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Messages - kveldolf

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Can dialog script events use arguments? I don't know enough about FF4 internals.

If so, some enterprising hacker could make things far easier for you.

In that vein, how are random encounters stored for a map?

If the map structure stores a spot for encounters unused in non-encounter maps, well, that's something we could reuse. You could make events that use the map encounter formations to set the selection. If this works, it could open up event space as well as make shop dialog options portable without changes, as the map would define what SHOP1 means. (You'd need multiple events (I'm thinking four) but you could get rid of most of the 'call specific shop' events.)

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Pandora's Box / Re: Hello 2012!
« on: April 26, 2012, 07:56:07 PM »
I take a good share of blame for the lack of activity. RL has been tough for most of 2011, but I'm trying to get back into it.

Heh, so when you do get back to RL, hit me up.

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Pandora's Box / Re: Suggestions
« on: April 26, 2012, 07:49:34 PM »
Here's a complicated suggestion, but I think it would be most appropriate given what has been provided before.

If any of you have not played Seiken Densetsu 3, well, you should go play it. One of the more interesting features of SD3 is when you have the God Beasts quest. The bosses and monsters in the areas that they are in to increase in level (with appropriate related stat changes) as soon as a god beast dies.

A similar concept could be accomplished in here... increasing the monster's levels and stats (probably using some sort of multiplier or table) when events are accomplished. These could be in the form or getting another character back or killing a boss, such as the 8 dragons, or even treasure chests like the Gem Box/Soul of Thalmasa. In that way, you can allow for going in any direction you would want to (like in CT... and a CT hack would stand to gain a lot from this concept) w/o forcing a particular/linear route and still manage something useful.

However, accomplishing this would most likely expand the monster bits (to either have certain monsters opt in/out of this system or have a degree of scaling from this method). So, it would be possible to run the Tower of Kefka with the bare minimum of 4 characters but also become scale to be harder when the whole complement of characters and other things are accomplished.

Not really sure why or where this would be appropriate, but it seems like this could be handled by a battle script on the affected monsters that bumps the desired attributes based on the chosen variable. This could be overt, and come with the a dialog or animation (say, as with barrier change) or silent, as preferred.
This would remove the need to make a bunch of formations.

If it's something desired in general, the modification script could simply be inserted with an option to turn it off based on formation or event.

I don't like the idea of enemies leveling to match the party, but this could even allow that.
If the Ragnarok Morph transformation data isn't already claimed for something else, that data could be swiped to adjust what changes occur due to level. (e.g. 1=HP modifies, 2=HP modifies faster, 4=Add new HP to current, 8=MP modifies, 16=MP modifies faster, 32=Add new MP to current, 64=Att up, 128=Def up) This level-up data could be used in that script as well as in skills such as Brave or Old, should such be desired.

(Unrelated aside- have you considered consolidating the Mtek bio effect with the Tool Bio-Blaster? They conceptually share visual and in-game effects.

If there's some way that MTek status can simply bump up effective magic power, an increased effect is rather automatic.

I also like the notion of level mattering only little in MTek effects, with magical stats mattering a great deal more. Also like the idea that the MTek effects tend to penetrate magical defenses as a rule. (no reflect, ignores all or half of a target's M. Def) Upshot would be MTek being nasty in the beginning, as intended, while staying useful throughout the game.

A spell/effect that allows resistances to be added up would be welcome. Yes, I realize you're full up.)

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Pandora's Box / Re: Catching cheating?
« on: February 15, 2012, 11:38:44 PM »
Fair enough.
There are always plenty of things that can be done, of course, but the question of how much effort makes sense always remains.

If you care, I'll trickle notions in.
(Unrelated: This is a pretty technically capable formatting system for a forum. It's rather fun. Yes, :bored: )
(But why a marquee?)

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Pandora's Box / Re: Catching cheating?
« on: February 13, 2012, 08:15:34 PM »
Pfft.   :laugh: I was just curious how much effort you guys actually put in and what sorts of punishments you decided on. I got cheats working fine after a false start or two.

I did notice several in-script catches and dead-end loops you guys set up, as well as some locking down on your preferred sequence. A few were clearly intentional. (e.g. Gilgamesh.) The opera house just seemed like buggy event coding. The save blanking seemed more likely to be my doing.
  :lame:
I was curious if I found intentional or unintentional glitches, as well as how much of the cheat protection was familiar.


I will await a more complete version of the hack before restarting it.

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Pandora's Box / Catching cheating?
« on: January 15, 2012, 04:34:19 PM »
 :laugh:
I WAS just going to run through and enjoy the Pandora's Box, more or less as intended, but you went and threw down ye olde gauntlet in the Training hall...

Now I just gotsta cheat, if only to see what you can catch. It's on your own head, I say!
:bah:
ed: I've gotta ask: did you actually boobytrap the save games? (I'm pretty sure that was me, but if so- hardcore.)

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