Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=1350e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcd4a.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcd4a.html.zxh^KOKtext/htmlISO-8859-1gzip0|Wed, 11 Mar 2020 08:31:05 GMT0 0Ph^0 Show Posts - Deathlike2

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Messages - Deathlike2

1351
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 04:39:47 PM »
Honestly wonder if unequipping all of Cecil's armor will make him take less damage...  :hmm:

Remember this... DK Cecil has always had a small number of equipment, separate from everyone else.

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Grinded a lot in Octomamm's lair and Mt. Hobs, didn't get a lot of useful equipment other than Thunder Rod, Silver Rings and a Power Ring.  I'll keep trying.

Kill more "Zombies".

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Edward's been garbage for the whole game so far, relegated to potion bitch (along with Rosa).  Switching to Bow&Arrow didn't change this for me, and he can't Charm the first group of Fabul enemies.  If he can sleep the General, that'd get me somewhere.

Looking forward to the clone in Mysidia continent.

You need to try Sing... that's what you're missing. The status resistance of the General hasn't actually changed from the original.

1352
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 12:58:05 PM »
I did notice that in one of the double attacks he hit Cecil first for 17, then missed Rydia, and still gained 17.  So it's not necessarily just the second of the attacks.  (Also, if he hits the same character twice, he will drain all the damage.)

Well, the monster has to actually deal the damage to get the healing... I should've been specific that it assumes that both attacks connect.

A side note to that is if you grind a lot with the Red Dragons late game. Occasionally, you will see both successful hits to the same character results in 1 damage. It is possible by design since the requirement for damage is one successful hit, even if the damage dealt is "effectively 0".

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Antlion was a LOT easier after grinding.  Mombomb only took me two tries as well.

I always spent time grinding for Edward's sake... because he's actually more useful a fighter than most give him credit for.

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I'm currently grinding before the Fabul fights... that first set of enemies does so much damage ;_;  (I assume they have weapon elemental that Cecil's armor is weak to?  Cecil was taking about 180 while Yang was still in the 70s)

Yes, that's pretty much it. I wanted to grind home the fact that being a DK sucks. There really shouldn't be too much grinding needed for the Fabul fights.. it just requires you previously grinding and getting nice free item drops... or if you are willing to bite the bullet, BUY items... quite a novel concept!

The fights themselves are not as hard if you use Edward correctly... it is just time consuming though.

1353
Gaming Discussion / Re: The State of FF2/4 Walkthroughs/FAQs
« on: February 12, 2009, 09:52:40 AM »
Small  :bump:

I remember reading back in the day that the battle with Yang would end quickly when Cecil would attack Yang like 3 times...
Those were the days.

Now, after seeing what that script is... I'm actually very pissed that the information is only half true. Cecil does have to attack Yang, but after the second kick.

This gets me a little more motivated to continue work on that Walkthrough I'm putting off....

1354
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 09:16:25 AM »
Are any of the 'clones' in the game yet?  Been grinding to try and find one to test it out, but haven't succeeded yet.  If it's 1/64 in a certain spot, that wouldn't be surprising.

You'll find them starting at Mysidia... they will appear in rarer formations but will be more common than you think because it's not like the GBA port's screwed up RNG.

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When Antlion does his double attack, he only seems to drain the greater of the attacks, if they're split.  Don't know if that's intended behavior.

I can't say I wanted it that way, but that's how the engine works (I might miss a few bits of behavior, but more often than not, it's intended). The double hit nearing its death was to show more aggressiveness, and not necessarily to keep the Antlion healthy.

Your observation isn't quite correct. The healing obtained is equal to the value of the second attack.. not the damage of the harder hit.

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Octomamm took me about a half hour to kill, btw.

It was a lot of fun making that boss not look like a complete wuss vs Cecil's attacks.

1355
Final Fantasy IV Research & Development / Re: Initial Spell List
« on: February 11, 2009, 12:18:07 PM »
Sorry, misunderstood your question. Yes, events are dynamic -- the event code is not activated until the event is, so you can change the event and it will accept the changes as long as the event hasn't been activated yet.

I got adding spells working from the event in the patch found here - http://slickproductions.org/forum/index.php?topic=917.15

However, as a negative side effect, it seems that some sort of event data pointer(s) have to be updated because it made the save point on Mt. Ordeals the "Found Black Chocobo" event.

1356
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 11, 2009, 08:15:00 AM »
One bug I've noticed is with the Rydia Chained Attack; if Kain is in the air and Cecil is dead, Cecil will still take minor damage from it (and his dead body will shake when he gets hit, which looks pretty cool)

It's not a chained attack from Rydia.. it's actually a chained attack by Titan. It only looks visually that Rydia is attacking, but that's not the actual case because of how character battles are designed. I've said that earlier in this thread.

Additionally, it seems like a symptom of Kain's Jump attack with everyone else being dead... which has been documented as a bug that has existed in all of the SNES/SFC versions of this game.

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Also, Rydia's Antdt shows up as 'suna' in the spell list.

I've also already mention that in this thread. The spell list past the Ninja spells are parsed incorrectly, as they were never originally intended for a normal spell list. Please read all the previous "buggy" behavior or non-bugs (which I don't have control over) that I've previously listed in this thread.

1357
Final Fantasy IV Research & Development / Chained Attacks
« on: February 09, 2009, 07:12:01 PM »
This thread is to designed to help those that are reworking the battle scripts for monsters... there is some relatively important information that you need to know.

For those that are not aware, chained attacks are attacks that monsters execute uninterrupted, to do more than one attack/command during a monster's turn.

1) Chained Attacks cannot be used for counters. The game freezes up and/or causes strange behavior in any attempt to do that.

2) Some attacks do not combine well. For instance, casting Slow and Virus (I forget which order) may produce 0 damage from the Virus attack.
As a tangent, order does matter. Combining a physical attack with a spell will work if the physical attack is the first in the sequence...

3) Targeting of an attack is "remembered" for the next spell/attack in the sequence. For instance, if you've targeted all characters for a magic attack (Big Bang), if the next spell in the chain is Remedy (1/10 HP healing), you have to retarget that spell to the monster in the sequence or you will end up healing the characters instead.
Additionally, it is a bad idea to lead off with a spell that is multitargeted (such as Big Bang) and end with an attack... because it is not normally possible to make a regular physical attack to all characters (special cases like Kick are like the exception, not the rule). Failure to do this will cause the game to freeze.

1358
Can someone look into the event data... as to why there's an 8-byte difference between FF2 (both revisions) and FF4ET?

 :edit:
Differences between the versions would be interesting.. to say the least.. there's more than a 9 byte difference from FF4 to FF4ET and FF2US for the event data...

1359
Game Modification Station / Sing Improvement Hack
« on: February 09, 2009, 02:21:14 PM »
I'll get around to writing the readme for this.

Obviously, Sing sucks, so to make it more useful, I gave Sing the complete set of uncontrollability statuses.. which means replacing Mute with Stop, and the no-spell with Hold.

Remember that these "songs" rely on their original spell information, so this means that they are powered by Wisdom and Will Power to determine success.

Changing Frog Song/Toad is pointless, given that the spell is linked to the status, and that would prevent any other spell than Toad from working anyways.

Ignore the messages for Stop and Hold, since they are just cosmetic.

Stop:


Hold:

1360
Game Modification Station / Re: Goblin Summon Improvement
« on: February 09, 2009, 02:09:10 PM »
I'll get right on writing the readme sometime later today.

1361
Final Fantasy IV Research & Development / Re: Spell Learning List
« on: February 09, 2009, 01:20:28 PM »
I'll have the readme updated as some point today or tomorrow for restoring Tellah's spell list:

Yay!


This patch assumes that no modifications to the event data have been made.

1362
Status afflications were underused in this game... moreso monsters than characters.

Under normal circumstances, a character normally inflicts up to 2 statuses onto an enemy target because most weapons have at most 1 status applied to them...

It disappoints me that this idea was never really carried over to FF5 or FF6... they only appear in the form of special attacks to remove the "surprise".

Noting that, you can do a lot more of status afflictions given that status priorities affect spells differently in FF4.

Plus, this information assumes that there are no status resistances... being immune to one implies immunity to rest of the statuses in the same attack (whether physical or magical). This behavior changed in FF5/FF6, where a multi-status attack will continue to apply statuses that are not resisted... which gives you an idea of why it was revamped...

IIRC, FF5's special attacks had a chance to inflict status... in FF6, special attacks always inflicted the status... so I suspect over time, the randomness wasn't good enough.. although a combination of FF4 and FF5's chance to inflict statuses would have been quite more useful...

I would personally try to keep the status affliction behavior in FF4, but also keep the status resistance behavior in FF5/FF6.

1363
I started noticing this in my hack...

The determination that a physical status attack is applied onto a character/monster is if the existing status is applied already...
If the "weakest" status in a multi-status physical attack is not active, it is applied along with the other statuses, even when they already active.

For instance, a monster that can inflict Poison+Curse attacks a target that already has Poison status.. Curse status can be reapplied to said target.
If the same monster attacks a target that has Curse status, Poison status can't be reapplied.

To properly put this in perspective, I wrote in a different post that I was able to apply Darkness status (via a weapon) and then apply Charm status (with the Charm Harp) afterwards, despite Charm status having a lower priority than Darkness. So, it's actually very easy to reapply weaker statuses such as Charm, Sleep, or Paralyze with physical attacks to monsters that already have Piggy, Toad, or Mini status already applied to them...

1364
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 06, 2009, 02:07:51 PM »
This update speaks for itself. Everything prior to becoming a Paladin has been updated.. and finally worth speaking about.

I will put up an obligatory pic soon.

 :edit:


1365
Final Fantasy IV Research & Development / Revived and Still Cursed
« on: February 05, 2009, 06:57:42 PM »
It never made any sense to make how Curse status had an item that you could use after battle, especially when Curse does not persist after battle.

During my hack testing, reviving a character that had Curse status in the same battle apparently revived them with the Curse intact... which begs the question...

Was Curse intended to be a persistant status?

I believe the answer to this question is yes.

 :edit:
Clarified my statements better.