Any chance of a mod or something like this for GS1? I would be down to learn to do this myself if possible as well.
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Show posts MenuQuote from: Lord Squirtle on 04, May, 2015, 11:17:10 AM
That's great to hear! Now for some progress:
- Ditched the flag thing in favour of adding another sister function, though I may combine those two and figure out yet another efficient solution.
- Still have 100% success rates for effects not in the list, but now those in the list will actually read from their enemy lists and decide immunity from there. This seems to be what I am having the most trouble with, and I have absolutely no idea why. Oh well.
- Maximum effect count is 32; more could be added, but I won't bother because 32 is a lot already and it would require restructuring the code again; that will be up to whoever uses this patch.
The end goal is to make it so any effect that is not checked off as an enemy immunity will use its own success rate, rather than be a flat 100%. I might also throw in a bit that allows for text/dialogue indicating immunity, but that will also take a little extra time to do.
Quote from: JamietheFlameUser on 03, May, 2015, 02:18:45 AM
As far as I know, it is impossible to be immune to this effect. However, it fails if the target doesn't have any actions remaining in the round, so a decent way around it might be to have certain bosses spam Agility buffs on themselves and Agility debuffs on the party. This could work even better if the Agility-buffing move has increased priority to it (which requires hex editing).
Quote from: JamietheFlameUser on 03, May, 2015, 02:18:45 AM
Incidentally, I and others are of the opinion that Contractual Boss Immunity is a bad way of adding difficulty to boss fights, as it makes debuff/ailment-focused classes completely useless.
Quote from: Fox on 02, September, 2014, 02:58:12 PM
080C2B98 (GS1 "Ability Type Values") = Looks mostly the same to me... so maybe you searched incorrectly? (Ex: I know some hex editors do their searching via byte format.)
Just in case it helps: http://forum.goldensunhacking.net/index.php?topic=286.msg42012#msg42012 discusses the Animation Type/argument...
Thought: If you choose to use an animation labeled as *crashes game* try turning on the Summon animation flag in the argument, because it's done separately from the table, and I doubt Atrius accounted for that? (Which means that *crashes game* may not always crash the game? However, it's been quite some time since I checked up on this stuff... so dunno.)
Quote from: Fox on 02, September, 2014, 01:26:44 PM
Assuming that much of the values are the same in GS1, but just located at a different address, did you try doing a value search in the hex editor? (And this is also advice for anyone else that wants to help ^ out, since I don't have GS1 open at this very second.. maybe I will soon, though.)
Quote from: VanishMantle on 28, July, 2014, 12:43:10 PM
I had wanted to do some unique stuff with my next Golden Sun and TLA mod However I want to make summons better for enemies to use without having to adjust the damage or have them as a skill without the damage being terrible I mainly just need the animation to play for this however looking in the editor the animation slots don't work on new slots I read (not sure where on the forum) that the summons are coded differently so is it possible to edit this in with a HEX editor? If so where would I even begin looking for this information. I apologize if this is confusing or has been asked before. Any help is much appreciated.
Quote from: Rolina on 01, August, 2014, 09:25:16 AM
Eh, I think it's a bit different. There's whole class types (ex: Mercury version of the Samurai line) that would have fit in fine and could be done (and were done by us), as well as the full class separation that should have happened between Team Isaac and Team Felix. There's actually just enough spaces in the base version of the code to add a second Tri-Hybrid for both a Samurai and a White Mage counterpart, as well as duplicate the whole thing for the second team. Throw on the three item classes and a single space between each class and you'd got a full assortment - as can be seen in my old class template. I think Camelot may have been a bit pressed for time, especially with TLA, and that's why it wasn't used to its full potential.
Quote from: Lord Squirtle on 01, August, 2014, 12:40:47 AM
Vanish:
HP Costs - I don't think it would be terribly hard, but I can't really say where one would begin in doing that. My best guess would be to add another table that would work like for summon damage, but located in the function that deals with deducting PP costs.
GS1: I don't think we have found it in there yet, but I can't imagine that it would be hard to find if it's similar to GS2. Though, I seem to be having some minor difficulty with finding it right now... There's also a small chance that it doesn't use a table, considering there are fewer types and such. It might be like how summons normally are in this game.
Slots: Oh, it's the same as the table in the new patch; abilities 0-733, same order too!
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