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Which attributes can be used in combo?

Started by Jimaras8, June 16, 2013, 12:45:47 PM

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Jimaras8

I would be really happy if someone clarify which attirbutes could be used in combo attributes cause trial and erroe way really gets in my nerves. The ffxmulti indicates fffx attributes and some other. I wasn wondering which are the ffx attributes. If someone be so kind as to give me a link with all the ffx attributes so i can write them down?

spydermann93

#1
Any FFX Attribute
Berserker
Density Control
Disciplined
Extra Heroic
Fast Healing
Flier
Grim Resolve
Heroic
Jumper
Level Headed
Nimble
Shake It Off
Slow Moving
Timid
Unbeliever
Unheroic
Unstable Energy
Unstable Molecules

Be sure to use either the manual or FFEdit to see what the attribute's coded name is and use that for the attribute.

You could even look in the strings.txt for what the attribute's code-name is.

Jimaras8

Thx spyder for the response but not exactly what i meant. I dont know which are the ffx attributes? How do i distinguish them from the vanilla game attributes?

spydermann93

#3
Quote from: Jimaras8 on June 16, 2013, 04:50:01 PM
Thx spyder for the response but not exactly what i meant. I dont know which are the ffx attributes? How do i distinguish them from the vanilla game attributes?

In your ffx folder, there should be a link to a manual. Open the "index.htm" file and go to "Attributes".

Basically, if you see anything that isn't called by the name of anything in the list that I gave you (or Heavy Lifter or Heavy Hitter), it's an FFX attribute.

Disciplined, Level Headed, Flier; all of that type of stuff are "normal" attributes, not FFX attributes.

Jimaras8

So the text inside ffxmulti said that only ffx attributes and some others stated below can be used for combo. However i made a combo for hulk and included level headed in it and it accepted it without problem. But when i add solisskeleton or jumper or radioactive a text in game sais failed to intialize these certain attributes. So i am a little confused now.

spydermann93

Quote from: Jimaras8 on June 16, 2013, 08:52:26 PM
So the text inside ffxmulti said that only ffx attributes and some others stated below can be used for combo. However i made a combo for hulk and included level headed in it and it accepted it without problem. But when i add solisskeleton or jumper or radioactive a text in game sais failed to intialize these certain attributes. So i am a little confused now.

Any resistance altering attributes except for disciplined, level headed, or unbeliever cannot be used for combo attributes.

The reason is that while special statuses (e.g. blind, stasis, rage, etc.) can be tracked by the various FFX scripts, attack types such as crushing, piercing, heat, etc., cannot.  There has not been a checking script that can record damage types.  I don't know if it is possible or if it just has not been figured out yet.

stumpy

That's basically it, spydermann93. FFX can simulate some of the attributes that increase resistance to state changes, which are fairly straightforward to detect via scripting. As I recall, the simulation is done by checking when a character is affected by such a state. When he is, another check is done and the state is ended early if he passes the check. In that case, the character will be momentarily panicked or whatever, but will almost instantly recover.

We can't do the same thing for physical damage because the game doesn't give us an easy way to determine what sort of damage is being done.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg