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Messages - Dogshrapnel

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1
Just a quick question to ask, I noticed that Lai Strike has its own status formula, does anyone know what the difference between its and bad status's formula is?

2
That's unfortunate, it seems I'll have to redo all that work I did due to some problems that caused my binary files to become unusable. Thanks anyways.

3
As far as I can tell, I would save as a mod mostly, only saving directly to the file when I was testing. It seems like the monster stats were saved as many defense values are different from the originals. It's weird since everything else is still changed, I remember running into this problem before too, so I don't know what the heck I'm doing that's causing this.

Edit* Now I'm noticing that a few enemies DID have their proper stats saved, usually the ones at the start of the list, but the majority didn't, why would it save some but not all?

4
Ugh, I don't know why but after editing a ton of monster data to balance their stats better and saving it, it seems like most of it is gone, which considering how long it took sucks. The really weird thing is that some of that data did get saved, but only the basic stats it seems, all of the status effects and HP/MP stats don't seem to exist. Is that a problem or did I just mess something up somehow?

5
Oh really? That's pretty interesting...but also raises the question of why do it differently for these creatures while others are more standard? It just seems weirdly inconsistent to me.

6
Okay, Gizamaluke is weird...

The editor displays him as having a normal amount of health, so I let the the player be able to poison him since he's fairly hard in the mod I'm working on.

So when I poisoned him...he took over 4000 damage and ended the fight instantly. Tents also heal him for 9999 HP if you use that tactic...

So what gives? Other "Heavy" bosses who die when under 10000 are shown in the editor right? Why is Gizamaluke and perhaps other bosses as well have weird HP values not shown?

7
So I just found out something very interesting.

I removed "Add Status" from Zidane's ability list planning to make it so that he would just use "Soul Blade" for all of his status effects. However, after doing that, I randomly got the Silence effect from the Mage Masher even though it didn't exist for him anymore. So the trigger for weapon status effects might be locked from working due to the ability rather than the other way around. I haven't done any more testing with other characters but it doesn't seem to be a fluke or anything like that.

8
That sounds useful for a few things...

9
One thing I'm curious about is the other attack types, all the basic physical attacks used by enemies are of the "Attack Type 8" class, so what the heck are the other 7?

10
That's the feeling I got, otherwise the damage enemies do with some attacks would be waaaaay higher.

11
Haha, shouldn't be surprised that a game as complicated as this has lots of bugs when you start to edit things.

Lots of interesting quirks too, I've been messing around with attack effects to see what happens, certain weird things I've noticed is that editing certain enemy attacks to be "Physical Attack" seems to place some kind of element with that attack depending on the enemy. For example, Nova Dragon was healing some of my characters with Shockwave when it was set to "Physical Attack", yet it's non-elemental by default and no element was set up. Very interesting.

Also, the only reason I can see why counter was glitching earlier is that "Attack Type 8" seems to only be set up for single target attacks, another interesting quirk.

12
Just found an interesting glitch.

I set up Nova Dragon so that its multi-target shockwave was Attack Type 8 instead of Enemy Attack since it seemed less random.
When it got used, Zidane, Quina, and Freya all countered since it was a physical attack, but after that, Zidane and Quina were glitched and their animation kept trying to do their last action, if they did anything other then countering, the game would soft-lock and their turns would never happen.

Very Interesting, speaking of which, what is it about the Enemy Attack effect that seems to make it so random? The damage seems to vary from doing 40 damage to over 1000.

*Edit: After looking at the formula, it seems the Random Mod is only divided by 4 for Enemy Attack rather than 8 for party skills. They tried a little too hard to make this game random, jeez.

13
All it takes is someone making an editor to realize how weird and quirky a game is.

Well, "all" as if making one is easy.

14
Oh my gosh, really? I feel like an idiot now. Thanks for the help!

That's an interesting thing to know.

15
I'll just put the links here. These are my current back-ups. I want the later version working if possible.
To be honest, I forget when exactly I started having this problem, thanks for the help.

I never realized how scripted this game was, the most in-depth edit I've done is to the power and properties of AI attacks thinking it wouldn't be a problem.

16
Hullo thar, I've been using the editor and it's been better than I ever thought something like this could ever be. But I've been having an odd issue.

For whatever reason, some enemies after being edited in certain ways seem to have an odd glitch happen where that enemy will no longer be defeated when their HP reaches 0, the death animation happens but then they just go back to normal.

Any attacks afterwards also play out the death animation since their HP probably stays at 0, and I don't know what I'm doing that's causing this. The only thing that seems consistent is that it happens after I edit an enemy's attacks.

Any thoughts on what could be causing this?

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