øA slickproductions.org /forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=2280 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd499.html slickproductions.org /forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd499.html.z x žh^ ÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ÀK uÏ OK text/html ISO-8859-1 gzip 8:Ö uÏ ÿÿÿÿÿÿÿÿ Wed, 11 Mar 2020 08:31:33 GMT 0ó° °® 0® P® €§² ð® žh^ ÿÿÿÿÿÿÿÿ2 uÏ
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I can't view PDF's... Why can't these people just use text and png like the rest of us?
QuoteI kinda doubt it
It might work, if I add an entry in the person/object placement data for the overworld map number. Theoretically the map could then load that person/object for use, and you'd just have to add a dynamic event for them. Worth a try anyway.
Quotebut you probably could do something like the Damcyan bombing scene in specified areas...
The bombing scene (and the opening airship scenes, the Leviathan scene, the Giant of Bab-il scene, etc.) are pretty easy to repeat. It's just a trigger square at a certain spot that loads a visual. The only bad thing is that you can't change the visual (at least I don't know where or how it's stored) so you have to have it be the same every time.
I recall having a game genie code that would turn the party into the ship on the world map, it's a shame they didn't make it fully functional but if I was coding the game I probably wouldn't have either. The idea of having shipping routes between towns is a really cool one, you could have ferries like FF6, makes me wish I was doing a more extensive hack, nothing like that would fit in mine.
I'm curious, does the overworld support having NPC's? It would be really cool to have a few ships sailing around, maybe even an airship flying overhead like FF2.
I'd slant the magic users to gain levels slightly faster than melee characters. But too much faster.
Also, the first 5~8 levels when you first get a character should be quick. While the last 20 or so should be difficult.
It's an emulator problem that was introduced in the newer versions of ZSNES when they removed a hack that made them display correctly.
I'm with JCE on this. It was hump a wall time back in the day.
There's also the one that JCE mentioned in Mist..
There's also the Blacksmith's place, directly east of the stairwell. However, for some fucking lame reason it was removed in FF4A (like the Ether at Rosa's House).
Don't forget the two Carrots in the large Chocobo forest and the hidden items in Silveria. And the hidden chest in Baron's waterway passage.
Consider a Rune Axe that kills mages? Try a different common FF series axe name...Proposed solution: I can change the monster distribution such that the frequency of undead encounters is more consistent throughout the game.
Although I must admit that I'm surprised its out-of-battle effect wasn't enough for it to compete. It couldn't even compete with Inv4?
Ok I see what you mean now. It was never my intention for the Red Mage to be stronger than the Ninja. In terms of physical ability I was thinking the Red Mage could be better defensively and the Ninja could be better at attacking. However that's clearly not working.
Proposed solution: Get the Attack Up routine working and make Temper/Saber type Time spells if possible, and also increase the fighting ability of the time-using characters (particularly TM and Ninja).
The proposed solution to point 1 ought to fix most of what's wrong here. I still think the ability to use cure and heal spells as well as life, and the extra HP already give the Paladin quite an edge vs the Dark Knight.
Unless I made a mistake somewhere there should be one in the Holy Shrine, one in the Dark Cave, one in the Time Tower and one in the Ice Cave.
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