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- Final Fantasy IV US 1.1 Sneak Mechanics
- Last Updated: 2021-05-31
- Prerequisites
- -------------
- The initial value of the $2F stat is the monster's level plus ten. For
- most characters, the default value is 10. The exceptions are: Cecil (paladin):1,
- Cid: 20, Edge: 25, FuSoYa: 50. It can be reduced through use of the Cry command.
- Each use of the Cry command will reduce each monster's $2F stat by half the
- Cry user's own $2F stat. (In practice, this means that Cry will reduce each
- monster's stat by 5, as long as characters are vanilla.) If the value reaches
- zero or less, it will be reset to one.
- (Just for curiosity's sake, this $2F stat is also used to calculate things like
- certain timer durations for monsters, and was part of an unused "enemies run
- away" mechanic. This list is not necessarily exhaustive.)
- Procedure
- ---------
- 1. Select a random value from 0 to 98, inclusive.
- 2. Add the actor's level to 50, and then subtract the target's $2F stat. If the
- result is negative, set the result to one. If the result is greater than 99,
- set the result to 99.
- 3. If the previous result is greater than or equal to the random number from
- step one, continue to step 4. Otherwise, go to failure step 1, below.
- 4. If the target always drops an item, return with no further action.
- 5. Load the item in the first slot in the monster's drop table. If no item,
- do a basic failure with a "failed" message but no damage. (I don't think this
- is actually possible, at least in SNES Rev 1.)
- 6. The count of stolen items is generally 1. If sneaking an arrow, however, the
- count is instead 10.
- 7. If the item being stolen is not already in the inventory with room for the
- stolen count, and there is no empty slot, do the basic failure with a
- "failed" message but no damage.
- Failure
- -------
- 1. Select another random number from 0 to 98. If that value is less than the
- target's $2F stat, the sneak has failed with no repurcussion.
- 2. Otherwise, the actor will take damage equal to 1/16 of their maximum HP.
- Well, they were supposed to, anyway. There is a bug that causes the low byte
- of the damage value to be clobbered with the slot of the actor. Therefore,
- the actual damage formula ends up being:
- ((<maximum HP> // 16) // 256) * 256 + <actor slot>
- Notes
- -----
- The two uses of $2F in this routine imply that while Cry will make Sneak more
- likely to succeed, in the event that it fails, the use of Cry will make it more
- likely to cause damage.
- Not every failure method uses the failure steps. Unless explicitly mentioned,
- assume failure results in no additional action.
- Quirks
- ------
- There is a bug with stealing weapons that results in their flags not being set
- correctly. While the effect varies per weapon, most weapons, if equipped and used as
- items, will cast an unblockable instant death spell. This effect only lasts for
- the current battle.
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