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Messages - Deathlike2

1801
Pandora's Box / Re: Suggestions
« on: September 20, 2008, 03:01:01 PM »
That'd be awesome.

"FUCK YOU ATMA! See how you like having no MP you shit sucker!"

>.>

It would have to be a late game weapon... something this unique should never be available this early.

1802
General Discussion / Re: Gamefaqs + eternal stupidity
« on: September 20, 2008, 01:14:39 PM »
Lenophis did on September 12.
I have been exposed?! I need a new plan!

The Internets got you one day too late!

1803
General Discussion / Re: Gamefaqs + eternal stupidity
« on: September 20, 2008, 11:31:20 AM »
Does this guy like not practice or something?

You have yet to see enough forgotten "common sense" rules from people who play RPGs these days.

These start from the basic "where to go next"?

1804
Final Fantasy IV Research & Development / Re: "Twin" Command
« on: September 20, 2008, 09:57:07 AM »
This screwy behavior is awesome though..

1) Twin's a novelty command.

2) If the spells were replacable... then awesomeness could strike.

What you really need is a hack to tweak the Twin command speeds to FF2's speeds. That would be more useful moving forward...

1805
Game Modification Station / Re: Instead of "You Spoony Bard"...
« on: September 20, 2008, 03:23:30 AM »
After seeing a mini-pose of Anna that seems to look like pushing someone away... I'm convinced that the Dummied command was supposed to remove Edward from combat (something like a force-Hide command) or some hybrid Cover command....

1806
Final Fantasy IV Research & Development / Re: "Twin" Command
« on: September 20, 2008, 03:13:23 AM »
Some pics to go with it:




You will need to scale the pictures to see Kain's hands look different.

1807
Final Fantasy IV Research & Development / Re: "Twin" Command
« on: September 20, 2008, 03:01:21 AM »
Mega  :bump:

I got around to testing this with a Game Genie code (to add the command to Rydia's slot).. I'll quote relevent points.

2. When neither twin is in the party, any character that uses "Twin" causes only the character in slot #1 (the middle slot) to start casting. If that one character has enough MP, they will cast Flare or Comet.

Yep.

Quote
3. When only one twin is in the party, if there is a character in slot #1, any character using "Twin" causes Palom/Porom and the slot #1 character to start casting. The twin's MP and the slot #1 character's MP is used.

I'll need a save with Palom+Porom in the party to confirm this, but that shouldn't be surprising.

Quote
4. When only one twin is in the party, if there is not a character in slot #1, Palom/Porom's "Twin" command is grayed out as if the other twin is dead. However, other character's "Twin" commands will not be grayed out, and if you use them the game will freeze. (In my case, Palom started casting, came forward with the message "Failed.", then came forward again with "Comet", but the spell animation never started because the game froze.)

Probably hardcoded for some odd ball default if it can't find the twins.

Quote
So, apparently you can't give any command to any character. Has anyone else played around with the command? Am I wrong on any of this? Does anyone know of a way to fix this behavior?

Well, I believe it's wrong, but perhaps it has to do with my playthrough. Here's what I've found..

1) The Slot #1 character does go into Twin casting mode.. the character executing the command does not.

2) There's a very good chance (maybe it's me using a Game Genie code that's affecting it) that a "double spell" occurs, where two Twin spells are cast in succession. The character that casts ths spell consumes the MP of both.. the one that executes the command only consumes MP for the latter spell. This tells me that "both twins" are casting the spell, but the lone character is executing both "twins" in separate instances.. which is amusing (especially if the character is Paralyzed in response to them damned King-Ryus).

3) The mythical Kain spell casting stance is revealed! However, he's unable to execute probably because he has no MP to work with. Still, this is awesomeness.

Game Genie codes to temporarily affect the command list can be found here: http://www.videogamesource.com/super-nintendo/final_fantasy_2_ecodes.html

Those codes are for FF2 US v1.0

Some of the info I've gathered have be found via this manner (well, only for some reasonable analysis anyways).

1808
Final Fantasy IV Research & Development / Counter vs Magic Attacks
« on: September 20, 2008, 02:23:07 AM »
It seems any/every command that issues some sort of pseudo-magic command is not considered a magic attack in the SNES versions of the game.

A small number of obvious commands include:
Sing
Remember

This is fixed in FF4A.

On the other hand, it seems that FF4A goes one step further..

In the SNES versions, monsters don't use their counter vs magic when a immobilzing status  spell is used, such as Sleep or Hold (not sure if Charm falls in the same boat).

In the GBA version, monsters will immediately retailate with that counter once that status has lifted.

I suspect something along the lines occurs with physical attacks that have a status effect attached to it.. I'll have to go test that out.

 :edit: Nope, that's not the case.

1809
Final Fantasy IV Research & Development / Counter vs Physical Attacks
« on: September 20, 2008, 01:11:32 AM »
Just in case if it wasn't obvious (or you're digging out the info)..

The following commands are not considered physical attacks, even though they are technically physical attacks:
Jump/Double Jump
Aim (only in the SNES versions)
Kick
Build Up (only in the SNES versions)

1810
Bleh, that's what I get for not seeing the FF4 Editor have some battle scripts not show up properly..  :tongue:

Well, the explaination is for FF4A, but it applies to both the SNES+GBA ports anyhow.

There are better examples though, such as the Fiend monster (Land of Summoned Monsters) that casts Charm as a response to anything.. only one Charm is used in retaliation.

Then, there's only a solo counter from a dual Behemoth setup when you use a Summon.. which has yet to be properly explained. If you use a target them with Meteor or use any spell and target them both, both Behemoths counter.

A setup that does properly counter... 2 Sandmoths and 2 Larva (Kaipo monster).. if you cast magic on all of them, both Larva properly counter with Psych/Osmose. Same thing happens with the TinyMages.

It seems to be specific to the type of counter...

Stuff that has to do with the HP/damage counter probably holds the value of the damage briefly.. so you only see one counter.

Stuff that has to do with the magic counter doesn't.. so all monsters affected will heal.

Let's goto the Cell monsters (those that look like the Virus/Bio spell).

If you cast a spell that hurts  a pair of WaterBugs (but doesn't kill them obviously, these monsters are from the the area you find Tellah initially), they both heal.

If you cast a spell that hurts a pair of MoonCells, only of them goes healing.

 :edit: My Fiend monster recollection is awful, it responds to damaging attacks instead... oh well.

1811
General Discussion / Re: Gamefaqs + eternal stupidity
« on: September 19, 2008, 04:21:42 PM »
speaking of revive potions, someone should've posted this over here.  this guy is just so fucking dense and stupid it's actually kind of impressive:

http://www.gamefaqs.com/boards/genmessage.php?board=554041&topic=45404001

Lenophis did on September 12.

I became teh Hulk for a day.  :angry: :banonsmash:

1812
The new picture I put up of the Evilmask+Behemoth gave me some pause to what happens if one were to cast a healing spell among two or more monsters with Reflect status and see how that would be calculated..

I haven't quite figured it out, but something is affecting the numbers as they tend not to work nicely.... it seems to lose a little healing power. I've been primarily testing against EvilMasks though...

This needs more investigation.

1813
Final Fantasy IV Research & Development / Group Counters Don't Always Work
« on: September 19, 2008, 04:10:35 PM »
It's interesting behavior.. it is worth investigating. Note that this probably is the prime reason why boss battles are usually vs solo targets...

I was testing something when I decided doing something really stupid... cast Meteor vs a Behemoth. Fortunately this monster was accompanied by an Wicked Mask (was testing something in FF4A). What I got instead was a physical attack in retaliation...

I was fortunate that it didn''t do Maelstrom.. so I decided to try a different set in FF4.. two Behemoths. The same thing occured...

So, apparently counters really don't work correctly.

An interesting related piece of behavior is when a multitargeted summon is used on a dual Behemoth group. Apparently one of the behemoths decide to counter.

I also remember another situation with a group of fiends and warriors. I commonly use Mute in this situation, and any attack on fiends provokes a Charm response... only one of them casts it and ends the situation.

This is worth exploring further.

1814
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: September 19, 2008, 03:17:09 PM »
Here's another look at why I came to the same conclusion regarding how healing spells work on the enemies:


If you recall the EvilMask/Wicked Mask's basic script, eventually, it tries to heal itself via Reflect. Normally, this changes back spell targeting to self, which then all spells ignore the magic defense of the target....

Edit: Apparently, the magic defense aspect only affects characters, not the enemy.... hmmm yet healing magic is the exception in the SNES version.

1815
Pandora's Box / Re: Suggestions
« on: September 19, 2008, 02:45:28 PM »
The only idea I could come up with is a weapon that does the same think Rasp does, but it innate to the weapon itself. In other words, the weapon doesn't cast Rasp, but is strictly meant to destroy a target's MP.