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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #15 on: January 25, 2009, 06:38:02 AM »
well, i like it so far, and i think that adding drain to octovamp is a good idea.  it's tough to add something to the early battles(when i'm used to just holding down the a button), but i really think that what you did helped. 

Well, you'll still end up holding the A button for most of the Soldier-Officer battle, but that can't really be helped... (even if Dark Wave was there, I don't see that as an improvement anyways).

Quote
on the other hand, is there any way to give the octovamp one of the "monster" remedy(general healing?) abilities, and have it use that? do any of those abilities heal like 1/5-1/2 of enemy hp, or do they all heal a lot(75%-100%)? i think drain is a better idea than this, though, because it also damages the party.

I did write a spell list and algo doc  :tongue: I tend to refrain from regular Cure spells because it has to be applied against magic defense (so, you'll never find Cure3 helping a Behemoth out for instance) and the monster healing comes to 3 different versions..

1) Overpowered - Cell monster healing (instant maxHP) or the hidden Zeromus version... same idea. It has some application, but it is best left for bosses late game to have effectively increased HP pools.

2) Fixed, but mediocre constant - Remedy (renamed Recover IIRC).. always 1/10 of  the monster's max HP. So, the healing tops out at 6500+.

3) Variable, but current HP dependant - Absorb always heals 1/3 of the monsters's current HP.

So, if you were to apply that to your characters, you would need a current HP of 7500 to heal to the max if you had 9999 MaxHP.. for monsters, they have a higher threshold, so they would need a minimum of 30000 HP currently to start healing at 9999 and decline from there. This has promise, but when you've played ZeromusEG in FF4A, this gets lame to a point.

Remember that #2-3 avoids Magic Defense calcs.. and I'm sure I could use Cure3 or Cure4 (although, I don't know how that code is screwed up in Cure4 in JCE's hack) but that goes through magic defense... something that I'd rather avoid unless I tweak it manually.

Right behind you Bond. Is Octovamp vulnerable to Lightning or you gonna make all bosses immune to elemental spells?

It will be still be vulnerable to Lightning, but from prior experience, that isn't the strongest spell to use against the boss. Spell effectiveness won't be neutered, but there's no sure bet to relying on them since I have a few devious tricks up my sleeve.

wow, that's an interesting direction to take the floating eyes... 

The theme of that monster is instant death, but the reality is that the monster has limitations... forcing the issue of death is a nice plus and future possibility.

Quote
is the mist dragon supposed to drop things?  i got a summon spell for rydia from it... 

hmm... after checking in the editor, it seems that the mist dragon does indeed drop 2 different summons.

This is to give more play to the summons, but the only promising summon that should benefit most from the changes is the Imp/Goblin summon.
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bond697

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Re: New FF4 Hack Announcement
« Reply #16 on: January 25, 2009, 12:34:36 PM »
monster healing etc etc...

i was just making the suggestion about using  monster healing ability for octovamp for the sake of drawing out the battle. i was looking at octomamm's stats and figuring in the 1/10 healing, though, and it doesn't seem like it would be enough to do that anyway.  you might as well just add the drain ability.

:edit:

[spoiler]
hang on, quake doesn't end the battle vs. rydia anymore? you have to defeat her? this is pretty damn cool.

also, btw, quake9.5 does no damage to anyone.  is that supposed to happen?
[/spoiler]

interesting change to the officer/soldier battle. will more changes be forthcoming for that?

:edit: 2

magic fists? is it the same as chocobo, but without the animation? the damage seems about the same.  hmm... and it's free?

err.. i see in the editor that chocobo is still there.  do you get it as an item at some point, or does she maybe come back with it?
« Last Edit: January 25, 2009, 01:30:36 PM by bond697 »
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #17 on: January 25, 2009, 01:24:09 PM »
monster healing etc etc...

i was just making the suggestion about using  monster healing ability for octovamp for the sake of drawing out the battle. i was looking at octomamm's stats and figuring in the 1/10 healing, though, and it doesn't seem like it would be enough to do that anyway.  you might as well just add the drain ability.

Healing only makes sense when the monster has nice counter scripts.. which the Octomammoth uses a lot of.. but there are more amusing methods of lengthening the battle that doesn't strictly involve healing.

Quote
:edit:

[spoiler]
hang on, quake doesn't end the battle vs. rydia anymore? you have to defeat her? this is pretty damn cool.

also, btw, quake9.5 does no damage to anyone.  is that supposed to happen?
[/spoiler]

You can still lose the battle and continue on with the story. It just happens that you have the option to win it (and some other battles to boot).

Quake does work... it's just part of a linked attack. You need to see FF4ET's Red Dragon in action to fully understand what chained attacks can cause in terms of visual errors. You see Rydia "making the attack", which is a side effect of a character-battle and linked Quake-Fight.

Quote
interesting change to the officer/soldier battle. will more changes be forthcoming for that?

Absolutely not. The battle itself is just Fight-Fight-Fight.. I just wanted the Officer to take a greater role in the fight primarily because it seemed rather lame. I believe I'll make a slight change to Rydia's battle, but that's a result of making the TinyMage more difficult.


Quote
:edit: 2

magic fists? is it the same as chocobo, but without the animation? the damage seems about the same.  hmm... and it's free?

It's the Magic Arrow spell.. and it's always been there. I prefer to call it Magic Fists because... that's what they are visually.  :tongue:
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Re: New FF4 Hack Announcement
« Reply #18 on: January 25, 2009, 01:35:24 PM »
It's the Magic Arrow spell.. and it's always been there. I prefer to call it Magic Fists because... that's what they are visually.  :tongue:

that's right! i always forget that that exists.   since it replaces chocobo in the call menu, will she be getting that at some point, or no? although, it looks like it's a little stronger than chocobo, so it really doesn't matter.
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #19 on: January 25, 2009, 01:56:06 PM »
It's the Magic Arrow spell.. and it's always been there. I prefer to call it Magic Fists because... that's what they are visually.  :tongue:

that's right! i always forget that that exists.   since it replaces chocobo in the call menu, will she be getting that at some point, or no? although, it looks like it's a little stronger than chocobo, so it really doesn't matter.

Ah crap, that wasn't intended. When I posted up that stuff, that was probably when I started tinkering with the initial spell lists... which have been reverted to the defaults (for my current working build). Event spell driven additions with spell learning lists will be the primary method of inserting new spells.

 :edit:
I have considered reworking some of the initial spells, but that's gonna require some thought.
« Last Edit: January 25, 2009, 02:18:59 PM by Deathlike2 »
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Re: New FF4 Hack Announcement
« Reply #20 on: January 25, 2009, 02:05:39 PM »
just beat octomamm, so i think i'm done with this until the next beta.  also, have you made any changes to goblin punch yet? it still seems to do almost no damage.

also, is warp meant to be castable as an instant death spell? i know it's been discussed here before, but i was wondering because i could target enemies with it but it didn't seem to do much of anything.
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #21 on: January 25, 2009, 02:15:09 PM »
just beat octomamm, so i think i'm done with this until the next beta.  also, have you made any changes to goblin punch yet? it still seems to do almost no damage.

I made zero changes past the desert @ Kaipo...

Goblin Punch was changed, but to properly take advantage of it, you would have to increase Rydia's attack power.

Quote
also, is warp meant to be castable as an instant death spell? i know it's been discussed here before, but i was wondering because i could target enemies with it but it didn't seem to do much of anything.

Yes. It does work, but it's intentionally neutered to have the same hit rate as Piggy (10%).
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Re: New FF4 Hack Announcement
« Reply #22 on: January 25, 2009, 03:22:01 PM »

I made zero changes past the desert @ Kaipo...

yeah, i realized as much like 2 minutes after saying that.

Quote
Goblin Punch was changed, but to properly take advantage of it, you would have to increase Rydia's attack power.

Yes. It does work, but it's intentionally neutered to have the same hit rate as Piggy (10%).

both are very good to know, thanks.
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #23 on: January 27, 2009, 06:31:28 AM »
With both editors being totally unreliable for monster editing (the new one forgets to store a monster's elemental+status resistances, the old one fucks all the data up).. I'll need someone to restore most of the monster resistance attributes... I don't plan to change those anyways, but given how the game parses the data and the editor's inability to properly modify (new) or even show the data (old), it's driving me up a wall.
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #24 on: January 27, 2009, 06:37:10 PM »
Ok, there will still need to be some changes made to the magic displayed for weapons and maybe some last minute equipment changes.

At this point, I'm pretty set on the initial and learned spell list, so that should go well... hopefully. I'll be messing with event data stuff for spell learning which will hopefully allow for a new update patch for the spell restoration hack.

I have not fully finished testing this update, but you may find some strange behavior like monsters attacking you with float. This is a placeholder for hex editing AFTER the hack is complete since the newer editor has a tendency to screw up setting up status and elemental resistance behavior.

Known and non-issues:
Spells that are not normally learned have issues with their name in the menus... the spell name is displayed normally when used in battle.

Rydia looks like she's attacking in conjunction with Titan's Quake. This is a symptom of a character battle and a chained attack (Quake+Fight). This is purely cosmetic as far as I can tell... and it does look cool.

Octomammoth has not been changed as of yet.. I have to actually reach him before I make changes to the battle script (it will be easier to test changes made). All the monsters up to him though have been changed IIRC.
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #25 on: January 28, 2009, 11:32:49 PM »
Ok, there have been a bountiful number of changes made.. though I will continue to rebalance the game as necessary.

The bulk of the waterway monsters have been retweaked properly from changes I have made... which is looking much better at the moment.

On the other hand, the OctoVamp has two different modes of attack.. depending on how you attack. I'm proud to say I found out a few minor cool things in the process and am very happy with the changes. Chances are though that this monster will be neutered if I end up needing more space for the battle scripts, but it shouldn't harm this beast as a whole too much.

Some feedback would be appreciated.

BTW, you should really expect more grinding towards how I normally grind.. which tends to be a lot. Surprised? You shouldn't be.
« Last Edit: January 29, 2009, 10:01:03 PM by Deathlike2 »
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Re: New FF4 Hack Announcement
« Reply #26 on: January 29, 2009, 07:13:06 PM »
downloading now.  should be fun.
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Re: New FF4 Hack Announcement
« Reply #27 on: January 29, 2009, 09:45:25 PM »
i take it that you already know about the errors here:

http://img292.imageshack.us/img292/211/finalfantasyiiuv1100000vl4.png

these look like they're on purpose, though:  -  not that a couple of the white spells icons look wrong.  i was moreso talking about the suna and magic fist.

http://img301.imageshack.us/img301/7654/finalfantasyiiuv1100001pm0.png

:edit:

err... now i see that magic fist is a white magic spell?  so, just the one spell name is wrong?
« Last Edit: January 29, 2009, 09:51:32 PM by bond697 »
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #28 on: January 29, 2009, 09:58:58 PM »
i take it that you already know about the errors here:

http://img292.imageshack.us/img292/211/finalfantasyiiuv1100000vl4.png

these look like they're on purpose, though:  -  not that a couple of the white spells icons look wrong.  i was moreso talking about the suna and magic fist.

Intentional... if you've followed some of my recent posts, the names are an issue with the name parsing beyond the Ninja magic. I have no plans to fix the names (I already wrote about the errors in this same thread  :tongue:)

Quote
http://img301.imageshack.us/img301/7654/finalfantasyiiuv1100001pm0.png

:edit:

err... now i see that magic fist is a white magic spell?  so, just the one spell name is wrong?

It is meant to be an alternative to Chocobo at a slightly lower cost. Since its spell power sucks for late game, it is appropriately placed. It will still use Wisdom.. pretty much any spell that is not White Magic is Wisdom based... this includes monster spells.
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Deathlike2

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Re: New FF4 Hack Announcement
« Reply #29 on: January 31, 2009, 12:06:47 PM »
I wished I could do better with the monsters in the Antlion Cave, but I think the Antlion is an improvement.

Some tweaks were made to the event battles... the fun is in the surprise.

Obligatory screenshots:

Weak against Darkness... so what?


Attack renaming probably borders on excessive:


Damage adjusting has yet to border on anything insane yet:


Monster adjustments have reached up to getting Rosa... Mt. Hobs is next.
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