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Messages - Deathlike2

2551
Final Fantasy IV Research & Development / Re: Steal/Sneak Command
« on: April 26, 2008, 11:54:55 PM »
Some additional info on command, FF4A specific though:

Quote from: FF4A GameFAQs Board
Terence:
The coding on what they *want* to happen in FF4A is pretty straightforward:

* If Target's Level is Greater or Equal to Stealer's Level, then the chance is 5/100.

* If Target's Level is Lower than Stealer's Level, then the chance is 4/100 per level greater than the Target up to a maximum of 95/100.

Unfortunately, ...
the random number it picks is a number from 0 to 255, which it then *MODs* to 0 to 99. This gives you a 3/256 chance of every number from 0 to 55, and a 2/256 chance of every number from 56 to 99.

Of course, this assumes that the RNG it's getting these random numbers from is equally distributed and random itself, but I'm not going to delve that far in analysis.

2552
Final Fantasy V Research & Development / Re: Free information thread
« on: April 26, 2008, 11:51:26 PM »
Here's a few more bits..

Quote from: From FF5A GameFAQs Board user Silktail
As far as I can tell it's not Kiss of Blessing that's been fixed, but defeated mini-bosses staying dead.
(I.e. Berserk no longer prevents it.)

SNES -> GBA changes I've heard of:
Vampire blue magic uses all your miss HP (instead of half).
Neo-Exdeath no longer has fake targets.

2553
Gaming Discussion / FF4 - Dr. Lugae is Craaaaaazy!
« on: April 26, 2008, 07:00:05 PM »
I think I've mentioned this before at some point, but it is worth mentioning again as a thought for FF4 would-be hackers.

This is the most poorly constructed boss battle ever invented.

I'm only speaking of the undead-ish creature that is Dr. Lugae (the Balnab component is amusing for the most part).

His battle script is realtively simple, but here's the notable things he does.

1) He starts off the battle by poisoning everyone.

2) As a counter, he attempts to attack you with a Sleep attack (Sleeping Gas).

If you looked at my thread on status priorities, you would find out that Sleep has a lesser priority than Poison. Sadly that prevents the counter from working effectively at all until Dr. Lugae heals you (yes, that's strange enough as that is).

That's what poor battle scripts net you...  :bah:

What's curious is that the undead-ish Dr. Lugae is a Mech, but not the Balnab-Z version (the rebuilt Balnab)... I get the feeling someone fucked up royally here, but that's my opinion.

So consider the status ailments that are inflicted.. so that you don't prevent other annoying status effects from working effectively.

2554
Final Fantasy IV Research & Development / Tower of Bab-il Docs
« on: April 26, 2008, 01:39:01 AM »
http://rpgd.emulationworld.com/ballz/el/bab-il/index.html

Found it by accident, since Paladin's readme referred to it.

I'm a complete idiot for missing it.

Edit: The only missing text file on RHDN is spriteclass.txt (Sprite/Class id byte data)... otherwise it is complete...

2555
Final Fantasy IV Research & Development / Re: Mage Summon
« on: April 26, 2008, 12:47:24 AM »
This is the only spell that can cause Paralysis's timer to be reset.

Edit: It is important to note that the visual used in FF4 matches the one in FF4A. All other versions (FF2, FF4ET) used a paralysis visual instead (which matches the intended effect). Strange decision by the devs...

2556
For the enemies, a higher MaxHP slows down the timer (which is the enemy's equivalent of the Vitality/Stamina stat).

2557
Final Fantasy IV Research & Development / Re: Status Priorities
« on: April 26, 2008, 12:22:15 AM »
I've updated and improved the descriptions for the status. An entirely seperate timer section should help people know what affects the timer.

2558
General Discussion & Support / Re: FF2USHT bug fixing?
« on: April 24, 2008, 11:54:27 PM »
I had a realization on what's causing the Poison freeze. Noting that timers in this game can cause the game to freeze.. using Poison as a counter would induce some of these types of bugs. Poison uses a timer when dealing poison damage, so it's fair to say that it wasn't intended to be done (since no enemy AFAIK does such a counter in the first place).

2559
Gaming Discussion / Re: Random FF and FF6 Questions
« on: April 24, 2008, 12:55:20 AM »
It seems to work as it says... I kinda wished the menu commands would be displayed (like the sidebar would operate more like the options screen, being able to scroll up)..

At least it works I guess...

2560
Hmmm... it just dawned on me.  :wtf: :omg:

Part of the battle scripts, including counter scripts seem to have scripts running based on current statuses...

Most enemies don't really have any relatively useful egg scripts (it's simply do nothing).

The same thing occurs with Charm status..

I could be totally wrong, but I think I have something worth looking into..

If the battle script checks actual statuses (like, Egg and Charm status has a specific value that is compared against), you could arguably construct significantly more powerful battle scripts.. such as executing a particular attack while under Silence or massively more evil counters against Poison status (to prevent monster harvesting or something along those lines).

2561
Final Fantasy V Research & Development / Re: Free information thread
« on: April 23, 2008, 03:00:35 PM »
Hmmm.. some idiot at Tose probably fucked that up. The MP adjustment is done after the job+ability change is done in FF5.

In FF5A, the adjustment is done immediately at job change and subsequently again after the ability is added.

Then again, these are the same idiots who fucked with Return and the clock in the US version... which was fixed in the Euro version.

Also, the timer in the two towers seems to run while in the menus in FF5A... In FF5, the timer did not run while in the menu.

Stupid annoying port bugs...  :bah:

2562
Gaming Discussion / Re: FF4 - The Battle @ Fabul
« on: April 23, 2008, 01:44:11 PM »
I don't see why they need to retweak that though... the Advance version removes the entire concept of enemy back rows (let alone front/back row compatible weaponry due to stupid bugs)...

Edit: Added missing text in bold.

2563
Gaming Discussion / FF4 - The Battle @ Fabul
« on: April 23, 2008, 01:25:24 PM »
Most of the monsters in this sequence aren't that hard, although the Baron Warriors and General seem to be a pain in the ass for some.

Here's two common behaviors noticable in this battle:

1) The Baron Soldiers primarily attack when told to. They are naturally slow as molasses by themselves.

2) The Baron General has no balls.

The character that has the most impact is Edward, but not for any obvious reason. The Lamia Harp is not effective at all, even though Charm status is pretty powerful.. here are two simple reasons why it is useless:

1) The Charm script for the General is the exact same as his standard battle script.

2) The Baron Warriors are resistant to Charm (Twist Headband anyone?)

If you were smart enough to keep the Dreamer Harp, this battle becomes easy as pie.

There are two reasons why this is successful:

1) They aren't bosses, therefore no auto-status immunities from physical attacks that induce statuses.

2) All of them are not resistant to Sleep.

Once you realize this, these warriors become very harmless and you can easily obtain free EXP from the General.

2564
Final Fantasy IV Research & Development / Re: Shadow Party Stats
« on: April 22, 2008, 09:19:15 PM »
Actually, never mind that... I think my reading comprehension is being reduced too quickly to tell.  :blush: :sleep:

The left handed check for back row compatible weapons the should be correct though...

Now I'm very curious how the back row bit is supposed to work in FF4A for ambidextrous characters.  :hmm:

2565
Gaming Discussion / Re: Random FF and FF6 Questions
« on: April 22, 2008, 09:16:03 PM »
v6.41 or v6.42 fixes whatever was wrong with v6.40 (which plain ol didn't even work). Although with v6.5 looming (no idea when that's going to be out though), there will be new features which will greatly shoot down ever wanting to use FF3Ed. No dialogue editor, but just about everything else FF3Ed can do, FF3usME will be able to do as well.

Awesome.

Quote
As for FF4, I'm not entirely sure. But given the numbers, it probably follows a system FF2 started. I'd have to look into it again, but it basically went like this:

Evade level was how many hits you would automatically dodge, though evade% may still play a factor. Likewise, your hit level was how many hits you would attempt to strike, minus target's evade level.

I was talking of the original FF (including FF: DOS if applicable)...

I added another question to my original post, that I forgot to ask initially as well...