------------------------------------------------------------------------------- FINAL FANTASY V ADVANCE ALGORITHMS FAQ FOR GBA EXCLUSIVE FEATURES Version 2.65 17th,Mar,08 by redwolf & mog07, 2008 ------------------------------------------------------------------------------- TABLE OF CONTENTS 1. Introduction 2. New Monster STATS & AI Scripts 2.1) Glossory 2.2) AI Script Explanation 2.3) New Monsters 2.4) New Bosses 2.5) Cloister of the Dead Monsters 3. New Monster Formations 4. New Monster Encounter Table 5. New Weapons & Armors 5.1) New Weapons 5.2) New Armors & Accessories 6. New Spells 6.1) Dark Arts 7. New Commands 7.1) Bladeblitz 7.2) Finisher 7.3) Oath 7.4) Open Fire 8. Combine 9. Predict 9.1) Predict Spells 9.2) Predict Damage Formula 9.3) Notes 10. Reference 11. Copyright 12. Credits and Acknowledgements 13. Version History 14. Suggestions & Contact ------------------------------------------------------------------------------- 1. Introduction ------------------------------------------------------------------------------- This is a continuation of J.L. Tseng's FFV ALGORITHMS AND STATS FAQ Version 2.6 posted on FF5 SNES page 11/24/04. While there are some different translations of skills and spells, there is no plan to fully revise Tseng's FAQ currently. You may find Tseng's FAQ here: http://db.gamefaqs.com/console/snes/file/final_fantasy_v_algorithms.txt I quoted some of the explanations from Tseng's FAQ. His email has stopped working I heard. I hope he doesn't mind. ------------------------------------------------------------------------------- 2. New Monster STATS & AI Scripts ------------------------------------------------------------------------------- *********************************************** 2.1) GLOSSORY(some are quoted from Tseng's FAQ) *********************************************** Name: Monster Name Level: Monster Level HP: Monster Hit Points MP: Monster Magic Points EXP: Experience Received upon Victory GIL: Gil Received upon Victory ATTACK: Monster Attack Power ATT. MULT: Monster Attack Multiplier EVADE%: Monster Physical Evade% DEFENSE: Monster Defense MAGIC POWER: Monster Magic Power MAGIC MULT: Monster Magic Multiplier MAGIC EVADE%: Monster Magic Evade% MAGIC DEFENSE: Monster Magic Defense ELEMENTAL IMMUNITY: These Elements will not cause damage STATUS IMMUNITY: These Status will not be successfully inflicted ELEMENTAL ABSORB: These Elements heal instead of causing damage CAN'T EVADE: Attacks of these types will never miss ELEMENTAL WEAKNESS: These Elements do double damage IMMUNITY: Immunity to either HP Scan, Control or Catch INITIAL STATUS: Always refer to status cannot be dispelled SPECIALTY: The name of the Monster's Specialty Attack SPECIALTY EFFECT: Additional effects from the Specialty Attack CONTROL: List of commands if you Control the Monster RELEASE: Spell or action when this monster is Released DROP(ALWAYS): Monster will always drop this Item DROP(RARE): Monster has a 16/256 chance to drop this Item STEAL(COMMON): What you will Steal from this Monster(246/256 chance) STEAL(RARE): What you will Steal from this Monster(10/256 chance) ************************************************ 2.2) AI SCRIPT(some are quoted from Tseng's FAQ) ************************************************ This contains a list of commands that the monster will follow during battle. After each command, the monster must wait until his ATB fills again before he can execute the next command. The exceptions are Set Target and Set Variable which do not take up any time. Also, commands executed due to React: occur immediately. Note that "Nothing" indicates that no action is taken that round, but the ATB must still fill up before executing the next command. Once the end of the list is reached, the AI goes to the beginning of the list and continues the cycle. Note that the monster will not follow its AI script if it has Berserk, Confuse or Controlled Status and will not execute any React: scripts if it has Stop, Paralyze or Sleep Status. Notations for AI script: {Command1,Command2,Command3}: The AI will randomly do one of the three Commands that turn. Condition:Condition Parameters{ Command List } If the Condition Parameters are met, then instead of going through the Default command list, the AI will cycle through the Command List indicated within the Condition braces. If there are multiple conditions then ALL conditions must be met. Condition Parameters can be: Condition:Alone: If the Monster is only Enemy still Alive. Condition:Status:Target:Status Effect: If the indicated Target has the indicated Status Effect inflicted. Condition:HP