°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1035e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index44d8.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index44d8.html.zxЭтg^                    ╚Ем,HOKtext/htmlISO-8859-1gzip0|╓,H        Tue, 10 Mar 2020 19:11:48 GMT0є░░ о0оPоАз▓ЁоЬтg^        M(,H Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1036
I had just checked the site not more than 2 or 3 days ago, and never saw this. It is indeed awesome news. :happy:

I was on it yesterday and it wasn't there at the time. :tongue:

Deathlike2: Lord J occasionally posts at Mnrogar's, he may not be aware that it's back up yet though.

1037
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:53:55 PM »
I watched your movie right after that post, and I just fixed him. Having desperation attacks in his control and/or rage list makes him use them whenever he should be using battle, he still follows his script properly but the battle commands are substituted.

 :wtf:

Did I just find some undocumented behavior?

 :edit:

Ah, no, he's just attacking with his control commands instead of battle.

1038
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:36:24 PM »
Going back a few pages, when you had JCE's monster use broken desperation attacks, did you confuse it or something? Looking at its script it should just be attacking and using its special, those attacks are only set for its control and rage commands.

Disregard. I have no idea why this is occurring unless the battle scripts were moved. It doesn't help that FF3usME isn't displaying scripts properly, it's listing Mega Volt instead of Battle and Giga Volt instead of Special...

1039
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:21:33 PM »
Doing the relic properties now, there are a few things you should be aware of.

Infect - 1/2 + Absorb Poison (you get this way too late in the game)

I don't think this will actually work, I've never tried it before though.

Nuke - ignore Mblock
Meteor - ignore Mblock
Flare - 1/2 Fire and/or 1/2 Wind and/or ignore MBlock

You do realize this is now ignores evasion right? The evade patch fixes this, this is the sniper sight property, it's used on the lucky ring.

Tornado - null Wind and/or resist Weak + once weak, always weak
Cure+Life spells - add Weak status

I don't know why you want these to resist/give weak (Near Fatal) status, it doesn't actually do anything except make the character crouch down all the time, pretty pointless.

Scan - 1/2 all elementals (the idea is to remove all weaknesses on yourself)

This seems way too overpowered, unless you get this one later in the game.

Imp - resist Imp

How about also having it give a nice defense boost while the character wearing it is an imp? I don't know when you get it so I'm not sure what would be good.

Slow2 - prevent back attack

You mean the run from side attacks option the back guard usually has?

Rasp - (if it didn't have the HP/MP boosts.. or in addition to those boosts) adding one of the MP reduction options

I think the boosts are enough.

1040
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 01:00:42 PM »
He knew about adding icons and them disappearing, and this was the best way to approach the problem.

No it wasn't, open up a copy of FF3usHT 1.2 and copy the icons from FF3us into it, you'll need to shift them around a bit (I think after the skean) but you'll find there's an icon for each type of equipment already in place. He has icons assigned to all the equipment in the game using the original space for icons, they sort perfectly, yet he blanked the graphics for them out for no apparent reason.
 
Try Ogre Battle. The staff in that game looks mighty close to a flail. I also looked at Bahamut Lagoon but didn't find anything too appealing (well, because noone uses a flail)... but there are nice icons there...

Thanks, I'll take a look.

By the way, going through and adding weapon types to the item names right now. The Avenger Axe got a name change as a result, VengeanceAxe, "Avenger Axe" just didn't sound right to me. The sword and other equipment remains "Avenger" with no type added, like the sword in FF4.

1041
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:38:40 PM »
Leech some icons from the other games?

Some of the FF5 icons may be of use. The Skean icon looks nice (looks like a scroll).

That icon, along with almost all the icons RPGe added to FF5, was ripped from FF6. It's not present in this hack because there are no skeans/scrolls anymore.

Then there's the Ribbon... oh, there's also the Shoes...

I have my own variation of that ribbon icon that looks better, the shoes...dammit, JCE doesn't even have ribbons or shoes in this hack! :angry: :tongue:

What I find strange is that the original icons worked fine in FF3usHT 1.2, there was no reason why they had to be blanked out. JCE just doesn't make any sense sometimes...same with cutting the weapon type off the equipment names, now there's no indication of what you stole/found half the time. I think I'll add those back on when I do the icons, there's no sensible reason not to have them.

 :edit:

Do you know of any games with a flail icon? I'm not too happy with the whip, FF5 uses the staff icon for them but I'd like an actual flail if I could get one since the staff is already used by a few of the rods. I tried drawing my own but it looks terrible.

1042
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:08:37 PM »
Instead of doing the icon thing I mentioned, you could just assign defense points to each of them based on their learn rate since it gets auto-sorted by defense values. That will guarentee them sorted ideally w/o having to do anything major.

Nah, I think I'll do the icon thing after all, I'll just throw them in the font in a way that it's clear to anyone working on this in the future which is which. If there are any other icon change suggestions now's the time to make them.

1043
Pandora's Box / Re: Suggestions
« on: August 24, 2008, 12:01:27 PM »
Also I have another suggestion/question. Is it possible to make items equipable on temporary characters, and also dequip items off of them? aka stealing the moogles/banons/ anyone else you run into's loot, or giving them different equipment etc.

There's a bit in the character data that determines if they can be reequiped in battle or not, and I'm fairly certain someone made a patch to make anyone equipable in the menu--we won't be making use of it though.

1044
Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 24, 2008, 11:59:06 AM »
Ah, okay then, I guess this one is solved. :happy:

1045
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 10:41:25 AM »
When you're selecting spells to learn, ideally you want to learn them as fast as possible. Sorting them by learn rate helps in this matter and improves management of the number of learn spell relics that exist.

You can easily sort them however you want manually and it'll keep your order for the most part, unless you're equipping one-of-a-kind relics.

The sort button was "improved" in FF6A.. only for making sure all the relics are sorted by ID (I think) so all the 0 defense relics aren't scattered all over the place like its predecessor. I forget the exact number of relics that have a defensive power in FF6A, but there's 4 by default in FF3/6.

Yeah, the Advance games sort by type and ID instead of just type.

1046
Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 24, 2008, 10:32:06 AM »
sure enough, its fade animation was replaced with the pause followed by the quick disappear  (i assume that's what you saw with SrBehemoths?).

Yes. It seems we have this thing figured out, although it's odd that the animation worked fine for the Trappers before you changed their slots.

and it seems you've narrowed it down beyond what i had..  i thought maybe having a dormant enemy before a present enemy in a formation was throwing the animation, but from what you say, this animation is simply very limited.

This is still a possibility, I'll test it later.

1047
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 10:08:55 AM »
Is the relic by learn rate-icon going to be implemented?

Probably not, it would be a pain to keep track of and I don't see much of a point to it. If I did that I might as well make all the weapons order by attack power, items by usefulness, etc. If you really want it in I suppose I could do it.

1048
Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 24, 2008, 09:46:54 AM »
but isn't it reading the drop data from slot 1 _because_ it's determined the enemy in that slot to be dead?  and if it has, then why would a dead enemy be included in the animation (rather than ignored by it)?  or when you speak of "alive", do you mean there's some graphical flag?

That's the part that doesn't really make any sense to me either, the only thing I can think of is that its lack of presence saves it from being killed. If you change the undead formation so its behemoth is also in slot 1 it will be killed as soon as the battle with it starts and you'll end up with a single BehemothSuit. I suppose the way to test this would be to modify the script so the behemoth in slot 1 is called in and see if it dies instantly when that is done, and see if the animation works correctly afterward. I'll give that a try later on.

 :edit:

Well, I have to admit defeat this time. The problem has nothing to do with the non-present enemy being considered alive and everything to do with the death animation itself. I had both enemies present and killed them both at the same time with Ultima, the animation was shown on the enemy in slot 1 and slot 2 just disappeared like before. Now we know the real cause, stupid death animation must only work correctly with the first enemy its supposed to apply to. :tongue:

EDIT: or did the graphical problem only occur in Veldt SrBehemoth battles, and not the original?

No, it definitely occurs in the original, I never tried fighting it on the Veldt but I'd imagine it would be the same.

1049
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:41:22 AM »
I was thinking more towards level 1 elementals = 1/2, level 2 = null, level 3 = absorb.. but whatever works I guess.

I can do that, I'm just afraid it might be a bit too powerful, I forget how many of the level 3 learn relics you can get.

1050
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:31:19 AM »
Quote
learn exit, well, maybe you randomly run from battles?(ala the chicken knife from ff5)

Do you remember such an option in the game? It doesn't exist. The only thing you may add is add the back guard's property, so you are able to escape more effectively.

That's not a bad idea. I'll go through and set some properties on these tomorrow, if you have any other suggestions let me know. I plan to do the elemental stuff (Level 1 and 2 will share 50% reduction) and any statuses that make sense.