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TitleRatingViewsDownloadsFilesizeDateCommentsMembername
Golden Sun TBS Reloaded v1.0 hf*****66017353.14kBApril 20, 2017, 03:23:25 PM0Caledor
GS1 - 4 Elemental Revives(None)130164112BDecember 17, 2015, 04:45:18 AM1Lord Squirtle
Psy Drain Icon(None)8932784BMarch 07, 2015, 05:33:06 PM0Caledor
Golden Sun TBS: The Balance Age v1.34 hotfix(None)449494348.77kBMarch 29, 2016, 01:01:59 PM4Caledor
Base Damage Multiplier*****8319591BFebruary 10, 2015, 02:00:39 PM0Caledor
Golden Sun Rebalance 2012(None)326328560.95kBOctober 26, 2012, 04:46:21 AM0Erik the Appreciator
Golden Sun: Fall Star*****86141119222.75kBAugust 16, 2012, 09:31:33 PM1VanishMantle
Golden Sun Totally Broken Hack*2893292306.28kBFebruary 13, 2012, 05:32:37 PM0zman9000
Mercury Clan- Golden Sun: Frigid Waters V0.4***31614528.13kBFebruary 28, 2011, 04:57:41 AM0Takumi
Golden Sun Eternal Alchemy 2.0***4998699143.43kBFebruary 06, 2012, 07:51:20 AM0Takumi
Golden Sun: Voice Acting Experiment*****98037931.64MBNovember 21, 2009, 06:05:57 PM2Atrius
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Today at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Today at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Today at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
Yesterday at 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
Yesterday at 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
Yesterday at 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
Yesterday at 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
Yesterday at 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
Yesterday at 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
Yesterday at 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)
Yesterday at 08:03:06 PM
Fox: Well, 0-255.
Yesterday at 08:02:53 PM
Fox: The max probably being 255.
Yesterday at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Yesterday at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Yesterday at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Yesterday at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Yesterday at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Yesterday at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Yesterday at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Yesterday at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.

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