attack (which is the default behavior, bug or no bug). The difference here is that Reflect is involved and there's absolutely no counter involved at all, especially on the GBA version (which seemingly has counters fixed for most part).

1558
I was looking for a rhetorical "no clue".

It just seemed to me that Reflect seems to do a number on the checks... for what reason, I have no idea.

1559
Final Fantasy IV Research & Development / Re: General Data thread.
« on: December 12, 2008, 08:06:13 PM »
Location of the weapon-item spell multipliers in the GBA ROM
0xF65D0 - US
0xF98D8 - Euro

Search for "01 02 03 04 05 06 07 08 01 02 01" since that's a huge chunk of the spell multiplier data.

1560
Does anyone want to tackle this behavior? I would call it a bug, but whatever.

This occured in both the SNES and GBA ports..

Here's a quick background of documented behavior before I get to the bug.

When a Behemoth is alone, and a Holy elemental spell is used, it counters with Maelstorm/Storm.
If Holy is reflected, obviously the games behaves differently between the ports..
SNES - Behemoth counters with physical attack
GBA - Behemoth counters with Maelstorm

If a summon is used on two Behemoths... it also behaves differently..
SNES - One of the Behemoth decides to counter
GBA - Both Behemoths counter

Kinda new info...

If Meteor is cast and kills 1 of 2 Behemoths in both versions, the Behemoth that is alive counters with Maelstorm.
If Meteor is cast and kills a Red Dragon in a Red Dragon+Behemoth group..
SNES - The Behemoth counters with a physical attack
GBA - The Behemoth counters with Maelstorm

Onto the bug/behavior...

When a Behemoth is not alone, and Holy is reflected onto the Behemoth.. the monster does nothing.

My question is  :wtf:
It occurs in both SNES and GBA ports.

Note: When a different spell is reflected onto the Behemoth, such as Bio/Virus, it counters with a Physical attack.