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Messages - Deathlike2

2926
Perhaps.. I don't plan on replaying FF4ET for a while (I'm struggling as it is to finish an FF4 run).

2927
Final Fantasy IV Research & Development / Re: Metallic Oddities
« on: March 09, 2008, 06:00:31 PM »
I'm not sure what you mean by revisiting the Tower of Zot. Do you mean just accessing it again? If so, that's a really easy hack, you can just add a trigger on the World Map (or any location map) that is an event that loads the entrance map you want. I guess if you want the graphics on the world map like you said, then you would need to do an ASM hack. It shouldn't be too hard, though, since we know the location of where the routine that changes overworld maps, and that it uses event flags.

Yes, that's what I meant.

2928
Who's stupid idea was this? It's doable. The best monster group to test against is the 3 Red Dragons in FF4ET.

They have a special attack sequence on their second turn, by leading off with their Heat Ray attack, followed by a physical hit.

During this sequence, you can skip taking the second hit altogether if you are fortunate.

Although, once in a while, you can see the monster's Heat Ray attack hit nothing right after you successfully run away.

Here's a pic of it in action:



Note: This seems to occur if you drop money...

2929
Final Fantasy IV Research & Development / If You Like Damage Tiles...
« on: March 09, 2008, 05:42:58 PM »
When you cast Exit while on a damage tile, you plan on taking 2100HP damage.

This means you move/animate the equivalent of 42 damage tiles. That's a lot of insanity to be calculated.  :wtf:

2930
It's interesting behavior, but when Fire3 hits a group of 2 Behemoths.. you see both of them counterattack.
When both Behemoths are attacked by a multitargeted summon such as the Mist Dragon, only one of them counter attacks.

Either the script has some sort of overriding counter function.. or it is simply not being handled properly.

Go figure.

2931
Final Fantasy IV Research & Development / Re: Dispel - Ill Conceived?
« on: March 09, 2008, 05:09:20 PM »
I forgot about Barrier status. That's the status inflicted on you when you use the "stronger" Reflect item in FF4. You'll see it when Reflect wears off.

2932
Game Modification Station / Re: FF6 misc ramblings
« on: March 09, 2008, 03:24:17 PM »
Ok and I have a question for you guys.  Damage is really high from a spell that is cast directly from an item. From what I understand, steps 6 and 7 are skipped when calculating damage. I would like to know if it's possible for a spell that is cast from an item to calculate defense so that the damage is not so high. To see what I mean, take any of the three element rods and cast the spell from the item, which could be Bolt 2, Fire 2 and Ice 2 respectively. The damage is high and I'm pretty sure that defense is ignored.
Ignores defense, ignores reflect, and I think doubles damage. It's extremely overpowering. To answer the question, yes. Most likely you can, I'm just unsure of the steps to do so at this time. :sad:

I didn't use the Rods often enough to care (although, it coves a lot of elementals and should've gotten a complete elemental set for coolness sake). The Holy Lance was my favorite weapon to expose this behavior (add with Jump for good measure).

It's probably doable anyways.... I would've suggested Lenophis having the answer, but eh... d'oh.

2933
Final Fantasy IV Research & Development / Re: Dispel - Ill Conceived?
« on: March 09, 2008, 03:18:49 PM »
:happy: Ha, never saw that before. They must just mirror everything about the sprite, including the counter.

You'll never normally see it... just play JCE's hack.. you'll find the Spirit monster series be the most evil idea conceived.

2934
Final Fantasy IV Research & Development / Re: Dispel - Ill Conceived?
« on: March 09, 2008, 07:24:55 AM »
Well, the one thing about Count that is interesting is when it is used during a back attack. The timer's text above the characters heads are reversed.

2935
Ah, makes sense. I didn't think of that possibility.

It is the only normal status spell that is boss-compatible.. unless the boss has Float resistance.  :wtf:

Note: Blink/Image is in a different catagory of status spells, that has no such monster resistance, like Float does.

2936
Can Float normally be inflicted on enemies? The spell is party-only targeted, and there's no weapons/items that cast this on them, so I don't see why it would have a message at all. Probably something else that got taken out before the final cut.

A while ago, Dragonsbrethren posted a pic of the in-game message of inflicting toad+small, even though they are not applied to any weapon. So, even though it was never made as a weapon (as overpowered as you know it would be), those messages do exist.

Float is reflectable, believe it or not, so the answer is yes.

2937
Float has a message, D. Kind of saw that coming, it might have a real message in FF4, I only tested FF2us.

In theory, there shouldn't be a message for "inflicting float" if you think about it. At least they were thoughtful... if you were
able to make a quake-based healing attack or something, inflicting float would be evil.  :hmm:

Quote
Elemental attacks and Weak+ don't seem to do any additional damage, Weak+ is probably unused by the attack damage routine.

The only method I can think of testing is this... give Cecil a Flame or Ice Shield (although, the armor version is better because you don't want Cecil to evade) and give the enemy the extra element that it is weak to (Fire for the Flame Shield, Ice for the Ice Shield). That should provide an increase of damage... in theory anyways. I don't really expect Weak+ to do anything here, but I would hope it would increase the damage output by the enemy to the target's exposed weakness.

Giving the enemy an element by itself is useless since that doesn't really change the attack power unless there's a weakness to expose..

If that's how you tested, then meh.

You know what would be worthy of testing though... give the Drain element to the enemy.. and test that against the Cursed Ring with any elemental protection. See if that Drain vs Absorb behavior applies the other way around...

2938
Final Fantasy IV Research & Development / Re: Dispel - Ill Conceived?
« on: March 09, 2008, 06:53:44 AM »
I was doing it with the ignore wall bit set, but I retested with it not set (i.e. Dispel as normal) and it worked on Stop, too. Here was my test set-up: I fought Plague for the White Lance, waited for it to cast Count, and then cast Stop on Cecil. Then I used Dispel on him, and the count restarted. Without Dispel it wouldn't restart until after everyone was dead.

I just did another test, and it appears it's Count-specific. I did a test in a normal battle, and Dispel did not remove Stop.  :whoa: Bizarre . . .  Any ideas on why this would be occurring?

I have don't have too many guesses on Squaresoft bugs.  :tongue:

The only situation that even remotely mirrors this is ZeromusEG's attack behavior. One of his evil counters is using Count on a single target.
Coincidentally, I believe he does Black Hole like the original (as part of his battle script).
That's the only instance where your application of Stop is neutralized and screwed over.

2939
Final Fantasy IV Research & Development / Re: Metallic Oddities
« on: March 09, 2008, 06:42:59 AM »
What's sad about the RubyRings is that the time you deequip them is the time the friggen boss uses a Piggy spell on you.  :lame:

The only cool equipment that isn't metallic is Zeus's Gloves.. but that's a friggen rare drop from the Ogres.  :bah:

2940
IIRC, the J2e translation expanded the menu to display more info.. that might be a place to start to fix this bug...