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vivify93

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Re: Project II: Final Fantasy IV
« Reply #120 on: December 08, 2014, 02:35:56 AM »
Thank you for the information! That'd certainly be an interesting patch to have, Grimoire LD... Would you, by chance, be willing to give me that patch? (This isn't related to the Adamant Armor's 99% Evade, is it? I'd like to include it in v2.02 of the Project.
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Pinkpuff

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Re: Project II: Final Fantasy IV
« Reply #121 on: December 08, 2014, 04:54:09 AM »
The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.

The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.

The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.

So wait... Immune doesn't work like Absorb? You mean, (without your patch) if I make an armor that has the Ice bit and Immune bit set, it will not make the wearer immune to ice?
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Grimoire LD

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Re: Project II: Final Fantasy IV
« Reply #122 on: December 08, 2014, 11:01:52 AM »
Thank you for the information! That'd certainly be an interesting patch to have, Grimoire LD... Would you, by chance, be willing to give me that patch? (This isn't related to the Adamant Armor's 99% Evade, is it? I'd like to include it in v2.02 of the Project.


It is, yes because that too is a glitch, the Immune byte is not supposed to work like this, this patch can also fix the x4 Weakness which lingers for Ice and Fire when you remove the Adamant Armor. Though if you wanted to give the Adamant Armor 99% Evasion you can just set it to give 99 Evasion, hehe.

Did I never make just a bug fix patch? I thought I did...? No, I apparently didn't, I have the raw ASM, but only ever threw it into Combat Boost.

I'll make a separate bug fix patch (maybe even release it on RHDN and here?)

The Immune bit does nothing alone. It's thought that it's part of an incomplete plan to make Immune like Absorb, but Absorb goes into its single elemental byte where as Immune is a separate byte all around.

The Cursed Ring will Absorb any element that it also is paired with, so say you have the Fire Armor, you would then recover when hit by an Ice Attack since it resists Ice, go one step further and say you have the Dragon Shield, when that happens you absorb Fire, Ice, and Lightning Elemental attacks.

The Immune bit is also broken because it gives 99% evasion because of a lack of optimization (they save a certain bit of data to a place that is supposed to temporarily store, but never takes it out which leads to it being added to evasion.) I have a patch to fix this, Immune on its own does nothing, but when the Immune piece of gear also resists other elements, they then become Immune to them.

So wait... Immune doesn't work like Absorb? You mean, (without your patch) if I make an armor that has the Ice bit and Immune bit set, it will not make the wearer immune to ice?

Ah no, that's what makes it different from Absorb. Absorb looks at all the elements you currently resist and allows you to absorb them. If anything is listed as 40+ whatever resistance bits, it is absorbed. That is how the Cursed Ring was designed, with the idea that the players would eventually catch on to it being a catalyst for elemental resistance.

Immune on the other hand uses a separate byte for Elemental Immunity  but to be placed in that byte at all the game needs to show an Immune bit on the armor by default.

Immune Does work, when the item itself also has an Immune Bit, hence why the Adamant Armor does legitimately give you Immunity to Fire, Ice, and Bolt. (by the same token though makes you x4 weak to Fire and Ice physical attacks)

Here's the patch. It's very few bytes changed to make it work, but I've tested them both before and know they work to their purpose.

Immune Bug Fixes




vivify93

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Re: Project II: Final Fantasy IV
« Reply #123 on: December 09, 2014, 01:36:47 AM »
OK, I ran some quick tests to see if the Adamant Armor immunity bug fix was in Project II or not, since you gave me a bug fix for the Adamant Armor's Immune bit before, Grimoire LD.

I gave Rydia maximum Wisdom and Lit3, and had her equip the Adamant Armor and nothing else. I had her cast Lit3 on herself; she did 1 damage. Upon removing it, she did 8,500 damage to herself. I removed Cecil's armor and she did about 7,400 damage to him. Is this an acceptable margin for Lit3, or is the weakness bug still in? You would do 4x more damage to a target if they're weak against an element, right? Meaning that Rydia should've hit the 9,999 cap on herself if it still made her weak.

I think I'll keep the Immune fix of yours that I have right now, Grimoire LD. Thank you so much for sharing it, though! :)
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vivify93

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Re: Project II: Final Fantasy IV
« Reply #124 on: December 09, 2014, 10:45:40 AM »
So, Cry seems really useless right now... I want to change it a bit to be like the DS version of it, but it seems like it'd be overpowered.

"Reduce target's physical defense rate by [half of one of the user's stats is what I'm thinking, maybe Strength?]" Rewritten message would be, "The enemy got distressed!"

However, like I said, it seems waaay too powerful, considering it looks like most enemies don't have Physical Defense ratings to begin with. Any other ideas as to what I could do with it? Or is that fine as it is?

I'm thinking maybe I could have it reduce an enemy's critical hit rate, or perhaps their status resistances? The status resistances one could be kind of useful, but I'm not sure if reducing crit rate would be helpful--I hardly ever recall seeing an enemy crit on me.
« Last Edit: December 09, 2014, 11:12:28 AM by vivify93 »
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Grimoire LD

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Re: Project II: Final Fantasy IV
« Reply #125 on: December 09, 2014, 01:54:09 PM »
So, Cry seems really useless right now... I want to change it a bit to be like the DS version of it, but it seems like it'd be overpowered.

"Reduce target's physical defense rate by [half of one of the user's stats is what I'm thinking, maybe Strength?]" Rewritten message would be, "The enemy got distressed!"

However, like I said, it seems waaay too powerful, considering it looks like most enemies don't have Physical Defense ratings to begin with. Any other ideas as to what I could do with it? Or is that fine as it is?

I'm thinking maybe I could have it reduce an enemy's critical hit rate, or perhaps their status resistances? The status resistances one could be kind of useful, but I'm not sure if reducing crit rate would be helpful--I hardly ever recall seeing an enemy crit on me.

You mean you don't want it to reduce "Steal Defense" by 1/2 of the value of Porom's "Steal Defense"? I can't imagine why...

Yes, there are plenty of alternatives for Cry. One I programmed early was turning Cry into it's FFIV Collection version which was a full party Charm.

Your crit idea doesn't quite work... because monsters don't have a chance to crit (it would be as useful as default Cry is).

Reducing status resistance is an interesting idea, but how would you want it to work? One of the plans I had for Combat Boost was to have a Battle Skill called "Claw Break" which nulled the enemy's status inflictions when they physically attacked. Default FFIV might have little use for that though. You are right though that by default enemy's in FFIV have very little defense, but they do have Loads of Magic Defense. Maybe you should make it cut Magic Defense half of Porom's current Will?


vivify93

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Re: Project II: Final Fantasy IV
« Reply #126 on: December 09, 2014, 02:37:49 PM »
Hmm, that could be super useful, Grimoire LD. Wouldn't it cut it by too much, though, if it was by half of Porom's Willpower? And it doesn't look like foes have much Magic Defense, either; Milon has 0 Mag.Def in his first form. Additionally, a Zu has 0 as well. Maybe it could reduce an enemy's physical attack power or hit rate? That or one of the five core stats...
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Grimoire LD

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Re: Project II: Final Fantasy IV
« Reply #127 on: December 09, 2014, 02:59:06 PM »
Well let's take a look at the enemies that Porom is in the party to fight...

Magic Defense
Zombies - 9
Spirit - 9x2
Skeleton - 4
Coctrice - 11x2
Raven - 0
Soul - 10x3
RedBones- 10
Ghoul 11x3
Revenant 12x3
ElecFish 13x3
Crocodile 12x2
Hydra - 14x4
AquaWorm 22x6
Guard 14x3
Milon1 0
Milon2 22x6
Baigan 11x3
Cagnazzo 48x10

As illustrated here foes that are around for Porom's portion of the game have plenty of Magic Defense. This also would mesh well with Boast and show some synergy between the abilities of the Twins.

You can't really target the main five stats of a foe because they Don't Have any of the five stats assumedly reasoned that they are rarely ever referred to in a battle scenario in the first place.

Porom by Level 20 will have 25 Will + 6 (Hat and Robe) so that's 31. Meaning that she would reduce an enemy's Magic Defense rating by 15 each cast at Level 20.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #128 on: December 09, 2014, 06:23:32 PM »
mmk, I think I'll do it. thanks grimoire LD. I'm going to sleep now so I'll do it in the morning :)
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vivify93

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Re: Project II: Final Fantasy IV
« Reply #129 on: March 01, 2015, 09:34:37 PM »
Does anyone know how I'd go about making the item icons not go away in battle messages? It looks awkward when you steal from an enemy and it says, "Stole Silver." like Silver is the shield's full name. I understand that I will have to expand the small eight-tile info box to nine tiles to fit this, but I think it'll be worth it for a little extra polish.
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dudejo

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Re: Project II: Final Fantasy IV
« Reply #130 on: July 28, 2016, 10:21:38 PM »
I've been playing this for a while and I like what's been done!

Also, was I imagining things or was Edward the Bard...useful?

From what I could tell, his Salve skill healed useful amounts of HP and his attack power was a match for Cecil.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #131 on: August 06, 2016, 07:27:43 PM »
I don't recall boosting his attack power, but Salve should be super useful now. It consumes a Tonic but its effect is that of a Potion.
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dudejo

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Re: Project II: Final Fantasy IV
« Reply #132 on: August 07, 2016, 07:19:06 AM »
Huh...so I guess the parody from the old Adventurers webcomic must have been based on the harder Japanese version.