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Messages - Lenophis

Gaming Discussion / Re: FF3/6 - Mirage Vest
« on: August 28, 2008, 06:40:58 PM »
Considering what you have to go through to get it (steal the Thornlet from Hidon, rare steal) I never find the vest worth getting. If the stats were better then I might make an effort for it. Otherwise, no.

General Discussion / Re: The official "Happy Birthday" thread!
« on: August 28, 2008, 12:52:22 PM »
And now it's Imzogelmo's turn to get in on the fun! Tis a great day for he who turns 900.....wait, 30? :whoa: Somebody found the fountain of youth and didn't tell anybody! :omg:

Pandora's Box / Re: Screenshots!
« on: August 27, 2008, 04:09:31 PM »
"Throw" doesn't sound quite sane.. maybe "Throwable" would be more appropriate.

Does the ignore defense also check the ValientKnife bit/property too?
Any weapon and every weapon that has a form of ignore defense will be reported on that screen.

Is the 2x Jump damage property hardcoded or what? I remember reading that the new FF6A Lances don't have that property (not sure if it was fixed/changed in the Euro version).
I don't remember if it was attached to the icon or the range of weapons. assassin would know, though. :happy:

Also, I wonder if there should be something that precedes the commands that get enabled by the weapon...
Come again?

Sounds like a move to try and bolster the sales. Considering how well the Xbox360 and PS3 are doing, I can't say I'm surprised by this. They know the PS2 is still a live system, and that the next-gen systems in general aren't that good. I'm more looking forward to Warriors Orochi 2 next month. :happy:

Pandora's Box / Re: Screenshots!
« on: August 27, 2008, 01:57:14 PM »
Some of you may remember this from a long time ago:

That was implementedmodified a very long time ago, not long before or after I made this. Recently though, we thought it would be a good idea to expand it, and make it more appealing.

I present this:


Where's an idea when you need one?!

It's because Gogo doesn't have a spell block in the SRAM. Espers will relentlessly try to teach magic even if they shouldn't. I'd rather not mess with the engine in that regard.

I had just checked the site not more than 2 or 3 days ago, and never saw this. It is indeed awesome news. :happy:

Is there a fix for that?

The game is very specific with this behavior, so the only "fix" to the problem would be to either extend the commands necessary to include MP, or break it altogether. My Summon This patch addresses the issue by adding Summon to the list of MP-including commands.

The only reason why I bring this up is because the FF3USHT uses it a bit.. so it needs to be fixed or change for some of the existing set of weapons.
Methinks you're putting this thread in the wrong location then... :hmm:

See how Gogo isn't able to critical hit? Well, it has everything to do with him/her/it not having the Magic/Lore command.
Ahhhh, this old problem. As you have no doubt deduced, MP isn't copied to the battle buffer when the battle starts if those commands aren't present. Their MP is set to 0.

Gaming Discussion / Re: FF3/6 - Monster Name Cleanup
« on: August 25, 2008, 12:39:21 PM »
Do I need to put up a movie to demonstrate the issue?
No, it's just that battle engine quirks are not my area. You'll have to wait for one of a couple people that know it far better than I do.

General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:46:58 PM »
I'll take a guess and that it was pre-Item Icon Expansion for Arrange, in other words assassin hadn't made that patch yet. He knew about adding icons and them disappearing, and this was the best way to approach the problem. But one thing bugs me...

Quote from: Readme
  - late March: JCE3000GT asked me for help on stopping Arrange from killing any items with custom icons.  I figured out the cause of the problem (it didn't take much time because Imzogelmo already had lots of the relevant code commented), and said I'd make a patch eventually.  Secret of Evermore projects, The Jump Megafix, and being a lazy bastard all pushed this out of focus for nearly six months.  Apologies for the unanticipatedly huge delay.

It would only be true if it were before October, 2005. :tongue:

General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 23, 2008, 01:03:50 PM »
Mute status isn't saved out of battle (there's 4 status ailment bytes, mute is in byte 2). Unfortunately, only status bytes 1 & 4 are saved, and I really want to believe that they could've organized it better...

General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 23, 2008, 12:39:11 PM »
If "learning" teaches normal spells, Gogo will never be able to learn them, ever. He has no spell block in the SRAM (neither does Umaro, for that matter).

Gaming Discussion / Re: FF3/6 Drainer+Atmaweapon
« on: August 23, 2008, 02:56:55 AM »
I believe it's after the drain, though I'm not 100% sure on it. Considering the damage done will be updated if attacking ones-self is my reasoning behind this.

Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 22, 2008, 02:17:17 PM »
The undead behemoth's death animation is incorrect because the non-present living one is technically still "alive" at the end of the battle. A very simple battle script change fixes it but I'm not going to update the patch just yet, I want to make an unheadered patch as well, and I'm not going to do that until tomorrow. Unfortunately this fix will mean it'll no longer work with hacks that edit the AI, which is just about all of them.
I would hold off on that, actually. Say somebody has made a semi-comprehensive hack, and then they patched this. There's going to be a ton of AI problems (assuming any of it was changed, also assuming it wasn't moved) which will probably wind up breaking it. I'd be more inclined to mention it in the readme. :hmm: