Show Posts

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.


Messages - Deathlike2

1456
I meant, in terms of attack power. Is the character penalized or not (note that I'm talking about Bows+Arrows)?

1457
Final Fantasy IV Research & Development / Re: Power Command
« on: November 12, 2008, 09:44:43 PM »
Well, it's confirmed on the SNES versions that it is compatible with critical hits.

Also, research shows that it follows the Jump hit rate bonus as well... which is most noticable when you equip a low hit rate weapon such as the Charm/Fairy Claw.

1458
The first set of pics hint the usage of the display of the icon+expansion of the item-spell display when you use said item (although, that bleeding into the black background is not good IMO).

The second set is just rearrangement of the menus (if you didn't like them to begin with, although the Save menu option isn't looking right).

The last picture is a blur of goofing up massively.

1459
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: November 12, 2008, 02:10:54 PM »
Hmm.. this is curious.. equipping the Spoon (with its default stats) seems to not increase attack power at all.. (if you made it normally equippable).

It must probably be connected to the attack power value.

1460
How are bows and arrows treated on an ambidexterous recessive guy? I found it interesting when Edge was equipped with a bow+arrow (in JCE's hack) that he was penalized... since the Bow went to the dominant hand. I wonder if opposite is true (since the check seems to rely on what hand the Bow is on).

1461
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 09:36:06 AM »
Mist Dragon's message goes away with a solo Jump
Barbariccia doesn't go into her tornado pose...

Dr. Lugae doesn't go into his transformation sequence:


Rubicante is not rigged:


Jump causing bugs again:


Leviathan facing the wrong way:


Again:


This is Bahamut, not the other guy:


Looking freaky:


It looks like Asura is not affected, but that's because the spells she cast are directed at herself, which is always successful...

1462
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 04:56:27 AM »
Some more bugs..

Looks a little different right?


Here's a reference image...


Another...


This was unaffected...


Oh well...

1463
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 04:42:13 AM »
Odin cutting... nobody:


If you Jump before his stance change, he will use his normal attack stance before he slices and dices you.

Demon Wall's targeting is odd:


Heh:


Note that this is the prime reason why the move and attack was decoupled in FF4A... as they are seperate actions.

1464
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 04:00:54 AM »
Some pics as a followup.. it's hard to get some when it's hard to visualize some of these bugs...

Big Bang... nothing:


It's a nice Tsunami, but eh...


1465
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: November 11, 2008, 03:32:28 AM »
Ok, the Zeromus-Avenger casting bug was analyzed a bit more. Apparently this bug occurs in FF4, FF2US 1.0, and 1.1.
This bug is fixed in FF4ET.

You can do this with other characters and their spells.

The message only appears depending on the targeting and success... if it targets a living ally, it displays the message.
If it targets Zeromus, it doesn't (because it would auto-fail on his invicibility status).

It seems to me that the Avenger Sword tries to get/repeat the last thing you did which happens to be casting a spell, but it selects the very first spell, which does absolutely nothing. This might be interesting for exploiting it for a hack.

 :edit:
Some pics:



1466
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: November 10, 2008, 11:09:21 PM »
Mega  :bump:

I guess it's worth following up on the Avenger duplication bug.

For reference, the process is to equip Cecil with a Bow+Arrow setup.. Bow in the bad hand, arrow in the good hand.

In battle, remove the arrows from the good hand, and right afterwards, you select the Avenger and equip that on the bad hand.
Apparently, the game has poor code regarding 2-handed weaponry as you can perform this with other 2-handed weapons (such as the Poison Axe).

Then, you finish the battle.

Once you get out of battle, you will see a number right next to the right hand, signifying the bug was successfully performed.

In further testing, you can do the same for shields, by putting the bow in the good hand, and arrows in the bad. You would remove the arrows as normal and put the sword in the good hand.

Anyways, the issue is that the Avenger (via the aut0-Berserk effect) prevents the proper decrementing of the arrow removal. This is fixed in FF4ET for the duplication part.. not the bad 2-handed check part.

1467
Very nice finds! I never found much related to the battle windows, this data will save me a ton of time when I get back to work on my hack. :happy:

It would be an improvement over "ass Face".

1468
I wrote before that a critical hit dealt to an elemental immune target would use a fixed attack power value (25 for the SNES version, 21 in the GBA version)...

Well, this didn't get tested in FF4A, but I suspect this will still be true.

For Edge, he's a special case.
If both hands are equipped and one of them exposes the elemental immunity, it should use the standard fixed attack power value that I've mentioned before.
If one hand is equipped, and it exposes the elemental immunity, the formula works more like this...

Attack Power = 25 + weapon power/2

Regular formulas still apply...

This is readily testable in JCE's hack.

1469
Final Fantasy IV Research & Development / Count/Doom Fun Bug
« on: November 10, 2008, 11:12:42 AM »
When the Fataleye monster manages to get its own Count reflected against itself, if for any reason you use a Life potion on a dead party member, you will hear the monster revival sound that follows right after the monster death sound.

1470
Final Fantasy IV Research & Development / Re: FF4A - Gorgon Blade Info
« on: November 10, 2008, 09:15:51 AM »
Relative to when you would normally get it, it's still a solid non-elemental weapon (probably earlier if you try aiming for Black Lizards once you get the airship).. though, I kinda wish the weapon was a lizard killer...