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Messages - Deathlike2

2716
The spell multiplier seems to be as follows:
Golbez-Tellah: All spells other than Meteo have a multiplier of 1/2.
Zemus: All spells other than W-Meteo have a multiplier of 2.

2717
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: March 23, 2008, 09:47:09 AM »
Wouldn't it be a bit more viable to make a custom potion, rather than using the existing potion? There you can manipulate/control the item's spell multiplier for your own purposes.

2718
Final Fantasy IV Research & Development / Re: Spell ASM Finds
« on: March 22, 2008, 06:55:53 PM »
Your finding on Yang's Power command makes me wonder if the Defense multiplier is also affected...

2719
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: March 22, 2008, 06:54:35 PM »
So tired... I kinda missed while reading that. Oh well.. now it's actually remotely useful... a weakish-Tellah Cure3 isn't bad for healing.

2720
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 22, 2008, 03:35:07 PM »
Not EG, normal Zeromus's first form can be killed with the Grimoires.

Why would you do that in the first place... other than to keep the Crystal...?

2721
Final Fantasy IV Research & Development / Re: FF4's Warp Spell
« on: March 22, 2008, 02:30:18 PM »
Maybe it should have had a low hit rate like Piggy to compensate? That would be the most logical option.

2722
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 22, 2008, 02:28:37 PM »
I personally think this needs to be looked into... either by script or battle script...

Killing ZeromusEG without using the Grimoires is easy in FF4A anyways.

2723
Gaming Discussion / Re: Monster Race/Enemy Type Distribution... Sucks
« on: March 22, 2008, 02:26:49 PM »
Upon some realization I had many days ago... yes, there is no Mech protection on equipment until FF4A... HOWEVER, the monsters that actually are Mechs only cast magic:bah: :lame:

2724
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 22, 2008, 01:26:57 PM »
It's relatively tough to test since the damage variation is relatively insane and low magic defense equipment barely does much vs Big Bang.

2725
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: March 22, 2008, 11:42:22 AM »
Just make sure of one thing.. High Potions better be sold or  :banonsmash:

2726
Final Fantasy IV Research & Development / FF4 Item - Dark Matter
« on: March 22, 2008, 09:51:14 AM »
Seriously, is the rumor of it reducing damage from Big Bang true... or what the hell is up with this item?

2727
I'm just doing post-70 leveling up in FF4 (it is painful, mind you) and have fought many of those Count inducing floating POS monsters.

The Count attribute as far as I can tell is simply an individual timer that goes down as time passes, irrevelent of Haste/Slow/Agility. Nothing influences it other than Stop, so go figure. I don't know what you guys have seen, but you need to find a way to reproduce the behavior you describe so I can test this properly.

2728
Final Fantasy IV Research & Development / FF4's Warp Spell
« on: March 22, 2008, 09:22:27 AM »
Is there any dummied/unused code that this spell was supposed to use?

I almost get the feeling it was a preliminary Return spell (think FF5's Time Magic).

2729
Final Fantasy IV Research & Development / Re: Event Offsets
« on: March 22, 2008, 09:20:43 AM »
It is worth point a minor detail. Exit is used is part of the event and executes the animation, but it really isn't "Cecil" that is animated, but whoever the lead character happens to be.

Warp has a weaker animation where the character just puts up their hand... go figure.

2730
Final Fantasy IV Research & Development / Re: Event Offsets
« on: March 22, 2008, 08:23:35 AM »
Code: [Select]
86 9362D-936A3 Cecil spinning (visual effect 0B, Exit spell?)
Based on your description, this event has to be when Rosa teleports the party out of Zot back to Cecil's room in Baron before Zot is destroyed by Barbariccia's dying magic. Rosa says something like "Hold On To Me" or whatever and then casts Exit/Teleport.

I looked at the Hex and the routine contains, as you mention, the Exit spell being added to a list. It is List $07 which is Rosa's white magic list.
 
That is the only white magic spell Rosa doesn't naturally learn (Dummied white spells in FF-II notwhithstanding). However it always shows up in her spell list after you rescue her from Zot.

IIRC, Exit is added back when Rosa rejoins.. not during that exact event.