øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=675e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfcff-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfcff-2.html.zxÌåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0B8çOKtext/htmlISO-8859-1gzip(¾Ö8çÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:24 GMT0ó°° ®0®P®€§²ð®Ìåg^R8ç Show Posts - chillyfeez

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Messages - chillyfeez

676
Oh, yeah, I forgot that level-up uses some unused monster bytes... But just as place holders for the calculations, I think.

677
Is this something that's only looking at enemies' unused stat bytes?
Because ATB uses at least one (maybe more?) unused stat byte of each player character.

678
It's all set, Grimoire.
It was a veritable nightmare, but I fixed it.
Check your RHDN messages for the link.

679
Ah right, maybe I'm jut blind or haven't noticed it, but there is one thing still oddly missing from the dialogue editor and that's the "..." character as far as I can tell, I can't find a way to access it, I expected that ... would be turned into the single space character but it's never worked that way.
Type underscore ("_"). It might be in the readme, but I learned, I think, from Pinkpuff saying it here at one point.

680
So if I'm reading this all correctly, then the quickest possible transition is six frames, right?
If the parameter "00" tells the game to revert using the previous dissolution duration, then 01 would be the quickest controllable amount of time to revert... Right?

681
Good to know. It'll be something with either defer or atb then.

682
Probably another patch conflict. I'll likely be able to fix it, but not today. But I'm off 1/1 and 1/2.

683
Um... Does reloading the map in the roster clearing event cause weirdness when trying to exit the whale?

684
Ah... I forgot about steal prevention. I think that is among the stats that is adjusted, too, though not by the ratio. The level is adjusted, then 10 is added.
I was not aware of its factor in preemptive/back attack... I wonder what kind of effect that will have when it starts making monsters lv 66...

685
Another problem I thought of was "What happens if you switch to that party member while the Party Member is standing right there?" Well, while it's not so clean, I was thinking of forcing Paladin Cecil's sprite to be the one displayed when you go to talk to them, so yes there will be that weirdness when you see a copy of a party member, but since it switches to Paladin Cecil's sprite when you go to speak with them it shouldn't look too strange.
Hmm... That is a weird logistical issue.
You could make the character disappear (and deactivate) when they join the party, then maybe the fat chocobo in the whale (since he won't be storing items) could offer the option to clear out the roster, which would remove all characters, and activate all of their NPCs. Though the invisible ones would stay invisible until you exit and reenter the screen... Unless you put Fatty in his own separate room... Or... Anybody got any other ideas?

686
Well, as far as I know, monster levels don't really do anything in FFIV, but they're pretty instrumental in my level up hack. They act as the basis for all stat increases.
The game will compare the monster's level against the party's average level, then creates a ratio based on that comparison by which all other stats are adjusted.
So for instance, the following happens to an (unmodified) imp against a level 10 party:
starting stats (some of them, just for example)
Lv: 3
HP: 6
Atk: 13
Atk*: 1

The game will bring the imp's level up to 2/3 the party's level - 6 , since the party is lv 10.
Since 6 is 2x the original level, all of the imp's stats will be doubled...

Lv: 6
HP: 12
Atk: 26
Atk*: 2

Though the imp will still be a wimp, the difference is noticeable. The easiest fix is to just adjust the imp's level up to 6 to begin with. That way, it'll have normal stats at the beginning of the game, and won't be quite such a behemoth when you're at lv 99.

... Did I explain that clearly?

687
Can't the Damcyan Soldiers just use bank 2 messages?
I never understood why they had their own events.

688
Yeah. It's nice to have someone around who actually understands how SNES graphics work.
Wtg, avalanche!

689
Bummer.

I'm sure that's what it is. Cache was designed to work with User Options, but aside from that it was built intona clean ROM. Funny, because I plan to use it in TfW, which uses Level Up.

I should start keeping a log of all of the empty spaces I invade with my hacks in the interest of keeping them compatible with each other. Or, more appropriately, I should have done that a long time ago.

No matter, Cache is actually a pretty simple hack, so it should be pretty easy to fix.

 :edit:
I presume you made this discovery while putting together the base for your Random AI side project.
Assuming all of the other patches play nicely with each other, send me a copy (sans Cache) just before you're ready to put it out and I'll pop Cache in, in a nonconflicting location.

A word or several about the monster level up patch: balancing enemies out can be a little counterintuitive once this patch is applied. That is, if you are noticing the monsters in an are are too easy for a natural-leveled party, lowering the monsters' levels in FF4kster - even by just a couple of levels - can usually fix the problem (because the level up code will make them level up more).

690
Fun. Inspired idea for random AI.
Does this mean you're taking a break from Combat Boost?