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Messages - Deathlike2

1036
I was thinking of a shortcut.. to bundle it with the physical/magical counter data.. but I thought about it some more and I'm probably wrong.. since the conditionals such as "is alone/is only enemy type" are combined as AND statements... not OR statements. If they were processed like OR statements, the physical counter would read more like "Counter Fight OR Aim OR BuildUp Attacks".... oh well.

1037
I had some thoughts on this and wondered if anyone thought this was a good idea.

I've mentioned before that there are some issues with counters... where certain physical (Aim, BuildUp) and magical (Remember, Sing) commands are not treated as such in the counters. I believe a way to fix this is to integrate them as part of the counter sequence code. I will have to test this for myself, but this will hopefully fix their oversight in behavior...

1038
Looking over the editor's webpage, I have a few thoughts...

I do suggest you look into the unknown fields (not the unused ones, unless you've got the free time)..

The enemy AI script is probably one worth improving the most. Given that the docs explain what exactly the monster AI does per turn, it shouldn't be too difficult to decypher the jibberish looking code into something that is significantly more readable.

Additionally, it seems that you haven't gotten to scripted text yet (well, specifically battle scripts, but that would be my preference)? I'm sure these are some fixed pointers to a known location in memory...

Then again, I'd also ask for a map editor, but that's probably asking a bit much... heh.

 :edit:

Before I forget.. you also need item descriptions to be editable and a spell editor.

1039
Game Modification Station / Re: Header or No-header
« on: March 18, 2009, 07:13:17 PM »
NSRT which has info about the rom that the emulators do use.

Emus ignore the header by design. If the emu pretends it doesn't exist, it will cause massive fail.  :tongue:

1040
Gaming Discussion / Re: Your game isn't expensive!
« on: March 18, 2009, 07:11:14 PM »
It's probably following step ??????.  :wink:

1041
Game Modification Station / Re: Header or No-header
« on: March 18, 2009, 10:17:18 AM »
Being 512-bytes off is not what you want.

1042
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 17, 2009, 11:39:14 PM »
Trying to get the battle script (for the first battle) the way I want it to work is becoming somewhat annoying, but fortunately it's not as bad as it sounds.

I'm still trying to rework how it is played out, but on the other hand my original idea was better... oh well. Although, the damage algo is wonky due to targeting selection for some reason...

1043
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 07:20:04 PM »
Twin suffers the same thing as Bio does for multiple targets.

Here's a quick comparison..

Comet: 80 (no split damage penalty)
Flare (I called it Burst): 120
Bio: 128

1044
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 07:05:54 PM »
For the record, pretty sure I did use Virus as my kill spell for Milon Z.

I'm half tempted to rewrite that Weak+Fight script to a tri-Weak (in one turn)+some attack script.

1045
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 05:50:41 PM »
Really?  I find Virus to be useful nearly everywhere.  Even the middle Magus Sister gets damaged by it.

I meant specifically vs bosses at certain points of the game. If I give free reign for that spell vs Milon, instead of giving some love to the Twin magic, then it would seem unfair. Overleveling is somewhat intentional, but intelligence is more important.

1046
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 04:56:19 PM »
Curious how you'd get around Virus, although I suppose there are specific counter-scripts possible for magic, as is the case for Rubicant.

Virus itself isn't a countered condition.. counters usually dealt by their properties (physical, magical, elemental, summon, command, damage... and a few others).

However, battle scripts can be run on conditions.. like the Spirit series of monsters run a specific script (of doing absolutely nothing) after being hit with ice. IIRC, the Plague monster runs an entirely different script once everyone has Count status. As you know, Virus inflicts HP Leak status on a target... this is exclusively used to make Virus the not-so-goto spell early in the game.

1047
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 03:55:21 PM »
Did I get probed all of a sudden in my sleep?  :tongue:

1048
I get the feeling this is like one of those "the head doesn't know what the hand is doing" issues...

Hey, at least it's not as bad as FF6! :tongue:

Squaresoft has had the track record, so finding the W-Item dup bug in FF7 after its "invention" in FF4 (and technically goes as far back as FF2 NES IIRC)...

1049
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 02:14:34 AM »
Must be a pretty crappy monster then. :sleep:

You know how many sucky bosses are in FF6? 90% of them are  :lame:

To be fair, the AI script in FF4 was written by monkeys on typewriters, because it's worth scratching your head to see what useless stuff was written.

1050
Game Modification Station / Re: New FF4 Hack Announcement
« on: March 15, 2009, 02:01:01 AM »
Hey, what's wrong with FF6's AI system?

I was referring to the script installed for the monster... not the system itself.