øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2188.0;wap2e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcd0b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=17.0;wap2e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcd0b.html.zx ôg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈp϶$OKtext/htmlISO-8859-1gzip@øÕ¶$ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:26:10 GMT0ó°° ®0®P®€§²ð® ôg^÷ ¶$ FFV Damage Calculator

Library of the Ancients > Final Fantasy V Research & Development

FFV Damage Calculator

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Squall:
Hey guys,

maybe you've heard that name many time, but have seen nothing so far. That's why I decided to release a stable version.  I will be happy to hear from you your comments, suggestion or critics :)

Download: Additional files  FFVDmgCalc 0.4.1 (.exe only)
You need to extract the additional files and the .exe in the same folder

Instructions:
You need to setup your characters, by specifying level, ability, equipment,... At any time you can 'Save' or 'Load' character information. For now only one save. Once you are done with a character, press 'CALC' to calculate its derived stats.
The damage calculation is done on the right side. First you need to select an enemy and then you may perform different attacks (Attack, GilToss, Animals - you can choose which one

Versions:
pre-alfa. Initial release.

pre-alfa2. Element info added. Status info added. Row placement. Some internal flags are visualized.

pre-alfa3. Many changes. Almost all magic/actions implemented.

pre-alfa4. Jobs, Abilities, Master Jobs, Innate are incorporated. Stats should be 100% accurate. Increased Dmg accuracy.

To-Do:
Items full info
Enemies full info
Enemy formations
Add missing actions!
Implement all internal routines.
Implement Attack FXs

Credits:
Board of Slick, FFV community

Jorgur:
An interesting program. I like how you can use this to see the Knives' parameters bug in action.

Squall:
Thank you Jorgur!

Its still work-in-progress, but it will come :D
My goal was not simply to show a number, rather to show the main components in the final damage (Atk, M, Def, Hit, Duration) and how equipment, level (soon - Status, Elements) change it.

You may use it to compare the output of 2 weapons by equipping them in left/right arms (as far as they dont boost stats) or on 2 different character (less handy but more accurate). Latter on I plan to add options for 'fraction M', maybe even 'not-bugged knife'.

Personally I want to see final dmg as all numbers between min and max, rather the stutter implementation of Square. By stutter I mean for knife you have 4 possible dmg values, not all numbers in a range)

Squall:
Hey guys can you help me understand this:

--- Code: ---Apply Status Effect 1
C2/8CAC: A6 49        LDX $49
C2/8CAE: BD 35 20     LDA $2035,X
C2/8CB1: 25 59        AND $59       (Check Status1 Immune)
C2/8CB3: D0 76        BNE $8D2B
C2/8CB5: A5 48        LDA $48
C2/8CB7: C9 04        CMP #$04      (Target = Monster?)
C2/8CB9: B0 46        BCS $8D01
C2/8CBB: A5 59        LDA $59
C2/8CBD: 29 02        AND #$02      (Inflict Status1 = Zombie?)
C2/8CBF: F0 40        BEQ $8D01
C2/8CC1: BD 1A 20     LDA $201A,X
C2/8CC4: 1D 70 20     ORA $2070,X
C2/8CC7: 29 42        AND #$42      (Target Status1 = Stone or Zombie?)
C2/8CC9: D0 60        BNE $8D2B     Effect Misses
C2/8CCB: A6 32        LDX $32
C2/8CCD: DA           PHX
C2/8CCE: A5 48        LDA $48
C2/8CD0: 20 82 24     JSR $2482
C2/8CD3: A6 32        LDX $32
C2/8CD5: A9 80        LDA #$80
C2/8CD7: 9D 56 20     STA $2056,X
C2/8CDA: 9E 57 20     STZ $2057,X
C2/8CDD: A5 48        LDA $48
C2/8CDF: AA           TAX
C2/8CE0: B9 7F 3D     LDA $3D7F,Y
C2/8CE3: C9 7F        CMP #$7F
C2/8CE5: 90 02        BCC $8CE9
C2/8CE7: A9 7F        LDA #$7F
C2/8CE9: 9D 04 7C     STA $7C04,X
C2/8CEC: 7B           TDC
C2/8CED: 99 FB 3C     STA $3CFB,Y
C2/8CF0: 1A           INC
C2/8CF1: 99 7F 3D     STA $3D7F,Y
C2/8CF4: A6 49        LDX $49
C2/8CF6: 9E 06 20     STZ $2006,X   HP = 0
C2/8CF9: 9E 07 20     STZ $2007,X
C2/8CFC: FA           PLX
C2/8CFD: 86 32        STX $32
C2/8CFF: 80 16        BRA $8D17
C2/8D01: A5 48        LDA $48
C2/8D03: C9 04        CMP #$04
C2/8D05: 90 10        BCC $8D17     (Target = Monster?)
C2/8D07: A5 59        LDA $59
C2/8D09: 29 40        AND #$40      (Target Status1 = Stone?)
C2/8D0B: F0 0A        BEQ $8D17
C2/8D0D: BD 1A 20     LDA $201A,X
C2/8D10: 09 80        ORA #$80      (Add 80h to current status1)
C2/8D12: 9D 1A 20     STA $201A,X
C2/8D15: 80 11        BRA $8D28
C2/8D17: A6 49        LDX $49
C2/8D19: BD 1A 20     LDA $201A,X   
C2/8D1C: 29 02        AND #$02
C2/8D1E: D0 0B        BNE $8D2B
C2/8D20: BD 1A 20     LDA $201A,X
C2/8D23: 05 59        ORA $59       (Inflict Status Effect)
C2/8D25: 9D 1A 20     STA $201A,X
C2/8D28: 4C A5 92     JMP $92A5
C2/8D2B: E6 56        INC $56       (Status Effect Misses)
C2/8D2D: 60           RTS
--- End code ---

I dont need detail explanation, just a script-like version. Too bad Tseng havent done it himself. So far I understood that:

It first check for immunity.
Then it check Target = Monster? (not sure why this matters, but code is different if so)
Then it check Target Status1 = Stone or Zombie?, if so miss
Then there is ATB part which I dont need atm
...
In the end Inflict Status Effect.

P.S. I expected simple OR but it seems there many checks. Please help me understand what I need to check before 'OR' :D

samurai goroh:
What I understand from the comments is that is a check on Status 1 (Curable) for instant kill status (Zombie & Petrify). If the attack hits then it sets the HP to 0 & sets the Dead flag to 1.

You can get immunity to zombie if you equip Angel Rings, so only allies can protect from Zombie status and enemies can't. However, I don't recall a method you can use to inflict zombie as there are no spells nor released monsters that would do that (well it seems that the Karnaks in the Iron Claw fight would inflict Zombie Breath but they are immune to being captured & you don't even have the skill yet at that time...). I though that maybe through confuse/control there was an enemy, so I took a look and there was none.

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