News:

The forum has been updated to SMF (2.1.3)!
Please be patient as we work to polish up the place and update features as we can.

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - VanishMantle

#1
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.
#2
Looking forward to when that happens especially Dark Dawn as I wanted to make a difficulty mod for it for a long time now.
#3
Thanks a bunch Fox this new editor got me back into looking at my mods and the ones I had planned. Is there any chance of this working with GS1 in the future?
#4
Misc. GS Hacking / Re: Question Doom Dragon's HP
10, May, 2015, 05:16:54 PM
Alright thanks for looking into it. No rush on the targeting stuff I was just reminded of my original idea for some psynergy in the game. I have something that kinda works at the moment.
#5
Misc. GS Hacking / Re: Question Doom Dragon's HP
10, May, 2015, 04:44:19 PM
Thanks for the info. I really need to get into this code so I can start working on some of this stuff myself. i am just not sure how to read any of it or what does what since i have 0 experience with the code.

EDIT: Yet another random question

There was something I wanted to do to make use of the Positioning in parties which largely doesn't have a use. I was wonder if it was possible to change how the self target range works. You can change the range on it but if it is set to user it only read as 1. I was thinking it would be cool to have skills that made positioning in the party matter more than it currently does if that makes sense.
#6
Misc. GS Hacking / Re: Question Doom Dragon's HP
10, May, 2015, 01:40:43 PM
I have one more question though unrelated to the Doom Dragon it has more to do with HP regen and how Serpent's is different for basically no reason. Is it possible to rework the HP/PP regen on enemies to match how the Serpent's works?
#7
Misc. GS Hacking / Re: Question Doom Dragon's HP
07, May, 2015, 10:58:36 PM
Sweet! As always Lord Squirtle your abundance of knowledge has helped me with my mod. Definitely gotta throw you in the credits for my next update!
#8
Misc. GS Hacking / Question Doom Dragon's HP
06, May, 2015, 02:39:37 PM
So I am in the midst of working on version 2 of Risen Star. I noticed each head has a set amount of health that adds up together but I noticed if i set it to 32k it isn't set to that and instead each head takes HP from that number it seems. Is there a way to adjust this number so each head has 32k HP?
#9
Quote 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.


that sounds great! I am really looking forward to this. It definitely helps a lot with what I want to do with my mod.
#10
Sweet Looking forward to this! Really looking forward to it.
#11
I think that would be fantastic. My Goal with asking this question is so that I can try to introduce some new strategies to the game that it lacks currently. I would love to make certain status affects more useful during boss fights like poison/venom. Overall i was just wondering if it was a possibility. I like the 1turn stun effect because you can do some pretty cool strats for some fights. I definitely don't want to take it out of the game at least for my mod. I just don't want it to be so overpowered that it invalidates everything else.

EDIT:

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).

As far as move priority goes I would love to know how to adjust that. I have quite a few moves that I think would be much better if they had higher priority than they currently do.

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.

I understand you there I just want certain bosses to be "immune" if that makes sense.
#12
Misc. GS Hacking / Question about Ground's Effect.
03, May, 2015, 12:58:53 AM
I'll be upfront about this, I have no idea what to name the topic but my question is that would it be possible to make a set monster immune to the 1 turn stun AKA Ground's Effect? I am wondering because I have a few moves in my mod, Fallen/Risen Star, that use this effect but it trivializes a lot of bosses. So I am wondering is it possible to make bosses or monsters immune to it?

If some Hex Editing needs to be done I understand enough to edit what I would need to edit. I just wanted to see if there is a way to change this as I am in the process of a big update for Risen Star and possibly a smaller update for Fallen Star. Thanks in advance!
#13
Misc. GS Hacking / Re: Ailment and Debuff Formulas
29, January, 2015, 04:16:24 AM
I sadly don't have any save states but I know a lot of my play testers did some rather odd things to bosses. Again I am not sure if it was just a patch issue, or how the game handles RNG. IE if it stores the chance of success in a specific number then it looks to see if it matches that but again I am not 100% sure.

I just know it was a nightmare trying to make TLA difficult with the bosses without the status affects screwing with stuff. If it can happen I would say it will be a while for me to replicate in any sort of way that could be useful.

As stated though I could just be derping super hard and not have checked the boss's Luck was at 40+ or whatever.
#14
Misc. GS Hacking / Re: Ailment and Debuff Formulas
28, January, 2015, 05:48:52 PM
Hey just figured I would chime in about this. It is something I noticed more with TLA and balancing things for a difficulty patch, Risen Star, that I was working on. I noticed that a number of bosses no matter what I set their luck value to would still get hit with a status once inflicted they seemed like others hit them more easily. My original thought is that in TLA something else must factor into  what makes something immune or not. Thus the there must be something else that controls it. Which was my "there could be something else that controls it" I did not mean for it to a be a defined but that there could be since I could not explain why it was so.

My theory from hours of testing and scanning was that even if something is at "0" there is no pure zero and the boss could still be hit with a status affect. Again all pure conjecture on my part with hours of testing and such. Along with hours of frustration as playtesters destroyed bosses in my mod.

Again I wasn't sure because on bosses that should have been immune to poison I somehow could poison or could hit with other ones that should be a 0% chance.

Chances are I was mistaken about the formulas and code
#15
I use Hex Editor Neo currently but I have also used Notepad ++ as well. As far as the order I managed to figure it out. It just takes counting to get the areas I would like change the values of.
#16
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.)

I probably just missed it... I did happen to be trying to work on this late at night. That and I am a noob so chances are i did indeed just look incorrectly. BTW as far as hex editors go could you recommend one?

Also the placement of abilities does it start with Nothing then go to Attack, Defend etc?
#17
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.)

I did actually try this and I could not find it. I am not well versed in hex but know enough to get around at the least. I really just need this so I can continue my mod for GS1 so I can rework the summon/djinni system.
#18
So I had in this topic, Link, how to make summons in a new slot. I tried finding the values in hex for the first Golden Sun however it is different from TLA so I can't quite seem to locate them. If Someone with more experience could help me find this that would be fantastic. Again I am looking for this in the first Golden Sun.

Here is what I originally asked:

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.

I also am familiar with this topic as well, Link.
#19
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.

Speaking of said template, I remember hearing word that there was some kind of corruption with it? I would love to make use of it for when I make my next TLA mod but hate having to 0 every class out and end up forgetting something in the process =___=
#20
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!


I was looking into last night and it definitely seems like GS1 uses a different setup for abilities. About the slots I was more meaning for GS1 but since we haven't found where those are at that so it is fine. I'll do some digging later tonight after my stream is over. I figured out how to set that up in TLA and I cannot wait to start hacking that because there was so much that i wanted to do but couldn't. Now I can make the summoner class actually work like I wanted to.