Search the Community: Showing results for tags '1.10'.
Found 6 results
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We're testing some new Mind Blast behavior; if you have the time please ensure this works properly. Intended behavior is that Mind Blast will set up to five statuses distributed randomly among any living party members, with each infliction having a Stam% chance to land. This shit is hard to test due to randomness, so I suggest to grab FF3usME or a save editor to ease testing. Patch is for non-headered Brave New World 1.9. https://cdn.discordapp.com/attachments/160253567012306945/487967470230175747/Mind_New_Blast_1.9.0-N.ips
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This lets Celes (or Gogo) remain invisible when catching spells with Runic. Barely tested, as usual. Beta testers, have at it. Apply to non-headered Brave New World 1.9.0. https://cdn.discordapp.com/attachments/266957262075985920/485068823960223755/Runic_New_World_1.9.0-N.ips
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Somebody test this please. Changes: Cover should no longer activate on healthy allies in the front row (allies in Near Fatal status should still be protected) Cover should no longer activate while Dancing Download: https://www.dropbox.com/s/st4i4umubqzvpl9/Cover New World 1.9.0-N.ips?dl=1 Apply to non-headered Brave New World 1.9 (or use Headerizer).
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Hack to allow preview of equipment in shops. Headered Unheadered ASM for synch: https://www.dropbox.com/s/6vvay7b6k4zdkza/gear_stats_BNW.asm?dl=0
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@BTB, you asked for it, and here it is. It's been a while since I mucked around with it but I believe it's finished. @Synchysi may wish to hand edit the pointers for small battle captions (message boxes). http://ge.tt/3For7Aq2
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https://drive.google.com/file/d/1uTrUOsoFmSDj6OEUV4SbCEUFPw1N5SRE/view?usp=sharing Here's a new beta patch. All I've verified right now is that it doesn't crash immediately, so heads up. The goal of this patch is to shuffle around how resistances are calculated with attacks with multiple elements. Basically what it does is look at each element and do a rolling sum: 1) If it's absorbed, the attack is absorbed and the rest skipped. 2) If it's nulled, add 3 to the resist count. 3) If it's resisted, add 2 to the resist count. 4) If it's one they're weak against, subtract 2 from the resist count. Then, if 2 or more elements were used in the attack, the resist count is cut in half, rounded down. Then: 1) If the count is negative, take double damage. 2) If the count is 3 or greater, take no damage. 3) If the count is 1 or 2, take half damage. For some concrete examples: Fire+wind attack (Merton): Null fire, neutral wind : resist Null fire, weak wind : resist Absorb fire: absorb Resist fire resist wind: resist Resist fire neutral wind: resist Null fire resist wind: resist Code: