praetarius5018

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Everything posted by praetarius5018

  1. Seiken Densetsu 3 Sin of Mana - Discussion

    entirely passive, doesn't stack
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    When the hate meter reaches the point where the boss would normally use a counter move, you get a random chance that he will not use his counter move; either way the hate value drops down to 0.
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    or light Kevin or light Charlie would have been choices as well for that
  4. Seiken Densetsu 3 Sin of Mana - Discussion

    I think it should affect them - is your level at least on par with them? That was a limitation in the original as well.
  5. Lufia 2 - Age of the Sinistrals

    -intentional, the same spell exists outside AC as well; the whole set of spells it belongs to is part of a joke against the people of that town -I think that is vanilla behaviour -doesnt really matter, cm exp/level is tied to maxim; i think what happens there is that you have the exact exp that an untied cm would be 1 level higher - afaik they have a separate table with the required exp to next level that needs ever so slightly less, like 3 exp difference at lv20
  6. Final Fantasy V: Void Divergence - Discussion

    As a sidenote: "greater resistance" was "immunity" in the original version. Regular resistance modifes damage with atk -25%, def +50% (vanilla had just atk -50%, this was never on any enemy, only on heroes) greater resistance modifes damage with atk -50%, def +50% (vanilla had atk = 0) in the damage = (atk - def) * M calculation
  7. Final Fantasy V: Void Divergence - Discussion

    v0.611 added info dumps to Beginner's House replaced evade% in equip/status with magic attack power added max job levels to status menu added experimental faster dash: hold Y instead of B to run even faster pierce now also makes attacks ignore up to 20 (magic) defense after other reductions like elemental weakness weakness hits against targets with excessive defense bypass some defense poison ticks against heavy targets get more infrequent over time, refreshed by applying poison again renamed MagicAmp to MightAmp MightAmp now also boosts non-elemental magic by 33% and weapon attack by 25% nerfed spellblade additional element factor from 2 to 1.25 changed spellblade to actually add its element to the weapon's base element instead of only roling a second element check increased spellblade/tempr from flat +20 to +50% attack bonus added +20 flat attack to spellblade/flare increased double grip bonus for weapon attack from +25% to +33% increased double grip bonus for magic attack from +12% to +17% weapons now also have a weight weight recalculation is now also active during battle fixed in-battle calculation for evade reading wrong values fixed text for newly learned abilities fixed miscalculated status durations, e.g. underflowing paralyzation against bosses for infinite stun fixed certain in battle events not firing if the boss is stunned fixed several issues with the sandworm boss fight like too high HP, not having weaknesses, not giving exp, ... fixed !mix resulting in garbage spells "fixed" exploit with old status that reset old-penalty on equip change to 0; base stats now drop by 1 for player characters each tick decreased SolCanon HP, changed type from Holy+Wasser to Holy+Ice decreased Launcher (SolCanon add) HP, changed type from earth to water enemy resistances become strong resistances on difficulty 1-3 or absorb in New Game Plus Galuf lost access to BlackMage, instead gains Arcanist Faris lost access to TimeMage, instead gains Mimic MP gain from Ethers and Elixirs via !X-Item is now reduced to 33% shields can now not only remove their element from weaknesses but also upgrade the resistance to greater resistance
  8. Can't unequip the Bishamon from Hawk

    If it ended up on Lise you were semi-lucky that the data block in the 7FEExx area was one of your characters. As I wrote, character data can "freely" move around. You could have hit a "blank", a sprite, AI (=bye bye game), etc.
  9. Can't unequip the Bishamon from Hawk

    Oh, that is easy. The Bishamon (weapon id 0x67) has copied the property of the Protect Ring (armor id 0x67), not that it should but... it does. The cheats for this are NOT simple!! SD3 moves its data around sometimes when it feels like it (world map transition, save game load). You first need to know which slot Hawk has when you chose your party. With that knowledge you have to read the value from: 7E2040 - 1st hero 7E2042 - 2nd hero 7E2044 - 3rd hero 2 bytes though. Common values would be ED60, F060, F360. Let's take the first one. You have to add 0x00BC to it and put a 7F before the first value to get the weapon id. This result should be 7FEE1C for the weapon id. Sorry, as I said, SD3 is not simple.
  10. Final Fantasy V: Void Divergence - Discussion

    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.
  11. Final Fantasy V: Void Divergence - Discussion

    single job mode or the sage item from the first shop would be your options then
  12. Final Fantasy V: Void Divergence - Discussion

    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...
  13. Final Fantasy V: Void Divergence - Discussion

    are you on v575?
  14. Seiken Densetsu 3 - Sin of Mana

    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).
  15. Lufia 2 - Age of the Sinistrals

    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.
  16. Lufia 2 - Age of the Sinistrals

    Version v10

    2103 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!
  17. Lufia 2 - Age of the Sinistrals

    For your own sake don't use that.
  18. Final Fantasy V: Void Divergence - Discussion

    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
  19. Final Fantasy V: Void Divergence - Discussion

    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?
  20. Final Fantasy V: Void Divergence - Discussion

    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
  21. Seiken Densetsu 3 Sin of Mana - Discussion

    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)
  22. Final Fantasy V: Void Divergence - Discussion

    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.
  23. Final Fantasy V: Void Divergence - Discussion

    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.
  24. Final Fantasy V: Void Divergence - Discussion

    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
  25. Final Fantasy V: Void Divergence - Discussion

    if you ask me that way, please send per PM, in case there's some stuff I don't want spoiled yet.