Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=615e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index755a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index755a.html.zxԼg^0P.OKtext/htmlISO-8859-1gzip0|Tue, 10 Mar 2020 16:30:35 GMT0 0PԼg^) Show Posts - Pinkpuff

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Messages - Pinkpuff

616
Some spells have effects outside of battle and some don't. However, it is not obvious from the spell data which spells have such effects and which don't, not to mention what they are. This can be annoying for hacking since if you decide to change a spell, say, Sight, into something completely different, it will still have the effect of Sight when used outside of battle, which is probably not what you want.
  • How and where does the game store which spells do what outside of battle?
  • Is it possible to change what spells correspond to what out-of-battle effects?
  • Is it possible to disable certain effects altogether such that no spell has that effect?
  • Is it possible to have the same out-of-battle effect correspond to multiple spells?
  • Can we change what the effects themselves do, or (more realistically) their parameters?

617
Final Fantasy IV Research & Development / Changing details of Dark Wave
« on: August 16, 2013, 11:15:19 AM »
This command seems like it should have some straightforward parameters that would be great to be able to edit.

I believe it is known where to go to change the amount of HP the caster loses but I can't find off hand. Also I seem to recall it only allowing for 1/8, 1/4 or 1/2 of Max HP. Does anyone know what I'm talking about and where that address is? Is there a way we could jury rig it to be able to subtract different fractions, or maybe even have it "damage" a different stat or something?

Also I don't think anything was ever discovered with regards to how to change the damage dealt. On that note, is it possible to, say, make it dark elemental? Remove the check for undead, or make it check for different monster types? (Maybe you could make it into "Light Wave" or "Harm" that only affects undeads! Or maybe some kind of "Dragon Wave" or something for Kain for example.)

618
The Avenger seems to be an odd anomaly in the weapon list. It is the only weapon that causes auto-berserk in battle, yet there does not seem to be any kind of flag that indicates that in the weapon data. Presumably there must be a check somewhere that essentially says "make the weapon with this index an auto-berserk weapon". For hacking purposes, it would be great to know:
  • Where this check is located
  • Whether it can be disabled (so, no weapons are auto-berserk)
  • Whether it can reasonably be changed to affect multiple weapons rather than just one
  • Whether the status it auto-adds can be changed to a different status (e.g. auto-calcify, a weapon that's powerful but slowly turns you to stone!, or auto-blink or something)

In another thread some progress was made on this (http://slickproductions.org/forum/index.php?topic=1754.msg18091#msg18091) but as far as I can tell it was never completely cracked. We could change other weapons to be auto-berserk in addition to the Avenger, but could not turn off the auto-berserk-ed-ness of the Avenger itself.

619
I'm leaning towards the separate thread for each item myself. There's already some gems that I know are in this thread somewhere but it's too haphazard / I'm too lazy to go hunting for it. There are definitely more than 5. 15-20 would be a better estimate.

I think what I'll do then is make separate threads and if it's a problem the mods can bring it up with me and I'll by all means comply with whatever they say.

Perhaps we can have an index thread then that links to all of them, kind of like how there's a "THE Command Thread" but then there's a thread for each separate command.

620
Ok, I have created a new wishlist of things to figure out. It's rather lengthy and involved, so I'm basically trying to decide between these options:

1. Post it here as a reply. The list is large-ish and this thread is already a bit all-over-the-place, but it would fit the original theme and purpose of the thread

2. Edit the original post to contain the new wishlist. Similar to above except it might make it easier to reference (though I'll probably have to do a better job of maintaining it than I had been)

3. Post a new thread for the new wishlist. This would be easier for me but might cause too many too-closely-related threads (this, the new one, and the main FF4kster thread)

4. Post a new (separate) thread for each item in the wishlist. Might be kinda cluttered but at least it would be organized and easier to find information on particular topics.

Do you guys have any advice?

621
Wha-What? You mean to say that Section 19/64 is not Outside of Baron? But I switched that and saw my formations appearing... hmm... Now I am very confused, for whatever reason my 35/64 was Index 1 which should have been the Outside of Baron. I don't recall changing it... but true to form when I changed it to 0 those odd Kaipo Desert encounters stopped. Now I wonder... is 19 at all connected to Baron?

Like I said, I have no idea which is which, I was just going by what the default encounter sets appeared to be, which for me, 19 was appearing as monster set 1, whereas 35 was the first 0 I encountered in the list. Perhaps it bears further testing, maybe starting with a clean rom just in case you had made any other changes.

You were 100% right on the Peer issue, I had thought because it bugged out as just a normal AI, it would bug out as a reaction but that is not the case. It works Flawlessly as a reaction, even only going through the motions once rather than repeating. Good thinking there.

 :childish: Thanks, glad to hear it worked! Also depending on who you give it to and what period of the game they're in your party for, you may only have to put it on to a small subset of the monsters. Like for example, supposing the plot was otherwise left alone, say you gave it to Edward. Now you only have to change the monsters that Edward can possibly encounter. Now that I think about it that would actually be a neat ability for him. Rydia has the black magic to take advantage of the fire/ice/bolt weaknesses, and Cecil can take advantage of the Dark weakness. Once you pick up Rosa, she (or heck even Edward himself can put on a bow) can take advantage of air weakness... and the holy arrows for holy weakness. I think that covers all of them!

Good work on the fixes. I'll keep an eye out for anything else that may pop up.

Thanks! I think I'll actually write out an itemized list of everything that needs to be done (not on the forum, just locally) and make an updated wish-list for things that I still don't know how to edit but would like to.

622
I have noticed one slightly troubling thing, but I can't say what's causing it. For a test I set my Encounter in Overworld 19 (in front of Baron) saw that it worked, switched it back, but some of the encounters are still as if they are in the Kaipo Desert, but this doesn't seem to be a "one off" error or anything. The first Formation, the Goblin still works fine and appears as frequently as ever and I have seen the six Goblin Formation after I set this, so it's not somehow pushing it down or anything like that. It's difficult to say what Formations have been replaced by the Kaipo Desert one.

I can't reproduce this. I'm not sure what overworld section corresponds to what index in that list but based on the default data 19 does not appear to be in front of Baron. I changed 35 though, which does appear to be near Baron and had no problems, changed it back, still no problems. Granted I didn't grind there for any extensive period so maybe someone else can confirm this?

You have made Tremendous progress in just today alone, fixed several bugs, added several new features and additions, you deserve a rest, haha.

Thanks  :happy: I'm still have this compulsion to fix things as they come up though...

:edit: Actually I have found another error. When you go to switch any of the Items in the Drop Charts, though the editor will show them as changed, even as you go through other menus and do other things, the changes are only superficial and don't carry over to the game and when you exit FF4kster and reopen it the data will be initialized.

Fixed.

:edit: 2 I updated the Cover data, including the method to have the requirements read Class rather than Character giving it more versatility over all.

On the to-do list.

I've also found another error. If you press "end" while viewing the AI Index, it will show 256, but no descriptions, just a black spot where a box normally would be and pressing down breaks the program.

Fixed.

Pinkpuff, imho you probably should let us mess around with it for a while longer before uploading to RHDN. I understand you're probably eager to release this to the world, but bugs are still turning up, so you'll probably save yourself some headaches letting us beta test some more first. Probably not a big deal if you take some time off, though. We'll certainly have fun with what we've got, and our findings aren't going anywhere.

That's true. I'll give it another week or so and see where we are.

The way I made it work is to have the enemy react to a status (in this case, Charm) and then while they are "charmed" the player would use Peep and I made a message to tell the player the new weakness (Fire) and added a chain end flag to move it back to its normal AI script. So it's very close to Piercing Sight without the random factor.

It might make more sense to do this with a reaction to the "Peep" command (can be renamed Peer or Sight or whatever). You'd only need to take up 6 reaction AIs at most, and you could add it as a clause into existing reaction AIs. Just beware that there's currently no check for monster data (including AI data) bleeding into whatever comes after it.

 :edit: Forgot to upload after fixing...  :isuck: Anyway the fixes are up now

623
Well, I guess everything at this point is "when I get around to it". I think I'm done for today though, having done almost nothing but slog away at code. I'll probably be a bit more social this weekend.

Anyway what do you guys think? Should I throw it onto RHDN as is, or should I wait a bit longer for more possible bug reports?

624
:edit: If I may make a suggestion, I've been looking into free space in the Encounter section, but at first did not realize that separate play areas had a separate encounter list. Could this be made clearer with something like "Overworld Encounter: X" "Dungeon Encounter: X" that sort of thing? It would keep the mind on track.

That should be doable.

Speaking of such, what decides whether one or the other is used?

Well as far as I understand it, if you're on an overworld map, it uses the overworld domains. If you're on an inner map, it uses the inner map domains. If you're on the "upper world", it uses the upper world versions of the encounters and if you're underground or on the moon it uses the underground/moon versions of the encounters. Is that what you were asking?

Anyway, I added the Cover discoveries into the command editor.

625
Oh wow, yeah, I never even thought of that... bosses... dang... I guess I'll have to add a toggle key after all.

Anyway I just made it so the event editor will now also preview formation details.

626
Targeting layout and hopefully arrangements are both ideally coming in the future.

In the meantime, I added chillyfeez's info to the AI editor and also now the program automatically detects which monsters are lunar based on which monsters are in the appropriate maps' encounters.

627
Alright folks, encounter editor is ready for testing!

628
:edit: 2 - Found it.
http://s-endo.skr.jp/ff_analyzer.html
This document is in Japanese, but I'm 99% sure that it says:
...etc...
Kinda wish I could read more Japanese... I bet there's some good stuff in there.

That is awesome! Thanks chillyfeez! So it is as I suspected. I wonder if we can find where those probabilities are stored and change them!  :hmm:

I can read a little Japanese... not enough to read that document though.  :sad:

629
(And on a less important note, it's Dark/Darkness, the "Wave" part was one of J2e's many "improvements" to their translation.)

And a welcome one IMO. Makes it less confusing with the stauts and the element. I'm a fan of different things having different names, which is why I tend to prefer "Dark" for the element name and "Blind" for the status (and "Dark Wave" for the ability).

Anyway, I'll get to tackling those bugs (I seem to be particularly prone to off-by-one errors in general, but this time a lot of them have to do with the fact that I had to change some things about the list structure in the process of attempting to rectify the horrible memory leak), then resume working on the encounter editor, then start on AUTO BATTLE SCRIPTS!!  :childish: With of course a break to update the monster reaction descriptions once that list is ready.

 :edit: Ok bugs fixed.

630
 :celosa: No problem. Your info is much more comprehensive by the looks of it. Thanks!!

 :edit: Wait a second...

The probability of each formation within a set is even.

... is that true?? There's a 1/8 chance of a Pinkpuff encounter?