Emmy

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Posts posted by Emmy


  1. I think it has something to do with an ai hack I was using, which is supposed to make characters ignore Golem's processing if Golem isn't present, along with increasing frequency of stat changing moves; but it seems to have other negative consequences.  Not sure if the hack was busted or if it just doesn't work alongside other changes that I have made, but I'm going to be reverting those changes in 3.01.  Thank you for letting me know.


  2. Version 0.03: http://jmp.sh/kouav0D

    Changes:

    1.  Areas 2-7 focused on in this update.  Most of the rooms in these areas have been cleaned up a bit in appearance.  Warp Zone/Branching Out are now numbered.

    2.  Several rooms that were impossible before due to buggy scripts or bugs from the original game are now possible.  Notable examples: Jaws, Meet Me Halfway, On A Pedestal, Pushing My Buttons, Perseverance, On A Tangent.

    3.  Several rooms have been toned down in difficulty.  Notable examples: Son of Beast, Arctic Conquest, Don't Close Too Many Doors, This World Will Do A Number On You, Long Division, Now Think Outside The Box.

    4.  Several rooms that were a bit boring were just remade.  Notable examples: Cosine Wave, Go Bananas, Verruckt, Ahead Of The Curve, Gemini.

    5.  Several rooms that have poorly synched enemies or odd enemy behavior due to room scripts have been reworked.  Notable examples: A Slight Detour, Hope You Made The Right Choice, Foreclosure, Carve Your Own Path.


  3. 1. You need a game that isn't run by one of our community members, otherwise it'll be a blowout.  Probably either a short category or a short game in general also, since a longer game/category will be a huge time investment to learn and watch the tourney for.

    2.  I like the modding contest idea better.  Something with an intuitive enough editor that a beginner modder could create a stage of a game in a day or 2.

    event.jpg


  4. Weird formatting on your post, so I'm going to find/address as many of these questions/concerns as I can find:

    1.  woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone.  - Throw Stone was changed to randomize between higher values so that it's more usable throughout the game.  Sounds like you just got unlucky.

    2. Also, looking at Delita, what's "Arc" range on last couple attacks?  - Arc range = targeting is the same as a longbow.

    3. What's the equation on Potions?  - 50% max HP, capped at 999.  Does not reverse on undead.  Ethers are also fractional (50% max MP).

    4.  though a duo of Self Destructs comes to mind; I tried to use one to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or something.  -  Self destruct's formula = Max HP - current hp.  

    5.  Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack?  - Counter magic (also counter) recalculates the damage using the Flotiball's stats.  Flotiballs have 255 ma multiplier, which is much higher than anything else.

    6.  Wait, they're Immune to ALL non-Dark damage types? They're immune to Nanoflare, even, which is non-elemental, but not Repel.  -  Jellies have Runic (like Blade Grasp, but for spells).  They also have high magic evade and magic damage reduction.  Repel is physical and non elemental, so it goes right through all that.

    7.  On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch and Move-MP Up, or Auto Potion. - Status effects are very important.  Petrify and Frog don't care about the Move MP up/MP switch combo.  Even minor statuses like Poison, Rasp, and Don't Act can help with that and more. 

    8.  Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. - This feature was new to 2.53: Display improved to go along with random ability code and to make it easier in ch 1.  On baby units that have no randomized/additional abilities in battle and are player controlled, the innate abilities appear instead of the action abilities, so that the player can tooltip these.  Going to Unit List, the action abilities still appear so that the player can tooltip these.  If randomized abilities exist, these will appear instead of the innates.  Full example in the change log: http://ngplus.net/index.php?/files/file/19-monster-tactics/&changelog=17

     


  5. Copied from the FAQ:

    Mind Shield - Damage taken by this unit is reduced by 1% for every 2% of MP is lost by the unit.  This is fractional reduction based on mp current to unit (it does not stack with itself).  Division truncates, so the case of odd numbers in calculation will give the additional point of damage to the attacker.  Only affects XA*YA based formulas.

     

    So for example, you have 800 max mp, and 600 current.  You've lost 25% of your mp, so damage is reduced by 12.5%.  If the damage dealt would have been a fraction, such as 90.4 damage, it will round up to 91.

    • Upvote 2

  6. Looking forward to Saturday's runs for a couple reasons: 1. Super Metroid is on Friday so no more kill/save donations.  2. My 2 favorite non-MT streamers are running then. :) Unfortunately I'm working and will just have to catch the vods. :( 

    My main recommendations are for the Panga World and MM runs on Saturday.  


  7. The Shinobi with ??? and immortal flag is actually a later game superboss.  Extra battles have been primarily a place for experimental ideas I thought might be interesting to attempt.  They have not gone through the same rigorous testing as the story battles, since they don't have to follow a difficulty curve/most of the same rules.  Most of them I beat once in the version where I created them, and didn't touch again.  For that battle, and one other extra battle I made, I had the idea of a very fast undead (superboss speed tier) unit supported by regular enemies.  These were actually inspired by a random battle. :P

    **Edit** Forgot to mention that I made a lot of these bosses vulnerable to some statuses that are normally blocked by immortality, to make them easier to beat if you find them in random battles.  This will carry over to extra battles if I didn't give them items/immortality there, as you saw.