Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deathlike2

2461
Yes, but it's not quite complete either..

Here's a copy+paste version of the script that perhaps you may want to make heads or tails of...

Battle script (0x9D):
Code: [Select]
( $2 $0 $0 $2 )
    Target Enemies in Current Group
    Cast Remedy ($84)
    (End of Turn)
    Defense $7A
    $F3 to $F8 -  $81
    Do Nothing
( $2 $0 $0 $1 )
    Start Attack Chain
    $F3 to $F8 -  $81
    Do Nothing
    Chain with
    Battle Message $46
    Do Nothing
    Chain with
    Graphics $13
    Do Nothing
    Chain with
    Elemental Weakness $4
    Do Nothing
    End Attack Chain
    (End of Turn)
    Cast Wave ($9D)
    (End of Turn)
    Target Enemies in Current Group
    Cast Fast
Always
    Fight
    $F3 to $F8 -  $81

Counter script (0x9E):
Code: [Select]
If Self has less than 700 HP
If Receives a Damage Counter
    Start Attack Chain
    $F3 to $F8 -  $82
    Do Nothing
    Chain with
    $F3 to $F8 -  $80
    Do Nothing
    Chain with
    Graphics $14
    Do Nothing
    Chain with
    Elemental Weakness $2
    Do Nothing
    Chain with
    Battle Message $47
    Do Nothing
    End Attack Chain
( $2 $0 $1 $1 )
If Casted on by Character with Lightning
    Start Attack Chain
    $F3 to $F8 -  $80
    Do Nothing
    Chain with
    $F3 to $F8 -  $80
    Do Nothing
    Chain with
    Graphics $12
    Do Nothing
    Chain with
    Elemental Weakness $2
    Do Nothing
    Chain with
    Battle Message $74
    Do Nothing
    End Attack Chain

I often wonder if the guy even reads these forums.

2462
Ok.. I'm starting to dig into the stuff  that hasn't quite yet been documented yet. Some help would be appreciated.

Spell 175 (0xAF ) - Used by EvilWall to advance.

Spell 176 (0xB0) - Used by the Shadow Dragon to summon the "Mist Dragon".. to simulate Rydia summoning it behind the scenes.

Spell 188 (0xBC) - The damage data is gotten here. Note that the targeting is all allies because it would correctly reflect the damage. This is custom damage data for the spell.

More to come later...

Could someone tell me which enemy uses spell 185 (0xB9), 177 (0xB1), 178 (0xB2), and 189 (0xBD)? Thanks.

2463
I'm just curious, how did you write the attack sequence out? Did you look at the internal data? Or did you just fight through the battle?

I got the internal data "spelled out for me" by zrothgar's editor. Some of this is known by behavior, but specifics like how much HP required to switch into a different mode.. I personally don't know if that's the exact value tested (I don't quite know how HP testing is done, but it seems like a 1/16 fractional thing than a fixed HP thing... I cite the Octomammoth as a reference.)

Observation+testing got most of this stuff verified anyways, and note that this is not the exact order that the internal stuff is executed (the attack sequence generally is though).

2464
I don't recall any non-obvious stuff in the monster data... a bunch of the Tower of Bab-il docs refer with Undead/Mechs as invulnerable to status changes, but that simply is not the case. It just happens that most undead tends to have resistance to poison/death and most mechs have resistances to everything. Those docs are a nice baseline, but it's always worth rechecking what stuff means if there's an inconsistancy.

2465
I'm not sure where you are getting the Dragon part from.. the FF4 editor released on the zyrothgar's website is a bit buggy and totally messes up displaying (and occasionally editing) enemy data.

2466
edit: one of those "dood" creatures just killed himself with a wrench. is that a mistake? i'm gonna level to 6 and call it there.

That's normal. It happens in the original game.

Yea.. but I'm trying to recall if the targeting of that was random though... not that it matters. IIRC at random it is used against Terra as a death counter .

2467
The spell I used had a 100% hit rate, so I don't think it was that. I'm guessing it deals with the invincibility counter. Your comment about the attack not causing damage gave me an idea, so I relooked at the hex data for the Crystal and noticed that the spell routine is calls is the one used for Heal.   :hmm:  My last test used a dark-elemental Cure potion, but I haven't tried a Heal yet. I'll check that when I have time.

Dark Elemental Heal?.. Hmm.. what you should be checking is the item's spell multiplier.. given that all items normally have a default spell multiplier of 8. It is possible it could be higher than 99 (decimal).

As an aside, it is actually amusing that the auto battle-script calls for Meteo and the Crystal.. that the spell used in place of the Crystal is Dispel.

2468
Quote
Nice discovery with the Crystal, I never bothered testing dark-elemental magic against Zeromus and just assumed it would hit him. That means I can give dark elemental spells to the final party. Happy

I really want to get back to work on that hack...

I was disappointed to find that spells won't hit him.  :sad: I wanted a dark-elemental spell to be the trigger for my hack, not the Crystal. Oh well, such is life.

The only thing I can think of is that item based spells tend to work 100% of the time, barring (status based) resistance. Then again, it may have something to do with the "invulernability counter".. which probably needs to be looked into futher. Remember the attack itself doesn't cause damage, and may be acceptable for that reason alone.

2469
why does wedge have the mimic skill? (the questions begin already!!)

It's always worth answer it with... why not?

It's one of the few commands that isn't automatically killed due to Magitek status (if you've ever used Gogo in Cyan's Dream, you would understand).

2470
Quote
Battle location affects the script set in use. If you try fighting in say the Lunar Subterrain, you should get a working Zeromus.

Aha, didn't know that. Thanks.

I personally have no idea what bits tell the game the script to use.. but consider that monster formation seems to be set by location.

There's a nice beastiary code for the game, that works just fine.. but since the location isn't quite set, the monster scripts tend to freeze the game.. so you have to choose between the Lunar Overworld vs the Lunar Subterrain (and there are probably other locations that should work just the same) to get it all working properly.

As an aside, there's like 4 Golbez scripts. One is the scripted Tellah battle.. one is the same battle, but no auto-battle being done. Then there's another one that runs the Golbez-Rydia thing correctly (but won'tcan't kill Kain v3 and Edge)... and the other one that seems to do it in reverse (well, in terms of Golbez's invicbility) and that'll screw you over.

2471
2. The second form of Zeromus (enemy set B7), reacts only to the Crystal, and only when the Crystal is dark-elemental. Other spells/items/weapons do not work, and changing the element on the Crystal makes it not work.

I believe the Crystal is running some special code that allows the attack to hit, even though it does nothing for damage. He's also running though invincibility, but that's running the special enemy invincibility stuff (no stat being set to 255).

Quote
Also, when I originally tried testing this, I created an event to load the moon map and then fight enemy set B7. However, when I did this, Zeromus only cast Charm on me, over and over again. My characters never even got a turn. Does anyone know why this is?

Battle location affects the script set in use. If you try fighting in say the Lunar Subterrain, you should get a working Zeromus.

Note, the Drain elemental aspect of Drain does absolultely nothing for Drain/Osmose (the elemental properties of the spell are totally ignored).

2472
Quote
Drain weakness will allow 2x damage dealt to Drain weaponry.

Can you verify that the Drain/Absorb flag works for enemy weaknesses? I did a few different tests and can't replicate your finding. There's no difference in damage when I change the flags (testing in FF2us). Anyone else test this?

Yes, it works.. for both spells and weaponry. It may not look that good for the weaponry because the hit rate is subpar, but it's consistant with what I already know.

2473
Give the romhackers the most credit, because a lot of this was known way before I even stepped foot here. A lot of stuff is derived from existing knowledge, so I can't take credit for much to be honest.

2474
Talented? Naw. I prefer to think I'm observent.

2475
General Discussion & Support / Re: My FF2us HT Playthrough
« on: May 17, 2008, 01:09:42 PM »
that's pretty interesting.  thanks a lot for the clarification.

also, jce,  i found the sorcerers in the lunar palace at the hp recovery tile. any reason why they just attacked themselves for 9999 instead of fighting me? i take it that that was on purpose?

edit: are there more monster attack tiles around outside of that one? did you replace all of the random findable stuff like that with monsters?

Actually, that's there because of oversight. IIRC, certain tiles (particularly warp/effect tiles) seem to share the same thing that generates an treasure.. but you know some treasures are monster infested That's what you get as a result. This effect extends to this hack.

The battle script used by the monsters is wrong, but fortunately it doesn't cause the game to freeze.