praetarius5018

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Everything posted by praetarius5018

  1. I think I'll just throw "evade%" out of the status/equip menu, magic evade isn't displayed either, instead I'll display there magic attack since that is not quite as straight forward as the random-dodge stats. Plus there's tons of stuff evade doesn't work against anyway.
  2. single job mode or the sage item from the first shop would be your options then
  3. Wouldn't that make her more a summoner than a blue? Or a Tamer/Trainer/Beastmaster? Fire costs 0 is correct DUMMYDUMMY is just a text issue - you should still have learnt Recycle there - passive abilities are special snowflakes that need to named 3 times and I forgot one ofc...
  4. are you on v575?
  5. You have to make sure none of your current equipment makes you immune to corobokkle status, e.g. moon ring, gold shield, the 258 gold armors from Forcena (e.g. Hauberk).
  6. Because Zsnes is quite buggy. Half the stuff there runs on prayers not code. And several ingame instructions are just inaccurate workarounds which yields strange results as you saw here.
  7. Lufia 2 - Age of the Sinistrals

    Version 7

    453 downloads

    Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  8. For your own sake don't use that.
  9. 3. Oh wait, I misread that. I read all jobs period. He should have access to 7 jobs, but wind crystal technically gives 8. Everyone else has 5/8 there, he 7 - it just happened, it didn't really watch for when the jobs get available, just that each char has at least 4 jobs after the first crystal and the jobs fit somewhat thematically. Job selection can still be changed though. 4. not implemented job. To figure out which are just check the ability menu, you'll see the job main ability above the section where you select your 3 abilities; if it is just "!" it is a placeholder job. Otherwise it'll be like !White or whatever the job has
  10. 1. I know, that's a huge todo on my list - I just want the main mechanics finished first and some feedback so I know which are the hardest to understand. 2. Was he defending? That (and a certain passive ability) let you survive at 1 HP IF you had over 1/8 health before the hit. 3. Does he wear the sage item from the shop?
  11. v0.575 added abilities for Tinker job finished job palettes for new jobs fixed berserk, confuse action behaviour fixed exp options not working as intended fixed bug that made X-Fight and TwinCut randomly crash the game fixed bug that made certain escaping enemies not really escape (also applies to SolCannon self-destruct) fixed interaction with X-magic and Time/Echo spell altered MP calculation to (2xSTR + 1xMAG + base + JobBonus) * (MAG+64) / 64 MP soft caps at 200 and 300, hard cap at 400 before %MP abilities which cap at 500 adjusted HP/MP curve of player characters decreased general HP growth of enemies by about 15% decreased specific HP% of Sandworm increased general enemy damage output increased effect of difficulty on enemy damage output increased abp gain from exp/128 to exp/32 increase power of heal vs undead by 50% modifed delay for actions; 0 tick delays are now possible (most abilities), non-0 delays are now modifed by AGL (Slash, Jump, BuildUp,...) added 2hand-only flag to Anti-Magic bow increased accuracy of Rod from 70 to 80 now shows the job's main ability in the abiltiy selection instead of just "ability" singing gets ended when max buffs are reached Blue/Vampire: now works like a 80 power non-elemental drain spell nerfed X-Magic/Shift to quartering missing delay instead of setting to 0, Time/Shift is unchanged set to 0 nerfed demi vs heavy to 1/4 instead of 1/2 the usual power demi and psych now respect the power penalty for being used via x-magic SteadyMP only works up to 99 MP (it is steady MP, not steady TURNS!!) changed ribbon to void type changed martial/aid to void type so formal introduction for Tinker abilities: !Tinker - 8 "spells", main ability: Turret: summon turret to deal earth damage to one enemy Load: reduces remaining item cooldown Swap: switch remaining item cooldown with target Shock: summon Bardandels to inflict paralyze on all enemies Guardian: summon IronGolem to negate physical damage (Golem effect) HeRoBot*: summon Prototype to deal lightning damage and HP leak to all enemies Overload: set own item cooldown to 0 at cost of some HP (can be lethal**) !X-Item - same as !Item but with multitarget and double cooldown Recycle - passive ability to speed up item cooldown !Drink, Brawl - same as from other jobs that have those learned in order: Brawl, !Tinker, Recycle, !Drink, !X-Item Currently, the new "spell" menus have all their spells always unlocked. This will change later. The first 2 of each menu will be always available and the other 6 will be tied to conditions - like you currently need for !Black to buy the spells and for !Blue get hit by them. Though there will be no double-unlock like in vanilla where you had to e.g. grind BlackMage AND buy all spells. *you know: Hero-Bot, He-Robot, not-I-Robot **1-stack feather from !Item would be 14k self-damage, 50-stack Elixir about 900, mere Potion 192 damage
  12. The default difficulty is hard - and it reads like you'd enjoy it more if you'd lower it at least one stage. Though I can be wrong about that. As for what stacks: mostly everything that doesn't say a variant of "does not stack with self" or is just an activator (e.g. resistance, MP steal) or removal (e.g. weaknesses)
  13. Only "breaking" (use equipped rod) and GilToss remove ressources permanently in this version. Easily farmable weapons is kinda dangerous - stacksize reduces cooldown for !throw, up to no cooldown in the 30s. I would put weapons only as rare drops (first copy guaranteed, I think 1/16 for every further), maybe as stealable if the weapon is "outdated" for the area the monster first appears in.
  14. In short yes, both drops and steals will have to be changed. I have a small list of additional weapons and armors that have to go somewhere - and I don't want to stuff everything into the very few shop spaces we have left. Though I'd like to limit it to one steal type per enemy, either rare or normal, not both. Plus more potions isn't that bad, they heal more with increasing stack size.
  15. just a little preview for the first new job to be really added: Blue Bard gained with 1st crystal, meant as a support job built around item use
  16. if you ask me that way, please send per PM, in case there's some stuff I don't want spoiled yet.
  17. Nah, keep it. There's so many small changes even I have to look up half the stuff every time - and noone ever reads READMEs. Maybe I should've called it DONT_READ_ME_OR_WORLD_WILL_END, it works for buttons.
  18. Do you have the "Sage" jewel from the shop equipped on him? That unlocks all jobs as long as it is equipped. If you remove it and have at least one level in an "illegal" job you'll suffer uncurable aging. Illegal jobs being those that are not yet unlocked or those that are generally blocked for that character.
  19. No, that's ok; you could change your mind about what you equip or try out lots of pieces and then end up losing HP even if you went back to what you had at the start. It should be reduced at the next battle start though.
  20. errr.... I just have to use TwinCut at all there... 2 is not equal to 2... what...
  21. I've no idea what that is - with the given save it has the same behaviour even in an unmodified J rom.
  22. Is it still there if you save and reload? If so, can you send me the save file for that (.srm)
  23. You're not patching this over a pre-translated rom, are you?
  24. Yeah that is currently bugged. Likewise turns of confused or berserked characters are currently not happening.
  25. Version 0.710

    336 downloads

    Chrono Cross meets Bravely Default in this re-imagination of Final Fantasy 5. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!