øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=442.msg9190e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexac4b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=442.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexac4b.html.zxUg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰv"ÂOKtext/htmlISO-8859-1gzip8:Ö"ÂÿÿÿÿÿÿÿÿTue, 10 Mar 2020 09:07:53 GMT0ó°° ®0®P®€§²ð®Ug^ÿÿÿÿÿÿÿÿC" Spell ASM Finds

Author Topic: Spell ASM Finds  (Read 23009 times)

bond697

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Re: Spell ASM Finds
« Reply #60 on: October 13, 2008, 10:28:07 PM »
ah damn, i'm so tired i ought to just go to bed... i can't believe i really typed nintendo.  :sleep:

anyway, i basically never, ever use sylph, so i was expecting it to say 000 for it's mp cost. let me re-do that and see if it subtracts...

:edit:

ok, did it right. look above.
« Last Edit: October 13, 2008, 10:37:22 PM by bond697 »
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Deathlike2

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Re: Spell ASM Finds
« Reply #61 on: December 28, 2008, 12:31:32 AM »
Quote
Here's what's interesting: neither of these will work in the battle with Zeromus. There's a check that skips the subroutine if you're fighting Zeromus, making the battle that much more difficult. I guess they wanted that extra challenge for the last battle.

I was looking for this statement and was actually gonna confirm it (it is so much easier after modifying the Protect/Shell data)... apparently nothing is added even though the graphics is shown (confirmation of success). Testing for Protect has no impact since Zeromus never attacks physically... but I guess I hadn't really paid attention to that anyways.

The obvious reasons of doing this is probably to reduce the code to "remove" it with maybe Black Hole or the hidden spell that Zeromus shakes with.. but also the massive "free time" you get to cast Protect/Shell before Zeromus transforms...
« Last Edit: December 28, 2008, 12:43:49 AM by Deathlike2 »
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Deathlike2

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Re: Spell ASM Finds
« Reply #62 on: March 06, 2009, 08:40:52 AM »
Is there any actual differences between 0xAB (Recover) and 0xAC (Remedy)?

I had just recently noticed that 0xAC is used for the Waterbug class of monsters for self healing, but also for the Magus Sisters for reviving (it will do one or the other, but not both at the same time I think).

What's up with 0x77 (Hold Gas). It seems to operate differently than Sleep (Tongue and Gas) and Paralysis (Entangle and Bluster) attacks when it comes to succeeding.... which is kind of strange. It doesn't seem to rely on Agility....
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Dragonsbrethren

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Re: Spell ASM Finds
« Reply #63 on: March 06, 2009, 10:12:07 AM »
Remedy is called Reraise in the Japanese version, which is also the name of FF6's Life 3, that might shed some light on how it may have been intended to work. In the DS version the Water Bug targets all enemies except itself with it, using it to revive any monsters that have died, rather than fully restoring itself.

Deathlike2

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Re: Spell ASM Finds
« Reply #64 on: March 06, 2009, 02:30:24 PM »
In terms of this game, I think it's simply to mean "Rise Again", instead of the FF6 version. It wasn't even done in FF5 in the first place as a spell... although monsters were allowed to revive on their own accord because of their battle scripts, but that's FF5.

The WaterBug was never exposed to do something like that normally, but now that you mention that tidbit, I could certainly rewrite what that series of monsters do in my hack (I don't plan on changing the Waterbug, it would make grinding too easy that early in the game).

On the other hand, I have yet to figure out why Black Hole doesn't extend it's field of influence when I use it in enemy scripts to target all enemies... I had to use Dispel (which worked out fine) to do the "perfect Wall/Reflect" combo.
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Deathlike2

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Re: Spell ASM Finds
« Reply #65 on: March 08, 2009, 10:42:05 PM »
I should test this more, but Hold Gas seems to apply Paralysis status.. but a timer doesn't seem to run.

This is relatively significant info... given that this attack always succeeds (unless there's status resistance involved), it is significantly much more effective than Entangle.
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Deathlike2

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Re: Spell ASM Finds
« Reply #66 on: April 18, 2009, 08:50:17 PM »
Is the Strengthen/Boast 99 Wisdom cap restricted to characters only, or does that include monsters? I should run those tests myself though... I get the feeling monsters avoid this behavior.
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Grimoire LD

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Re: Spell ASM Finds
« Reply #67 on: January 26, 2013, 11:38:22 AM »
Hmm, similar to the Bluff bug, Protect/Shell also carry outside of battle until you encounter a new battle. You can see this by casting Shell, running from battle, and looking at your Magic Defense stat. It will be higher than it normally is, but it will revert to normal when you enter a new battle.

(Not sure if this has been recorded yet)

Deathlike2

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Re: Spell ASM Finds
« Reply #68 on: January 26, 2013, 02:21:10 PM »
I haven't. At least it confirms the values of the spells themselves...
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