praetarius5018

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Posts posted by praetarius5018


  1. v1.656

    • replaced gauge option with alternate job sprites option (sprites provided by zetawilk)
    • HP display now also updates on damage pop up instead of after the whole round ends
    • no longer hides field icons on victory
    • battle UI now displays status health bar between HP and atb bar; toggle status bar on/off with select
    • battle UI displays stun/stop/singing duration instead of atb ticks, bar becomes then colored pink
    • added bonus to first turn speed for fastest party member if a faster enemy exists (i.e. should go first in all boss fights)
    • HP regen now also gives healing over time like inverse HP leak (negated by HP leak); reduced strength of the periodic big heal
    • each hero can now only endure (defend, endure passive, insurance, heavy status) fatal damage once per battle
    • monster that perform reactions to specific attacks can now do so only once per turn
    • split cooldowns into item and skill types
    • cooldown for skills is affected by strength
    • using brave recovers half a turn of skill cooldown (def. recovers 25% of remaining item cooldown)
    • using weapon spells (e.g. defense sword or rod breaking) now adds 5 turns of item cooldown
    • enemy HP and AGL is now scaled by number of present party members
    • returning enemies in world 3 that are below rank 28 are increased to 28
    • changed player weight penalty on ATB to be more percentage instead of flat
    • adjusted item cooldowns
    • corpses can no longer aegis block attacks
    • set known spell levels by default to max for menu and confuse purposes
    • reduced scaling of monster damage by about 20%
    • reduced influence of MAG for monster status chance to 1/4 the previous value
    • changed element typing of karlabos, siren(undead), galura and crayclaw
    • changed AI of siren; mostly guaranteed haste at 50% instead of random
    • changed Atomos AI; phase 1 nerfed, added a phase 2
    • changed Exdeath (solo vs Galuf) AI a bit to show more of his regular skills
    • changed Exdeath (castle) AI
    • changed arcanist skills; themed around producing combo, empty and broken field icons
    • empty field icons oppose all elements but have no further special effects
    • broken field icons can't be removed, oppose all elements and reduce healing spell power by 25% each multiplicatively
    • reduced bonus HP from HP job levels from (20+total job levels, max 50) to (20+total job levels, max 35)
    • WhiteMage learns !Mantra instead of !Recover
    • passives that gave +10% HP now give +20%
    • heal amp is no longer innate
    • medicine also increases heal spells by 20%
    • barrier no longer displays an animation; needed to fix a bug that treats the animation as a real action (cost 100 mp for a <nothing> extra action)
    • !aim also doubles crit rate and has increased power of 115
    • !skill/examine now costs 0 mp to use and is always available
    • changed !mantra to a 140 power aoe heal, 170 if unarmed, based on vit/mag
    • increased Bushido/Booster's power from 35 to 55
    • increased Skill/Treat's power from 45 to 60 and cost from 10 to 15
    • increased Predict/Blessing's power from 193 to 216 and changed it to also cure toad, mini, zombie and petrify
    • changed Blue/Exploder damage bonus for player from x2 to ~1% per MAG (+100% at 99)
    • two handed only weapons now gain damage bonus from power grip
    • use better of both equipped weapons for crit rate bonus instead of sum
    • increased crit bonus of knives and whips a bit
    • changed thief glove from 2x steal chance to +10% steal chance and 4x rare steal chance
    • replaced fire bow with battle bow and moved it to walse
    • made soot, shuriken an fuuma shuriken usable as exotic weapons
    • added effect to soot when used with !fight to prevent the target's next field icon
    • changed kunai from weapon block to a long range throwing knife
    • moved judgement staff from DarkMage to MindMage and DoomDealer
    • changed bomb damage scaling; now scales with stacksize, AGL, level and medicine passive
    • removed miss chance from bombs
    • nerfed ribbons from +5 all stats to +3
    • random hit skills like comet and meteor have been reduced from max 5 hits to 4
    • physical techs now apply power grip and backrow compatibility by equipped weapon
    • physical techs that display the equipped weapon when attacking now properly use both when dual wielding
    • berserk should now no longer skip the first action
    • increased brawl increase to m.atk if unarmed by +50%+10
    • changed release skills to not profit from user's m.atk bonuses, only passives
    • changed physical release skills to properly use the monster's element
    • reduced base damage scaling of release skills
    • blitz/pummel and rush are now affected by row
    • drag-on breath skills are now str/mag based
    • tinker turret and herobot are now agl/mag based
    • esemte recover is now level based
    • removed stats&ailment checks from flee chance
    • Krile should now start with same job and abilities active as Galuf
    • Minotaur now requires mp to cast holy
    • can no longer stack evade chance of the two parry type weapons (guardian vs hardened dagger)
    • mini status now gives +20 evade instead of 2x, capped at 70 instead of 99
    • mute status no longer has a limited duration
    • doom status can no longer kill bosses (bypasses death scripts), only reduce them down to 1 HP and 0 LP at most
    • heavy status reduces applicable status duration now only by 25% instead of 50%
    • added exceptions to the skill "targeting" to avoid Omega's barrier getting transferred to the player
    • fixed exdeath and leviatan battle name display; formerly showed empty space instead of box border to the right of the name
    • fixed geomancer learning !animals instead of cqc
    • fixed ManKill not counting as knife for proficiency
    • fixed dragon lance not getting doublegrip bonus despite saying it does
    • fixed GaleBow's X-Fight crashing the game
    • fixed a bug with dual wielding that treats the second weapon as having 0 attack
    • fixed a bug that gave released monster full damage multiplier on percentage moves
    • fixed a bug that overrode caught monster when receiving a status effect
    • fixed animation on condemn playing when not inflicting the status effect
    • fixed name of vacuum blade special
    • fixed that physical techs were affected by Lich passive and fork tower
    • fixed phoenix spell animation
    • fixed bug that taught oath/genome spells already when depleting the first LP instead of the last
    • inflicting stun and old with the same attack no longer results in perma stun

  2. Ok, since it totally went over your head:
    I'm absolutely not interested in working on SD3. Especially after what happened here on the first few pages.

    That was the address you need to look for, or one of the potential ones; stuff in ram in sd3 can be moved to different locations on save/load and world map transitions.
    You first need to find the place where the displayed level is saved - it displays it as +1 compared to the value in ram - in my last save it was 7FF111 for one of my characters, then go to the value after it and see how that behaves at/before level up.
    I recall I send you a debugger on the first few pages here, so you should have all necessary tools to find the issue.


  3. On 14.8.2021 at 3:48 PM, hmsong said:

    I guess I screwed up my phrasing.  My bad.  What I meant is, could you please help?  I guess you sort of did, but you lost me.  Are you saying 7FF111 is the value I need to look for? (aka 11 F1 7F)  That can't be the address, since the address of the original Japanese version only goes up to $3FFFFF.  If you can tell me the addresses I need to look at, I'd appreciate that.

    you want to help me with FF5? thanks, I appreciate it


  4. Good luck with that.

    The game tracks two instances of a characters "level"; assume 7FF111 is the displayed level - 1 then 7FF112 is the level used for determining stat caps (itself capped at 20, reset to 0 on class change). The later goes up whenever the game thinks you have enough exp to level up and it can queue a level up screen; the bug happens because you can kill multiple enemies between qualifying the first time for a given level up and the screen actually coming up.


  5. 1 hour ago, Nesouk said:

    STR - 20% more attack, non-critical regular attacks deal half damage

    I think "Non-critical regular attacks" include both Light and Heavy Attack, so this capstone doesn't seems synergise well with Power Attack build and seems more fitting for a Critical or Counter Build.

    it is the little brother of the swordmaster weapon - if it isn't yellow damage it gets reduced


  6. 10 hours ago, smileless said:

    Veery little, I am wondering if it's also due to the saber spell +20% capstone that when casted on enemies they also gain that increase.

    if you want to do some math she has 472 atk naturally or 457 with one shaman weapon or 442 with two.
    no shaman weapon and casting saber on her gave her 519 atk.


  7. 1 hour ago, Nesouk said:

    He need to have his Power Up, the effect takes place only if the character cast Power Up on himself.

    to clarify it doesn't matter who casts power up,
    it just matters that the receiver of the buff has the armor.

    e.g. Duran with armor, Charlie without armor
    Charlie casts power up on all:
    Duran gets 200%
    Charlie gets 125%