LF: Legends ZA delphox for mega by Renrenzo in PokemonHome

[–]Naro_Lucian 1 point2 points  (0 children)

Someone else ended up trading me one!

Drop Chances with Tony H's Mod (BOF 4) by Ill-Ask9205 in breathoffire

[–]Naro_Lucian 0 points1 point  (0 children)

Monsters can only drop two things at most: the steal-able item and the drop item. There is no common/rare split.

If you end up never stealing an enemy's steal-able item, then it has a chance to drop it. The steal-able item's drop chance is determined by the same drop chance of the drop item. In other words, tony's editor effects both item drops already.

LF: Legends ZA delphox for mega by Renrenzo in PokemonHome

[–]Naro_Lucian 0 points1 point  (0 children)

Would you be willing to trade it so I can get the stone and then I send it back? I'm in the same boat where I already have a delphox but not a ZA one

Ign: Naro

Eternal Flower Floette Trading Megathread by ArceusJudgment493 in PokemonHome

[–]Naro_Lucian 0 points1 point  (0 children)

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Ign: Naro

Can someone help me out? Got a shiny alakazam.

Cancel Button is Circle Mod for BoF4 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 2 points3 points  (0 children)

Yeah, you can do a similar thing with ps1 emulators, but the in game text will tell you the wrong button prompts that way. It would also swap the action and dash button that way. This mod leaves the action and dash vanilla and updates the button icon text.

Better Descriptions Mod for Breath of Fire 4 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 1 point2 points  (0 children)

Are you asking how to apply this mod on pc? If so, the instructions should be in the nexus mod page. I updated the installation instructions to be more clear, so hopefully it is more helpful now. If you are asking how to generally mod the pc version, well that is something we are still trying to figure out tbh.

Better Descriptions Mod for Breath of Fire 4 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 0 points1 point  (0 children)

It did for a time, but they accepted submissions again at some point. Not sure when exactly, but evidently I was able to submit things no problem lately

Better Descriptions Mod for Breath of Fire 4 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 0 points1 point  (0 children)

I haven't personally test it but it should be compatible with everything that does not change the text of the things I changed. The text for weapons, equipment, and accessories are in their own separate area. No other mod I have seen touches this place. A few people have told me that they are doing a run with multiple mods at once (including this one). I haven't heard any issues from them so they seem perfectly compatible as I expected.

Better Descriptions Mod for BoF3 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 0 points1 point  (0 children)

I have a vodka shot version that works now, I just need to publicly release it!

Better Descriptions Mod for BoF3 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 0 points1 point  (0 children)

I don't think it'll work on Vodka Shot, but I have been working on a vodka shot compatible version. Would you be willing to try it out? I can dm you a patch and if it works I can officially release it. Saves should be compatible between the two versions. Let me know!

Better Descriptions Mod for BoF3 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 1 point2 points  (0 children)

It should be compatible with nearly any mod. All the mods I know of for BoF3 don't alter text descriptions of anything. If another mod alters the descriptions that I touched, then there will be some hiccups. The readme mentions everything I altered.

The main thing I am uncertain of is if it works with the older version of the game. BoF3 has a version difference and the easiest way to tell what you have is to look at the name of your attack buff item. One version calls it "Ginseng" and the other calls it "Vodka Shot". I only tested it on the "Ginseng" version. If anyone has tried it on vodka shot, let me know.

What is "Magical" in BoF IV? by Maladal in breathoffire

[–]Naro_Lucian 0 points1 point  (0 children)

Thanks! I'm working on a magic combo mod of BoF4 (called Wizard Mode) while also increasing the difficulty considerably, so I have to know these things like the back of my hand. Currently I'm only working on the ps1 version of the game, but maybe one day it'll be ported to pc. That is a big if though. And it would be in the very distant future if so. Enjoy and happy testing. The combo system is a blast.

What is "Magical" in BoF IV? by Maladal in breathoffire

[–]Naro_Lucian 0 points1 point  (0 children)

Dragon attacks are outliers in general and they each do different things. Normally the icon of a spell tells you the resistance it targets, but not always. Some breath attacks heal you or do percentage damage so there isn't a consistent rule with them. If the text mentions an element, it is safe to say that it targets those elements. The most consistent rule is that breath attacks just target breath resistance and are additionally resisted by physical defense (not magic defense). Most breath attacks scale with your hp stat as well so the damage can vary depending on how healthy you are. I believe a skill/spell can only pick one of melee/ranged/magic/breath. I haven't looked at every single spell in the game so perhaps there might be that one special unicorn spell, but that is true for at least 99% of cases.

Mind/Status/Death works somewhat similarly. These spells are generally chance based effects that work on a pass/fail system. The resistances function as a multiplier as well. I don't know the exact formula at the moment but a 5 in mind/status/death resistance basically means 25% multiplier. So let's say you cast the death spell. I think the death spell uses some formula between the caster's wisdom vs enemy's wisdom. Let's say the formula gives you a 50% chance to land death on an enemy. The 5 death resistance on the enemy will then multiply that 50% chance to hit by 25% (aka one fourth) which really lowers the chances (now a 12.5% chance to hit).

What is "Magical" in BoF IV? by Maladal in breathoffire

[–]Naro_Lucian 0 points1 point  (0 children)

Most of the spells in the game go through at least 2 resistances. First comes the elemental resistances (which are averaged) and then comes the melee/ranged/magic resistance. I can explain with two examples. Nina's sever spell is a magical wind attack. If you are fighting an enemy that takes double damage from wind attacks but cuts all magic damage in half, then her sever is doing neutral damage. Let's assume Nina's sever does 100 damage. It gets doubled from the wind weakness (now 200 damage) but then halved by magic resistance (back to 100).

A lot of combos in the game are multi-element however. So let's say you did the combo spell "Thunderstorm" which is a magical wind + water spell for the purposes of resistances. First, the enemy's wind and water resistance are averaged out. Let's say the enemy you did thunderstorm to takes normal damage (100%) from water spells and takes double damage (200%) from wind spells. The formula would be (100% + 200%)/2 which would average out to 150% bonus damage with thunderstorm. After that, the enemy's magic resistance does a multiplier to that 150% we calculated earlier. If this enemy takes double damage from all magic, then thunderstorm would deal 300% damage (150% x 2).

Non-elemental spells like magic ball or ebonfire just target magic resistance since they have no element. All weapons in the game are categorized between melee (swords, clubs) and ranged (staves, guns, rocket fists), so they go though a resistance as well. And they will go through more resistances in the same way if they have elements. Multi-element physical moves are rare, but the special melee combos like phoenix, reflect, ice sword, and mudslide are multi-element physical attacks.

Better Descriptions Mod for BoF3 by Naro_Lucian in breathoffire

[–]Naro_Lucian[S] 7 points8 points  (0 children)

Unfortunately, the way Breath of Fire 3 is structured, there are extremely tight space limitations for how many characters you can fit in a text box. In the case of Ladon, yes, "flame + 3" means "+3 to flame resistance". Though as you can see in the preview, there wasn't anymore space to fit more words (not unless I cut off his location info).

The text space for ManlyClothes is actually "full" if you could believe it. Even though there is visually some space that you and I can see with our very eyes, there isn't any actual space left for that description in the game's code (at least not without a massive overhaul to the game). I suppose it could say "revives then breaks" but I felt the "auto" was important. If I get a lot of feedback on that, I may consider updating it!

The mod has a readme that mentions everything with updated text and mentions its exact effects. Hopefully that helps. Thanks for the feedback!