øA slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=90 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6969-2.html slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6969-2.html.z x òg^ ÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ …¬ ŸP OK text/html ISO-8859-1 gzip 0|Ö ŸP ÿÿÿÿÿÿÿÿ Tue, 10 Mar 2020 20:17:32 GMT 0ó° °® 0® P® €§² ð® òg^ ÿÿÿÿÿÿÿÿÑ8 ŸP
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.
For my magic weapons, I piggybacked off of the pre-existing system used for the Lunar Ruins weapons; it casts the spell normally, using the wielder's Intellect or Spirit. I hadn't realized the same thing was possible in the SNES version though on reflection I can see how you could edit the battle code so that certain weapons replace their physical attack with a spell. My version only allows for spells after the physical attack as yet.
This patch is complete through to the end of the Fabul battles, yeah. If it was just the Mt. Hobs stuff that was new it would hardly be worth releasing!
I managed to make Dwarven Bread into a Protect-casting item, which turned out to require some minor edits to these routines:Code: [Select]$06C1FC: Item usability routine (Field)
-Check if Item ID is 0xE6 (Dwarven Bread) - if not in dungeon, usable
-Check if Item ID 0xE5 (Emergency Exit) - if in dungeon, usable
-Because of these hardcoded checks, these two items can be considered usable regardless of what their item data says, which can crash the game if you remove their field effects and attempt to use them
-If not one of those two, calls:
$06CE7C: finds item's entry in Item Data
-Checks item's general data to determine if it is usable in the field
$08C562:
Applying Protect and Shell buffs:
-If at least one hit was successful:
-If spell ID =/= 0x5 (Protect), increase MDF by 3; otherwise increase DEF by 5
Well, looks like the Edward vs Sahagin fight wasn't any different.I managed to fix the unarmed graphics bug; it turned out to have been caused by an edit I had made to weapon animation code to allow for more than 325 items.
While trying to make Cyclone usable by player characters, I also discovered that FF4 Advance has a system, completely unused, for making a spell with the default "Magical damage" formula vary its base power according to the caster's current HP. All spells in vanilla that operate off of caster HP use a simple Damage = CurrentHP / Divisor, modified by elemental attributes. By assigning a nonzero value to a spell's alternate damage byte, one can make a spell whose power is:Code: [Select]Power = Current HP / Alternate power
This has the distinction of factoring in the caster's Intellect and the defenders' magical defences.
According to Deathlike2's research from back in the day, sleep's chance of working is affected by Agi (and possibly level as well, I'm not clear on that part). I tried changing it from "add immobilizing status" to "add status to living creatures" and while that got the spell to hit, it came at the much too high cost of freezing the game. For now I will simply change it to Stun, which seems to work a little better. If someone is able to help me find a fix for the sleep routine before I upload it to RHDN again, I will change it back to sleep but otherwise this will have to suffice.
The assassin knife kind of steals Deathbringer's thunder if I make it readily obtainable. The original game had tons of items that you could only get via rare drops, and that had a certain fun element to it as well.
Still plugging away at this...mostly working on more ASM edits to the battle logic when I have time. One such edit makes units not evade spells cast by their allies unless that ally is Confused. Additionally, Cure/ra/ga/ja and Esuna will never be evaded unless the target is Undead. Before, player characters would never evade spells cast by player characters, and monsters would always attempt to evade spells, even those they cast on themselves. Antlion won't dodge his own Protect spells anymore!
Statuses inflicted by physical attacks have a different formula too; the success rate is nowCode: [Select](Attacker Int - Defender Spi + 70) out of 150...for each hit attempted. I want to try the same sort of thing for Solo hit status spells but haven't been able to come up with a formula that satisfies me.
Spells that inflict multiple status effects at once will no longer be thwarted by resisting just one of their effects. Equipping a Twist Headband will only stop Bad Breath from confusing you; you'll still be a blind mute poisoned toad.
The unarmed graphics bug continues to mystify me, even after stepping through all of the relevant ASM routines. As long as it looks fine for Cecil and Yang I'm content to leave it alone for now.
I hope to have a version in a few days - I have lots of ideas for the Fabul siege.
That was the main motivation. I've totally redone the DK spell progression:
L12: Mute
L18: Charm
L24: Drain
L30: Sleep (better sleep; splittable, works more often)
L36: Bio
L42: Curse (long-ish casting time, 24 MP, splittable, misses bosses)
L48: Death
L54: Berserk (seems a little too high to me but don't know where else to put it due to pigeonholing)
L60: Dispel
L66: Petrify (Splittable, works on undeads and other KO-immune things)
Were the power of Hi-Potions and X-Potions increased? I noticed that Hi Potions looked to be healing for more than 480 and an X-Potion I used on Cid healed him 1900!
They were not touched. I wouldn't even know where to go to change those numbers.
The axes have been pumped up (probably subsequent to the patch you have). The Throwing Axe's 75 attack now competes with the Blizzard Spear's 77; the spear has the advantage of air element and Lance compatibility while the axe has long range. The other issue with the Battle Axe in particular is that the Mythril shield just isn't that great but it's all you get for Cid for some time. My solution to this is to change the Flame and Ice shields to something more interesting, as they're currently just shield versions of the Flame and Ice mails. So what used to be the Flame shield is now the Gold shield, which protects against Petrify and Calcify and is in the Mist cave in place of the lame Mythril shield you could have just bought at Baron or kept from Cecil finding it in the... Watery Pass. Those should allow it to compete with the hammer options a little better IMO. Oh yeah and what used to be the Ice shield is now the Opal shield. Resists Bolt and Mage attacks (e.g. dark trees, fiends). That one doesn't help Cid in particular, but the Gold shield should be great.
Opal shield (coming soon) might help with the Fiends a little, as will Better Sleep. Also, to avoid confusion, I'm renaming them Devils.