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Secret tip: If you can get the first and second 2 hits, you can let the timer run out for the full 15 hit attack, it always lands on it. At least that's what I think happens, haven't done it in a while because I've got the timing down.
Sadly I don't think that trick works on the INT/PAL/HD releases, aside from the fact that it gets a lot weaker if you take longer to use the OD.
I'd have less issues with the overdrive if it wasn't so prone to the inherent input lag of the game, although at least the PC one has a bit less than the console ones.
Strange, I think I recall it working on PAL (I live in Australia, a PAL region), and as for weaker, if you've hit the max strength cap of 255 you shouldn't need to worry about it. You certainly don't need to if you have Wakka's celestial weapon. (Celestial weapons ignore defense)
The input lag you experience is quite possibly not input lag. I managed to to the 200 lightning bolt dodge on this port, but I can't do it for the life of me on the OG PS2 version.
A common problem with slots is also the same problem in Cait Sith's slots, from FF7. You don't stop on the one you want; You press stop on the one before that. This isn't input lag - It's just not an instant stop in the animation itself (Which is actually smoother this way. An instant stop would be jarring as hell)
It is possible to fully automate this. Select Wakka's Attack Reels and leave it on the character selection of there thing/things you're going to hit. Have the script activate with a specific key press (say F1). When you hit F1 the script then hits the button to select the highlighted thing/things, the slots window pops up, and then it's all about having the timing down. Since the timings are static (unchanging) this should work 100% of the time unless there's some weird delay between selecting the thing/things you're going to hit and the slot window opening.
I was thinking more about this, and I'm less confident that this would be a fool-proof script. I forgot that when doing an overdrive the characters will sometimes say something before it kicks off. I'm pretty sure that would screw up the timing, meaning that you would be correct when you said that a truly automated AHK script would not be feasible.
The only way it could maybe be feasible is something on the lines of a TAS level bot, but that would be far too much effort for one thing, as that's a frame-by-frame input.
Actually, this could potentially be possible another way. There is an AHK script for the lightning dodge. They use a 1920x1080 resolution and somehow base it off of pixels. I'd imagine if they could detect when the lightning is striking that it could determine when the 2 Hits reel is there. I can't say this with 100% certainty, but it seems theoretically possible based on the lightning dodge AHK script existing. Someone with more experience with AHK than myself would have to confirm that, of course.
Not even hard but also no real incetive to do it as the wheels are rather easy to hit.
I don't know how to write AHK scripts sadly.
I gave it a shot, but there is sometimes a delay between when you select the enemy and when the slots pops up because Wakka decides to make some unnecessary comment. Because of that the AHK script really would need to be dependent on pixels (similar to the lightning dodge AHK script). Unfortunately, I have no idea how to create that kind of an AHK script. I can do the basic "press button - wait a moment - press another button". I farmed Master Spheres at the same time I was farming Dark Matter (which took forever), and then I used an AHK script I made to constantly mash the button to use the Master Spheres over and over whenever I hit F6. It kept running until I hit F7 to pause the script. But that kind of a script does no good when Wakka's comments delay the start of the slots. Hence this needing to be a pixel-based AHK script, and I don't know anyone who knows how to make those.
Yes, this is the type of pixel-based script I was referring to. It's far outside of my abilities to make, but I knew someone could/would make it happen.
The downside to these types of pixel-based scripts is that you're forced to use that resolution. But at least with the hard part of the scripting being accomplished it should be relatively easy to adjust the pixel locations to match the resolution you're using.
You might consider posting this on Nexus Mods as well. Just for more visibility.