Maintenance is not necessary. Steal/Break skills display 00% chance of success, and don't work if you try anyway.
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Quote from: Atma on October 10, 2013, 12:42:49 pm
Guess that would mean if a monster from your team (either from breeding or invited) would revert back to dropping the usual items. So any changes done with this method only works during the fight you initially encounter them.
Edit:
On the plus side, it would prevent abusing monster breeding for getting rare drops.
Quote from: Atma on October 10, 2013, 01:37:42 am
Glad you found a solution. I pretty much thought this wouldn't be doable without asm. Random chat and brainstorming ftw. Nice find!
Quote from: Atma on October 03, 2013, 12:53:30 pm
As for humans, I assume they drop a piece of their equipment unless they're unequiped or had it all broken/stolen. Then, does the games choose from the same items that monsters would drop?
Quote from: Atma on October 10, 2013, 01:37:42 am
I'm assuming with all the slots for equipping items you could put multiple items and have the drop be from those you chose. So, if you wanted a normal and rare drop you could say use 3 slots to equip a Hat and 1 slot for some accessory. It would theoretically give you 75% for normal and a 25% for rare.
QuoteI realized I'd either have to learn all the skills in the Geomancer skillset (which works fine, but seems kind of silly) or I'd have to be able to edit the terrain to make it all 1 type.
Quote from: Choto on October 06, 2013, 08:05:08 pm
Reactions follow a priority... although I forget how the priority goes. Basically it checks the highest priority reaction. If it rolls positive, it executes the reaction, otherwise it continues to the next reaction, checks that one and follows the same course of action.
Quote from: Atma on October 03, 2013, 12:53:30 pmAs for humans, I assume they drop a piece of their equipment unless they're unequiped or had it all broken/stolen. Then, does the games choose from the same items that monsters would drop?
QuoteWhen I try to incorporate certain spritesheets (in bmp format of course) into certain places (such as "Cloud v2" on "Cloud"), I get an error message that is very long that basically says the file size is larger than the original. I'm assuming that this is because the downloaded custom sprites are meant for PSX version, and are larger than the PSP. I was curious as to if anyone knows how to resize the bmp to fit just right (limits being: 43008, 45056, & 47104 kb); or if they can point me to a FFTPatcher version of ShiShi's that forces the image? I currently have FFTPatcher versions .271, .466, and .478 and none of them seem to work for what I'm going for. I'm also using GraphicsGale for the sprites.
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