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Messages - Deathlike2

2416
if i understand you right, then something like this...

Quote
if HP damage and condition flag is 02
   Change to form 05, set speed to index 09, increment condition flag by 01
else if HP damage and condition flag is 04
   Change to form 06, set speed to index 08, increment condition flag by 01
else if HP damage and condition flag is 06
   Change to form 07, set speed to index 07, increment condition flag by 01
else if HP damage and condition flag is 08
   Change to form 08, set speed to index 06, increment condition flag by 01
else if HP damage and condition flag is 0A
   Change to form 09, set speed to index 05, increment condition flag by 01
else if HP damage and condition flag is 0C
   Change to form 0A, set speed to index 04, increment condition flag by 01, display messages 48 and 49
else if HP damage and condition flag is 0E
   Change to form 0B, set speed to index 03, increment condition flag by 01
else if HP damage
   Increment condition flag by 01

was just done through observation, not some method that i'm just not grasping yet?  i guess that i keep thinking that it's more complicated than it is.

The changing of forms is actually common to the monster. The Agility is hinted, but you would need to know the internal table to how much much slower the monster gets.

Testing this though.. apparently it takes 3 HP damaging attacks to change the monster's mode initally, and then it works every 2 attacks.. strange. I get the feeling the flag initially starts at 0xFF or the whole system isn't quite a direct if/else if type of mode...

2417
While we are at it, has anybody ever found the data for "complex" monsters? For complex I mean tile mapped monsters, like Leviathan, or Golbeza's four emperors. This is the only result I got so far:

The gfx pointer is correct, but size, palette and frame data are totally missing/incorrect. I'm sure that depends on several factors, first of all the ability of those bosses to change their pose during the battle, even without loading any tiles from the rom at runtime (everything is already converter in 4bpp and stored in vram). The wrong palette depends on the pose change, since some bosses (like the four emperors' battle) not only change pose, but their palette as well while morphing. As for the tile map factor, some bosses have many empty tiles in their picture, so they filled those areas with $00 and saved space in the gfx banks.

There are other monsters working in their own way, like Dark Cecil, Cain, and Rydia. Those totally rely on characters' battle gfx, and they are displayed using the sprite OAM, not BG1 like all the other monsters. I wish we had as many information on FF4 as there is on FF6. >_>

This sounds a tad late, but where did you get that editor from?

2418
if you guys don't mind me asking, HOW did you come up with these battle scripts? was it through interpreting the hex code? or did you disassemble the rom(or parts thereof?) and use the asm? if it's some kind of disassembly, could i get a look at it?

Someone did the bulk of the analysis before I did. However, there are some areas that simply make no sense, which the common watching and see mode comes into play.

Quote
i know it's probably a dumb question, but i'm still learning about this rom hacking thing, and i can't help but wonder. i was also wondering the same thing before about how you discovered yang's oddball battle script that had to do with the pictures i posted on gamefaqs.

if you could explain it a lil bit, or maybe point me to a document that could, i'd really appreciate it. i've been working hard over here reading, etc, and practicing hacking with my hex editor and all the docs i can find, but i'd love to get to the level that you guys are at one day. so, i wanted to know how you do what it is that you're doing.

anyway, thanks in advance either way.

Try the links section.

2419
Quote
2. Rubicante counters any summon magic with Ice-2 on himself, not just Shiva.

Turns out this is only in FF4j, and removed from FF2us. I wondered why I didn't know about this. It's the only enemy attack sequence group change there is between the two versions. There are a couple other attack script changes, I'll post on those once I document them all. This one was unique, though.

That's pretty funny when he's uncloaked.

2420
Good work on all these. You filled in a couple of gaps for me, thanks. You might want to add these three things in:

1. Hug also does a full HP restore for the target.

Ah, oversight.

Quote
2. Zeromus' Disrupt and Blk.Hole also dispel Wall.

It's a huge list.. so much to remember.

Quote
3. Spell 8F (Vanish) does a full HP restore, not an instant kill.

I know there's two entries, so this list gets complicated relatively easy.

2421
Ok, here's my finally compiled list of monster spells...

Code: [Select]
Glance/Gaze
Casting Time: 0
MP Cost: 0
Status Effect: Charm, Sleep, Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Red Eye/Bloody Eye monster. The status
affliction is random, with an equal 1/3 distribution of Charm, Sleep,
Paralysis.


Bluster/Blaster
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis, Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Panther/Cait Sith and Black Cat/Coeurl (and
Coeurl Regina in FF4A). The status affliction has a 1/2 distribution for Death,
and Paralysis. There is annoying behavior in FF4A which causes the effect to
be displayed, even though status resistance would cause it to fail.


Slap
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis, Curse, Silence
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Lilith (and one of the FF4 dev monsters).
The status affliction has a 1/3 distribution of Paralysis, Silence, and Curse.


Powder/Cold Snap/Poison Powder
Casting Time: 0
MP Cost: 0
Status Effect: Blind
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by monsters of the moth family. SandMoth/Flying
Eyes, RockMoth/Hell Flapper, and GloomWing are included here.


Glance/Pupil
Casting Time: 0
MP Cost: 0
Status Effect: Charm
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Calbrena/Calcobrena and VampLady/Miss Vamp.


Charm/Lure/Entice
Casting Time: 0
MP Cost: 0
Status Effect: Charm
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Lamia and Queen Lamia.


Tongue/Lick
Casting Time: 0
MP Cost: 0
Status Effect: Sleep
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Naga.


Curse
Casting Time: 0
MP Cost: 0
Status Effect: Curse
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Milon-Z/Scarmaglione "Elements version",
D.Fossil/Dinozombie, SwordMan/Dark Knight, and Warrior/Satanite.


Ray/Fingertip
Casting Time: 0
MP Cost: 0
Status Effect: 1/3 Petrify
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Medusa, Gorgon, and both versions of
Valvalis/Barbariccia.


Count/Doom
Casting Time: 0
MP Cost: 0
Status Effect: Count/Doom
Elemental: n/a
Spell Power: timer = 10
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is used by the Fataleye/Allemagne/Ahriman, Plague,
and Zeromus in FF4ET. The Plague overrides targeting and targets every
character. This status has a timer set to 10, which can be reset on another
casting. This attack is reflectable to kill the enemy.


Beak/Peck
Casting Time: 0
MP Cost: 0
Status Effect: Stone
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by all variations of the Cockatrice family,
including the Eagle, Cockatrice, Roc Baby, and Mist Eagle (in FF4A).
Treant/Wood Eyes also uses this.


Petrify/Stone Gaze
Casting Time: 0
MP Cost: 0
Status Effect: 1/3 Petrify
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by all variations of the Black Lizard family,
including the BlackLiz, Basilisk, IceLiz/Ice Lizard, and Catoblepas (FF4A
only).


Blast/Mind Blast (monster version)
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis, HP Leak
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Mage/Mind Flayer monster (ironic)
and Breath/Zemus's Breath. Even if the paralysis fails, the HP leak always
succeeds.


Hug/Embrace
Casting Time: 0
MP Cost: 0
Status Effect: Stone
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Kary/Moon Goddess/Selene Guardian and
Zeromus in FF4ET.


Breath/Bad Breath
Casting Time: 0
MP Cost: 0
Status Effect: Toad, Mini, Piggy, Silence, Darkness, Charm
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Molbol/Marlboro, Great Marlboro, and
D.Lunar/Lunarsaurus. If you are resistant to one status, you resist the
entire attack, which is true for any multi-status attack.


Whisper
Casting Time: 0
MP Cost: 0
Status Effect: Piggy
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Dark Elf (after the harp music is played)
and Tricker/Rilmarder/Lil'Murderer (FF4ET only).


Entangle/Wreathe
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Gung-Ryu/Gold Dragon, Hydra,
Python/Twin Asp/Twin Snake.


Weak (monster version)/Wall (monster version)/Whirl
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Ogopogo/Tidarithan in response to Lightning
and Zeromus in response to a Holy attack. It works better than the Black Magic
version.


Disrupt/Strain/Time Distortion
Casting Time: 0
MP Cost: 0
Status Effect: removes Berserk, Float, Image (2), Image (1), Barrier
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is made by Zeromus before Cecil uses the Crystal on it to reveal
his true form. It is used when he massively shakes. This spell also resets
the speed modifier to the default of 16. This is a duplicate of Black Hole
without the visual.


Cold Mist
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Ice
Spell Power: 8
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Mist Dragon in Mist form as a counter.


Explode (Mombomb version)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: fire
Spell Power: 32
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Mombomb before it splits into multiple
bombs. This spell is simply an attack, and is not part of the conversion
process. It is simply part of an uninterruptable attack sequence used in the
monster's battle script.


DullSong/Cursed Song/Song of Curse
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: +8 Speed Modifier
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Scarmaglione (undead) on Mt. Ordeals in FF4 and
FF4A in response to Fire elemental magic. This is simply a multitargeted Slow
attack.


Hold Gas/Cursed Aura/Ice Bind
Casting Time: 0
MP Cost: 0
Status Effect: Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is made by Golbez when you fight him in the Crystal Room of the
Dwarves Castle. This is used by him in his scripted sequence. At this point,
noone has the equipment to resist the attack.


Gas/Sleeping Gas
Casting Time: 0
MP Cost: 0
Status Effect: Sleep
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Dr. Lugae as a counter to taking physical damage.


Poison/Poison Gas
Casting Time: 0
MP Cost: 0
Status Effect: Poison
Elemental: n/a
Spell Power: 8
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Dr. Lugae as part of his initial battle script.


Maser/Laser/Piercing Laser
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/10 of target's HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Attacker/Attack Sys/Attack Node from the CPU
battle.


Vanish
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is an "monster self suicide" spell used by enemies in scripted
sequences such as every battle with Golbez.


Demolish/Blk.Fang/Black Fangs
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is made by the Shadow Dragon monster in the scripted sequence
with the underground Golbez battle.


Blk.Hole/Black Hole
Casting Time: 0
MP Cost: 0
Status Effect: removes Berserk, Float, Image (2), Image (1), Barrier
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Zeromus and Brachioraidos (in FF4A only). This
spell resets the speed modifier to 16. The message that comes with the spell
in the Zeromus battle is part of the battle script, not the spell itself.


Dancing
Casting Time: 0
MP Cost: 0
Status Effect: Berserk
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Pinkpuff/Flan Princess.


Disrupt (TrapDoor version)/Dimension 9/Ninth Dimension
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Trapdoor. It can be reflected to kill the
monster.


Storm/Maelstorm
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by Valvalis/Barbariccia in the Elements version,
and Behemoths in response to a Holy magic attack.


Magnet/Electromagnetic Field/Magnetic Radiation
Casting Time: 0
MP Cost: 0
Status Effect: Stop
Elemental: n/a
Spell Power: timer = 50
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by Last Arm and MacGiant/Giant Soldier.


Reaction/Chain Reaction
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by a Grenade/Dark Grenade in response to Lightning. The
monster explodes and every  monster explodes with it, causing all the
enemies to die.


Hatch
Casting Time: 0
MP Cost: 0
Status Effect: removes Egg
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: Enemies starting in Egg status do this in reaction to taking any damage.
This won't occur if the target dies or is in an uncontrollable state.


Remedy (monster version)/Heal (monster version)/Restore
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: healing 1/10 of target's MaxHP
Targeting: one target, default ally
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is used by Kainazzo/Cagnazzo, D.Lunar/Lunarsaurus, Wyvern/
Dark Bahamut, and Defender/DefenseSys/Defense Node.


Absorb/Suction
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: healing 1/3 of target's MaxHP
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is made by the SwordMan/Black Knight, Warrior/Satanite,
VampGirl/Draculady, and ZeromusEG (in FF4A).


Heal/Media/Panacea
Casting Time: 0
MP Cost: 0
Status Effect: remove Stone, Toad, Mini, Piggy, Mute, Darkness, Poison, Curse,
Paralysis, Sleep, Charm, Gradual Petrification, Berserk (FF4A only)
Elemental: n/a
Spell Power: n/a
Targeting: all allies
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is used by both forms of Dr. Lugae with altered targeting.
This works the same as Heal/Esuna.


Big Bang
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 200
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is used by Zeromus and ZeromusEG (in FF4A).


Vampire/Blood Suck
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 24
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by every bat monster in this game and various
other monsters.


Digest/Digestive Fluid/Digestive Acid
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 60
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by the Molbol/Marlboro.


Pollen
Casting Time: 0
MP Cost: 0
Status Effect: HP Leak
Elemental: n/a
Spell Power: 12
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the plant monsters, including the TrapRose/Blood
Flower, and Cannibal/Death Flower.


Crush/Crash Down
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the EvilWall/Demon Wall.


Alert/Alarm
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Alert/Security Eye and Searcher monsters to summon an
enemy. Group Slot 2 is reserved and emptied for the lone monster and the
monster is "resurrected". Group Slot 3 is usually where the additional monsters
accompany the Alert or Searcher. The annoying siren that plays ends when an
attack is made.


Call/Summon
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the Marion/Puppeteer, Sorceror, Conjurer/Summoner, and
Mist Summoner. This has the same requirements that Alert/Alarm has for proper
operation. The difference is the sound played when the spell is used.


"Dummy" - Cause Other Monster Reaction
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used to cause other monsters to use a special reaction.
This is by Milon/Scarmaglion (living) on Mt. Ordeals to order his "undead
children" to attack. King Eblan uses it to tell Queen Eblan to change her
palette (this doesn't change it directly, it is just a trigger for it). The
Baron General uses this to order his soldiers to attack. The Generals at the
battle at Fabul uses this to order his soldiers to attack as well. The
Toadlady/ToadWitch/Bog Witch uses this as well.


Vanish
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Zeromus as a reaction to the Crystal to kill its
previous form.


Search/Targeting
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the Trap Door and Last Arm for targeting purposes.
Before their next attack, Monsters change their targeting or select a new
target, but this spell prevents the aforementioned from occuring.


Fission/Nuclear Explosion
Casting Time: 0
MP Cost: 0
Status Effect: 0
Elemental: n/a
Spell Power: caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This works the same as the Bomb's explode (suicide) attack except it
hurts every target equally. Last Arm does this when it gets weak. Targeting
may be changed due to Search/Targeting.


Retreat
Casting Time: 0
MP Cost: 0
Status Effect: Death
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: The monsters "disappears", but in actuality kill themselves. However,
you get nothing from the monster since you did not kill it.


Heal (Golbez version)/Release
Casting Time: 0
MP Cost: 0
Status Effect: remove Paralysis
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Golbez as part of a scripted attack to simulate Rydia
doing something to remove the paralysis.


Beam
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/10 of target's HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes: Many mechanical monsters (even if they don't have the Mech property)
use this attack.


Globe 199/Number 199
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1020
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the CPU and the Brachioraidas (FF4A only).


Fire/Flame (monster versions)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 1/5 of target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Blaze
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Ice
Spell Power: 1/4 of target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Blitz (monster version)/Lightning Flash
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Lightning
Spell Power: 1/2 of target's MaxHP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Thunder/Lightning (monster versions)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Lightning
Spell Power: 1/4 of target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


D.Breath/Dark Breath
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 1/4 of the target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This attack is made by the Dark Elf/Dark Dragon.


Big Wave/Big Tsunami/Tidal Wave
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/4 of the target's MaxHP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Blizzard/Snowstorm/Ice Storm
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Ice
Spell Power: 1/25 of caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Wave/Tsunami
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/25 of caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Tornado (monster version)/Whirlwind
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/20 of caster's current HP
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Laser
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1/5 of caster's current HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: No
Notes: This attack is made by Dr. Lugae (undead looking form).


Explode (bomb version)/Self-Destruct
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: caster's current HP
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Quake (monster version)/Earthquake
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 80
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is the weakest variation of Quake.


Emission/Flame Thrower
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 20
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes:


Heat Ray
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 60
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Glare/Flame Dragon
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Fire
Spell Power: 360
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Odin/Zantetsuken (enemy versions)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 160
Targeting: all enemies
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


MegaNuke/Mega Flare (monster version)
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 1020
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: No
Notes:


Needle
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: uses caster's attack power and attack multiplier as base
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


Counter/Counter Horn
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: uses caster's attack power and attack multiplier as base
Targeting: one target, default enemy
Hit Rate: 100
Boss Bit: Yes
Status Multiplier: No
Ignore Reflect: Yes
Notes:


"Dummy"/Monster 000 - Set Monster Invincibility
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This hidden spell increases the invincibility counter. This is used by
the Mist Dragon when changing into Mist form and Zeromus when Cecil does battle
with it.


"Dummy"/Monster 000 - Remove Monster Invincibility
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This hidden spell decreases the invincibility counter. This is used by
the Mist Dragon when reverting from Mist form and Zeromus after Cecil uses
the Crystal on it.


Recover/Regenerate/Re-Form
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is usually retargeted to revive all boss monsters on the
field. All monsters revived by this method will have all statuses removed and
full HP. However, MP is not recovered.


Remedy/Reraise/Renew
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is made by the "cell" monsters to recover all HP lost.


The following spells are for the SNES version only (starting at Spell 173/0xAD)


(Unnamed) - "Tradeoff/Switch Monster"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell is used by monsters to change into a different monster. The
monsters that initiate this automatically die and no GP/EXP is earned. This
is used by the Trap Door, Mombomb, Zeromus (to change forms), Dr. Lugae (in
his attempt to rebuild Balnab/Barnabas), Calbrena/Calcobrena, Dark Elf, and
the Elemental battle (from Rubicant/Rubicante to Kainazzo/Cagnazzo).


(Unnamed) - "End Battle"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by various monsters to end the battle, such as the battle
with Rydia who summons Titan.


(Unnamed) - "EvilWall Move"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in conjunction with an attack to "show" the EvilWall's
movement.


(Unnamed) - Summons "Mist Dragon"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the Shadow Dragon as method of simulating Rydia "in
the background" summoning the Mist Dragon to save Cecil.


(Unnamed) - Summons "Rydia"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Golbez to get Rydia into battle.


(Unnamed) - Unknown/Unused Audiovisual Effect
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Anna
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by the WaterHag in that special sequence to "summon" Anna.


(Unnamed) - Summons Edward and Tellah
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Palom and Porom
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Cid and Yang
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Summons Golbez and FuSoYa
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes:


(Unnamed) - Removes Character Images
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: For any character images that appear, this is used to remove them.
This is most notable with Anna disappearing during said Waterhag battle.


(Unnamed) - Unknown/Unused Audiovisual Effect
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: It's probably the opposite the the above spell.


(Unnamed) - Revives All Characters
Casting Time: 0
MP Cost: 0
Status Effect: remove Death
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in Zeromus's battle script to revive all the characters.
However, it is retargeted in the event.


(Unnamed) - Zeromus Shakes
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: self/no target
Hit Rate: 0
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used by Zeromus to execute his massive shaking.


(Unnamed) - "Mist Dragon" Spell Data
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: 80
Targeting: all allies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This spell data is linked with the "Mist Dragon" the Shadow Dragon
summons. Note that the targeting is to reflect that the damage


(Unnamed) - Unknown/Unused Haste Spell
Casting Time: 1
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: -8 speed modifier
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: The default speed modifier is 16 for all targets.
Haste decreases this modifier by 8 points. The lowest this modifier can be is
at 12. At 12, the target's ATB seems to increase by 25%. This spell quickens
every timer, except for Count/Doom.


(Unnamed) - "Elixir Healing"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in the final battle with Zeromus to fully heal characters.
This is usually targeted against individual characters and executed by
Zeromus's battle script.


(unnamed) - "Flashing Heal Effect"
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: n/a
Spell Power: n/a
Targeting: 0
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is used in the final battle with Zeromus for the healing given
by the other characters. This is executed in Zeromus's battle script.



The following spells are for the GBA version only


Meteor - Spell #94/0x5E
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Holy
Spell Power: 1000
Targeting: all enemies
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This custom Meteor is probably used by Zeromus instead of the original
Meteor.


Double Meteor - Spell #173/0xAD
Casting Time: 0
MP Cost: 0
Status Effect: n/a
Elemental: Holy
Spell Power: 80
Targeting: 0
Hit Rate: 100
Boss Bit: No
Status Multiplier: No
Ignore Reflect: Yes
Notes: This is a revised version of Double Meteor that is used by the twins
and Golbez/FuSoYa combo. The spell algo for this is unknown as of yet.

2422
Final Fantasy IV Research & Development / Re: Yang's Battle Script
« on: June 02, 2008, 08:36:34 PM »
Quote
It's pretty conclusive. I couldn't do that with Edward (though I could try changing/switching his battle script, although it is an auto-battle)... but the result is most likely the same. The characters wield the Deathbringer.

I had had the same thought, so it's nice to have confirmation. It seems pretty hard-coded if that's the case, and might be difficult to find where to change it. We'll see when I get around to that.

I'd presume it's just a sort of omni-character profile that is used here (for all characters), and you would assume every character's attack/action profile (perhaps with restricted details like handedness). Though, I wouldn't know how they would look when they select magic though (enemy magic nonwithstanding with Young Rydia).. they seem to execute commands to the letter at the very least.

2423
Quote
the counter script resembles something a little different.
If attacked by a Lightning elemental magic attack, counter with Blizzard.

At least for FF2us, the Blue Dragon actually counters fire-elemental magic attacks, not lightning-elemental. I confirmed this within the hex data and in gameplay.

Ah, I forgot about that detail when testing it. It's supposed to be the Red Dragon's counterpart, but they aren't even in the same catagory of elemental defenses.

2424
Quote
I don't think it's 1000.. I believe it's MaxHP proportional based, but I could be totally wrong (I will have to test this out to be sure. There's whole series of them in the Octomammoth battle and I really doubt they would use such a fixed number to test against.

3rd Edit: Hmm.. I've tested this against Kainazzo/Cagnazzo in FF4 and it does seem to use the hardcored HP number. Hmm.. I wonder if they made a separate one for Octomammoth...

I thought the same thing when I was testing last week, but I performed the same tests against Kainazzo and found the same thing. I then found the hex data to support this. All the HP limits are exact number based. Octomamm is actually a special case with no HP checks at all. His attack script is just to attack, it's his reaction script that's interesting. Here's how it works:

Code: [Select]
if HP damage and condition flag is 02
Change to form 05, set speed to index 09, increment condition flag by 01
else if HP damage and condition flag is 04
Change to form 06, set speed to index 08, increment condition flag by 01
else if HP damage and condition flag is 06
Change to form 07, set speed to index 07, increment condition flag by 01
else if HP damage and condition flag is 08
Change to form 08, set speed to index 06, increment condition flag by 01
else if HP damage and condition flag is 0A
Change to form 09, set speed to index 05, increment condition flag by 01
else if HP damage and condition flag is 0C
Change to form 0A, set speed to index 04, increment condition flag by 01, display messages 48 and 49
else if HP damage and condition flag is 0E
Change to form 0B, set speed to index 03, increment condition flag by 01
else if HP damage
Increment condition flag by 01

So basically, Octomamm changes forms every two times he takes HP damage.

Hmm, that actually makes some sense.

Quote
Quote
Edit: I'd say if there are any actual changes to the battle script, it would be subtle like the Milon-Z/Scamaglione battle.. though I dunno why Slow would dramatically change the outcome of the battle (even though it's the most effective spell, but it makes Poison significantly less effective).
2nd Edit: It looks like the counter script was intentionally omitted for this battle.

I'm sure it was intentionally omitted, to make the battle easier. As it is, all Milon Z. does is attack. Seems like one of the elemental battles should have a bit more complexity than this.  :finger: If you want to restore the DullSong counter, you can change the data at 73392 to DC0001004200001F8096. I had to sacrifice a byte, though, so I took out his elemental weaknesses. Makes the battle a bit more difficult; though there's no reason to attack with Fire now, it does execute the counter properly. You could remove his spell power byte instead, but I'm not sure how that would impact casting DullSong. Anyway, just a little fix for anyone that's interested.

Well, given that Slow benefits with with the Spell Multiplier, if his spell multiplier is at least greater than 2 (the highest magic defense multiplier  most characters) have at this time is 1x, it always succeeds (he has a spell multiplier of 8, so it's overkill). Killing it gives a decent chance of evasion.. but it will fail a lot more since everyone is targeted... (I'm trying to recall some spell success rules)... I believe now it's a little different between characters and enemies.

2425
Gaming Discussion / Re: Final Fantasy VI Prototype Screenshots
« on: June 02, 2008, 06:59:46 PM »
The SF (SNES) system of course.

2426
Quote
If current HP is lower than 1/8 (aka 2/16) of MaxHP

Quote
To be exact, the reaction script is "if takes HP damage and HP is less than 1,000, cast Fission."

I don't think it's 1000.. I believe it's MaxHP proportional based, but I could be totally wrong (I will have to test this out to be sure. There's whole series of them in the Octomammoth battle and I really doubt they would use such a fixed number to test against.

3rd Edit: Hmm.. I've tested this against Kainazzo/Cagnazzo in FF4 and it does seem to use the hardcored HP number. Hmm.. I wonder if they made a separate one for Octomammoth...

Quote
That's really the only battle script that's changed? That's kind of amazing, considering all the other changes they made. I guess there's no reason why they had to change the scripts, I just assumed they had changed more. What about changing the value of or completely removing a script, like Milon Z.'s Dullsong counter to fire spells?

Ah, I forgot about that. Let's go Bio!

Edit: I'd say if there are any actual changes to the battle script, it would be subtle like the Milon-Z/Scamaglione battle.. though I dunno why Slow would dramatically change the outcome of the battle (even though it's the most effective spell, but it makes Poison significantly less effective).

2nd Edit: It looks like the counter script was intentionally omitted for this battle.

2427
There's a number of monsters late game that have completely different battle scripts.. for those that are interested.. here's a number of them worth looking at.

Blue Dragon

Battle Script 0x79
Code: [Select]
If Casted on by Character with Lightning

Note: I'll explain it later, but this is wrong already.

Counter Script 0x7A
Code: [Select]
If Self has Charm
    Target 敵味方
    Fight
Always
    Fight
    (End of Turn)
    Cast Blizzard ($9C)
    (End of Turn)
    Fight
    (End of Turn)
    Fight
    (End of Turn)
    Cast Blizzard ($9C)

Note: The Charm script will not execute since the monster has natural resistance to Charm (regardless of the Boss Bit).

I'd swear the scripts are actually swapped, but for the sake of argument... and the counter script resembles something a little different.

If attacked by a Fire elemental magic attack, counter with Blizzard. (edit)

In FF4ET, this script is radically different...

Battle Script 0x79
Code: [Select]
If Casted on by Character with Lightning

Note: It's still wrong, but I'll explain that later too.
Counter Script 0x7A
Code: [Select]
If Self has Charm
    Target 敵味方
    Fight
Always
    Fight
    (End of Turn)
    Cast Lt.Flash ($98)

The Charm script will obviously never execute for the previously mentioned reason.

This is a radical departure from the original monster, since instead of being a cold elemental attacker (with freaking insane absorb properties), it is now a Lightning elemental monster that is extremely weak against both Fire+Ice (but not Holy for some reason).

The counter script is more like this:
If attacked by any magic (including non-damaging magic, but summons are not included here in this counter), counter with Lit-3/Bolt-3.

As you can see, they changed one really vicious monster into a relatively tame one...

Here's another monster... the Tricker/Rilmarder/Lil' Murderer:

In FF2/4, it's really simple...

Battle Script 0xE8:
Code: [Select]
Always
( $2 $0 $0 $2 )
    Target キャラクタ全員
    Cast Lit-3
Always
    Target Enemies in Current Group
    Cast Peep

Counter Script 0xE9:
Code: [Select]
If Casted on by Character with Lightning
    Battle Message $AF
    Battle Message $B2
    Target Enemies in Current Group
    Cast Fast
    $F3 to $F8 -  $82

It's pretty straight forward since the common behavior is known.

In FF4ET.. it looks more like this... (using Dragonbreathren's FF4ET patch)

Battle script 0xE8:
Code: [Select]
Always
( $2 $0 $0 $2 )
    Target キャラクタ全員
    Cast ire3
Always
    Target Enemies in Current Group
    Cast can

Counter script 0xE9:
Code: [Select]
If Casted on by Character with Fire
    Battle Message $AF
    Battle Message $B2
    Target キャラクタ全員
    Cast ire3
    $F3 to $F8 -  $82
If Casted on by Character
    Cast Wisper ($70)

So, on basic analysis alone, this monster mainly acts the same, but it does react to Fire instead and everything else is countered. It's not that dramatic, but these are the kinds of subtle changes made (mainly the Lunar Subterrane bosses have the most dramatic changes). So, for those people who say FF4ET is the same as FF2, they are really really wrong.

2428
Believe it or not, most people have an ill-concieved notion that FF2's battle script is radically different than FF4 (I'll have a separate thread on FF4ET's battle scripts, just to point it out), but that's simply not the case. However, there is only one script that I know of that is actually different than the original game.

Check out the Last Arm's battle script:

FF2 and FF4ET:

Battle script 0x6F:
Code: [Select]
Always
    Cast Search ($90)
    (End of Turn)
    Cast Magnet ($81)
    (End of Turn)
    Cast Search ($90)
    (End of Turn)
    Cast Beam ($94)

Counter script 0xFB:
Code: [Select]
If Receives a Damage Counter
    Battle Message $76
    Cast Slap ($63)

Note: The parsed counter script is wrong.

It's more like this:
If current HP is lower than 1/8 (aka 2/16) of MaxHP, then cast Fission (this suicide attack that hits all targets equally the amount of HP left). In FF4A, Fission is changed to more of a single targeted Explode attack (someone fucking neutered this for some stupid reason). Amazing eh?

FF4 has it slightly different.

FF4:

Battle script 0x6F:
Code: [Select]
Always
    Cast タ-ゲッティング ($90)
    (End of Turn)
    Cast でんじば ($81)

Counter script 0xFB:
Code: [Select]
If Receives a Damage Counter
    Battle Message $76
    Cast ひらてうち ($63)

Note: The counter script is the same as the original (still parsed wrong, so it's the same reaction).

The only difference is the attack script, which doesn't do the extra targeting and Beam attack.

It's minor, and that's the only change AFAIK. In any case, 99% of the battle code is the same.

2429
General Discussion & Support / Re: My FF2usHT & FF3usHT Playthroughs
« on: June 02, 2008, 01:43:54 PM »


hey jce, did you make it so that in the battles in the imperial camp after the doma poisoning, cyan's hp would be restored in between those battles where you have to jump in to help him? i fought 1, and he finished it with 103hp, but at the start of the next, he had around 250. i was gonna use a potion on him at the start of that battle, and when i set it up for shadow to do so, i noticed that his hp had mysteriously gone up. i used it anyway, but i thought it was wierd.



sorry for the text, was fooling around with the different advanced posting options. :)

That's how the normal game behaves, and it gets relatively little notice.

Also, the color clashing hurts the eyes.

2430
Final Fantasy IV Research & Development / Re: Yang's Battle Script
« on: June 02, 2008, 09:42:16 AM »
A little more about the FF6 shots I noticed before but forgot to mention in this topic, Tina already has her name and there's a "1" instead of a blank space when only one enemy is present.

I think they got rid of it because it would have to be updated on monster death (most annoying via death by HP leak and/or Poison in FF4). FF4 had that issue... and FF5 completely omitted that, so I presume it's to be consistant with FF5.

Quote
Edit: About the FF4 shots, it's interesting that they actually bothered to use the left-handed attacking sprites for when the character is facing the party, although Kain is wrong. Shame they didn't do that for back attacks, would've been a nice detail.

Oversight perhaps? Remember that they are using the same weapon, so the result must simply be due to incompleteness, missing, or forgotten.. note that you never actually see any character physically attack you normally.. so it's not a big deal.. it was simply never worked out.