øA slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=printpage;topic=392.0 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6af4.html slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=392.0 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6af4.html.z x –pg^ ÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ °2 / OK text/html ISO-8859-1 gzip @øÕ / ÿÿÿÿÿÿÿÿ Tue, 10 Mar 2020 11:05:18 GMT 0ó° °® 0® P® €§² ð® –pg^ ª /
Print Page - Scripted Battle Screws With Spell Multipliers
Board of Slick
Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on March 09, 2008, 05:22:34 AM
Title: Scripted Battle Screws With Spell Multipliers
Post by: Deathlike2 on March 09, 2008, 05:22:34 AM
I'm not sure if this is actually applicable to FF4A (probably not, but meh).
Anyways, when you do the Golbez-Tellah battle, Tellah should be doing magic damage in multiples of 5, assuming he is unequipped and hasn't had his Wisdom changed (16 Wisdom/4 + 1 = 5x multiplier). For some reason, he doesn't do magic damage in such a manner for that only battle.
Go figure.
Title: Re: Scripted Battle Screws With Spell Multipliers
Post by: Deathlike2 on March 14, 2008, 12:48:25 PM
Pics for to show for reference, although I was using Paladin's hack. There were no battle script changes, just mostly cosmetic and other stuff that shouldn't matter.
Title: Re: Scripted Battle Screws With Spell Multipliers
Post by: Deathlike2 on March 23, 2008, 12:28:54 PM
The spell multiplier seems to be as follows: Golbez-Tellah: All spells other than Meteo have a multiplier of 1/2. Zemus: All spells other than W-Meteo have a multiplier of 2.
Title: Re: Scripted Battle Screws With Spell Multipliers
Post by: Deathlike2 on December 17, 2008, 04:51:42 PM
Mega :bump:
This just dawned on me.
The auto battle scripts only use the first byte for the spell multiplier.
For Tellah, the spell multiplier is 1, because 16 = 0x10
For FuSoYa and Golbez, the spell multiplier is 2, because 40 = 0x28
This is ignored for W.Meteo/Double Meteor only.
Title: Re: Scripted Battle Screws With Spell Multipliers
Post by: Deathlike2 on September 25, 2009, 08:50:25 AM
In some recent testing, the auto-battle script spell multiplier bug ONLY affects single targeting magic. If you substituted spells like Quake or some other force-multitargeted spell, it would use the proper formula.
Title: Re: Scripted Battle Screws With Spell Multipliers
Post by: Deathlike2 on August 20, 2010, 12:47:38 AM
:bump:
This bug also affects monsters as well.
For instance, Rubicant uses a multitargeted Fire2 as a counter to physical attacks. This is exploited in Edge's solo battle with Rubicante.
Although.. this code is disabled/changed in FF4A... can someone verify this?