451
General Discussion / Re: Super Duper Stock Market Thread (Part Tres)
« on: November 27, 2008, 01:59:29 AM »
well, the S&P 500 is up a robust 17.97% since i posted that. i'm some sort of prophet.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
it's down 52.3% from its all-time high on October 11, 2007. the Dow and Nasdaq are at 5-1/2 year lows, and if they fall much more, they'll be setting decade-plus records like the S&P did. a greater than 50% fall is more than what happens in the typical recession, from what i've heard, so it's possible we won't fall much further (though this recession is shaping up to be pretty bad).speaking of revive potions, someone should've posted this over here. this guy is just so fucking dense and stupid it's actually kind of impressive:
http://www.gamefaqs.com/boards/genmessage.php?board=554041&topic=45404001
Quote from: Deathlike2Is 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.
so that the browser doesn't crap on itself and you can close those windows that consume the most resources (fuck Flash).
Yes. It seems we have this thing figured out, although it's odd that the animation worked fine for the Trappers before you changed their slots.
and it seems you've narrowed it down beyond what i had.. i thought maybe having a dormant enemy before a present enemy in a formation was throwing the animation, but from what you say, this animation is simply very limited.
This is still a possibility, I'll test it later.
It's reading treasure drop data from slot 1 in the second formation regardless of whether there's an enemy in it or not.
The undead behemoth's death animation is incorrect because the non-present living one is technically still "alive" at the end of the battle.