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Final Fantasy VI Randomizer

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flags:other [2021/07/28 16:34]
franklin
flags:other [2021/12/30 22:54]
franklin
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 Coliseum opponents are unmodified. Coliseum opponents are unmodified.
  
-<wrap flag_group>Shuffle</wrap> **(-cos)**\\+**Shuffle (-cos)**\\
 Original coliseum opponents are assigned to random item wagers using a uniform distribution. Original coliseum opponents are assigned to random item wagers using a uniform distribution.
  
-<wrap flag_group>Random</wrap> **(-cor)**\\+**Random (-cor)**\\
 Coliseum opponents for each item wager selected at random using a uniform distribution. Coliseum opponents for each item wager selected at random using a uniform distribution.
  
Line 20: Line 20:
 Coliseum rewards are unmodified. Coliseum rewards are unmodified.
  
-<wrap flag_group>Shuffle</wrap> **(-crs)**\\+**Shuffle (-crs)**\\
 Original rewards are assigned to random item wagers using a uniform distribution. Original rewards are assigned to random item wagers using a uniform distribution.
  
-<wrap flag_group>Random</wrap> **(-crr)**\\+**Random (-crr)**\\
 Coliseum rewards for each item wager selected at random using a uniform distribution. Coliseum rewards for each item wager selected at random using a uniform distribution.
  
Line 31: Line 31:
 Original coliseum rewards visible unmodified. Original coliseum rewards visible unmodified.
  
-<wrap flag_group>Random</wrap> **(-crvr)**\\+**Random (-crvr)**\\
 Random number of rewards within given range selected using a uniform distribution. Rewards not chosen will display as question marks. Random number of rewards within given range selected using a uniform distribution. Rewards not chosen will display as question marks.
  
Line 88: Line 88:
  
 <wrap flag_group>Retort</wrap> **(-fr)**\\ <wrap flag_group>Retort</wrap> **(-fr)**\\
-If enabled, fixes a bug causing retort to counter various actions infinitely with Imp status, as well as causing retort to counter other actions unexpectedly after the retort character is revived in battle.+If enabled, fixes a bug causing Retort to counter various actions infinitely with Imp status. Also fixes a bug where Retort can be be triggered by other actions unexpectedlyafter a SwdTech character is revived in battle and then chooses Retort.
  
 <wrap flag_group>Jump</wrap> **(-fj)**\\ <wrap flag_group>Jump</wrap> **(-fj)**\\
Line 97: Line 97:
  
 <wrap flag_group>Enemy Damage Counter</wrap> **(-fedc)**\\ <wrap flag_group>Enemy Damage Counter</wrap> **(-fedc)**\\
-If enabled, fixes a bug causing enemy damage counters to trigger if the enemy takes zero damage or is healed after the first time they lose HP. Otherwise, after the first time an enemy loses HP their damage counters will be triggered by all attacks.+If enabled, fixes a bug causing enemy damage counters to trigger if the enemy takes zero damage or is healed after the first time they lose HP. Otherwise, after the first time an enemy loses HP their damage counters will be triggered by all attacks. Notably, this allows players to cast Scan on MagiMaster after WallChange without triggering another WallChange. 
 ===== Misc. ===== ===== Misc. =====
 ---- ----
Line 118: Line 119:
 Collapsing House, Opera House, and Floating Continent timers unmodified. Collapsing House, Opera House, and Floating Continent timers unmodified.
  
-<wrap flag_group>Random</wrap> **(-etr)**\\+**Random (-etr)**\\
 Timers randomly selected using a uniform distribution.\\ Timers randomly selected using a uniform distribution.\\
 Collapsing House: 6 minutes -> 2-5 minutes\\ Collapsing House: 6 minutes -> 2-5 minutes\\
Line 124: Line 125:
 Floating Continent: 6 minutes -> 5-8 minutes Floating Continent: 6 minutes -> 5-8 minutes
  
-<wrap flag_group>None</wrap> **(-etn)**\\+**None (-etn)**\\
 Collapsing House, Opera House, and Floating Continent timers removed. Collapsing House, Opera House, and Floating Continent timers removed.
  
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 April Fools 2021 experimental setting. Pushing Y when facing an NPC sprite causes various effects. Most options will change the NPC sprite to another sprite. The replacement sprite can be affected by aesthetic changes made in the Custom tab. April Fools 2021 experimental setting. Pushing Y when facing an NPC sprite causes various effects. Most options will change the NPC sprite to another sprite. The replacement sprite can be affected by aesthetic changes made in the Custom tab.
  
-In multi-party scenarios, pushing Y will still result in a transition to another party.+Pushing Y when facing an NPC sprite in multi-party scenarios will still cause a transition to another party.
  
 Some options can cause bugs, glitches, or softlocks. Do not use this option if you wish to guarantee game stability. Some options can cause bugs, glitches, or softlocks. Do not use this option if you wish to guarantee game stability.
  
-**None**\\+** None**\\
  
-Pushing Y when facing an NPC sprite does nothing to the sprite.+Pushing Y has no effect on NPC sprites.
  
-<wrap flag_group>Mascot</wrap> **(-ymascot)**\\+** Mascot (-ymascot)**\\
  
 NPCs will be replaced by mascot sprites (Moogle, Imp, Chocobo, or Moogle/Imp riding a Chocobo). NPCs will be replaced by mascot sprites (Moogle, Imp, Chocobo, or Moogle/Imp riding a Chocobo).
  
-<wrap flag_group>Creature</wrap> **(-ycreature)**\\+** Creature (-ycreature)**\\
  
 NPCs will be replaced by creature sprites (bird, dog, fish, Esper faerie, octopus, or wolf). NPCs will be replaced by creature sprites (bird, dog, fish, Esper faerie, octopus, or wolf).
  
-<wrap flag_group>Imperial</wrap> **(-yimperial)**\\+** Imperial (-yimperial)**\\
  
 NPCs will be replaced by Imperial sprites (brown/green/black-uniformed soldier, Celes, Gestahl, Kefka, Leo, or soldier/Celes riding Magitek). NPCs will be replaced by Imperial sprites (brown/green/black-uniformed soldier, Celes, Gestahl, Kefka, Leo, or soldier/Celes riding Magitek).
  
-<wrap flag_group>Main</wrap> **(-ymain)**\\+** Main (-ymain)**\\
  
 NPCs will be replaced by one of the 14 playable character sprites. NPCs will be replaced by one of the 14 playable character sprites.
  
-<wrap flag_group>Reflect</wrap> **(-yreflect)**\\+** Reflect (-yreflect)**\\
  
 NPCs will be replaced by the lead party member sprite after a short animation. NPCs will be replaced by the lead party member sprite after a short animation.
  
-<wrap flag_group>Stone</wrap> **(-ystone)**\\+** Stone (-ystone)**\\
  
-NPCs will be turned into a stone statue. Attempting to talk to the statue or pushing over buttons during the transition can cause glitches.+NPCs will be turned into a stone statue. Attempting to talk to the statue or pushing over buttons during the transition can cause glitches, soft locks, and/or game crashes.
  
-<wrap flag_group>Vanish/X-Zone</wrap> **(-yxyz)**\\+** Vanish/X-Zone (-yxyz)**\\
  
 NPCs will disappear after a short animation. This has the same result as Y NPC Remove. Using this on certain sprites can cause soft locks and game logic breaks. NPCs will disappear after a short animation. This has the same result as Y NPC Remove. Using this on certain sprites can cause soft locks and game logic breaks.
  
-<wrap flag_group>Sketch</wrap> **(-ysketch)**\\+** Sketch (-ysketch)**\\
  
 NPCs will be replaced by random sprites. Some sprites may appear to be splotches of pixels, non-human sprites like a letter or magicite, or combinations of other sprites. NPCs will be replaced by random sprites. Some sprites may appear to be splotches of pixels, non-human sprites like a letter or magicite, or combinations of other sprites.
  
-<wrap flag_group>Random</wrap> **(-yrandom)**\\+** Random (-yrandom)**\\
  
 NPCs will be replaced by a random humanoid or animal sprite, with a random palette chosen from available palettes. NPCs will be replaced by a random humanoid or animal sprite, with a random palette chosen from available palettes.
  
-<wrap flag_group>Remove</wrap> **(-yremove)**\\+** Remove (-yremove)**\\
  
 NPCs will disappear. This has the same result as Y NPC Vanish/X-Zone but there is no animation. Using this on certain sprites can cause soft locks and game logic breaks. NPCs will disappear. This has the same result as Y NPC Vanish/X-Zone but there is no animation. Using this on certain sprites can cause soft locks and game logic breaks.
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