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Author Topic: Recall Command  (Read 7502 times)

Deathlike2

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Recall Command
« on: February 18, 2008, 12:33:39 AM »
I will replay FF4 (mainly for another stat maxing run), but I will post the spells I recall from memory (ironic) that are included there. I will verify it once I get Tellah and get back to Kaipo for infinite MP usage+testing (or maybe I'll hack in 99 Tinctures/Ethers to make life easier)...

Common:
Ice1, Fire1, Lit1

Uncommon:
Ice2, Fire2, Lit2
Ice3, Fire3, Lit3
Toad
Bio
Break (Stone), Tornado (Weak)
Doom/Death/Fatal, Flare (Nuke)

Not Cast Ever:
Osmose (Psych), Drain
Quake
Meteor

Not Sure Of:
Piggy
Venom, Sleep, Stop

IIRC, he casts a small number of White Magic (the offensive kind).. but I'll have to really test to be sure.

I'll try to remember to take pictures while I do this.
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Pinkpuff

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Re: Recall Command
« Reply #1 on: February 18, 2008, 05:59:56 AM »
He can cast split Flare off Recall??
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Deathlike2

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Re: Recall Command
« Reply #2 on: February 18, 2008, 07:06:52 AM »
He can cast split Flare off Recall??

I believe he tried to once... but he managed to not have enough MP for that.  :tongue:
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Pinkpuff

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Re: Recall Command
« Reply #3 on: February 18, 2008, 10:05:28 AM »
Wow, that's awesome! I think Recall might actually have been usable if it either worked all the time or didn't cost MP. In fact I think even if both restrictions were lifted it still might not be overpowered.
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Deathlike2

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Re: Recall Command
« Reply #4 on: February 18, 2008, 10:36:36 AM »
Ok, the list of casted spells seems to be short... though I need to do more testing to be sure..

Common:
Ice1, Fire1, Lit1

Semi-common:
Bio
Toad
Break (Stone), Tornado (Weak)
Death/Doom/Fatal

This confirms all of what Dragonsbreathern has said.

Recalled spells are not treated as a magical attack. Monsters like the larva (who cast Osmose when attacked) and the Waterbug monster (who heal when attacked by magic) don't react as if it was a magic attack.
« Last Edit: February 18, 2008, 10:44:50 AM by Deathlike2 »
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Paladin

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Re: Recall Command
« Reply #5 on: February 18, 2008, 12:43:06 PM »
He can cast split Flare off Recall??

On this topic, I did some fairly extensive testing of the stock magic graphics this weekend and found a few interesting things.

While you could split the effects of the flare spell itself (the routine) You can't split flare's graphics, or at least the "descending orbs" part of it in a multicast spell. Well you can if you force the game to do so, but the graphics bug up (so it will work, just it looks ugly).

So the game shouldn't be trying to multicast Nuke/Flare with recall. If it is I'd be really surprised.

Also remember that if you're playing an unmodified version  of FF-II and the cast name actually is "Flare", then that's the Twin command "Little Flare / Pyro" spell. It CAN be mulitcast.

Deathlike2

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Re: Recall Command
« Reply #6 on: February 18, 2008, 04:20:36 PM »
An additional detail... if Tellah doesn't have enough MP to cast selected spell, he will use the fail reaction instead of attempting to cast the spell.

I wonder if Tellah's fail reaction is in response to not being able to cast a "9th spell" Meteo? Doubtful but... an interesting thought.

Edit: It's not... oh well, wishful thinking

This command allows for two spells to normally not be multitargetable to be just that (Tornado and Death... multitargeted Tornado is effectively the Behemoth's Storm).. and allow Tellah to cast Death when he normally doesn't obtain said spell (which is strange for the most part).
« Last Edit: February 18, 2008, 04:40:41 PM by Deathlike2 »
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Paladin

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Re: Recall Command
« Reply #7 on: February 18, 2008, 06:19:19 PM »
I still have a couple combinations that I want to test, so I don't have a complete list yet, but there were very few spells that (had graphics that) bugged up when multi-targeted.
For all intents and purposes it *appears* that any spell can be multi-targeted, the only problem is if the stock graphics will comply.

For example Dark Bahamut/Wyvern does cast a multi-targeted version of flare (MegaNuke), it just doesn't have the descending orbs pre-effect.

Figuring out what the spell VFX bytecodes do is rather complicated...When I get more data compiled I will have an Excel Spreadsheet that I will post.



Deathlike2

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Re: Recall Command
« Reply #8 on: February 18, 2008, 10:24:16 PM »
New info: The GBA version treats this command as a magical attack which is obviously logical. That is currently the only difference between the SNES version and the GBA version.
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Deathlike2

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Re: Recall Command
« Reply #9 on: February 19, 2008, 10:56:53 PM »
As I promised.. some pics!











Edit: Added a better picture of Break.

« Last Edit: February 19, 2008, 11:35:26 PM by Deathlike2 »
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Deathlike2

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Re: Recall Command
« Reply #10 on: March 03, 2008, 04:47:37 PM »
This command is disabled while under Silence.
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Re: Recall Command
« Reply #11 on: March 31, 2008, 03:09:10 AM »
Here’s what I’ve figured out about the Recall subroutine:

The spells casted written above are correct: Recall casts Fire1, Ice-1, Lit-1, Stone, Virus, Weak, Fatal, or Toad. The code to determine which spell is casted is like so:

Code: [Select]
r = random number between 0x00 and 0xA0
if 0x00 <= r < 0x08 then spell is 0x2A = Stone
if 0x08 <= r < 0x10 then spell is 0x26 = Virus
if 0x10 <= r < 0x18 then spell is 0x27 = Weak
if 0x18 <= r < 0x20 then spell is 0x2B = Fatal
if 0x20 <= r < 0x38 then spell is 0x1D = Fire1
if 0x38 <= r < 0x50 then spell is 0x20 = Ice-1
if 0x50 <= r < 0x68 then spell is 0x23 = Lit-1
if 0x68 <= r < 0x80 then spell is 0x19 = Toad
if 0x80 <= r < 0xA0 then fail?

I’m not exactly sure what that last part is, it loads battle message 09 (which isn’t displayed or used as far as I can tell) and does something else I don't understand. Does Recall ever fail even if you have enough MP? Anyone know?

For the spells, Fire1/Ice-1/Lit-1/Toad have a three times greater chance of being casted than Stone/Virus/Weak/Fatal. The former have 24 possible values each for the random number, while the latter only have 8 each.

Deathlike2

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Re: Recall Command
« Reply #12 on: March 31, 2008, 07:15:17 AM »
I wrote some other stuff on this...

No, there is no message ever loaded for this commmand.

Yes, not enough MP causes automatic failure.

The only time the "Not Enough MP" message is displayed is when a target is Charmed and simply doesn't have enough MP to cast the spell that was randomly selected.

It's possible that that message was meant to be displayed in this case where he doesn't have enough MP to cast the spell, but it never gets executed apparently...

Failure to cast the spell due to MP or no spell being selected have the same visual actions.
« Last Edit: March 31, 2008, 09:05:16 AM by Deathlike2 »
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Entroper

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Re: Recall Command
« Reply #13 on: March 31, 2008, 02:51:32 PM »
So, 5% each Stone, Virus, Weak, Fatal.  15% each Fire1, Ice-1, Lit-1, Toad.  20% fail.  Those numbers work out very nicely.

Deathlike2

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Re: Recall Command
« Reply #14 on: March 31, 2008, 03:35:44 PM »
It might sounds strange, but Toad is probably the most useful spell of the bunch, given the implications of the status itself vs MP consumption.
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