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glossary [2022/03/25 18:24] – [Back Row Glitch] Updated for 4.5 wylemglossary [2023/12/26 20:45] (current) – external edit A User Not Logged in
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 +See also: [[https://docs.google.com/document/d/1Pr9YncPJOsJ6AYlOsa201_H9kbdupWL3jG5ckxVL45M/edit|FE Memes & Slang]] (Credit: Ribbonquest)
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 ===== 1200 Strats ===== ===== 1200 Strats =====
  
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 The number of ATB ticks required for a character or enemy to get a turn. ATB calculation is based on a number the runner can manipulate (though some flags make it easier to manipulate than others). When used as RA1 (or any other number), refers to the number of ticks  The number of ATB ticks required for a character or enemy to get a turn. ATB calculation is based on a number the runner can manipulate (though some flags make it easier to manipulate than others). When used as RA1 (or any other number), refers to the number of ticks 
  
-Final Fantasy 4 uses the Active Time Battle (ATB) system to determine character turns. The number of ATB ticks required for a character or enemy to get a turn is based on the agility anchor. The agility anchor can be changed based on flags, but the default is the center slot character. Characters and enemies with higher agility scores than the Agility Anchor require fewer ATB ticks to get their turn until the maximum speed is reached referred to as ''RA1''. That character's turn can come up once every 1 ATB tick. +Final Fantasy 4 uses the Active Time Battle (ATB) system to determine character turns. The number of ATB ticks required for a character or enemy to get a turn is based on the agility anchor. The agility anchor can be changed based on flags, but the default is the center slot character. Characters and enemies with higher agility scores than the Agility Anchor require fewer ATB ticks to get their turn until the maximum speed is reached referred to as ''RA1''. That character's turn can come up once every 1 ATB tick
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 +For more details, see: [[Relative Agility]].
  
-A more detailed explanation of how the ATB system works can be found here [[battle_mechanics#relative_agility]]. A slightly different Agility Anchor explanation is [[core_gameplay_changes#agility_anchor | here]]+A more detailed explanation of how the ATB system works can be found here [[ATB System]].
  
  
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 Glitching the game to permanently give a character the long range bit. Glitching the game to permanently give a character the long range bit.
  
-Equipping a long range weapon on a character sets the long range bit on a character, which ignores penalties of attacking from the back row and attacking an enemy in the back row. If this glitch is enabled, removing a long range weapon on a character does not unset the long range bit. See more details here: [[glitches#back_row_glitches]]+Equipping a long range weapon on a character sets the long range bit on a character, which ignores penalties of attacking from the back row and attacking an enemy in the back row. If this glitch is enabled, removing a long range weapon on a character does not unset the long range bit. See more details here: [[glitches#back_row_glitch|Back Row Glitch]]
  
  
glossary.1648232656.txt.gz · Last modified: 2022/03/25 18:24 by wylem