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Author Topic: Life2 and The Flan/Pudding Phenomenon  (Read 1908 times)

Deathlike2

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Life2 and The Flan/Pudding Phenomenon
« on: May 25, 2008, 06:43:11 PM »
I bumped the life trick thread since there are other relevent details to it (it was detailed in BSiron's FAQ), but for the most part there are some interesting notes with that. Refer to this thread: http://slickproductions.org/forum/index.php?topic=151.0

1) Even though Break/Stone kills the enemy, it's current status is retained and thus Life2 refuses to work.

2) Most enemies tend to continue their battle script, but they tend to "counter" you with their spell counter script upon revival.

3) My only guess is to why Life2 works is that there is no discernable equivalent enemy Vitality/Stamina stat to derive the HP for the enemy revival, thus it failing hard. Life2 revives the enemy to maximum HP (though, it is untested at higher HP threasholds...)

4) It may simply be the high defense at work, but reviving Flan/Pudding monsters seem to prevent even high physical powered attacks (including Jump)  to do any decent damage on the revived monster. Something goes screwy in the battle engine to keep the monster becoming nearly invulnerable to physical attacks. Killing another monster or kill the revived pudding/flan monster with magic will fix this behavior.

5) Note that Life2 works different from the monster's "Call/Summon/Alert", since monsters generated by the latter tends to have all statuses removed, whereas Life2 does not do that (which make sense, but it's an interesting distinction worth noting). So, you can see revived toad, piggy, and/or small monsters be revived by this method... keeping them in a continuously harmless state.


I can't think of anything else off the top of my head, but I'm sure this may be helpful somehow.
« Last Edit: May 25, 2008, 06:49:20 PM by Deathlike2 »
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Phoenix

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Re: Life2 and The Flan/Pudding Phenomenon
« Reply #1 on: May 26, 2008, 04:44:38 AM »
Quote
3) My only guess is to why Life2 works is that there is no discernable equivalent enemy Vitality/Stamina stat to derive the HP for the enemy revival, thus it failing hard. Life2 revives the enemy to maximum HP (though, it is untested at higher HP threasholds...)

Life2 restores the HP by setting the current HP to the maximum HP, so it should work for all HP levels. Note that this trick would also work for spell #AB (Recover) and #AC (Remedy), since they do the same type of HP restore. (Not to mention it's what enemies use to revive other enemies.)

Quote
5) Note that Life2 works different from the monster's "Call/Summon/Alert", since monsters generated by the latter tends to have all statuses removed, whereas Life2 does not do that (which make sense, but it's an interesting distinction worth noting). So, you can see revived toad, piggy, and/or small monsters be revived by this method... keeping them in a continuously harmless state.

The "Call/Alert" spells add one to the monster slot, so it's effectively a new monster with fresh statuses.

Deathlike2

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Re: Life2 and The Flan/Pudding Phenomenon
« Reply #2 on: June 04, 2008, 06:58:17 PM »
1) Even though Break/Stone kills the enemy, it's current status is retained and thus Life2 refuses to work.

I'll amend that statement. Cockatrice is one of the few spells that is the exception, because it deals damage (1 point).

If a monster has 1 HP and is killed by this method, Life2 will succeed, but the monster won't reappear. It still has Stone status that was applied, so it stays dead.. this is still counted as another killed monster.

It seems that it is actually possible to be KO/Dead and Stone at the same time.. which I'll have to get around to testing.

Edit: It is possible to have both statuses inflicted, with death status getting the priority of course.
« Last Edit: June 04, 2008, 07:25:04 PM by Deathlike2 »
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Deathlike2

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Re: Life2 and The Flan/Pudding Phenomenon
« Reply #3 on: June 05, 2008, 12:31:36 AM »
Oh, I forgot to mention. This trick also works on monsters that use "Retreat", since that inflicts Death status.
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