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Messages - Deathlike2

1141
Final Fantasy IV Research & Development / Re: Monster-Character Commands
« on: February 13, 2009, 01:15:33 AM »
Ok, that should be complete unless there's a command that probably should be tested...

1142
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 11:29:57 PM »
Possible bug:  When Clone Palom Boasts, if Palom's in your party, your Palom gets the Boast animation.  If he's not, there's no animation, only the sound effect.  I do know that without Palom in the party, the Boast effect does work, I haven't checked without.

It's known in its own way. Let's just say character/enemy attacks are incomplete at best, so you will find strange looking behavior, and it's only cosmetic.

1143
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 10:40:02 PM »
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Its true usage starts on Mt. Ordeals. The stat adjustments are there intentionally, but if you don't see the benefits, you will find out why soon.
Whoops.  Probably shouldn't have sold it then.  :sad:

You can certainly pick up some more from Spirits+Soul monsters and it's not the rarest drop.. but the drop frequency hasn't been increased.

1144
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 10:11:30 PM »
What's the deal with the Cursed Shield then?  All I noticed was +5 str -5 everything else.  Didn't seem worth it.

Its true usage starts on Mt. Ordeals. The stat adjustments are there intentionally, but if you don't see the benefits, you will find out why soon.

1145
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 08:51:52 PM »
Will 0.66 to 0.69 be a clean save transition at Mt. Ordeals, or should I start over?

You can still use the save.. you are allowed to use cheats to insert/remove spells for that purpose... but if you're not comfortable with that, you can start over.

I'm putting that warning out because restarting a game is extremely painful business so you have your options.

 :edit:

Pics!

At least this armor isn't as lame as FF6's:


Small theme...


Kinda crazy I guess...


Resurrecting a very useful spell...

1146
Gaming Discussion / Re: The State of FF2/4 Walkthroughs/FAQs
« on: February 12, 2009, 08:21:18 PM »
I don't believe so.. and if it did happen, I personally can't remember.  :tongue:

Oh well, I wish I had more faith for FF4 FAQs in general, but they are seriously meh.

1147
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 08:17:46 PM »
Here's an update... there have been some key changes made in startup data (but mostly Edge, I'll address that when that happens).

Additionally, there are some key changes made..

One key spell had a buff... Drain is now as powerful as the version in FF4ET to make it more useful overall... monsters have been properly readjusted for that reason which will change the kind of impact it has on the characters... which will allow me to make it more useful in future battles.

Assuming you didn't grind too much, Tellah's spell leaning table has changed. Tellah will learn a number of his missing spells starting at level 28 because messing with the event data is very sensitive. Tellah will not learn Scan, Sight, and Dispel on Mt. Ordeals (in favor of Safe, Shell, and Blk. Hole), but will learn them with levels.

The DK and Yang battle have been changed but the Waterway monsters are still under some tweakage.

1148
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 07:44:01 PM »
Making the smaller bombs Charm immune isn't going to change the strategy much at all.  They don't Explode and they hit themselves too often to make it terribly effective.

No... that isn't it.

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[spoiler]I do have to say Palom (Virus/Burst/Boast) is WAY too easy.  Just turboing and spamming A is enough to get through the fight without healing.  Porom (X-Magic Cure3/Stone), on the other hand... not so easy.

Is it by design that if you lose one of these clone battles, you're kicked back to the overworld (as opposed to the title screen)?  That's what happens when Porom Stones Cecil.[/spoiler]

The clone battles are intentionally set up that way. You are not penalized for losing or running away (that may change in the future). These battles are designed to be different... not necessarily hard, but if I have something creative, it's certainly going to be more interesting.

1149
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 06:47:30 PM »
[spoiler]There's some serious graphical glitching during the Fabul gauntlet if Mombomb goes large with other bombs still on the screen.[/spoiler]

I'm pretty aware of this.. I've tried to minimize the glitching, but that's because that formation isn't set up ideally. There shouldn't be any glitching if you kill the individual bombs first.

Now that I think about it, I'm now aware what you're trying to abuse... and fixing that.  :tongue:

1150
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 05:39:47 PM »
Honestly wonder if unequipping all of Cecil's armor will make him take less damage...  :hmm:

Remember this... DK Cecil has always had a small number of equipment, separate from everyone else.

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Grinded a lot in Octomamm's lair and Mt. Hobs, didn't get a lot of useful equipment other than Thunder Rod, Silver Rings and a Power Ring.  I'll keep trying.

Kill more "Zombies".

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Edward's been garbage for the whole game so far, relegated to potion bitch (along with Rosa).  Switching to Bow&Arrow didn't change this for me, and he can't Charm the first group of Fabul enemies.  If he can sleep the General, that'd get me somewhere.

Looking forward to the clone in Mysidia continent.

You need to try Sing... that's what you're missing. The status resistance of the General hasn't actually changed from the original.

1151
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 01:58:05 PM »
I did notice that in one of the double attacks he hit Cecil first for 17, then missed Rydia, and still gained 17.  So it's not necessarily just the second of the attacks.  (Also, if he hits the same character twice, he will drain all the damage.)

Well, the monster has to actually deal the damage to get the healing... I should've been specific that it assumes that both attacks connect.

A side note to that is if you grind a lot with the Red Dragons late game. Occasionally, you will see both successful hits to the same character results in 1 damage. It is possible by design since the requirement for damage is one successful hit, even if the damage dealt is "effectively 0".

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Antlion was a LOT easier after grinding.  Mombomb only took me two tries as well.

I always spent time grinding for Edward's sake... because he's actually more useful a fighter than most give him credit for.

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I'm currently grinding before the Fabul fights... that first set of enemies does so much damage ;_;  (I assume they have weapon elemental that Cecil's armor is weak to?  Cecil was taking about 180 while Yang was still in the 70s)

Yes, that's pretty much it. I wanted to grind home the fact that being a DK sucks. There really shouldn't be too much grinding needed for the Fabul fights.. it just requires you previously grinding and getting nice free item drops... or if you are willing to bite the bullet, BUY items... quite a novel concept!

The fights themselves are not as hard if you use Edward correctly... it is just time consuming though.

1152
Gaming Discussion / Re: The State of FF2/4 Walkthroughs/FAQs
« on: February 12, 2009, 10:52:40 AM »
Small  :bump:

I remember reading back in the day that the battle with Yang would end quickly when Cecil would attack Yang like 3 times...
Those were the days.

Now, after seeing what that script is... I'm actually very pissed that the information is only half true. Cecil does have to attack Yang, but after the second kick.

This gets me a little more motivated to continue work on that Walkthrough I'm putting off....

1153
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 12, 2009, 10:16:25 AM »
Are any of the 'clones' in the game yet?  Been grinding to try and find one to test it out, but haven't succeeded yet.  If it's 1/64 in a certain spot, that wouldn't be surprising.

You'll find them starting at Mysidia... they will appear in rarer formations but will be more common than you think because it's not like the GBA port's screwed up RNG.

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When Antlion does his double attack, he only seems to drain the greater of the attacks, if they're split.  Don't know if that's intended behavior.

I can't say I wanted it that way, but that's how the engine works (I might miss a few bits of behavior, but more often than not, it's intended). The double hit nearing its death was to show more aggressiveness, and not necessarily to keep the Antlion healthy.

Your observation isn't quite correct. The healing obtained is equal to the value of the second attack.. not the damage of the harder hit.

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Octomamm took me about a half hour to kill, btw.

It was a lot of fun making that boss not look like a complete wuss vs Cecil's attacks.

1154
Final Fantasy IV Research & Development / Re: Initial Spell List
« on: February 11, 2009, 01:18:07 PM »
Sorry, misunderstood your question. Yes, events are dynamic -- the event code is not activated until the event is, so you can change the event and it will accept the changes as long as the event hasn't been activated yet.

I got adding spells working from the event in the patch found here - http://slickproductions.org/forum/index.php?topic=917.15

However, as a negative side effect, it seems that some sort of event data pointer(s) have to be updated because it made the save point on Mt. Ordeals the "Found Black Chocobo" event.

1155
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 11, 2009, 09:15:00 AM »
One bug I've noticed is with the Rydia Chained Attack; if Kain is in the air and Cecil is dead, Cecil will still take minor damage from it (and his dead body will shake when he gets hit, which looks pretty cool)

It's not a chained attack from Rydia.. it's actually a chained attack by Titan. It only looks visually that Rydia is attacking, but that's not the actual case because of how character battles are designed. I've said that earlier in this thread.

Additionally, it seems like a symptom of Kain's Jump attack with everyone else being dead... which has been documented as a bug that has existed in all of the SNES/SFC versions of this game.

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Also, Rydia's Antdt shows up as 'suna' in the spell list.

I've also already mention that in this thread. The spell list past the Ninja spells are parsed incorrectly, as they were never originally intended for a normal spell list. Please read all the previous "buggy" behavior or non-bugs (which I don't have control over) that I've previously listed in this thread.