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Topics - evilmog6

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I think this is a commonly known thing, that Squall's gunblade always hits, no matter what. Even if the value of the attack rating is changed via an editor to 0%, and the attack type is changed from gunblade type to the same bit that is used for everyone else's weapons, and even if he has Darkness status and the enemy has 255 evade, he cannot miss. This is making it very hard to balance the game given some parameters I would like to mod it with... impossible really. Darkness status and Hit-J should matter, but 1 out of 3 characters ignoring it entirely is pretty devastating to being able to use these things. Does anyone know how to fix this? I asked this question a long time ago but it was buried in another thread not entirely about this subject, and it was never resolved, so I wonder if it is some kind of script that is too hard to figure out?

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How feasible would it be to have an enemy attack with a GF summon animation and damage type? As in, could a Galbadian soldier "summon" Quezacotl? None of the GF mechanics of defense while summoning or anything need be a part of this... maybe that could be handled with AI scripts, but before any of that would be worth investigating, could this be done in the first place?

When I try to use the Magic ID for a summon attack as an enemy attack, using Magic Attack for the attack type so it looks like a "magic spell" when it goes off, or using any other attack type, this causes some serious graphical glitches to occur in the encounter as soon as the encounter starts, before the creature even takes a turn, so clearly it's not just that easy (if it's even possible).

If this is possible, how might it be achieved?

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