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Author Topic: Count/Doom - Status and Spell Info  (Read 6167 times)

Deathlike2

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Count/Doom - Status and Spell Info
« on: April 30, 2008, 10:52:46 PM »
This status induces countdown induced death, very much like FF5 and 6.

Status:

The status counts down from whatever the initiated value happens to be (which is 10 for Count/Doom spell).

It can be affected by Stop (and Dispel can remove Stop under this instance, strangely enough).

This status is totally unaffected by Haste and Slow... so those of you that assume that the Plague "hurts you" by casting Haste on you are totally wrong. In fact, the only reason it doesn't hit is due to high magic evade. (Like Evil/Wicked Mask's Reflect on you on the SNES version).

Spell:

The attack itself has a perfect hit rate of 100%, but it's completely unblockable. It is has the boss-bit set.. so it can't be used on bosses.

Interestingly enough though, it is reflectable. FF2/4ET has the Fataleye/Ahriman monsters that don't have the boss bit set, so you can see the monster die from Count.

Other details:

Testing Count status on enemies is interesting.. only two "designated" monsters are only able to be declared as "Count inflictable"... there are some odd bugs that go with this.. as when there are 2 or less monsters with the status inflicted, the game could freeze in attempting to remove them. The game is actively waiting for a command (by either monster or character)  to be executed so Count's auto-death stuff can be done. You will also notice that the monsters inflicted with this status eventually don't attack anymore. The only safe commands to use are magic, item, change/row commands..

Edit: Note, the 2 monster limitation seems to be specific to the monsters groupage that can cast it.. which is a pair of Fataleye/Ahriman.
« Last Edit: May 02, 2008, 02:27:24 AM by Deathlike2 »
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Phoenix

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Re: Count/Doom - Status and Spell Info
« Reply #1 on: May 01, 2008, 01:43:51 AM »
Dispel removes Stop while under Count, but Black Hole does not.

Deathlike2

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Re: Count/Doom - Status and Spell Info
« Reply #2 on: May 01, 2008, 11:17:59 AM »
Black Hole doesn't even affect Stop.. Count or no Count.
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Phoenix

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Re: Count/Doom - Status and Spell Info
« Reply #3 on: May 01, 2008, 05:04:10 PM »
You should edit your original post:

Quote
It can be affected by Stop (and Dispel/Black Hole can remove Stop under this instance, strangely enough).

Deathlike2

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Re: Count/Doom - Status and Spell Info
« Reply #4 on: May 01, 2008, 05:16:42 PM »
Whoops.  :blush: :tongue:
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Dragonsbrethren

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Re: Count/Doom - Status and Spell Info
« Reply #5 on: September 09, 2009, 05:26:10 PM »
 :bump:

Haste and Slow affect this status' timer in The After Years. I have no doubt that this was the original intended behavior.

Deathlike2

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Re: Count/Doom - Status and Spell Info
« Reply #6 on: September 09, 2009, 09:53:55 PM »
Perhaps, but not FF4 or FF4A though.
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Zozma

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Re: Count/Doom - Status and Spell Info
« Reply #7 on: June 24, 2011, 09:07:32 PM »
sorry to necro this, but i dont suppose anyone did anything to make this something the player can use on an enemy? would be interesting to give my dark night this spell, but the glitches associated with it seem pretty severe.

I suppose If I used one of those consumable spell casting items to make this a 1 target castable spell and limited the amount youre able to find in the game to 2 then this would work ok? thats pretty lame tho when you could just cast death or weak tho
eh, what do I care...

Deathlike2

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Re: Count/Doom - Status and Spell Info
« Reply #8 on: June 24, 2011, 09:24:03 PM »
It's actually very easy... you can insert the spell in many different ways (initial spell list, learning - through Black/Ninja magic, events).

The question you want to ask yourself is if you want to suffer from the bugs inherent with the spell (mostly ATB related).

There are commands that act like a spell (like Gird, Pray, Medicine, and maybe Cid's Peep?) that you can use to do it.

However, I would recommend that you use another spell than the original (since the original is pretty potent, unless you plan to replace the original) and you increase the timer to compensate for the fact that the default properties allow it to be a boss killer (Zeromus EG and the FatalEyes come to mind).

You can do it however you want though...
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Zozma

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Re: Count/Doom - Status and Spell Info
« Reply #9 on: June 24, 2011, 09:39:27 PM »
on the subject of things Grid/peep/cry/boast etc

can i assign a spell gfx to these?

i do not see the data listed for these only their behaviors. it would be nice to be able to chanage cry/and peep particularly
and i also dont see the info for dark wave anyway, suppose i wanted to change the damage it does or how much it drains from the user. is there more information im missing somewhere?

eh, what do I care...

Deathlike2

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Re: Count/Doom - Status and Spell Info
« Reply #10 on: June 25, 2011, 01:46:23 AM »
on the subject of things Grid/peep/cry/boast etc

can i assign a spell gfx to these?

Gird (Yang's self-Protect spell command) probably can be altered because it is a spell. I'm not sure if Peep can (I assume it can).

Quote
i do not see the data listed for these only their behaviors. it would be nice to be able to chanage cry/and peep particularly
and i also dont see the info for dark wave anyway, suppose i wanted to change the damage it does or how much it drains from the user. is there more information im missing somewhere?

Cry+Boast would probably require you to change their animation properties at the very minimum. I'm not sure if there needs to be a lot more "under the hood work" on them.

Dark Wave has to be from some sort of "spell animation" that is undocumented as of yet.

As for altering the formulas... you should consider running a debugger and trace the output. All the documented parameters of how the stuff works has been listed... just not the actual addresses of where the code deals with it.
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Zozma

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Re: Count/Doom - Status and Spell Info
« Reply #11 on: June 25, 2011, 02:43:00 AM »
Thanks for the reply. that answers my questions. I just thought maybe i had missed something pertaining to those skills.
I guess i confused Gird and Store as well, i had meant any of the skills that do not display a spell animation. but the locations of these skills all are not known.

I find it so odd that the dark wave animation data doesn't appear to be anywhere with the other ones. ah well, at least the skill doesn't necessarily need anything done to it for it to always be useful.
eh, what do I care...