Flags:Battle: Difference between revisions
From Worlds Collide Wiki - Final Fantasy VI Randomizer
m
→Scaling
SeelingKatt (talk | contribs) m (→Scaling: Minor formatting repair) |
m (→Scaling) |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 2:
----
Multiplies experience received from each enemy at the end of battle by the given multiplier. This multiplier is applied after enemy scaling. The maximum experience a single enemy can award is 65535, but the overall total experience received after battle can exceed that limit.
Multiplies magic points received at the end of battle by the given multiplier. The maximum possible after battle is 255.
Multiplies GP received from each enemy at the end of battle by the given multiplier. This multiplier is applied after enemy scaling. The maximum GP a single enemy can award is 65535, but the overall total GP received after battle can exceed that limit.
If enabled, the total experience received after battle will
<br>
===== Bosses =====
----
<u>Boss Battles</u><br>
'''Original'''<br>
Boss locations are not modified.
'''Shuffled (-bbs)'''<br>
The locations of bosses will be shuffled. Each boss will appear in only one boss location.
'''Random (-bbr)'''<br>
The boss at each location will be randomly chosen using a uniform distribution. Bosses may appear in multiple locations or none.
If Dragon Battles are set to Mixed, this flag will also randomize the eight dragons in their respective locations, allowing for duplicate dragons to appear.
<u>Statue Battles</u>
'''Original'''<br>
Doom, Goddess, and Poltrgeist locations are not modified.
'''Shuffled (-stloc shuffle)'''<br>
The locations of Doom, Goddess, and Poltrgeist are shuffled amongst themselves.
'''Mixed (-stloc mix)'''<br>
Doom, Goddess, and Poltrgeist are added into the general boss pool. If boss battles are set to original, they will shuffle amongst themselves.
<u>Dragon Battles</u>
'''Original'''<br>
Dragon locations are not modified.
'''Shuffled (-drloc shuffle)'''<br>
Dragons are shuffled amongst themselves.
'''Mixed (-drloc mix)'''<br>
Dragons are added into the general boss pool. If boss battles are set to original, they will shuffle amongst themselves. Dragons may appear in boss locations (except Statues/Guardian) but will never appear in random/fixed encounters. Additionally, Kefka Tower dragon requirements will count dragon battles and not their original locations. Regardless of this setting, exactly eight dragons are guaranteed in every seed.
Note that Final Kefka Objective Conditions may impose limits on boss/dragon randomization. For example, if "Defeat Whelk" is a Condition for Final Kefka, Whelk will be forced into the Boss pool. This applies to ALL Objectives with Final Kefka as a Result, even though only 1 particular Final Kefka Objective needs to be completed to finish the game.
<u>Boss Experience</u> '''(-be)'''<br>
If enabled, boss fights will reward experience with the exceptions of Chupon/Ultros and Phunbaba3 which end with Sneeze and BabaBreath respectively.<br>
For more details: [[flags:BossExperience|Boss Experience Table]]
<u>Restore Marshal's Lobos</u> '''(-bmkl)'''<br>
By default, the Marshal boss formation replaces the 2 Lobos with a pair of randomized enemies: Red Wolf, Covert, Ogor, Tap Dancer, Sky Cap, Dueller, Fortis, Tyranosaur, PlutoArmor, Barb-e, Retainer. If enabled, this flag will leave the 2 Lobos so the battle is the same as in vanilla.
<br>
<br>
===== Scaling =====
----
Enemy scaling affects an enemy's level, HP, MP, experience (EXP), and GP. The level is first calculated based on one of the selected options below and then HP/MP/GP/experience values are calculated as:
{|
Line 27 ⟶ 75:
After scaling, an enemy's level is distorted by between -1 and 2 but will never be lower than 3. This means that if a player calculates what level an enemy will be scaled to, level-based abilities and spells have a 1/4 chance of success. A player can still cast "Scan" to see the true level of an enemy.
"'''Level
"'''HP/MP
"'''Exp/GP
'''None'''<br>
Line 50 ⟶ 98:
'''Checks (-lsc, -hmc, -xgc)'''<br>
Enemies gain given levels, HP/MP, EXP/GP for each [[:checks|completed check]] (acquiring 1 reward slot item in the Auction House counts as completing a check, so you can complete 2 checks total at the Auction House). For example, if the player has currently completed 5 checks, then the enemy level will be scaled to 5 * n, where n is the scaling factor.
'''Bosses + Dragons Defeated (-lsbd, -hmbd, -xgbd)'''<br>
Enemies gain given levels, HP/MP, EXP/GP for each boss + dragon defeated. For example, if the player has currently defeated 3 bosses and 2 dragons then the enemy level will be scaled to (3 + 2) * n, where n is the scaling factor.
'''Game Time (-lst, -hst, -xgt)'''<br>
Enemies gain given levels, HP/MP, EXP/GP as the number of in-game minutes increases. For example, with Game Time / n levels selected, if the time displayed in the party menu is 1:05 then the enemy level will be scaled to (1 * 60 + 5) / n. Note that due to the minimum enemy level of 3, enemies will not begin to increase in level until 4 * n minutes have elapsed.
<u>Ability Scaling</u><br>
For more details: [[flags:EnemyAbilityScaling|Enemy Ability Scaling]]
'''
Enemy abilities are not scaled.
'''
Enemy abilities will be scaled but retain their original element. For example, Fire 2 may be replaced by Fire or Fire 3 but not Ice.
'''
Enemy abilities will be scaled to any ability within the enemy's current level tier.
Line 72 ⟶ 123:
Note that other tier modifications can further adjust what tier an enemy ability is selected from.
The maximum level an enemy can be scaled to by the enemy scaling option. The given value is applied before level distortion. Note that Objective Results that add extra levels to enemies can raise their levels above this max limit.
Applies to
Applies to
<br>
===== Encounters =====
----
Random encounters can be avoided by equipping the Moogle Charm relic on an active party member.<br>
Note: The location of Zone Eater is never modified.
Line 132 ⟶ 147:
Original random encounters are assigned to random locations using a uniform distribution.
'''Random with boss chance (-rer)'''<br>
Randomly selected encounters are assigned to random locations using a uniform distribution. Given percent of randomly selected encounters are replaced by a random boss encounter using a uniform distribution.
Fixed encounters occur at specific locations/events and cannot be avoided using Moogle Charms. These include: Lete River, Imperial Camp, Doma siege soldiers, Phantom Train ghosts, Serpent Trench, Kefka At Narshe soldiers, Opera House rats, Vector soldiers, Mine Cart, Imperial Base soldiers, Sealed Cave ninja, Burning House flames, IAF, Floating Continent escape, Owzer Mansion paintings/chests.
Line 141 ⟶ 156:
Original fixed encounters are in their original fixed locations.
'''Random with boss chance (-fer)'''<br>
Randomly selected fixed encounters are assigned to random fixed locations using a uniform distribution. Given percent of randomly selected fixed encounters are replaced by a random boss encounter using a uniform distribution.
Escapable options apply to random and fixed encounters but not bosses.
Line 152 ⟶ 167:
'''Random (-escr)'''<br>
Given percent of encounters are randomly chosen to be escapable using a uniform distribution and those not chosen are set to be inescapable.
|