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"Counter" mechanic

The Final Fantasy I Topic

post=96230
Your calculations are correct.

Also, I am starting to think that physical guys got too nerfed - or mages got too strong. My Bl. Mage is constantly doing 500000000 damage while my Thief and Bl. Belt do .752 damage.

From that and you mentioning a white mage a few posts ago, could it be that we both have the same party?

I didn't choose a fighter because the author described it as "more defensive than offensive" and I didn't take a red mage because they deal and heal less damage than other classes (or at least in the normal game).

The Final Fantasy I Topic

The lack of discussion about the Mod of Balance disappoints me. :( I couldn't find any through Google either. So I'm going to post a very long post containing lots of useless stuff.

I was playing this a few days ago and the beginning is somewhat difficult. I had to make about 4 trips to the Marsh Cave (and I didn't even reach it the first time). After that, it gets easier. I even went directly to Astos without going back to town to heal after getting the crown.

I couldn't remember the stuff after the Marsh Cave well and was starting to get lost. I could remember well enough until the volcano and the ice caves, but I had trouble finding the airship and figuring out where to go with the fairy. I had to use a guide to find out where Unne was. <_>

I played until I got the fourth crystal lit and then decided to do the bonus dungeons because I didn't want to go through the last dungeon to just get out of it. However, the earth dungeon bored me and I stopped playing after completing it. :(

I picked a Black Belt/Thief/Wh Mage/Bl Mage team. I eventually changed the order to Wh/Bb/Bl/Th once I realized how much HP and defense the white mage had and how frail the thief was. The black mage in this mod seemed much more useful. Its spells did much more damage than the Bb's and the thief's attacks while also hitting every enemy. MP didn't matter once I found out ethers cost only 150 gil. It seemed like that low price might have been intentional since I had to use 60 ethers (or maybe it was 40?) for the volcano. However, I did wander a tiny bit uselessly in it since I wanted to be somewhat sure I got every treasure chest and I completed it in only one try. The black mage could also equip a dagger that lets it hit enemies weak to it for about 100 damage, which is higher than a black belt or thief's damage until maybe the earth cave.

The lack of gil also slowly stops being a problem after the Marsh Cave. I couldn't buy stuff when arriving at a new town, but I could buy the spells I wanted after completing the dungeon near it. I didn't have to buy a lot of equipments since monsters/chests gave enough.

Leveling up is also slower and I got to every town before my mages could learn the spells they sell (However, the levels to acquire new spell levels have also been changed. I think level 8 requires about 5 levels less than in the real game?).

I didn't think of buying the black belt's exclusive spells nor "pain" for the thief until the earth cave. Pummel, Chakra, and pain might've been really useful for the Marsh Cave. Pummel does about 150 damage to one enemy while pain does about 50 to every enemy. Chakra heals the user for about 150 HP but is in-battle only. To compare, my black mage's fira was doing about 80 damage per target. Against fire-weak monsters (there are quite a lot in the Marsh Cave), it was doing about 120. A white mage's cure heals for about 40 while heal heals for about 30 to everyone. However, the black belt doesn't have that much HP at the beginning so Chakra overheals by a lot.

After a while, my battles started to look like this: Black Mage uses a -ra or -ga spell while everyone else attacks. If the enemies have low HP, white mage can use aero so I have more chances of killing them before they attack. If they're undead/evil, white mage uses dia/diara. When low on MP, the mages use a few of my 99 ethers outside of battle.

The elemental fiends were killing any of my characters except my white mage with a single physical attack. I had all my characters spam their highest damaging attack while my white mage was reviving whoever died on the last turn and hoped the boss would not use a multi-target spell two turns in a row. Because of that and my black mage having priority for getting revived (also because the thief is frail), my mages ended up having more experience than the other two. If I were to revise this strategy, I would probably have my thief do the reviving with phoenix downs instead since the white mage outdamages it. Those fiends have a lot of defense so the white mage's aero does more. :(

I'm guessing every 32 accuracy a character has lets it do one more attack. (1+ACC/32= max hits?) I'm also guessing magic damage is something like base*(1+int/2). I didn't do many tests for that, but it seemed about right.

Item synthesis system help

post=95420
post=95408
To not have to check every combination one by one, you could assign numbers to the ingredients. The numbers would be powers of 2. Then add those numbers together to get another number (number+number=number?! I'm so smart!). Then with that number, decide what the player gets. I'll give an example since I don't know how else to explain it properly.

Possible ingredients:
Apple = 1
Orange = 2
Cherry = 4
Dried raisin = 8
Watermelon = 16

Possible results:
3 = Sword (Apple + Orange)
5 = Book (Apple + Cherry)
6 = Spoon (Orange + Cherry)
12 = Fork (Cherry + Dried raisin)
18 = Glove (Orange + Watermelon)
14 = Bowl (Orange + Cherry + Dried Raisin)
31 = Bomb (Apple + Orange + Cherry + Dried Raisin + Watermelon)

No matter how you combine them, you won't get the same result from different combinations. With just these 5 ingredients, there are 31 possible results (actually 25 if you only count the ones that came from at least 2 ingredients). Of course, not all of them have to be successful results.
Yes, but what if I don't want an apple and two oranges to equal an apple and a cherry?
Can I still do it this way?
Or do I need to continue with:
If Item Z is in inv
If item Y is in inv
If variable (skilllevel) is >A
- Item Z
- item Y
+ Item X
Add 1 to variable (skilllevel)
Else
- Item Z
- Item Y
Showtext: FAILURE.
Else
Not enough materials.
Else
Not enough materials.
Branch end


Huh. I hadn't thought about using the same ingredient more than once. However, I don't understand your question. In your first line, it sounds like you're asking about using an ingredient more than once. But you then ask about checking skill levels? :(

Item synthesis system help

To not have to check every combination one by one, you could assign numbers to the ingredients. The numbers would be powers of 2. Then add those numbers together to get another number (number+number=number?! I'm so smart!). Then with that number, decide what the player gets. I'll give an example since I don't know how else to explain it properly.

Possible ingredients:
Apple = 1
Orange = 2
Cherry = 4
Dried raisin = 8
Watermelon = 16

Possible results:
3 = Sword (Apple + Orange)
5 = Book (Apple + Cherry)
6 = Spoon (Orange + Cherry)
12 = Fork (Cherry + Dried raisin)
18 = Glove (Orange + Watermelon)
14 = Bowl (Orange + Cherry + Dried Raisin)
31 = Bomb (Apple + Orange + Cherry + Dried Raisin + Watermelon)

No matter how you combine them, you won't get the same result from different combinations. With just these 5 ingredients, there are 31 possible results (actually 26 if you only count the ones that came from at least 2 ingredients). Of course, not all of them have to be successful results.

A call for hellspawn! (beta testers)

If I am not too late, I am interested in this too. I've beaten the 18/09/2008 version with a rogue. :)

Any way how?

I went to look in VX and there actually isn't that option.



You'll just have to do it the long way:

Having a weapon deal damage based on Spirit stat?

With my limited scripting knowledge, I've managed to find a way for you. I'm assuming you're still asking about VX.

Open the script editor (F11 or under tools). Then, look for a script named "Game_Battler" and Ctrl+F for "def make_attack" (or look for line 642).

You will then see:
def make_attack_damage_value(attacker)
damage = attacker.atk * 4 - self.def * 2 # base calculation
damage = 0 if damage < 0 # if negative, make 0
damage *= elements_max_rate(attacker.element_set) # elemental adjustment
damage /= 100

Replace it with:
def make_attack_damage_value(attacker)
damage = attacker.atk * 4 - self.def * 2 # base calculation
damage = attacker.spi * 4 - self.def * 2 if attacker.element_set.include?(17)
damage = 0 if damage < 0 # if negative, make 0
damage *= elements_max_rate(attacker.element_set) # elemental adjustment
damage /= 100

That adds one line of code that checks if your attack is using the element with the ID number of 17 and modifies your damage (also making it so that the previous line doesn't matter). You can change the 17 to whatever you want. You can also modify the calculations too.

Then, open the database. Click on the system tab and create an element 17 (or the number you picked, or rename an already existing one). Name it something like "Magic Staff" or something to remind you of what it's for.

After that, create your weapon and under the elements section, check the fire element and the element you just made.

Since by default only the most effective element will be used when calculating damage, to avoid your "Magic Staff" element accidently making your attack stronger than intended, you should probably set every monster's resistance to it to F. This is assuming you'll always be using at least 2 elements on the weapons using this element. If not, don't do this or the monsters will be healed from every hit (F is -100%).

RM2K3, Horribly Slow ATB Bar?

Eh, how lame... I guess I'll have to fall asleep during battles (I actually do when I'm somewhat tired) if I keep playing.

RMVX, Custom Exp TNL?

author=S. F. LaValle link=topic=3431.msg68639#msg68639 date=1238421294
If I'm not mistaken, the editor in RMVX lets you set the exact experience required per level. In the same window as where you can generate the exp curve, you can manually select a level and then type in the experience required to reach it. This should be the same in all RPG Maker software.

I tried that in RM2K and RMVX just now and it doesn't seem to work. Even if it had worked, would there be a faster way to modify the exp needed instead of one at a time?