øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=1665e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8662.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8662.html.zxEòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀKAOKtext/htmlISO-8859-1gzip0|ÖAÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:18:36 GMT0ó°° ®0®P®€§²ð®Dòg^ÿÿÿÿÿÿÿÿ‚6A Show Posts - Grimoire LD

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Messages - Grimoire LD

1666
Final Fantasy IV Research & Development / Re: Attack of the SwordRats
« on: December 22, 2009, 02:57:08 AM »
This idea really has me thinking... and I think it might be possible If a command can set a status ailment on the user and using a skill. Something like this... this is my "real' plan, not the Calbrena idea above.

One of the reasons I wanted to try this out is because I imagine that Baigan might have something similar to this, I'm calling it "Spirit Sword" or rather "SpSwd". Each formation would need changed (at least any formation that he would be in your party to encounter) according to Deathlike2, enemies are normally called from Group 2, now thankfully the game doesn't make a big use of this anyhow. The purpose would be to summon another "ally" to help you.

Using F925, (Attack other random monster besides yourself) is key to this. Each battle formation could have a certain monster that Baigan could "call"with his Spirit Sword ability. But then the problem is... what stops the player from calling more and more? This is where that unused Status could come in handy. Let's say... one were to modify Boast (that does cause the "D" status, doesn't it?) and also give it the ability to call monsters (as the Gird proof of concept shows us).

By inflicting D status on Baigan and sealing the Spirit Sword with D, that will be it's purpose. Then I got to thinking... "How would D be removed?" (Since I plan for Baigan to be a Black Magic user, I don't want Boast to wear off, or have its 16+ to Wisdom). Now, if I'm lucky it wears after battle, that's all on the hope that it's boast. If it is not and it persists after battle, I have another solution, the Golden or Silver Apple could heal "D" couldn't it? I wouldn't want the only way to use this command to have to rest up every single time you want to use it. People would save it for bosses and that would be that.

Of course the Simplest way to make sure that the command isn't abused without additional work is to simply set up the enemies script to kill themselves at the end of their turn. But that limits effectiveness by a great deal.

1667
Game Modification Station / Final Fantasy IV Spriting
« on: December 21, 2009, 11:22:53 PM »
Hmm, well I'll come right out and say it, I am a Baigan fanboy, and it has been my dream ever since I first played FFII to have him join you. Apparently I'm the only fellow that seems to really like him, heh... I had hoped with all the years gone by and all the progress made there would be a battle sprite of him ready and raring to go. Unfortunately that was not the case... so today I tried my hand at a little bit of spriting and... well I'll be frank, Im no artist. What I accomplished wasn't anything, sure it was an interesting experiment, but not much beyond that.

I would love some help in making this look... presentable in the least, as of now it's really not.

Currently using Paladin Cecil's Palette since the sprite is Heavily based off of him.



One thing I'd like to know...

http://img20.imageshack.us/i/ffiicopy00004.png/

ingame that shows that only 8 of the tiles are used, though the ninth one should be there according to the game itself? Is there something I'm missing there?

Any help that can be given would be much appreciated.

1668
Sorry about not responding until now, I've been busy with less than fruitful pursuits... (I'll post on that momentarily), though yes, I was able to get one to roughly 46kb, but the other I can't seem to get below 102 kb, is that acceptable?

http://img704.imageshack.us/i/mistcave.png/

http://img69.imageshack.us/i/illusor2.png/

Also you might want to copy them for yourself and upload them through that, since Imageshack is hardly a permanant place to store pictures.

1669
That sounds like a really good idea JCE3000GT, I guess I'll start with Misty Cave Redux and "Illusor",


Misty Cave Redux 0x33B Bytes
Code: [Select]
EE034894064A4894034AEE024894014A6E2FEE054814158906131589030B6E4814158901131507134AEE024815090A9106080A9103131415090A9101080A7208134AEE010D0A11120C78A1030110120C7E810108090A11120C78080A178801134A6E0D0A0C810122F501A9012081051011120C8101221012371088010B6E0D12202122768101299C01202122752081012181022E652021012188010B6E0D0C747576017E2E1D9E01607576017420227520A10133767475337510080B6E16057E810321389E0138810374767E747561347E8101350C7E100BEE010D8102212275399E013A20017E81042E61347E81037E010BEE010D2037227576365A9E02602D81027E81012261353381050BEE010D743376367E364F9E021B202181027E2E65757C35207E377E21033FEE01160535B6034F9E0159696A292081022E327C0136747502F5010BEE030DB60421B8010178747564202101221E20A101221E021E18134AEE020DB603661C3A3963362166E4017533291E309C01321801557E080BEE014815367E367D765A9E016433757674642D350C1A9E02188103080B4814150AB602660C015A1E3035810122642081022C1E267C81017E01080B0D098A01B6017D768102551A20012265E401332081011A262081017E01080B0D098A01B60256015456013C1B9C0132306435642081012C30208102100B0D098A0163B6017D017C7D81011A9E03302D742920011A1E302D8101780B0D098A0174633666016336575601551AED01258101746420012C598102033F0D090A12017433760174337C7D0C014F2C1E18810274642D5581030B6E0D11127E0121350C8101356336568101B801810474202181030B6E0D81017E222920810222647C7D0C01393A01547856012264292D8101033F6E1605012265756463216665647C3656012C5901783778226564290304333FEE020D2265760174F502767463B601D7015654362166657674750B6E34EE030D657681076463B60466E5017681020B6E34EE030D768108E40163A10266E5020C8102940135EE030D810974E401A902E502768106EE030D010384040581027464A90265768103038403EE030D730BEE04160405810174F50276810203043FEE0716273FEE0616058107033FEE141684073FEE09

"Illusor" (Tomra) 0x1E9 Bytes



Code: [Select]
009A089507800E242555D604579513800230006B1091036B9A1215800230006B1091036B01800B55D6035715800230006B504C4B4C526B01800B6BE8036B1580023000585669706A5659B10B266BE8036B158002300066CD015ACD0201800A305FB6036B158002300015E8015AE8016701800A305DB6036B1580022C3115B1010DB1090DB1033AB6046B15800415B60255D604570180060EB6046B15800415B6026B3EC1023F6B018006305EB6036B15800415B6026B44ED02456B018006306BB6036B15800415B6026B48D3024A6B018006306BB6036B15800415310D316B50CB02526BB1073A58D6035915800415695A6AD60169706AD60433D6025533D60657800315675A66E8016736CD0533E8026B33E8066B800315675A66E801673666E80433E8026B33E80170E8036B80031580053624A50434A501266B34A50107A502266B018002158005362CAD072E6B39B2053A6B01800215800536800255D6045758D607590180021580053680026BB60137B6016B66E803C30268670180021580053680026B37B602376B66E80615670180021580053680026BB6046B018006158004158005368002585669366A565901800615800415800536800266686736664367018006158004158005B612158004950CB601950B80049A0CB6019A0B80119501801D9A01804D
Definitely more to come.

1670
Oh curse my blind eyes...! Sorry about that, I had thought only two files came with the zip, which were NPCs and Triggers, I didn't notice the NPC Placement document until just now... sorry about that Thank you for putting up with this, heh, it must be quite frustrating when you give the information yet people still ask about it, I should have been more observant.

1671
Indeed, as has been told to me, both are basically neccessary because of functions not working in the other. They are great tools though. I hope to see the beta one complete one of these days, hehe.

1672
Hmm... I noticed in Zyrthofar's beta editor, that in those four bytes there's quite a bit controlled. The location of course, I'm guessing it looks at that other list for Sprite Number, but here it has Walking Event, Event turns when spoken to, Walking Animation, Can Walk Through (1), Can Walk Through (2) and 3 unknown bits. You pointed me towards the NPC Palette, so I don't think that's very important and direction, now I am to guess this is readily available info. if a viewer has it, only problem is, I'm not sure where that info is.


Edit: Great respository of information Bond697, a nice trip down memory lane with the US Manual (heh, it's funny, they still reference Tellah having Recall and say that the Hand Axe exists, but even they don't have its stats...)

1673
Game Modification Station / Re: New FF4 Hack Announcement
« on: December 20, 2009, 01:23:47 AM »
Oh, he was definitely wearing the Cursed Shield, I didn't know (and still not quite sure, other than increase Strength) what the shield did. I agree as well on that it works a lot better in the narrative to have Cecil face actual difficulty Because of his class. Though on second though... maybe I should have dequiped Cecil there, eh well, over and done with.

1674
Ah hah! Fantastic! That did the trick! Thank you very much Phoenix. Now I can truly get started on this little project, hehe.

1675
Hmm, well I hit a slight roadblock... I followed the instructions in your post to the T Phoenix, yet no monsters would appear in Tomra, I thought there was definitely something I was doing wrong, but I checked and rechecked the data, so instead I tried this data on the Mist Cave, and assuredly I could control the encounter rate and the enemy encounters themselves, so in a last ditch effort to see if there was something I was doing wrong, I tried to make Baron compatible with random enconters, and oddly enough it did not work. Is there any step I'm missing here?

1676
Final Fantasy IV Research & Development / Re: Attack of the SwordRats
« on: December 19, 2009, 08:46:11 PM »
This thread gives me an interesting idea... (though it would limit things a fair amount...) but with a "Call" command and the same monster summoned in each and every slot (probably exceptions for when the character isn't in your group) isn't it possible to set up a "friendly" Summon? For instance, say someone would hack in Luca and get rid of "Brace" on Yang and in it's place have this "Call" command. Luca in turn could call in Calbrena (though some check to see if it's in play would be preferable), perhaps... something similar to FuSoYa's Spirit Wave? Luca would be in a trance for five (or is it three?) turns and after five turns Calbrena could vanish? From what I understand of enemy AI this... ?should? be possible, of course the hard part would be call. There's unfortunately no command in the game that can only be used once, is there? I thought I read once that Deathlike 2 found that enemies can cover other enemies, can they cover other "allies" in that case? Eh, just a bit of musing, heh.

1677
Game Modification Station / Re: New FF4 Hack Announcement
« on: December 19, 2009, 07:45:46 PM »
(SPOILER ALERT? The information below gives away info on the hack from Mysidia to KluYa's Shrine)


Milon... what else can I say...? Milon... well let's start from where I left off. I love that Porom was given Stone, it gives her some real offensive and crowd control power (even able to wipe out all enemies at once) and the Clones of the Twins was an Awesome feature! I loved that! Defeating them also yielded some great stuff for the mages, a full new set of equipment could be grinded from them. At first the player is nary prepared for the fight, and if they choose to fight the twins with a fresh Palom and Porom they are bound to lose, it's nice that you didn't have it give a gameover, very pleasant touch. I trained them up to roughly 18 then headed up Mt. Ordeals, this is where the Dark Armor weak to Dark really becomes apparent, from normal enemies to the bosses, everything is out to get Cecil and his weakness to them. This is also a Very smart move on your part, to an unprepared player this place is a Deathknell. The place relies 100% on the Twin's abilities to equip Bows and White Arrows.

Every enemy, aside from Lilith are weak to Holy,  but nigh immune to magic, making the newly acquired Tellah next to useless (give him a Cure Staff and let him heal) The smart thing to do would have had both twins on Crossbows, but... I didn't use that. Instead I went up the mountain with only Porom on the bow. Not knowing how things were going to go. Well I reached the top mostly by running, but Palom and Porom had both reached Level 20, giving Palom Virus (or maybe it was 21?) without Virus I think that Milon would be even more difficult.

So onto Milon... as mentioned earlier, I grinded the Evil Twins for their Wizard set and Rune Rings to give to Palom/Porom/Tellah, this seemed to help out immensely, now the first form of Milon did give me a lot of trouble as this was my first encounter with the Magic Immune Ghasts, (imagine my surprise when I saw something that Slow Didn't work on) eventually focusing my resources on Palom I managed to defeat Milon, and the Ghasts didn't die with him. I had thought they were invincible, since I had only the Dark Sword and magic, until I recalled that I had the Crossbow and White Arrows, and placing a PowerDrink on Palom he was doing well enough damage to kill one in three turns, so a bit of that and the Milon formation was dead..

Little was I prepared for the montrosity that was Milon Z...

One thing I've learned is that Milon Z's battle script relies 100% on Cecil, or magic being used on him, of course I didn't figure this out until much later... I tried a traditional battle formation at first, Cecil going all out with PowerDrinks, Tellah and Porom on healing, once he started on his Weak chain, I was as good as dead, I must have lost to him at least a dozen times, before I made any significant progress.

I realized that Cecil took significantly more damage when Cursed, and he dealt 1 damage (from his normal PowerDrink 100-300). I set up a network that would keep him healed at all times, 5 Remedies and 3 Crosses... talk about unprepared... after these 8 were gone, and Milon was dealing as much to Cursed Cecil then Cecil was even doing, I quickly started to dry up my inventory of Ethers used to heal him with Esuna on Tellah (Porom didn't know it yet) and I thought I had made good headway, he was no longer countering with Pollen and Weak by this point, everything eventually dried up and Cecil died cursed, so I felt no reason to revive him, then I thought to throw on the White Arrows, and it did significant damage, especially considering the wielder was Cursed.

So I had my strategy, let Cecil die, most of the HP Milon Z restores is because of a cursed Cecil, take away his fountain and watch as he withers and dies. Palom was on the Crossbow and White Arrows, because Porom and Tellah were healbots for the most part. Though one thing that I figured out during my failure of my last attempt was that Blink is much more useful and cost efficient then wasting it on Esuna's. So Porom was nearly always protected from Milon's physical attack dealing Cursed and Poison, throwing on a PowerDrink on Palom had him dealing 300-500 damage a hit to Milon Z, it still took a bit of time (how much HP does he have?!) but he Finally went down. What a fight and what a way required to beat him, I am glad to say I did not go back to grind during any of my failures. Cecil finished his tenure as a Dark Knight at Level 25.

The Dark Knight wasn't... much, really. He was there and he went down after a bit of healing, but given your options, that comes as little surprise (though as a boy, I thought healing the Dark Knight actually sped up the end of the fight, that might be an interesting condition, though perhaps impossible to set).

At this point, I'm going to take a break and try to incorporate your hack changes with my own little remodeling project. It's been a lot of fun!


1678
Game Modification Station / Re: New FF4 Hack Announcement
« on: December 19, 2009, 01:49:54 PM »
Phew, alright. Well last night I got through the Antlion's den with relatively little trouble, the Antlion was nowhere near as threatening as the OctoVamp, though I have to say I loved the Edward vs. Edward fight! The naming of "Coward" was great! (consideing that it's a back attack so it looks as if the "Coward" is the real Edward.) And it was a bit more psychological in that respect, definitely more powerful in terms of plot, then a random Water Hag. This gets me thinking... maybe a mini Edward dungeon, where he comes to grips? though ideally I would love an event that removed Auto-Hide from him (because That is a very annoying"skill") Hide does have its uses though.

Mt. Hobbs wasn't very difficult, though once again your philosophy of "Dark Knight weak against Dark" shines through here with the Skeletons as they did against the Zombies, it definitely made things interesting and the 20 White Arrows from Damcyan become highly useful there. The Charmer harp is one of my new favorite items, haha! Indespensable at this point, and it's rate of Charm success is astronomically high. So then onto Fabul... I got murdered. I tried a Level 20 Cecil/ Level 15 Yang/ Level 16 Edward, and they were murdered time and time again.  So I changed up my strategy a bit, I realized the Fighters were likely resistant against Fire (as they absorbed the Fire Trap) and the damage they were doing was just so much, that I had at first thought they were Dark Elemental, but this is where the Darkness sword truly shines through.

The plan was to put Yang and Cecil in the backrow, and blind each Fighter in turn, thereby reducing their chance to hit more and more, at this point, oddly,  I saw that Edward was dealing the most damage (at 70...) so the goal was to keep him alive, and with some luck I managed to take them each out one by one. Then onto MomBomb, aside from wasting a lot of my resources she wasn't too difficult. Then the Antlion... he wrecked my inventory something fierce... I managed to take him, and despaired at another MomBomb by this point my Inventory was basically non-existent, so I failed miserably.

So  I trained Yang and Edward up to 20, and went back... this was... probably overkill, it was much easier, and though there were some tough spots, I managed to triumph through them all, even managed to beat Kain! (Extra Headband could come in handy).
So onto Mt. Ordeals!

1679
Phew, so every area can potentially support random battles? That is a rellief... Thank you very much for all the information and I look forward to showing some progress soon.

1680
Game Modification Station / Re: New FF4 Hack Announcement
« on: December 18, 2009, 11:53:27 PM »
Phew, what a boss... I finally beat the OctoVamp, though I'm not sure if it's how it was intended... I fought him originally at Level 15, and he wiped me out, very quickly, this at first was because I didn't know about his endless Thunder combo (which I thought I could use to my advantage, was I sadly mistaken) then I realized that Anything that was done had him counter with an 80-110 Drain, I tried everthing. At first I tried to Berserk Cecil (with those nifty PowerDrink's you were so kind to put on SandHags) and have Tellah and Rydia use the Immensely useful Cure staves to keep everyone at full HP, unfortunately that didn't work, it was basically an endless loop by that point I couldn't make an impasse, I noticed no status ailments worked on him either,  so after about 10 or so attempts, I went back and trained till level 18 with great success, except this time, I held to my previous Berserk Cecil, Tellah and Rydia as Healbots, strategy, thankfully Cecil could deal a healthy amount of damage to him, on occasion he would deal upwards to 340 Damage, and then... hit of 70 and have the Drain push us back into the negative... well on Damcyan!