General Discussion & Support / Re: Mystic Quest HardType V1.3b *beta release
« on: August 15, 2009, 05:56:48 PM »
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Tea was her name and she had the morning star for some reason--probably like you said in the beta.
Most people don't pick up on it (it was pointed out to me by someone else), but Benjamen's name is B and Phoebe's name is Tea: With a little rearranging, their names spell beta.
Also, those shots have a few floor tiles in the Ice Pyramid that aren't present in the final game (or ROM, IIRC).
Funny thing is Benjamin is the Japanese name given but the US and English UK release his name is DemoPlay. :D I don't know French or German well enough to know what those translate out to.
It's still Benjamin in the manual, but Demoplay in the demo-game. I hate the haxor known as Demoplay!
Tea was her name and she had the morning star for some reason--probably like you said in the beta.
Most people don't pick up on it (it was pointed out to me by someone else), but Benjamen's name is B and Phoebe's name is Tea: With a little rearranging, their names spell beta.
Also, those shots have a few floor tiles in the Ice Pyramid that aren't present in the final game (or ROM, IIRC).
1. So the more HP the Hero has the more DMG monsters do, or the more HP the monster has the more DMG they do?
Latter.Quote2. Already putting counter on every monster. :D
I meant, you can do all the various counters.. like HP damage, petri-touch, para-touch, psychoshield (only for magic of course), poison-touch... I think that's most of them anyways.Quote2a. Can you give me an example?
I'm not sure what you're addressing...
Like, if it's for the HP-to-monster damage thing, increasing the HP like double increases the damage output of the monster (it's probably not double)... I remember running Demoplay through them just to see how much harder the monsters were to the overpowered AI.
It would also be worth looking into haxing in switching your ally's weapon (with a button)... now that would be something.
Have you ever seen the FFMQ box? It shoulds a Phoebe character named T with a Morning Star... that's what I'd thought I'd see in game, but that was from a beta probably.
Also, make sure Cure doesn't work on the final boss. It is not characterized as a Zombie attack, but it's probably messing with overflow or something to actually take damage.






There's also this mysterious woman embedded in the wall of the Red Wings' quarters:
I haven't tested your hack, and I'll get around to it at some point, but there's some worthy things of note that I recall when using your editor.
1) HP scales with damage dealing - I don't know why, but it does.
2) Last digits of the HP changes the counter the enemy makes, I think - This allows you to add counters to monsters that didn't have them in the first place.
Things worth investigating
1b) Why is wind+water weaknesses/resistance tied to Thunder? It is not actively represented in game, but it is implied though usage and the enemies.
2b) Make enemy HP tied to level. That would require a dramatic rewrite of the monster HP system, but it would create the ultimate hardtype.
3) Find out why the last version of Phoebe casts Aero on random enemies (not weak against Aero) while on Auto.
4) The only really random damage component in the game is how Drain affects Phoebe's special shield (the damage she absorbs)... why is this the case?
