Final Fantasy IV Research & Development / Re: FF4 Advance (E) Hacking Notes
« on: July 26, 2015, 09:54:13 PM »It's done; it turned out to be another one-byte fix. I also fixed the save menu text error - that one was a find/replace mistake from when I was formatting the game script for reinsertion.(bestiary talk)
Might not be a bad idea, I can see why they did it, but it is very misleading.
Right, Magic Evade is important, to keep in mind. I suppose it was just randomness. I think the -3 Agility is a good idea, but in reality I didn't notice too much of a difference in attack between the two.I might take the Hand Axe to -5 Agility, then. Lowering Agility will also indirectly reduce its damage later since you won't have 16 Agility for an additional attack multiplier; makes it not so powerful by Mt. Hobs. Of course I would appreciate it if you ran through the updated Kaipo/Waterway section, but feel like you're obliged to do it; ROM hacking is a hobby in the end after all.
I actually hacked such a thing for default FFIV as well, tying it to an unused skill and giving most monsters four possible random actions to perform, even bosses. It did have limits though. It could only be single target.
But... then I got a bit crazy and worked myself into a corner with Job Classes and 90 new spells I put a lot of work on my plate and I couldn't actually complete that project. I could easily salvage the AI part, since it was meant to work in tandem with Chillyfeez's Enemy Leveling patch.
Yeah, under my system all three possibilities must share the same targeting. I ought to make a variant of this command that has the monster pick between three spots in the script to jump to.
I've seen/played some of your Combat Boost mod, I thought it was quite good. The new character commands were especially impressive and fun to play around with. It's too bad you got burned out on it; I can sympathize with giving yourself too much to handle.
We have EVEN MORE themes now, but some old ones are gone...




