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Ff8 petrify
Ff8 petrify










  1. #FF8 PETRIFY SKIN#
  2. #FF8 PETRIFY PATCH#

Skips the zombie check in the "Called Every Frame" block)ĭ0 07 BNE #$09 (Skip the rest of this check)ĤC 79 11 JMP $1179 (Go to Advance time gauge if monster)Ĭ2/12D6: 89 D0 A0 BIT #$A0D0 (Death, Petrify, Clear, Sleep, Muddled) (I'm honestly not sure why this works, but it does. Not sure what this does)Ĭ2/0956: F4 C0 B0 PEA $B0C0 (Sleep, Muddled, Berserk, Death, Petrify)

ff8 petrify

Ĭ2/06B5: 89 80 BIT #$80 (Check for Dead or Zombie Status)Ĭ2/06C2: 89 C0 BIT #$C0 (Check for Dead, Zombie, or Petrify status)Ĭ2/07AD: F4 C0 B0 PEA $B0C0 (Sleep, Muddled, Berserk, Death, Petrify) If a Zombie player is forced to retarget a dead target, they'll target an ally instead. They also do not cycle their outlines, meaning you can't tell which statuses they already have (and will have to guess). Zombie players will suffer inverted healing effects. The Overcast special should be changed or removed from all attacks. Note this does NOT address the Overcast bit. Ĭhanges the Zombie status ailment to invert healing (sets the Undead flag) and makes it usable on monsters.

#FF8 PETRIFY PATCH#

I also couldn't change how Overcast works because another patch changed the area of that code. There are LOTS of checks that have to be changed to do something like this if you miss one things will badly break. Scratch that amateur hour stuff, I got it working! Well, mostly. Again, there's a bunch of little bits scattered throughout the C2 and C3 banks to check if an actor is zombied and prohibit things accordingly I'll prep a list of them down the line if I can ever get this working properly. Here's the set and clear I've got so far, if anybody wants to play with it. Provided I can sort out the Poison thing. Meh, perhaps that could be justified as an additional downside to Zombie status, being blind to other statuses?. Additionally, Zombie doesn't cycle status outlines (I'm using the Color Wheel Status patch, so I'll have to look at that too).

#FF8 PETRIFY SKIN#

I'm also having some trouble with status priority I've removed the color from poison and moved it to Zombie, but when poisoned the player returns to their original skin color. That'd mean eliminating all monster attacks that inflict Zombie, though, since they wouldn't be able to call the special property. I may have to approach this with one of the Spell specials, making a Zombie spell itself and having it only change the Undead bit for monsters (but set the status for players). I tried setting up a special check for monster status to instantly remove the Zombie status when applied (thereby making the spell only toggle the Undead flag) but it didn't work (still behaving as untargetable and muddled). they behave as if muddled when subjected to Zombie status, and they become untargetable (but not invisible like before). I'm having trouble with the monsters, though. This tactic is only seen deployed by Hidon in the vanilla game, but it has potential.

ff8 petrify

it can be cast by a monster on a dead party member to raise them as a muddled pain. However, FF6 Zombie in particular has a neat mechanic. With the modern version, it could be inflicted on enemies to make them vulnerable to curing attacks (unlike now, where it kills them and makes their invisible body randomly attack the party). Zombie in Final Fantasy 8 and later, however, uses the Undead model in its entirety: it inverts healing magic, grants immunity to death magic, and makes life spells instant-death.īoth iterations have interesting applications. Zombie first appears in Final Fantasy 5, where it works essentially the same way as it does in Final Fantasy 6: it sets HP to 0, muddles the target, and counts them as defeated for the purposes of ending a battle. Before I dive into that, though, I thought it'd be nice to gather some opinions on the status in general. I've been looking at the Zombie status with scorn, lately, thinking about doing something drastic with it (changing it to work identically to the Relic Ring, IE: the status sets the Undead flag).












Ff8 petrify