øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=405e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index862c-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index862c-2.html.zxÄåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈàûûOKtext/htmlISO-8859-1gzip@øÕûûÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:15 GMT0ó°° ®0®P®€§²ð®Äåg^ÿÿÿÿÿÿÿÿ(%ûû Show Posts - chillyfeez

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Messages - chillyfeez

406
Making progress...
I got the mechanincs all down, now I just have to make the trial actally difficult.

Chocobo Time Trial 1

Believe it or not, there is a sequence that runs when time runs out, but I made four videos and I just kept winning.
So, obviously I have to figure out how to make this more of a challege. I worked in a way that you can get a "power up" speed boost, but as of now it's not needed...

407
Sorry, when I wrote that I didn't see that there was all that other conversation after Pinkpuff asked about "bomb + 1HP."

You have a good point Chillyfeez, but since this is a Command and not a Spell I am out of my element, I couldn't quite figure out how to properly display damage (also the problem I'm having with the prescribed Lancet to display damage and healing) if you know how it is done outside of spells then it would probably be best for you to handle this one.
Did you try having the routine put the damage into 00A2-A3 (for the target) and 00A4-A5 (for the attacker)?
That's always the last place the numbers end up before actually being subtracted from (or added to) the proper parties. That's in the Bab-il docs, in the "spell effect subroutines" document, but it applies to commands, too. I don't know whether the numbers will show , but they will certainly apply. Certain flags (somewhat unexplored) may need to be set for the numbers to show for both user and target...
Ok well let's leave it as a bomb and if Chillyfeez or anyone else feels inclined to research the character movement we can figure out how to splice that in on top of what you have done here.
I definitely will once I get this chocobo thing down... I'm getting there. Haven't had a whole lotta free time lately, sorry.

408
Actually, I think the normal explode routine doesn't deal HP damage to the user, it just adds death. So adding one HP after the normal explode routine would be a much trickier prospect than it sounds.
Far easier to just:
Load current HP
Subtract 1
Store that value in damage to target
Store that value in damage to caster
That whole thing would be twelve bytes by my count.

409
Lancet should be easy enough.

Tackle, well... The damage calculations would definitely be easy enough. The visuals (I'm thinking tackle visuals) would require some research and some... Jiggering. It would be a project I'd enjoy working on, but I can't divide my romhacking attention at this very moment. When I finally finish this Chocobo racing thing I'm working on,that would probably be a good time for me to take a break from my own hack to, uh, tackle this one.
I'm thinking that studying the visuals from Kick and Jump (or more appropriately, "Land") would be a good start.

As far as the ability's effect... Personally, I don't think I'd ever use it the way you're envisioning it. I tend to avoid "explode" blue magics like the plague. Typically, allowing a character to die isn't worth an attack that deals damage equal to their HP, because then you take the attacker out of the picture and you have to spend (if you're lucky) at least one round of another character's turns (if you have Life2) getting things back to normal. Typically, if you're resorting to an attack like this, you need that healer to focus on other tasks for the party's survival. The only situation in which this isn't true is when the attack actually ends the battle, in which case the one who ended the battle doesn't get to reap the benefits.
A suggestion: make the attack deal damage to user and target equal to the user's HP minus one. That way, at least Cid can spend his own turns healing himself (or he can continue to attack while the party's healer heals him). You could maybe couple this with a decreased accuracy if you'd like, or a longer charge time, or even a longer recovery time (amount of time until Cid's next turn - which I don't think has ever been done, but I don't see why it couldn't be).

410
No, still works for me. It's a rather strange glitch that would occur and it would mean something is accidentally writing into the Big Chocobo storing in RAM. But... I can't get anything strange to occur.
Or, it could mean that somehow, when running the Big Chocobo storing, reading or retrieval routine, the x index got offset by 1, thus the item ID was read as a quantity, and the quantity was read as the next item's item ID. Still odd that it can't be reproduced, but more feasible than something storing new data by accident into the Big Chocobo inventory's portion of RAM.

411
OK, fair enough.
Clearly I haven't actually gotten to the point of acquiring it yet.
 :blush:

412
Silly suggestion alert.
Take it or leave it, just a thought that popped into my head:
Call the Enterprise "Heart of Gold" instead of "TARDIS."
It still fits the "famous fictional British spaceships" theme, plus then "Red Dwarf" and "Heart of Gold" have colors in their names that match their actual colors.
Not to mention the fact that TARDIS is an acronym whose meaning does not apply...

413
And, might I add, is a rad little tool that is going to make my romhacking life much more pleasant. To what extent I've used it so far, it works like a dream!

414
i think that it is sometimes very helpful

415
I think (?) the most complete and bug-free version is the most recent one on timecave, but regardless that probably shouldn't be happening with the most recent from either site...

416
Quote
If anyone's opposed to me posting this up, just let me know and I'll remove it.  I don't want to anger the FF4kster Gods.
I can't imagine anybody would have a problem. Pretty sure that's part of the reason Pinkpuff used cfg files to begin with.

417
Re: encounter rates...
I haven't played too much with these, but if I had to take a wild stab based on what you're saying, I'd bet it only looks at the lower four bits of that byte, so the only actual entries would be 0-15. Anything beyond that would be a repeat, so 16 would be a second instance of 0, 17 would be 1, etc.
But that's just a guess...

Re: trapped chests...
Again, I'm just speculating, but it's almost definitely something to do with Underworld/Overworld agreement. Could it be that, if you're in the Underworld it uses 449-512, and if you're in the Overworld it uses those values minus 256 (193-256)?
I bet Grimoire knows this... He'll probably have a more informed answer when he sees it.

418
Quote
I find it funny how many non-visual commands are in the "Call Visual Effect" command. When I was adding a quick rest function it took me awhile to realize that "Toggle Music Fade" only calls for the fading out of music, while "Call Visual Effect" contained the command to fade it back in, haha.
Holycrap, seriously?!
I've been trying to figure that out forever!

419
It could be that you're turning NPCs that used to be invisible by default into NPCs that are visible by default. When a new game is started, the game runs through all NPCs' default visibility settings and sets them appropriately. Once that's done, it requires an "activate NPC" or a "deactivate NPC" event command to change the default visibility within a particular save. This took me a very long time to figure out for myself.
If it helps, try thinking about it like this: every NPC has a visibility setting in a big group, sort of like event flags. Once a game is started, those flags are set however they're set until event command changes them. Unlike event flags, though, FF4kster gives you the ability to change how these visibilities are set at the start of a new game. But if your game's already started, your only option within that game is to "turn them on" with event code.
I don't know if that second explanation made it any better...
Am I making sense? Sorry, I'm kinda tired...

420
Yeah, I don't think the timer will actually appear in battle. As you probably noticed, I hijacked the routine that displays location names in order to make the timer appear (but location names still display fine). I'm not sure I'm quite up to the level of writing my own routines for drawing custom windows... It shouldn't be a problem to make the timer run in the background during battles, though. I have the countdown rigged as part of the normal timekeeping routine, and while there's a separate routine for timekeeping in battle, locations, and on the menu screen, it shouldn't be too tough to implement the countdown in all of them (I already have it set up to work in the menu screen). I could probably make it so that, when there's an active countdown, pausing the battle displays the amount of time left instead of the word "PAUSE."
As for unused event commands, technically, the game has over a hundred of them, as long as you don't need parameters. There's an event command we call "visual effect," because it's the one responsible for things like "Red Wings bombing Damcyan,"  "Opening the Package in Mist," and "circle of stars at a healing pot," but there are other things it does that aren't visual at all, like removing one from the location stack, and setting the coordinates of the ship outside of Fabul. Anyway, there exists the possibility to have as many as 256 of these, and by default there are less than 100. Shouldn't be too hard to make one of them "Load 5:00 into the timer."