Finally! I thought I was going crazy!
Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.
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Quote from: Chronosplit on March 31, 2017, 08:47:49 pm
Turns out I did find a couple of other things to mull over. So this is coming after some testing on one matter, tomorrow probably:
Ability Names:
Nether Demon>Nether Angel (I'm probably killing a sacred cow here because of the mythology aspect, but it is opposite.)
Quote from: Xifanie on January 15, 2017, 06:26:56 pm
What the hell is waterbreathing anyway? I mean, it's not like your characters can drown...
And what's that about 3h water? I never read about such a thing in the game.
I know about 3 water related abilities:
- Walk on Water: Walk like a ninja on water
- Move in Water: Max depth a unit will sink is 1h (see chocobos), and I don't know if there is a movement reduction for 1h deep water, but if so it cancels that too.
- Move Underwater: Cancels the movement restriction (half Move) when swimming in 2h deep waters. Does not allow acting; just makes movement easier. I think this is a monster innate only ability?
I know 2 of the 3 names were accidentally reversed (like the Glacier and Blaze Gun names)
Well, I'll be darned, even the PSX version says up to 3h deep. Which makes you wonder if water movement in general is bugged... you can totally just stop in 2h deep water, and from that description, it might not have been intended. Either way, I don't care enough to hack in 3h deep waters to try.
Quote from: Elric on December 17, 2016, 02:54:47 am
How would that help with gameplay testing in the slightest? That would make the testing incredibly inaccurate...
Quote from: CONMAN on December 16, 2016, 01:40:05 pm
Slowly replaying and fixing things as I go. A fair chunk of time has just been playing and trying to grind some generics to test out stuff.
Quote from: Emmy on December 17, 2016, 08:49:22 amYou put a lot of thought into this hack. Very nice.
Works for all undead (innate/item/casting undead). Overwrites items' effects if it has to do with Dark/Holy for undead, and Fire for oil; otherwise doesn't (so you can have an undead guy who's immune to ice for example).
Quote from: dw6561 on December 11, 2016, 03:43:04 pmThat's great. I'm guessing that all the skills that do this still strike targets in an aoe randomly? Does Math Skill still work with this asm?
If random fire is checked in the patcher, it makes the skill multi-hit with X or Y being the number of hits (X if math skill is not checked, Y if it is). So rather than hardcode the multi hit functionality to 2-3 formulas like vanilla does, you can use ANY formula as long as it doesn't use one of those variables.
Quote from: nitwit on November 29, 2016, 04:21:54 pmI can't tell if you are joking or not. Because of the absurdity of your statement, my guess is that you are but without any emojis, there is no way to know. If so, good on you mate. If you aren't joking then let me respond in kind.
It's pretty bigoted of you to assume their gender based on what they wear.
Quote from: dw6561 on November 18, 2016, 01:44:46 am
Maybe I'm not getting the terminology right. I wasn't sure what to call it when it adds the stat if you add 0x80 and subtracts it if you don't. Sometimes I think I'm being smart but I'm really not, and this is apparently one of those times.
No, monsters can be hit regardless. I've always thought monster talk was the stupidest support skill ever, but I can make a version for monster talk if need be.
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