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Messages - Deathlike2

1726
I'm not sure if it is properly documented (using the Bugs Guide and Algo Guide and couldn't find them).. but here it goes..

If you wield a weapon that has the MP for Critical Hits property, the MP consumption is based on a character that has a Magic command (Lore is the only other command that is considered a Magic command) and spell. Gogo's the exception to the rule since you are not forced to have him connected with said command.

The test (use the FF3USHT 1.3g beta patch to see what's happening):

Proof - http://rapidshare.com/files/140017228/FF3Hack3.7z.html

See how Gogo isn't able to critical hit? Well, it has everything to do with him/her/it not having the Magic/Lore command.

Note: This is the same issue Banon has, and most likely has nothing to do with the cosmetic MP hiding that the game enforces. If Banon had a Magic command and a spell, his default Punisher weapon would be able to dish critical hits.

If Gogo has a Magic command, but no spells (he's alone in other words), the MP consumption for critical hits won't occur.

Note: In the Tower of Fanatics, the Fight command (which gets auto-converted to Magic) is what is required to trigger the MP for Critical Hits property.

1727
Gaming Discussion / Re: FF3/6 - Monster Name Cleanup
« on: August 25, 2008, 10:37:37 AM »
Do I need to put up a movie to demonstrate the issue?

Let me reiterate then..

In battle, when you kill all monsters of the same type, their name disappears from the list of monsters that are on the field.

Unfortunately, there are circumstances that cause the list of monsters on the field to not properly update.. like when the monsters die from poison or seizure damage.

A similar event occurs when monsters are killed by party members that are under Berserk. The monster list doesn't update for whatever the reason.

 :bah: I can't seem to reproduce it...

Anyways, here's a movie about the monster list not updating properly: http://rapidshare.com/files/140014726/FF3Hack3.7z.html

You will have to use FF3USHT 1.3g beta to see what I'm talking about.

In other words, the checks are not done properly... although this is purely cosmetic...

1729
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:36:47 PM »
Doing the relic properties now, there are a few things you should be aware of.

Infect - 1/2 + Absorb Poison (you get this way too late in the game)

I don't think this will actually work, I've never tried it before though.

Well, you'd have to find an enemy to test it on. AFAIK, the hack claims that absorb+weak = 2x healing from the magic attack.. I figure absorb+1/2 = 1/2 healing from the magic attack. See how the Elemental relic fares with it on and off (Elemental has 1/2 and absorb for Poison).

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Nuke - ignore Mblock
Meteor - ignore Mblock
Flare - 1/2 Fire and/or 1/2 Wind and/or ignore MBlock

You do realize this is now ignores evasion right? The evade patch fixes this, this is the sniper sight property, it's used on the lucky ring.

Hmm, do you have a better suggestion? There's nothing else I can think of that would be the equivalent of unblockable. The Lucky Ring would be more useful simply due to stat boosts. The only next best suggestion is to use the increase magic damage option, but no equipment uses that I think...

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Tornado - null Wind and/or resist Weak + once weak, always weak
Cure+Life spells - add Weak status

I don't know why you want these to resist/give weak (Near Fatal) status, it doesn't actually do anything except make the character crouch down all the time, pretty pointless.

I was thinking more desperation attack chances.

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Scan - 1/2 all elementals (the idea is to remove all weaknesses on yourself)

This seems way too overpowered, unless you get this one later in the game.

It replaces the Ribbon's treasure chests.. one @ Locke's scenario with the hidden treasure.. and the WOR Narshe treasure (Rune Edge -> Ribbon).. and maybe a few more...
The only other method is the Coliseum.

The closest equivalent item is the Unidentified Relic from stealing it from the Ice Rider.. and you can get plenty more on the Veldt. The difference is that the Unidentified has the built-in Exp Egg and the other evasion/mblock reductions...

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Imp - resist Imp

How about also having it give a nice defense boost while the character wearing it is an imp? I don't know when you get it so I'm not sure what would be good.

That's thinking outside of the box. How dare you!  :angry: :wink:

This replaces the Gauntlet. The earliest you get this is @ Banon's hideout  :banonsmash: and two more I think in the WOR.. one @ Umaro's cave and one @ Kefka's Tower. You can definately get more via the Coliseum.

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Slow2 - prevent back attack

You mean the run from side attacks option the back guard usually has?

Yes.

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Rasp - (if it didn't have the HP/MP boosts.. or in addition to those boosts) adding one of the MP reduction options

I think the boosts are enough.

Oh well.

Going back a few pages, when you had JCE's monster use broken desperation attacks, did you confuse it or something? Looking at its script it should just be attacking and using its special, those attacks are only set for its control and rage commands.

Did you see the movie? That should answer your question in a nutshell. IIRC, the monster command list in the Coliseum uses the Control command set.

1730
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:12:57 PM »
http://rapidshare.com/files/139812484/FF3Hack3.7z.html - Joke Coliseum script or completely botched one? You decide.

I replayed my old run for kicks to see remind myself what the last battle was...

Is there a Life3+X-Zone fix? You can't win the very last battle if you even play with X-Zone.

1731
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:51:53 PM »
Leech some icons from the other games?

Some of the FF5 icons may be of use. The Skean icon looks nice (looks like a scroll).

That icon, along with almost all the icons RPGe added to FF5, was ripped from FF6. It's not present in this hack because there are no skeans/scrolls anymore.

DOH! (needs a character to go with that)

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:edit:

Do you know of any games with a flail icon? I'm not too happy with the whip, FF5 uses the staff icon for them but I'd like an actual flail if I could get one since the staff is already used by a few of the rods. I tried drawing my own but it looks terrible.

Try Ogre Battle. The staff in that game looks mighty close to a flail. I also looked at Bahamut Lagoon but didn't find anything too appealing (well, because noone uses a flail)... but there are nice icons there...

1732
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:29:07 PM »
Leech some icons from the other games?

Some of the FF5 icons may be of use. The Skean icon looks nice (looks like a scroll). Then there's the Ribbon... oh, there's also the Shoes...

Sorry, my brain is not working well here.

1733
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 11:35:48 AM »
Instead of doing the icon thing I mentioned, you could just assign defense points to each of them based on their learn rate since it gets auto-sorted by defense values. That will guarentee them sorted ideally w/o having to do anything major.

The number of defense points should be equal to the spell learn rate.

http://rapidshare.com/files/139780989/FF3Hack3.7z.html - The Yeti aren't as tough as they used to be.

1734
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 11:13:05 AM »
When you're selecting spells to learn, ideally you want to learn them as fast as possible. Sorting them by learn rate helps in this matter and improves management of the number of learn spell relics that exist.

You can easily sort them however you want manually and it'll keep your order for the most part, unless you're equipping one-of-a-kind relics.

Sorting them is a pain in the ass. If the Esper screen had espers littered around like the item list (and worse if it were unsortable), it would be painful. Remember the number of relics is all the spells and then some. That's too many to manage given the high use of relic swapping.. you would never really have this happen in the normal game!

That and most relics in this game do not ever fall in the one-of-a-kind status.

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The sort button was "improved" in FF6A.. only for making sure all the relics are sorted by ID (I think) so all the 0 defense relics aren't scattered all over the place like its predecessor. I forget the exact number of relics that have a defensive power in FF6A, but there's 4 by default in FF3/6.

Yeah, the Advance games sort by type and ID instead of just type.

Unfortunately, the relic screen sorts by defense power, and then the order of the relic in the items list. Same goes with the weapon+armor list except defense+attack power are being compared against (I suspect they share the same spot in the data anyways). This is still true in FF6A.

http://rapidshare.com/files/139776540/FF3Hack3.7z.html - That was a quick accident.

1735
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 10:12:20 AM »
Is the relic by learn rate-icon going to be implemented?

Probably not, it would be a pain to keep track of and I don't see much of a point to it. If I did that I might as well make all the weapons order by attack power, items by usefulness, etc. If you really want it in I suppose I could do it.

When you're selecting spells to learn, ideally you want to learn them as fast as possible. Sorting them by learn rate helps in this matter and improves management of the number of learn spell relics that exist.

The sort button was "improved" in FF6A.. only for making sure all the relics are sorted by ID (I think) so all the 0 defense relics aren't scattered all over the place like its predecessor. I forget the exact number of relics that have a defense power in FF6A, but there's 4 by default in FF3/6.

 :edit:

The number of relics that have a defense power in FF6A is 5.

http://rapidshare.com/files/139768472/FF3Hack3.7z.html - Mmmm.. Frozen Esper...

1736
Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 24, 2008, 10:10:14 AM »
EDIT: or did the graphical problem only occur in Veldt SrBehemoth battles, and not the original?

No, it definitely occurs in the original, I never tried fighting it on the Veldt but I'd imagine it would be the same.

The death animation for the boss and Veldt battles are the same for all versions of the SrBehemoth.

1737
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 09:27:54 AM »
http://rapidshare.com/files/139755105/FF3Hack3.7z.html - putting another dragon on ice...  :wink:

Is the relic by learn rate-icon going to be implemented?

1738
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: August 24, 2008, 08:49:36 AM »
Can't learn Lores this way... was this even tested?

I'm pretty sure you already know the answer to that.

I love rhetorical questions.  :tongue:

Other than the graphics blotch, figure out what's wrong here...


Hint: There is no evade fix applied...


When you have relics with over +30% MBlock, there's a thing called stacking them that you may have heard of...

Sketch is become relatively buggy on many of the overworld monsters in the WOR (Miranda) and in many of the battles @ Narshe (Ice Dragon can get glitchy)...  :bah: :lame:

1739
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 03:12:10 AM »
Virus - 1/2 Poison
Infect - 1/2 + Absorb Poison (you get this way too late in the game)
Zombie - undead and/or resist Zombie
Stone - resist Stone
Death - resist Death
Holy - null or absorb Holy (there is a Holy Ring after all)
Holy+ - absorb Holy and/or 1/2 MP reduction option
Nuke - ignore Mblock
Nuke+ - 4x hit
Reduce - resist Death and/or 1/2 Earth
Gravity - resist Death and/or Absorb Earth
Quake - null Earth
X-Zone - resist Death
Meteor - ignore Mblock
Tornado - null Wind and/or resist Weak + once weak, always weak
Flare - 1/2 Fire and/or 1/2 Wind and/or ignore MBlock
Scan - 1/2 all elementals (the idea is to remove all weaknesses on yourself)
Mute - resist Mute
Sleep - resist Sleep
Conf - resist Conf
Stop - add Haste+Slow status (so it prevents other time statuses, as inflicting initial Stop status is the stupidest possible idea ever, especially if it's permanent)
Imp - resist Imp
Wall - add Wall status
Dispel - add resistances that can be normally be dispelled (Vanish, Image?, Berserk)
Slow2 - prevent back attack
Haste2 - raise preemptive strike
Vanish - (shouldn't it do more than add Shell?) add Image status
Attack - add magic damage boost
Cure+Life spells - add Weak status
Heal - resist Poison and/or 1/2 Poison damage
Remedy - too bad we already have the neutralizer... maybe resist a smaller subset of status, primarily those that prevent command of a character (Sleep, Stone, Berserk, Muddle) or those that don't prevent commanding a character (Poison, Seizure, Blind, Mute)
Rasp - (if it didn't have the HP/MP boosts.. or in addition to those boosts) adding one of the MP reduction options

I was thinking more towards level 1 elementals = 1/2, level 2 = null, level 3 = absorb.. but whatever works I guess.

I can do that, I'm just afraid it might be a bit too powerful, I forget how many of the level 3 learn relics you can get.

You start picking them up late WOB via steals, and you have full access to them @ Thalmasa in the WOR once you get the Airship.

I don't see the logic behind MP Absorber having Psych as its spell attached... maybe Rasp would make more sense there...

1740
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 02:33:26 AM »
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learn exit, well, maybe you randomly run from battles?(ala the chicken knife from ff5)

Do you remember such an option in the game? It doesn't exist. The only thing you may add is add the back guard's property, so you are able to escape more effectively.

That's not a bad idea. I'll go through and set some properties on these tomorrow, if you have any other suggestions let me know. I plan to do the elemental stuff (Level 1 and 2 will share 50% reduction) and any statuses that make sense.

I was thinking more towards level 1 elementals = 1/2, level 2 = null, level 3 = absorb.. but whatever works I guess.

Let me go through the list though...