praetarius5018

Modder
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About praetarius5018

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  1. Final Fantasy V: Void Divergence - Discussion

    That's just a restriction derived from using the !drink item menu for !x-item. The biggest headaches with !x-item were obviously ethers and elixirs. A big hurrah for infinite action loops!
  2. Final Fantasy V: Void Divergence - Discussion

    Most of the new job data should be somewhere in 31:xxxx I don't really understand what you're trying to achieve.
  3. Final Fantasy V: Void Divergence - Discussion

    The relevant values are somewhere in the ROM but don't ask me where I left them, don't recall. Summoner isn't relevant for ultima, that spell only counts which vanilla-category spells you have collected, not which the char can use. I think it was specifically where stats are derived from equip and everything, otherwise it would overwrite the old flag.
  4. Final Fantasy V: Void Divergence - Discussion

    Known issue, the game tries to load which skill to display for which char/class-combo and since I moved some stuff around and not adjust the credits, it is likely that it reads garbage that does whatever.
  5. Final Fantasy V: Void Divergence - Discussion

    for just adding a field icon but doing nothing else you already have !item, just "use" any weapon and you achieve that already. single job is only intended for "normal" difficulty (3-4 with basic rules). without expert a higher diff is maybe possible if you allow yourself to level grind but expert is unlikely thanks to enemy level rubberbanding. I doubt that the double stat gains for job levels 6+ are even close to enough to compensate for just lacking critical abilities.
  6. Final Fantasy V: Void Divergence - Discussion

    Currently, !scan is free to use, !skill/examine costs some MP and also needs level 6 to use. I wanted to replace the former but never got around to it/never got an idea that would work as a replacement. Hold L or R when entering the job menu, I could never figure out how to add scrolling to that screen.
  7. Final Fantasy V: Void Divergence - Discussion

    That sounds rather likely, yes.
  8. Final Fantasy V: Void Divergence - Discussion

    Did you check the xls files in the zip? The former should be in classes.xls.
  9. Final Fantasy V: Void Divergence - Discussion

    As usual when this comes up, how big is the difference? Magic doesn't get crits but I try to compensate that by adjusting the damage by an theoretical average (crit rate x dmg%). Weapons are affected by their element, physical skills take the equipped weapon's element, do you match them to the target's weakness the same you choose fire/ice/bolt? On aoe skills, magic deals less per target, physical aoes have a fixed multiplier, against how many targets are you comparing? Vanilla steal chance was 40%, 80% with the thief gloves. Here it is. 40 base +(agl-24) if agl > 24 cap at 90 if above, then: +10 if thief job +10 if thief gloves equipped Not sure what else I should've done with Pillage, it was mostly meant for the "unique" things certain bosses carry. If it was only a 50% chance for 2x items that would just be a disgusting reset-fest for those items that are already rare steals... I intend the gold management to be similar to the limitation of job levels. You can't get all class level in one playthrough, in the same vein you should make an informed choice of how to use gold, does your current playthrough need bombs, can you get by without them? Bombs primarily are meant as a crutch to make the 6 bomb boss possible for every single party comb in single job mode, everything beyond that is a bonus. Admittedly, if you can get a lot of bombs early in W1 they are a minor game breaker. Same as bomb, it gives me a baseline of guaranteed abilities every party composition has (especially for single job mode). I know that you always have a heal spell, a magic attack, an accuracy buff, the option to see weaknesses/stats and a way to manipulate MP. That means I have to hold back less when designing bosses. For regular play, the specialized job skills should take center stage. We have 40+ bosses, randoms don't need to be impactful, I just see them as "resources" in this hack, be it gold, items, blue spells, beastmaster ammo, etc. That's why you can just switch them off. Focus is simply on bosses on multiple playthroughs. If random fights were actual show stoppers, most people would probably lose interest before even reaching W3. That reward was meant for NG+ but gg! My proudest memory of VD was when one player was stuck on Shiva difficulty 1 and we sat down with 2 or 3 other players and everyone found a unique way to beat her from that player's savefile. No grinding, just switching around a few items and skills. Do that but don't hold your breath for another mod update from my side anytime soon; life's been busy.
  10. Seiken Densetsu 3 Sin of Mana - Discussion

    Whenever that character inflicts "yellow" damage (e.g. crits), they heal a few HP.
  11. Seiken Densetsu 3 Sin of Mana - Discussion

    Unheard for me as well. Maybe try patching a different ROM?
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    No, there are no planned changes for that feature.
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    Items with the down arrow are considered "cursed" and cannot be unequipped because they provide very strong benefits.
  14. Seiken Densetsu 3 Sin of Mana - Discussion

    correct, damage gets x1.25 for every single TP