øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=203e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfe66-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=203e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfe66-2.html.zxʃh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦DIOKtext/htmlISO-8859-1gzip8:ÖIÿÿÿÿÿÿÿÿWed, 11 Mar 2020 06:39:31 GMT0ó°° ®0®P®€§²ð®ʃh^MI Show Posts - Mikey

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Topics - Mikey

Pages: 1
1
Game Modification Station / How to check target for death protection
« on: April 14, 2011, 06:45:23 PM »
I want my spell ability to check the target for death protection, then toggle "factor 1/16" if found, using ASM.

I'm trying to make a spell that divides a target's HP, but if it's protected from death I want it to do damage like a normal spell.

Example where 8 is the spell power:

Monster not protected from death, divide HP by half (8/16)

Monster protected from death, do normal damage using spell power of 8.

2
Game Modification Station / My Dischord spell effect
« on: September 18, 2010, 05:58:30 PM »
I'm new to a lot of this, and I'm having some trouble getting this to work. I have a feeling I missed something crucial.

BB             TYX
89 04        BIT #$04      <Check for Can't Run bit. Did I do this correctly?
F0 06        BEQ $6676   <Should branch to RTS
FE 18 3B   INC $3B18,X <Level
5E 18 3B   LSR $3B18,X <Halves level
60             RTS

I put the location for this into the Pointer Table for spell effects under 25(??? Crusader in FF3usme) and used the editor to apply it to Dischord. Now ingame it does nothing.

3
I can't find anything detrimental about applying it, it's senseless.

4
Game Modification Station / Some spell effect ideas
« on: August 20, 2010, 12:08:53 PM »
Though I'd share some ideas for spell effects.

+++If target has Death protection, ignore (factor 1/16) flag and use spell power value for normal damage calculation.+++

I was thinking about applying this to W Wind so that if a target was protected against Death, instead of reducing it's HP by 15/16,
it would use spell power of 15 to do damage like a normal spell.

Monster A is not protected from Death, has 5000 HP, is left with 312 HP after 15/16 reduction.

Monster B is protected, get 1618~ DMG.

+++Randomly scale damage+++
This one would modify damage like Comet\Meteor did in FFV.


Also in my other thread I posted about making spells check targets for 'Harder to run', and miss if found. I was thinking of applying to Demi\Quartr and the like, so they'd be effective on targets protected from Death, but not tougher monsters or bosses.



If you feel like adding your own ideas to this thread, go ahead, I'd like to see them.

5
Game Modification Station / Making a hack, some questions.
« on: August 19, 2010, 11:40:55 AM »
Hi, I'm making a hack for ff6 but there are some things I am unfamiliar with.

I want to make a new spell effect(IE 1000 needles, flare star's damage effect, forcefield's elimination), but I don't know where to begin.

Also, it seems that removing 'miss if protected from ailments' still doesnt apply the ailments if you're protected from them, what exactly does this mean?

And less urgently, quoted from elsewhere:
Quote
Does anyone know how to replace the red background in the Flare spell with something more... black?

Also, I want a black\very dark grey palette for the flare itself, I've tried palettes from several black spells but they turn out grey or oddly colored.

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