Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deathlike2

1531
This sounds a tad late, but where did you get that editor from?
I made it myself.

Willing to share?  :wink:

1532
Game Modification Station / Re: FF4 - Magic Tweaking
« on: December 13, 2008, 06:32:03 PM »
Ok, this should be complete as far as I know.

1533
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: December 13, 2008, 05:55:07 PM »
It's actually amazing that I got an e-mail from the creator (I think)... I really should do it justice by finishing.. but I'm so not into an FF3/6 zone...

1534
Final Fantasy IV Research & Development / Re: Weapon "Spell Power"
« on: December 13, 2008, 05:31:28 PM »
Mega  :bump:

The information has been confirmed in the GBA port's data, although there are a few notable differences.. although the numbers are not that important...

Elven Bow = 1
Poison Axe = 7

Some other info (not that it truly matters):
Elven Bow = 8
Poison Axe (SNES) = 8
Slumber Sword (both versions) = 8
Change Rod (both versions) = 5
Charm Rod (both versions) = 6

1535
Mega  :bump:

This is a reminder for myself to test shields and spell multipliers greater than 8.

1536
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 05:09:57 PM »
I hate writing readmes, but here's the patch for just the weapons of FF2US.

1537
Game Modification Station / Re: FF4: Bows and arrows hard-coded?
« on: December 13, 2008, 04:23:23 PM »
On a related note, it seems that setting the "two-handed weapon" bit does not actually make the weapon two-handed either. I'm assuming that there is some other table we don't know about somewhere that stores the information on what weapons have what special equipping properties.

If it isn't really what it says it is, then it is strictly a "Sing" command indicator.

Quote
In the meantime I did some more toying around and it turns out that if an arrow weapon doesn't have the "arrow" bit set, it doesn't get consumed when you attack.

That should make it FF4DS worthy of a change... but more importantly, this was experienced in JCE's hack as an annoying bug.

Quote
Furthermore, a bow without the "bow" bit set can be used in the character's main hand and the arrows in their off hand for as much or more damage than the reverse.

There's a good chance it toggles the Bow damage reduction algo (Bows are always at a disadvantage as only half of its attack power is considered).  It should be looked into further though.. because Bows are the best at dishing out critical hits than regular weapons by design.

1538
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 03:19:09 PM »
Well, let me do this first.. create a patch for restoring FF2's weapon magic.

Then a separate patch for "what was probably intended", and make that a "game enhancement" hack.

1539
General Discussion / Re: Woes of Internet Explorer
« on: December 13, 2008, 03:11:33 PM »
No surprises there.

1540
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 03:09:49 PM »
Some of the data suggests the following...

0x31: Suggests there was intended to be an Ice Whip
0x24 and 0x25: Suggests that was intended to be the Fire/Ice equipment protection (but since we know of the equipment properly, that starts to be a terrible idea).
0x27: Grouped major status protection, probably for the Rubyring
0x32: Paired protection of Sleep+Paralysis, maybe intended for Edge's Ninja Hat
0x38: Crystal Armor v2?

The rest look to be the simple stuff for testing.

1541
Game Modification Station / Re: FF4 - Magic Tweaking
« on: December 13, 2008, 02:27:59 PM »
Quote
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.

That would explain why it never seems to work for me... I kept trying to bounce it onto EvilMasks and the CPU.

I had forgotten about the CPU... oh well. It's the same deal anyways.

1542
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 02:25:50 PM »
That's almost like arguing that Ribbon is supposed to be something closer to 0x1A instead of 0x19 or whatever.. lemme look at the table longer first before that decision is made.

1543
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 02:13:44 PM »
I'm scratching my head because I honestly have no idea where you are getting this idea from.

1544
Game Modification Station / Re: FF2US - Weapon-Item Magic Restoration Patch
« on: December 13, 2008, 01:38:52 PM »
I'm not sure if that was ever really intended... it does have Darkness elemental, which was its primary attribute.

1545
Game Modification Station / Re: FF4 - Magic Tweaking
« on: December 13, 2008, 01:03:42 PM »
I've not written a readme yet, but it's been tested on FF2US and FF4ET (no testing on FF4 was done yet).

So, here are the changes...

Code: [Select]
Sight
Casting Time: 0
MP Cost: 2
Status Effect: Blind
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 50
Boss Bit: Yes
Solo Multiplier: Yes
Ignore Reflect: Yes
Notes: Using the graphic effect that was never used by the game, I decided to revamp this useless spell in battle.
This gives some homage to FF1's Blind spell for Black Wizards.
Given that Darkness status is only inflicted by Darkness Arrows, this is the next best thing.

Dispel
Casting Time: 1
MP Cost: 12
Status Effect: Curse
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 70
Boss Bit: Yes
Solo Multiplier: Yes
Ignore Reflect: No
Notes: Rather than trying to reinvent the wheel, Dispel now Curses an enemy.
This change gives a more meaningful purpose to neutralizing enemies.
This will avenge the lowly Ancient Sword.

Fixed info/description.