Author Topic: Invincibility  (Read 1949 times)

Deathlike2

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Invincibility
« on: February 05, 2009, 10:13:22 AM »
It's worth discussing why this exists and it's worth trying to correct some issues upon finding this info.

Obviously, there is a spell to add/remove invincibility to the entire monster group... this provides invincibility to all physical, magical, and other attacks

Additionally, it is possible to start a monster group with invincibility to magic, by initially setting their magic defense to 255.

However, initially setting 255 defense to regular monsters doesn't work.. it has to be applied via the defense setting command (think Barbariccia and Cagnazzo).
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JCE3000GT

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Re: Invincibility
« Reply #1 on: May 25, 2010, 03:29:01 PM »
Care to elaborate on this old topic?  I might need this for my upcoming mod...

Deathlike2

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Re: Invincibility
« Reply #2 on: May 25, 2010, 09:04:10 PM »
I don't think there's much to add to it.

There's a pair of monster spells that enables and disables it (Mist Dragon uses them) and a few just use the disabling spell (Golbez underground version and Zeromus).

Monsters can initially have magic invincibility if you set them to have 255 magic defense. You can obviously use the set magic defense command to make it happen.

Monsters cannot be initially set to be physically invincible. You have to use the set defense command. A workaround to physical invincibility is to give initial EvilMask agility (or maybe even 255 agility?) and then set the defense from the battle script and set the agility back to where you want it to be for that monster.

The battle script idea is not usually a good workaround, since it may be difficult to reuse. It may be an idea to use-reuse boss battle scripts with this in mind though.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3