øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=messages;u=315e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index448f-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=315e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index448f-2.html.zxkg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦DÉ_OKtext/htmlISO-8859-1gzip@øÕÉ_ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 04:36:19 GMT0ó°° ®0®P®€§²ð®kg^³É_ Show Posts - Dark Knight

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Messages - Dark Knight

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1
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 28, 2016, 07:59:39 AM »
Thank you for creating this editor. I have two requests for you, the first would be a shop editor. The second would be a job editor; the ability to change innate abilities, learnable abilities, and the expansion of learnable abilities. To make myself clearer, I would like to make the Monk learn Kick, but all its slots are filled up (7 slots is the maximum). So, I would just need to replace one of its abilities with Kick. For this example, I'll replace the Monk's HP +10% with Kick. Now, since I don't want to permanently remove HP +10% from the game and I would like to learn HP +10% on another job. Let's say Berserker. Berserker only learns 2 slots used out of 7, so adding a third ability on Berserker would be feasible since its not at the maximum (7). So, having all jobs be able to equip up to 7 learnable abilities would be what I am getting at. The reason I'm mentioning this is that there is another FFV editor that allowed the user to change abilities, but not expand it. Berserker had 2 slots editable, so the user could only change these 2 slots and not add a third or a fourth ability, etc. Anyways, keep up the good work and best of luck in your future endeavors.

2
Final Fantasy IV Research & Development / Re: Zeromus Graphic Replacement
« on: October 25, 2015, 02:00:33 PM »
Okay, I've succeeded in inserting/fixing the new spritesheet and the new sprite appears in battle correctly. So, the next step is to get Zeromus's correct palette. He currently appears bluish with gray areas, and it looks pretty bad. I've search and read the available documents and couldn't find anything related to palettes, well at least something that would change Zeromus's palette to anything besides bluish gray color. All my attempts failed to alter his palette. Anyone knows the offset to enemy palettes? I guessing I'll need to bring Zeromus's palette information from Easy Type.

3
Final Fantasy IV Research & Development / Zeromus Graphic Replacement
« on: October 24, 2015, 09:58:01 AM »
I've always wanted to replace Zeromus' FFIV sprite (Brain thingy) with the one from the Easy Type version (Sword wielding). I am limited in my knowledge on graphics and such, and the only program that I have used for swapping/modifying graphics is yy-chr. The question here is which program(s) will allow me to replace Zeromus' current graphic? Or is replacing his sprite a little more complicated that just swapping the spritesheet?

4
Game Modification Station / Re: Thrown Weapon Animations Question
« on: September 11, 2015, 05:05:40 PM »
The weapon's animation that are affected by Throw and Jump commands are located here: offset are for non-headed rom 110041 and headed rom 110241.

01 - Unharmed/Empty/Nothing
08 - Flame Scroll
09 - Water Scroll
10 - Dagger/Sword
21 - Ninja Dagger
32 - Greatsword
43 - Long Katana
54 - Rod
65 - Spear
76 - Hawkeye
81 - Shuriken/Card/Dart/Dice
0A - Lightning Scroll
0B - Invisibility Scroll
0C - Shadow Scroll
0D - Chakram
0E - Boomerang

5
Final Fantasy IV Research & Development / Re: Weak/Tornado Spell
« on: July 19, 2015, 06:05:22 PM »
As good as FF4kster is, it doesn't work with the rom I am using. So that utility is sadly useless for me.

6
Final Fantasy IV Research & Development / Weak/Tornado Spell
« on: July 18, 2015, 09:00:29 AM »
I've made the black magic spell Weak into a normal damaging spell, but it doesn't successfully cast on bosses (no spell animation/etc). So I'm guessing that the spell is hardcoded. I've look at some documents, but didn't find anything related to the Weak spell. I've search the forum for Weak and nothing turned up. Was this information found by anyone to make the Weak spell hit bosses.

7
Final Fantasy IV Research & Development / Throw's Special Graphic
« on: February 03, 2015, 09:17:02 PM »
I've search and tried to change Throw's special graphic, but I couldn't find it in the end. Does anyone know how to change the Throw command's special graphic to another, I would like to change it to the left handed physical attack graphic instead.

8
Final Fantasy IV Research & Development / Change Command
« on: July 31, 2014, 07:21:43 AM »
After some much reading, I manage to change the text for Change to Parry on the left side of the battle menu. The only thing left is to make the effect of Change (the new Parry) point to Parry (Defend) instead of Change (Swap Row). What I am trying to accomplish is the following; by going either left or right during battle, both of these will be Parry (Defend). I still want to keep the Change command and make it into an actual battle command which I can easily do. Has these pointers been documented or discovered? I tried some stuff, but yielded no successful results.

9
Thanks Grimoire LD, its working as intended. Everything is well explained and easy to follow, you're doing great work here. Good luck in your future endeavors.

10
Wow, this is an amazing piece of work that's been going on around here. Similar to fedorajoe, I've created a new command for Cid out of the dummied out command. I've removed the message popping up after the execution of the command. All works fine as I want it, but one thing alludes me is the name of the spell appears in the pop up box instead of the command's name popping up during battle. Basically, I want it to be like the Pray command where the player will see Pray instead of Cure1. How is this preform?

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