øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=2385e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe34c-2.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe34c-2.html.zxžh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.j´OKtext/htmlISO-8859-1gzip0|Öj´ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:36 GMT0ó°° ®0®P®€§²ð®žh^ÿÿÿÿÿÿÿÿ-)j´ Show Posts - Deathlike2

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Messages - Deathlike2

2386
1) Even though Break/Stone kills the enemy, it's current status is retained and thus Life2 refuses to work.

I'll amend that statement. Cockatrice is one of the few spells that is the exception, because it deals damage (1 point).

If a monster has 1 HP and is killed by this method, Life2 will succeed, but the monster won't reappear. It still has Stone status that was applied, so it stays dead.. this is still counted as another killed monster.

It seems that it is actually possible to be KO/Dead and Stone at the same time.. which I'll have to get around to testing.

Edit: It is possible to have both statuses inflicted, with death status getting the priority of course.

2387
Final Fantasy IV Research & Development / Re: Yang's Battle Script
« on: June 04, 2008, 03:46:11 PM »
Here's a reference pic with the Death/Deathbringer Sword:

2388
Quote
Sure, but I don't think it solves the weapon usefulness dilemma. Let's say it was the strongest two-handed weapon possible, if you feel that the damage output doesn't quite balance out the damage intake, then it's not as useful at first place.

So, wait... you're saying that the strongest two-handed weapon possible still can't do enough damage to balance out the lack of defense from not having a shield? Any shield? Sorry, but I find that hard to believe. Maybe in the very late game when the numbers start capping or something, but if that's the case it's a simple matter of just not making any two-handed weapons that are competing with one-handed weapons at that point. Give the two-handers out earlier in the game.

I've done this testing already with JCE's hack. Some of the monsters have a greater attack multiplier than 12x (which is the highest possible defense multiplier w/o a shield). The difference is very noticable as the extra 6x defense multiplier via level bonuses when a shield is a equipped does actually make a difference (it's more effective late game of course, but important to taking damage in any part of the game).

2389
Final Fantasy IV Research & Development / Re: The Golbez-Rydia Battle
« on: June 04, 2008, 11:36:48 AM »
It's two-fold I bet. The battle itself probably has it hardcoded for Older Rydia to be initially hiding. The second is the spell itself.

2390
Final Fantasy IV Research & Development / The Golbez-Rydia Battle
« on: June 04, 2008, 03:33:43 AM »
After writing bits of info on "one" of the spells, it was interesting to test how it operates... the results are surprising.

If Older Rydia is not in your party, then the Golbez battle works strangely. The game freezes if there is no character in the middle slot. If there is a character, then they seem to do some strange movement in part of the battle as part of the "summoning Rydia" spell.. and the movement gave me an idea.

Older Rydia must be inserted prior to the battle. Her status/HP is not displayed until the "summoning Rydia" spell is executed. Once executed, Rydia simply comes out of the "Hiding" status (the same one Edward uses) and joins the battle. That is how this part of the battle works. I'm willing to bet you can change the character that appears by inserting them prior to battle. You can keep repeating this method with the FF2 Beastiary codes to properly understand this very battle.

2391
Final Fantasy IV Research & Development / Reflect and Counters...
« on: June 04, 2008, 03:14:10 AM »
I wrote about this a while back, but I didn't realize the extent of the problem until I tested this further.

When spells are reflected, the counter script doesn't always execute properly. When Holy is bounced from a Wall onto a Behemoth in FF4, the Behemoth doesn't respond at all. In FF4A, it produces the proper counter of Storm.

Edit: Corrected the reaction the Behemoth does.

So, apparently there's a bug with it... but it's a little more than that.

I did some interesting testing with HP based counter scripts (HP dependency like Kainazzo/Cagnazzo).. and apparently the monster does not react properly to reflected spells either (he didn't change form when lightning was reflected), but also that he had low enough HP to trigger the "shell mode", but he didn't change there either. So, it is actually possible to say kill Milon-Z/Scamaglione before he changes to Rubicante (I've tested this, and this actually does occur).

This Reflect-Counter behavior is broken in the SNES versions, but is fixed in GBA versions.

Here's a pic that's normally not possible, but is actually possible to due this bug...



Ignore the party, but look at the HP display. Cagnazzo/Kainazzo is supposed to be in "shell mode" but isn't.

2392
Quote
I think F2 is used for offensive attacks, while F1 is used by defensive counters.

This could be. I'll check out the patterns when I have the time.

Well, here's why I say that.

The Mist Dragon uses it as a counter to any attack in its invincible mist form.

I'm not sure when it is used in Kainazzo, but it has a reaction to Lightning to revert to its original form... and it also has an HP dependant form.

Yang uses it as part of his battle script...

The Officer uses it as part of his battle script...

The Dark Elf uses it in its battle script sequence...

That's a fair conclusion I'm drawing here, hence my response.

2393
Final Fantasy IV Research & Development / Re: Writing A Magic Guide
« on: June 04, 2008, 01:06:21 AM »
Well, here's my guide... comments, feedback, concerns, questions should be addressed here.

2394
Hmm.. some of the battles need some audio changing/spicing up..

2395
Maybe it's just me.. but I don't quite see it.. perhaps laying out parts of the battle script and highlighting its use may be more helpful.

I think F2 is used for offensive attacks, while F1 is used by defensive counters.

2396
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

2397
Well, assuming you aren't already damage efficent, you could try using Kain and time his Jump to avoid the attack. One of the others would be revived and take the fall for the damage. Rydia is probably the best candidate for this since she has to deal the lightning attack (you could just make Kain use an item instead).

2398
Yes, I've seen it and finally understood it after your explanation of the flag system (read earlier posts).

That's a friggen rarely seen message, given that it would be extremely difficult to survive...

2399
Well, it's easy in the first 90%...  :tongue:

Did you know the TinyToad has only 2 HP in FF4ET? I was like wtf when I realized that.

2400
The more fun battle scripts are in FF4ET, you would love those better..

Battle Script 0xEE
Code: [Select]
Always
    Fight
    (End of Turn)
    Cast SnowStrm ($9C)
    (End of Turn)
    Cast Weak ($72)

Counter Script 0xEF
Code: [Select]
If Attacked by Character
    Cast low
If Casted on by Character with Fire
    Cast FlameDgn ($A4)
If Casted on by Character with Ice
    Cast SnowStrm ($9C)
If Casted on by Character with Lightning
    Cast Lt.Flash ($98)

The battle script is evil.. the counter script is a tad different as a Paralysis attack is a counter instead of a pathetic monster Quake.