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Messages - LJH

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101
Ah, I see.
Don't see how that'd change much...
*doesn't pay much attention to appearances, only gameplay* (That being said, Rikku = HAWT)

102
Close enough, it's Caladbolg.
That would've been pretty interesting. But there again, being able to ignore defence right from the start would give too much power against certain bosses (one of the worst offenders being Defender X)...

103
At least you're one skill closer to completing your Enemy Skill.

Anyway, I think it only does that in the original japanese version...

104
Troubleshooting / Re: Win 98 SE or Win XP?
« on: 2008-04-13 10:00:04 »
What's the processor speed/model and graphics memory?
A good soundcard would help too, although probably not as important as some other things.

Definately go with 98SE if it's for older games. Although make sure you can find drivers first.

105
General Discussion / Re: The Life Stream
« on: 2008-04-12 14:01:21 »
It's one of my most hated parts in the game, tbh... the first one is interesting, and the second one (during whirlwind maze) is quite short so it doesn't bother me, but the one in Mideel really pisses me off... even the first time I played...

106
Hm, I haven't yet tried a low-level challenge... I did No Materia once and I was very disappointed with how easy it was... (Midgar Zolom was pretty much the only thing that gave me major trouble)

107
Archive / Re: A Secret left hidden
« on: 2008-04-08 05:22:35 »
If it's a monster skill, perhaps you could put the final Sephiroth model as a custom enemy, and have him use the skill, just so we can see what it's like?

108
Also, filling in the blanks... Master Support and Master Independant might be interesting, dunno how practical to make they'd be though...

Although as with Master Command (and unlike Master Magic and Master Summon), you'd have to be selective about which ones it included. For example, if Master Support were to include Final Attack, you could easily link Master Support - Phoenix, and equip a Master Summon so your use of Phoenix wouldn't be limited. Thus, invincibility, unless you run out of MP or get Petrified. (and a Ribbon/Safety Bit nicely takes care of the latter)

Just my opinions on them:

Master Support: All, Elemental, Added Effect, HP Absorb, MP Absorb, Added Cut(only if a way to disable this on curative spells can be found), MP Turbo, Steal As Well, Counter, Magic Counter, Quadra Magic, Sneak Attack. (Excluded: Final Attack)
Master Independant: Cover, Chocobo Lure(sure, why not?), Long Range, Counterattack, HP Plus (+50%, same as a mastered HP Plus), MP Plus (see note on HP plus), Magic Plus(same), Speed Plus(same), Luck Plus(same), Gil Plus, Pre-Emptive, EXP Plus, Mega All (Underwater just wouldn't be possible, I guess... also excluded Enemy Lure and Enemy Away for fairly obvious reasons, and HP<->MP for very obvious reasons... maybe should exclude Chocobo Lure too, I dunno). And of course if they were made, include the Break Limits.

I guess this is more hypothetical though.

109
How possible would that be?

So that, to break the limits requires certain materia equipped?

Edit: Also nice for custom enemies, would be making certain attacks only able to break the limit, while other attacks can't. And indeed, being able to give characters attacks that can always break the limit, and others that never can. (perhaps Bahamut Zero, Shadow Flare and Pandora's Box... KOTR + BDL would be overkill, so it should never be able to... things like that. Maybe Ultima for BDL as well, whereas Comet2 should maybe be another restricted one)

110
Archive / Re: A Secret left hidden
« on: 2008-04-05 01:12:56 »
Hm, playing in Japanese wouldn't be that bad if you can speak it at least a bit.

And it wouldn't be as hard as say, playing Phoenix Wright in Japanese (yeah, I've tried, so far I'm up to the second case in the first game...)

111
Troubleshooting / Re: Snowboard Minigame
« on: 2008-04-02 12:59:42 »
It worked perfectly.
Thanks! :)

112
Troubleshooting / Snowboard Minigame
« on: 2008-04-02 02:01:28 »
Okay, I've seen this posted before but don't remember the solution...

I'm on Windows XP if that matters.

Chocobo race, no problems. Motorbike game goes fast but doesn't crash or anything. I have the crash on music change VERY occasionally. But the snowboard minigame crashes. :(
What's the fix for this?

113
Archive / Re: A Secret left hidden
« on: 2008-04-01 22:57:06 »
I've heard it's named "slooF lirpA Storm".

114
Troubleshooting / Re: just so i know (clearification)
« on: 2008-04-01 06:55:33 »
Eidos is the name of a game company. It's nothing to do with the language.

115
General Discussion / Re: Weak Barret?
« on: 2008-03-26 22:36:45 »
No point putting unmastered Materia on Missing Score, as it has zero growth. (As do all ultimate weapons, except IIRC Aeris's)

116
The lower the level is, the more often you'll get to use a limit, remember... so you might find you get more out of six attacks than seven, if you get to use it more often.

117
Completely Unrelated / Re: Ten worst captchas!! lol
« on: 2008-03-23 05:46:09 »
I loved the maths one, the others weren't that amusing...

118
Archive / Re: Sense (FF7)
« on: 2008-03-23 05:32:44 »
Maybe it's to do with if at least one stat is over a certain value?

I noticed that Midgar Zolom with HP at 28k is unsensable with Vit and Mag at 255. Likewise, the same Zolom with everything (but HP) at 1 except level at 99 is also unsensable. However, returning that Zolom to it's original level it can once again be sensed.

So I'd say that HP, at the very least, isn't the ONLY factor.

Hm, Carry Armor has 38k HP doesn't it, but IIRC it can be sensed...

119
Archive / Sense (FF7)
« on: 2008-03-22 23:25:48 »
What exactly determines whether or not a monster can be sensed?

I read somewhere it was to do with how much HP they have, but then I found that a bit of customization even with under 30k HP made them unsensable, and I'm sure I've seen monsters in the original game with over 30k that are sensable. (Maybe I'm just remembering wrong...)

120
Archive / Re: Creating Enemies
« on: 2008-03-22 23:08:08 »
So there wouldn't be a way to have an enemy immune to Poison status but still vunerable to the element?

(Although that being said, I never added immunity to the status either. Maybe it was a problem with Scenester - when using Hojo to edit from scratch, this problem didn't happen)

121
Archive / Re: Custom monsters...
« on: 2008-03-22 15:56:10 »
Do you think I didn't try that? -_-"

Anyway, the other topic there has enough answers now.

122
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-03-22 15:49:50 »
Even just being able to automatically insert the AI script, even if we still have to write it ourself, would be nice.

Just so we can edit that (and attack data) without having to mess around with a hex editor.

(Exactly what I mean is, even if we still have to write the code, but the program inserts it in the right place and puts in the pointers and stuff)

123
Some keyboards have trouble with certain key combinations.

Try reconfiguring to use different keys, or use a joystick or gamepad if you have one.

124
Troubleshooting / Re: Final Fantasy VIII
« on: 2008-03-22 15:08:04 »

125
Archive / Re: Creating Enemies
« on: 2008-03-22 13:33:56 »
Okay, this is even weirder... usually he isn't immune to it, but after editing, he is... >_>

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