praetarius5018

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Everything posted by praetarius5018

  1. v0.635 v0.637 added abilities for Assassin job winning a (non-repeatable!) boss encounter on difficulty1 now awards a "Shard" having shards in your inventory increases gained exp by ~3% enemies have a 12% chance (33% for heavy enemies) to forcibly end hide status fraction-type damage spells are now subject to difficulty (unchanged on 4, less on 1-3, more on 5-6) fraction-type damage spells are now halved by shell status and by Opal Bracelet added a monster damage modifier by difficulty: 150% - 1, ..., 100% - 4, 75% - 6 constant damage attacks deal double damage in new game plus replaced Dispel/Anti-Magic Bow with Hunter Bow: 17 atk added Hunter Bow and Amber jewel (lightning element relic) to tule shop reduced price for amber from 380 to 135 reduced magic bonus for amber from 3 to 2 reduced HP and damage of WingRaptor renamed Blue/Vampire to Blue/Leech Jump: reduced 2x damage bonus to 1.5x but now applies to all physical weapons Jump: fists, lances, katanas get +25% attack critical hits are no longer exclusive to katanas, fists and bows; instead all attacks that deal physical damage can deal critical hits damage for critical hits decreased from 200% or 250% with ability to 150%/200% base critical chance is now 10%, increased by certain weapons; crit rate bonus stacks when dual wielding
  2. Nah, I wanted to keep it this way because I always find it strange if you start at exactly 0 in RPGs. Hey, that dude is a successful business making quite a fortune - 0 gold. Legendary warrior - Lv1. Yeah....
  3. It randomizes the randomness? I would guess this is more an option for advanced FF6 nerds - those that know how to abuse the default RNG, e.g. when encounters happen, how to force certain drops? The most obvious change might be encounter distribution; you'd probably still have the same amount of total encounters if you loop once through the RNG fully but with this they might be distributed differently, like the first 5 encounter come very soon and then you see a long time nothing. If FF6 has a way to seed the initial RNG forcibly this shuffle would make that technique void. Just a guess though.
  4. Softlock is "easy" - the ghostship+volcano sequence resource management on hard is a bit easier and harder; easier because chest drop rate is higher easier because a bad streak sends you to the title screen instead of into the reds harder, well obviously because of how fast the bad streak can happen
  5. The default difficulty being the hardest was a conscious decision. Basically you are 99% certainly required - thanks to limitations of both the base game and my hacking skills - to interact with the documentation, if only to find out how to open the menu now... so the default difficulty being the highest is my little test (a.k.a. dick move): did you understand what you read. If I would set it to a different default, it'd be easy since that is closest to what vanilla would be. Well, money is a topic of its own; since you can spent money only once, either on new gear or consumables, those that "know" what they need are clearly at a huge advantage here. Though the items (or money by selling them) you get from chest is supposed to be counted into that as well, so... dunno, I'd probably have to make equipment super-cheap across the board and reduce boss gold? but then you can just buy the perfect gear setup for each boss which is something I don't want either. The money game falls apart mid game from increasing gold gains (mostly bosses, mid game is a huge boss rush), less need to buy new equipment since 90% of the stuff was already available and the increasing chance that you have someone that knows heal light to cut down on healing expenses. I see no good solution for this.
  6. entirely passive, doesn't stack
  7. 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.
  8. or light Kevin or light Charlie would have been choices as well for that
  9. I think it should affect them - is your level at least on par with them? That was a limitation in the original as well.
  10. -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
  11. 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
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. single job mode or the sage item from the first shop would be your options then
  17. 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...
  18. are you on v575?
  19. 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).
  20. 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.
  21. Lufia 2 - Age of the Sinistrals

    Version 7

    528 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!
  22. For your own sake don't use that.
  23. 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
  24. 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?
  25. 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