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Deathlike2

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Re: Enemy Special/Magic Attacks
« Reply #30 on: June 03, 2008, 10:21:29 PM »
I will post a copy here of what I'll submit to Gamefaqs soon, but my only question is regarding Protect/Shell.. maybe my testing could be wrong, but does changing the value ("the spell power" or whatever you want to call it) change anything at all? It doesn't seem like changing it does anything to me.

Edit: Here means this forum, not this thread... go here instead: http://slickproductions.org/forum/index.php?topic=551.0
« Last Edit: June 05, 2008, 12:44:01 PM by Deathlike2 »
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Dragonsbrethren

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Re: Enemy Special/Magic Attacks
« Reply #31 on: June 03, 2008, 10:48:33 PM »
I tried making protect more powerful in my hack and had the same result, if there was a change it wasn't very much. I only tried doubling it though, not a large increase.

Phoenix

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Re: Enemy Special/Magic Attacks
« Reply #32 on: June 03, 2008, 10:51:37 PM »
The subroutine doesn't use the spell power byte for anything, it always adds a value of 0x05. You can change the value at 1DA5A (FF2us ROM with header) to make it more or less powerful. I'm using a value of 0x0A in my hack.

Deathlike2

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Re: Enemy Special/Magic Attacks
« Reply #33 on: June 05, 2008, 12:44:25 PM »
Is Zeromus's Vanish only executed when reaching 0 HP?
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Phoenix

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Re: Enemy Special/Magic Attacks
« Reply #34 on: June 05, 2008, 05:23:07 PM »
No, then you could theoretically kill him before he used it. I knew it had to be above 10,000, but I wasn't sure of the amount so I went and checked his reaction script. He casts Vanish (8F) when his HP is below 16,000.

Deathlike2

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Re: Enemy Special/Magic Attacks
« Reply #35 on: June 05, 2008, 05:34:41 PM »
No, then you could theoretically kill him before he used it.

Yes, you can, read this: http://slickproductions.org/forum/index.php?topic=586.0

Quote
I knew it had to be above 10,000, but I wasn't sure of the amount so I went and checked his reaction script. He casts Vanish (8F) when his HP is below 16,000.

Ah, cool.
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Phoenix

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Re: Enemy Special/Magic Attacks
« Reply #36 on: June 05, 2008, 05:59:05 PM »
Quote
Yes, you can, read this: http://slickproductions.org/forum/index.php?topic=586.0

I meant by normal means, but you have a point. Has anyone tried this on Zeromus? Does it work?

Deathlike2

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Re: Enemy Special/Magic Attacks
« Reply #37 on: June 05, 2008, 06:04:20 PM »
Yes, it works vs Zeromus.

I don't know of any normal means that avoids this, other than making spells that make the target uncontrollable (Sleep/Hold/Pin/Stop/Berserk, and others if I forgot) boss-compatible.
« Last Edit: June 05, 2008, 06:10:41 PM by Deathlike2 »
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Dragonsbrethren

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Re: Enemy Special/Magic Attacks
« Reply #38 on: June 07, 2008, 11:21:56 PM »
The subroutine doesn't use the spell power byte for anything, it always adds a value of 0x05. You can change the value at 1DA5A (FF2us ROM with header) to make it more or less powerful. I'm using a value of 0x0A in my hack.

Do you have Shell's offset handy? It's time these spells were worth the turn they waste.

Phoenix

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Re: Enemy Special/Magic Attacks
« Reply #39 on: June 08, 2008, 02:01:03 AM »
Shell's value is at 1DA7E (FF2us 1.0 with header).

Dragonsbrethren

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Re: Enemy Special/Magic Attacks
« Reply #40 on: June 17, 2008, 03:17:59 AM »
Finally got around to changing these, FF2us 1.1 offsets:

Protect: 0x1DA6A
Shell: 0x1DA8E

Deathlike2

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Re: Enemy Special/Magic Attacks
« Reply #41 on: December 17, 2008, 09:48:28 PM »
 :bump:

This applies to FF4ET unheadered..

0x1D864
0x1D888
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Pinkpuff

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Re: Enemy Special/Magic Attacks
« Reply #42 on: December 18, 2008, 05:28:07 AM »
I assume that changing these values will affect any other spells that use the "defense up" / "magic defense up" routines?

What I mean is, you couldn't have, say, one spell that's a single-target protect spell that boosts the target's defense a lot and a different spell, "Protect 2" or something that targets the group but gives less of a defense boost.
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Phoenix

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Re: Enemy Special/Magic Attacks
« Reply #43 on: December 18, 2008, 08:41:19 AM »
You're correct. You could, of course, modify the routine to use the spell power byte, and go about it that way. That's probably the most compact method.

Deathlike2

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Re: Enemy Special/Magic Attacks
« Reply #44 on: December 18, 2008, 08:50:22 AM »
You're correct. You could, of course, modify the routine to use the spell power byte, and go about it that way. That's probably the most compact method.

Yea..  the spell power byte having no influence is annoying.

Just remember that defense/magic defense stats are capped at 255, unless you manage to change that.. well, maybe for magic defense, since spell power can be at 1020 or 255*4...

 :edit:

Then again, monsters with racial modifiers are usually vulnerable...

 :edit:

Just in case it wasn't already known..

Counter/Needle's spell power is always 2*attack power (unaffected by statuses)

Also, Twin's power is determined by slot position (the character in the earliest slot has their Wisdom used for the calculation). This has changed in FF4A, where it is based by Agility (which means Porom is selected by default unfortunately).
« Last Edit: December 18, 2008, 09:19:50 AM by Deathlike2 »
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