øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=750e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexebd4-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexebd4-2.html.zxòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ­í OKtext/htmlISO-8859-1gzip@øÕí ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:17:58 GMT0ó°° ®0®P®€§²ð®òg^ÿÿÿÿÿÿÿÿì%í  Show Posts - Grimoire LD

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Messages - Grimoire LD

751
Game Modification Station / Re: Lufia & the Fortress of Doom
« on: April 03, 2014, 11:48:30 AM »
Hmm, while FFIV is my strong point it is curious to know that items aren't stored in a simple matter. I can take a look at this and see what's going on here.

 :edit: If I had a RAM Map... do you happen to have the basic information on ram locations for things? All I can locate is an SRAM Map.

752
There are a lot of formulas where I've seen 270F (9999) mentioned, likely a bit more than what is listed here. This does at least get the basic fight damage changed though.

Great to see this finally released though!

753
On the program you're using, click it, then press Ctrl+Alt+Print Screen, then you can paste that to normal Paint.

754
...That was unexpected. To its credit the graphic Actually works, to my surprise, but I was not expecting that kind of result! Was that Dummy item acquiring also part of the weirdness that occurred with that?

755
Hmm? So you can't have an enemy multi-target Nuke or Meteo? But we know that Zeromus can multi-target Meteo, he uses it explicitly on the party.

756
Wonderful! Sorry I haven't been around lately. My free time has been Absorbed by Bravely Default (A more apt love-letter to FF and FF4 in particular I've never seen, with similar themes in some respects I would urge any fans of classic FF to pick this gem up) but just beat it yesterday. Just in time for Dynasty Warriors 8 Xtreme Legends. I will test the editor and see if all the new portions work correctly.

 :edit: Whoa ho! 60 Descriptions available?! I was not counting on that by any means! Unfortunately, though you can give description assignments to weapons and armor, they don't actually show up because it seems the extra message box isn't called for those items, I think Lenophis posted a fix for this at one point... I'd have to take a look.

Looks like switching around labels and descriptions works fine. Fantastic update Pinkpuff! And there's room to spare because the vast majority of the text is "Dummy" rather than "D".

 :edit: 2: http://slickproductions.org/forum/index.php?topic=1804.msg20683#new Ahem... right. Seems I should learn to read. I'll try that out now then as well.

Yes indeed! They work great! You could give specific descriptions to anything you like now! Excellent job PinkPuff!

757
Quite a simple thing to create... In fact it's already pretty much there.

In FF4kster change Sing to Fiend. make it use 1/4 of the skills Curse/BigWave/Tornado/Inferno and there you have it. You will need to make one change in Hex and that's the message index of the first song (which is ordinarily "Nothing Happened.") but before that though. test that out to see if it's what you want.

758
Sure, what do you want it to replace and what do you want it to do?

759
Looks like the Targeting works perfectly! That is so nice to have in the editor and cuts down on the need to jump to and fro with the Hex Editor and FF4kster. There's also another easy piece (at least I would imagine its easy) to implement that Chillyfeez discovered long ago, but it seems like the info fell through the cracks and that is the Charge Time for the various commands.

Quote from: Chillyfeez
there is a table in ROM at A0189 that contains one-byte-per-command references to the duration set to perform each command. Most of them are 00, which is immediate. 01 is not one second, though. These are pointers. I haven't tested all 256 options (and probably won't) but the following are used:
00: (most commands) immediate
01: (Charge) 5 seconds
02: (Dark Wave, a few others) 2 seconds
04: (Salve, Aim) 1 second
FE: (not used, but I tested it to see if it would crash the game - it doesn't) several hundred seconds

I'm unsure if its with a header or not, but it would make a nice addition.


However I did add another item to Rosa's House and the game... sort of well got a bit strange. The graphics glitched and not just the map graphics, even NPC's had black lines running through them.

For what its worth the item spot properly responded, but some item spots wouldn't yield their item any longer.
To try this for yourself go to Rosa's House, add a new Treasure Trigger and then load Baron up.

760
When it comes to the technical side of things I can assist in various manners. If you'd like a new command, some spell routines changed up, etc. I'm pretty knowledgeable in that (as is Chillyfeez) when it comes to graphics or text displayed on the screen, that is not my forte.

If you have any specific information requests I can try and help you.

761
Well we're always here to help! A lot has been figured out about this game so for the most part it can be modded as one likes. Did you have any questions in particular?

762
I always thought Baigan had the potential to be quite an interesting character which the plot doesn't go very far to develop. I think this is a fantastic idea! Please keep us in the loop with how it goes.

763
I've been working on my actual patch for a while now (you can see all of the detailed changes here)

But I thought it was a good idea to post what I've done with some of my research. I've managed to turn Piercing Sight and Aura into their own sections of gameplay rather than just curiousities that might get one look at and never used again. So in essence this post is about putting theory into practice (this is a repost from my romhacking.net topic on my patch but it displays in full the integration of Piercing Sight and Aura)

This update has been a bit of time coming. I always liked that The After Years made the Devil's Road (Serpent Road in this) into an actual area so I took my own interpretation of it.

The party of Palom/Porom/Tellah is highly unique in that there is a strong focus on magic moreso than anything, but the problem with the party formation is that it's only around for half of a pretty small area. I decided to let this crew tackle another area called the Serpent Road.

The unique enemies here are inescapable and each one has their own powerful tactics against the player.



The area is based around fake walls so there is a heavy element of trickery and because of this the place becomes labyrinthine with false leads and dashed hope (remember this Is a difficulty hack as well, hehe)

The enemies here are more geared towards this party, but I made one specific decision. Each enemy here would be resistant to Bio (Virus). Which will be the only spell in the game to be Immune Elemental. Which means that you may find it dealing 1 damage to some foes you might not expect it to.




You may find your weapons lacking in damage...



But there are ways around that! The unique enemies in the Serpent Road are mostly Mage types, which if Palom is sufficiently leveled or Tellah sufficiently geared he can cast the new spell Aura on Cecil and give him several Strong Against certain races of Foe.



This makes Cecil's damage go from that to this....


(Note: In this particular picture Cecil is using the Traveler's Knife which has a chance to cast Scan on hit which it did here, and that is why Scan is displayed as if Cast... because it was cast along with damage)

If you find your lack of strong damage against these foes as worrying, you may use Tellah's Piercing Sight spell to randomly change the elemental weakness of the foe!




Now it is weak to Fire which Tellah or Palom can exploit to the fullest!



With these new tools at your disposal the harrowing Serpent Road will still be a trek, but it is doable, make no mistake about it.

However this is the point in the game where the player should adapt to their new toys or else they will be outclassed by many manner of foes moving forward.

764
It will react as if they Resist Immune as well, but looking through the default game there aren't that many foes with Immunity to elements. On a little more extra testing, this also has the side effect of making anything with a x4 Weakness x4 Weak to Bio. But if you give them Resist Immune then it will deal only one damage to them regardless.

I was growing a little worried at first that I would need to make Bio not hit bosses to compensate for some bosses., but giving them the Immune Resistance fixes that worry.

765
Here's a little trick I learned (probably not new) but I was wondering how I would go about nerfing the power of Bio (Virus) against certain foes. So a trick I used was to make Bio "Immune" element. If an enemy has Immune they will then treat it as an Immune spell as in it will deal 1 damage. This decreases its effectiveness against certain varieties of foes, but it's still a powerful choice to make in most circumstances.