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Messages - Deathlike2

2641
Final Fantasy IV Research & Development / Re: Throw/Dart Command
« on: March 31, 2008, 07:29:52 AM »
98???  :wtf:

What were the devs smoking?

2642
Final Fantasy IV Research & Development / Re: Aim Command
« on: March 31, 2008, 07:28:31 AM »
Well, since enemy evade isn't even a factor normally (since it is totally ignored by a bug or design)... it almost seems irrelevent that enemy evade = 0 under Aim.

The only statuses that Aim would never beat out is Blink (Image), Barrier, and natural enemy invicibility (255 defense).

2643
Final Fantasy IV Research & Development / Re: "Sing" Command
« on: March 31, 2008, 07:20:21 AM »
Does it get the Slot1 spell hit rate bonus?

I figured that would be the case, I know for sure that increasing the Wis/Will of the character increases success (testing it by hacking Edward's stats) for the spells.

Does Edward's Sing command behave differently in FF4 PSX version? I heard it does a "curse" in one of the songs... I could be totally wrong. Dragonsbrethren?

The subroutine needs some improvement though (for it not to fail ever).

2644
Final Fantasy IV Research & Development / Re: Dark Wave Command
« on: March 31, 2008, 07:16:15 AM »
Yea, it's an amusing non-check that there ever was.

2645
Final Fantasy IV Research & Development / Re: Recall Command
« on: March 31, 2008, 07:15:17 AM »
I wrote some other stuff on this...

No, there is no message ever loaded for this commmand.

Yes, not enough MP causes automatic failure.

The only time the "Not Enough MP" message is displayed is when a target is Charmed and simply doesn't have enough MP to cast the spell that was randomly selected.

It's possible that that message was meant to be displayed in this case where he doesn't have enough MP to cast the spell, but it never gets executed apparently...

Failure to cast the spell due to MP or no spell being selected have the same visual actions.

2646
Fixed the algo since I forgot a specific detail that needed addressing.

2647
Final Fantasy IV Research & Development / Re: Pray Command
« on: March 30, 2008, 05:50:23 PM »
Hmm, I guess I could be imagining it then.

2648
Updated magic algo as well. I haven't bothered to update the status attributes inflicting algo, but that'll be fixed in due time.

The algos should be solid and feel free to ask questions about the changes.

2649
Updated attack algo with newer algo.

2650
Final Fantasy IV Research & Development / Re: Pray Command
« on: March 30, 2008, 09:38:04 AM »
AFAICT, the spell hit rate bonus (Slot1) is applied to this command.

2651
Gaming Discussion / Re: FF6 question.
« on: March 30, 2008, 08:20:11 AM »
I'm very biased to the Mynock's guide since that was the most thorough and comprehensive at the time. Some of the info is a bit dated (primarily the rumor section).

2652
I'd say doing both would be worthwhile.

My guess is that you can do both, but to a more limited extent.

Regen should heal (12?, 15?, 16?, 18?) 20 to 25 and not lock FuSoYa into a near-useless state. That's the best I can come up with w/o making it imbalanced.

Think of the healing in terms of the Medicine command and Pray command. It would be a far better than Medicine, but be at-par with the Pray command when Rosa has a maxed Will stat (and factor in that Pray is unreliable and a multitargeted Cure1 doesn't heal much late game). It's pretty solid a change IMO.

After seeing the command "lockup timer" change in FF4A, the command is just a "might as well waste FuSoYa's turn for free healing" (but that's because FuSoYa sucks). Increasing the healing without wasting too much time is a bad idea...

2653
General Discussion / Re: Wrote the expression parser last night.
« on: March 29, 2008, 07:06:00 PM »
Notation that follows the order of (math/algebraic) operations would be preferred.

2654
Gaming Discussion / Re: Convince Me To Play Your Hack
« on: March 29, 2008, 07:03:42 PM »
I should've been more specific.. I wanted a gameplay hack. Visuals and other changes/additions would happen to be a bonus.

Hmmm.. I might take a look at the font hack... is it compatible with both US and Euro versions of the game?

If you're doing font hacks anyways...  :picsorstfu:

2655
General Discussion / Re: Paladin...
« on: March 29, 2008, 05:03:12 PM »
Hmm.. looking at your treasure document.. it would be nice to iron some of the details.

The 3 veggie items belong to the Black Chocobo Forest. The coords confuse me, but I'm pretty sure that's what they are attributing to.

The X-Potion, I've never seen in Baron Castle.. so if you were to isolate a location or something, I could take a look.

The Sleep Blade (Slumber Sword) is in a treasure chest with a formation of a Steel Golem and 4 Skulls (that's not even a regular monster formation though..)

Chocobo Villages - There's one for each village.. I couldn't tell you which is which, but there are 5 known locations:
Southwest of Baron (the forest patch is kinda by itself)
Northeast of Fabul (forest patch is surrounded by mountains)
West of Kaipo (forest patch is inaccessible normally unless you have an airship... probably was meant to be connected by the shallows)
South of Mt. Ordeals (forest patch is distinctly by itself surrounded by the forest)
South of Toroia (forest patch is by itself across the bridge.. it helps to use a Chocobo to find its location because the Chocobo is not allowed to enter Towns and Chocobo Forests)

Tower of Babil-Underground.. no idea where you could find those items (location would have to be more clear...)

Blizzard Spear chest has Alert that summons the weakest of all the Golems (weak vs Ice and is a Giant) - nonstandard formation
IceBrand chest has Alert that summons a Chimera - nonstandard formation
Ice Armor chest has Alert that summons a Flamedog (I think)
Ice Shield chest has Alert that summons a Naga (well, it's that or swap with whatever I said for the Ice Armor chest)

MageMasher chest has Toadlady + 6 TinyToad formation
Fullmoon chest has 4 Marlboros - nonstandard formation
Avenger chest has 2 Marlboro + 2 Darktree
Medusa Arrows chest has 2 Undergrounders or whatever they are called (the snake-like monsters that cast Quake when alone)

Golden Apple chest in Lunar Path - 2 Eurkayote and 2 Prokayote - nonstandard formation

Dark Gear chest - 2 Red Giants
Dragon Shield+Fuma Shuriken are not monster chests
Stardust Rod chest - Behemoth
Crystal Helmet - 1 Warlock + 1 Dragon Fossil formation - nonstandard formation
Other Crystal equipment chests:
2 Blue Dragon
1 Blue Dragon + 1 Red Dragon - nonstandard formation
2 Red Dragon
I forget which chest is which monster, they should be linked somehow in the code.

The list is missing the Life Staff, which has a monster formation of 2 Warlocks + 2 Karys (nonstandard formation).

Protect Ring monster chest contains Behemoth.
Minerva Robe monster chest contains Warlock + 3 Karys (nonstandard formation).

That's about it as far as I can tell.

The monsters in chests are part of monster formation list, in a different section separated from every standard monster formation you see.