Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=210e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9d10.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9d10.html.zx[eh^.gOKtext/htmlISO-8859-1gzip8:gWed, 11 Mar 2020 04:29:40 GMT0 0P[eh^g Show Posts - Entroper

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Messages - Entroper

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211
General Discussion & Support / Re: FF2us HardType Walkthrough by Deathlike2
« on: December 27, 2007, 02:38:03 PM »
That means EVADE would be your only hope.   :laugh:

I usually survive by being lucky and not encountering a group of SORCERERs.  :)  If I'm unlucky, well, I run.  Thieves usually help the party get away, if they don't get killed first...

212
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: December 27, 2007, 01:37:56 PM »
Meh, this would take too many screenshots.  Got Excel?  http://entroper.no-ip.org/TheBatcave/FFRev2(2).xls

213
General Discussion & Support / Re: FF2us HardType Walkthrough by Deathlike2
« on: December 27, 2007, 01:36:50 PM »
Got I love (and hate) FF1's Sorcerer because it is by far the most feared regular monsters in gaming history.  So I recreated him.  Have fun with that.
Difference being the Sorcerer's only hit for 4 damage at best. The trick to beating them was wearing ProRings (Protect Rings) which have resistance to their instant death attack. If FF4 could do that, it'd be a lot better. :wink:

As far as I know, the SORCERER enemy in FF1 didn't have an attack element, just the status bit.  That made it impossible to have a resistance to it (ProRings would protect you from RUB and SQUINT, but not SORCERER hits).

214
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: December 27, 2007, 01:27:24 PM »
Something a friend of mine compiled.  It seems accurate, but no guarantees.  :)  This data comes from the FF4A US GBA ROM.  :omghax:





EDIT: I guess you have to right-click and "view image" to see it at full resolution.

215
You're right, it is the mage guys with mind blast.  The visual effect is the same, yes?  I thought they were the same spell, but I guess not.

216
General Discussion / Re: The official "Happy Birthday" thread!
« on: December 26, 2007, 11:27:39 AM »
Sweet.  I join up and receive instant benefits.  :)  Thanks man.

217
Can Dispel or Black Hole get rid of Stop?

HP leak is often a "second try" effect.  I believe the "Blaster" attack used by Coeurls (Black Panthers?) in the magnetic cave, and those Breath/Mind enemies in the Lunar Subterrane, tries to inflict death first.  If this misses, it tries to inflict paralysis; if paralysis misses, you get HP leak.  I haven't seen HP leak inflicted when something like Bio (Virus) or Vampire misses, but I don't really think I've seen these attacks miss much.

Charm is really weird.  I've never seen a charmed enemy or ally pull a "final attack", but what I do usually see is a charmed ally making one final "charmed action" after they've been cured of charmed status.  Like if Cecil is charmed, and Rydia bonks him with a rod, Cecil will then walk back over to your side, and then attack your party one more time before you regain control of him.

I'm sure a lot of this stuff works differently depending on the version of the game.  FF4A in particular has some pretty bizzare behavior during battles.

218
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: December 23, 2007, 01:45:36 AM »
So, like I said above, the idea behind this project is to have sort of an "FF engine" that plays Final Fantasy games.  Rather than hacking the ROM to make new quests, you just edit some text files to create entirely new monsters, weapons, armor, or even new magic spells and character classes.  Replace the monster, character, and map graphics with any 24-bit color .bmps you like.  Use a map editor to create new overworlds and dungeons.

The tools that are out there for hacking the ROMs are great, and I like all the creativity I see here for creating mods and such.  I want to remove the barriers of 8-bitness so that people can create whatever they want without worrying about whether it will fit within the confines of the original game.

219
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: December 22, 2007, 02:48:31 PM »
Monster editor (I know MDef and Init are probably wrong):


220
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: December 22, 2007, 02:24:08 AM »
The reason I ask is because I want to know if I'm reinventing the wheel.

221
Gaming Discussion / Re: FF2/4 Rosa's Best Armor->Weapon Combo
« on: December 22, 2007, 02:19:12 AM »
I would definitely not give her -25 WIS and WILL, as the penalty will screw up her spells as well.  I usually try to boost my mages' WIS and WILL as much as possible, and she can rotate out arrows that are effective against whichever enemies are attacking.  Magic defense matters much more than physical defense from the back row.

222
General Discussion / Is there a "Zelda Classic" for FF?
« on: December 22, 2007, 12:13:54 AM »
If you're unfamiliar with ZC, it's basically a PC game that plays a faithful replica of the original Legend of Zelda, but the twist is that it has a robust quest editor and a lot more features beyond the original game.  I'm wondering if anyone knows of a similar project for Final Fantasy games.

223
Game Modification Station / Re: Battle order in FF1
« on: December 19, 2007, 01:59:21 PM »
Very interesting.  The spell damage sounds logical.  I need to do more testing on the initiative thing, because I'm almost certain there are some monsters that just seem to go first every time you meet them.

224
Gaming Discussion / Re: FFIV DS and DQIV DS
« on: December 19, 2007, 01:56:21 PM »
Based on the trailer I saw,

[spoiler]I have a feeling they're going to develop the Kain/Rosa love interest/jealousy thing a bit more.  It looked like Kain was watching Cecil and Rosa in Baron at the beginning of the game.[/spoiler]

225
Game Modification Station / Elements and status effects in FF1
« on: December 18, 2007, 02:28:45 PM »
I thought my last post deserved some more explanation.

I'm fairly certain that the elements and status effects in FF1 are a lot more orthogonal than FF Hackster illustrates.  Here is what I've been able to determine:

Elements:
1: Stun
2: Poison
4: Dimensional
8: Death
16: Fire
32: Ice
64: Lightning
128: Earth

Status:

1: Death
2: Stone
4: Poison
8: Darkness
16: Stun
32: Sleep
64: Mute
128: Confuse

These seem to be consistent across spells, enemy attacks, weapons, armor resistances, etc.  In FF1, you don't get immunity from status effects, you get resistance from elements.  So if you resist the "death" element, RUB and XXXX don't work on you, but BANE and QAKE do.  If you resist poison, you're safe from BANE, if you resist earth, you're safe from QAKE.  A particular source of confusion is the ARUB spell, which I believe grants you resistance to the stun, death, and earth elements (again, not status effects).

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