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Messages - Kide

#1
Misc. GS Hacking / Re: Class Tweaks for TLA
29, November, 2012, 03:34:43 PM
Quick question: if Sheba is more wind-oriented is it okay for her to get Paralyze? I think Sleep or Bind would fit her better in that case. Then you could give Paralyze to Ivan.
#2
Open Discussion / Re: Something I found on YouTube
29, November, 2012, 03:21:30 PM
Quote from: Rolina on 27, November, 2012, 06:58:06 PM

What? A Silvio Santos video on the GSHC? Now THAT's something I'd have never expected to see in here...

By the way, that was on TV last sunday. And not that anyone asked, but title says "Ghost girl in elevator", although that wasn't very difficult to figure out.
#3
Misc. GS Hacking / Re: Ailment and Debuff Formulas
02, November, 2012, 05:54:05 PM
QuoteIt seems like the 2x damage and 3x damage effects that appear later in the effect list trigger more often.

Exactly. And that's why I believe those effects don't depend on Luck, otherwise there would be distinct base chances for the same effect. (Although that's still possible, but make less sense in my mind...)
#4
Misc. GS Hacking / Re: Ailment and Debuff Formulas
01, November, 2012, 08:26:01 PM
That's odd. So, Legend and Vengeance against bosses aren't as effective as I recall...

And since Teawater didn't list those, is it possible there's a whole new formula for them?
#5
Open Discussion / Re: Happy Halloween 2012!
01, November, 2012, 05:13:28 PM
Here in Brazil we don't have the habit of celebrating Halloween. Not anymore, at least.
#6
Misc. GS Hacking / Re: Ailment and Debuff Formulas
01, November, 2012, 05:10:47 PM
What about other battle effects that aren't exactly ailments or debuffs, such as 'may inflict double or triple damage' or 'may reduce HP to 1'? I believe those are unaffected by Luck. If so, would you know what are the chances of those happening? That's something I always wanted to know...
#7
Can't you just switch your enemy data with a boss? Or the ruffians at the beginning? If the purpose is to test enemies I don't see what could go wrong with that.
#8
Tech, Gaming and Entertainment / Re: E3 2012
25, May, 2012, 09:41:29 PM
@the 3DS: I don't have one, and not because "it has no games", but because I'm not interested in what's been released so far. When it has one or maybe two games I find cool enough I'll get one. I remember getting my GBA only for Mario Kart and Sonic, and I had only those for quite some time. As the cool games were showing up I started getting a few more. We know the 3DS is going to have many good games eventually, we just wait until then.

A Zelda game would be nice to see, but I think we're not going to get that yet, even for the 3DS. I hope I'm wrong about it, though. But it'd have to be something completely new, I'm tired of remakes. And that goes not only for Zelda, but for pretty much everything else.

Lastly... no, I have no plans to watch it. I'll just read whatever is published afterwards.
#9
Tech, Gaming and Entertainment / Re: E3 2012
17, May, 2012, 11:37:26 PM
I don't have many expectations. From the top of my head I'd say... a new Metroid or Star Fox game, and that's about it. I don't expect to see any GS4 stuff yet, though.

And for technology... yeah, nothing really.

#10
Misc. GS Hacking / Re: Changing Classes in TLA
17, May, 2012, 11:23:30 PM
Yeah, what Durza said. And you could also separate some of the duals/tris if you gave 'em the same value of the base classes (1 for party 1 and 2 for party 2). And notice that I said 'some', because you can't do it for all of them, unless you're planning to change the class system concept of your hack. In this case it'd be just easier to use the current patch (that's what it serves for after all).

But this thing would be helpful just if you're feeling lazy to redo all classes. If you're making a serious hack, that wouldn't be happening (or shouldn't).
#11
Misc. GS Hacking / Re: Changing Classes in TLA
14, May, 2012, 07:32:41 PM
QuoteSo in conclusion, you could make a parameter guideline to organize how classes could work while setting to one specific party.

Hmm... don't know if I understood you here. Did you mean that what I said works like that? Or are you asking me to make a guideline?
#12
Misc. GS Hacking / Re: Changing Classes in TLA
11, May, 2012, 11:58:48 PM
That would work, but it'd require you to relocate stuff, which wouldn't be as simple, as you already pointed out.

Here's what can be done: go to the class type chart and change all base classes index to 1. Then, instead of "add 20 to class type", you make "if class type is 1, change it to 2". Now all party 1 base classes have an index of 1 while party 2's have an index of 2, conveniently enough. The nice thing of having it that way is the values are easier to remember and, since there will be no more auto checkboxes (and hopefully the editor will be able to change class types on its own), it would make customization way more viable.

This method would also give you some more options. For example, you'd be freeing types 6 and 7 so you could use them for something else (symbiotic separator, maybe...). Of course, you can always use other values, but keeping all values from 1 to 10 is easier to remember, again. And maybe you could give type 1 to other combinations (like  :VenusStar: primary  :MercuryStar: secondary) and separate some more classes without being forced to recreate all of them.
#13
Misc. GS Hacking / Re: Changing Classes in TLA
11, May, 2012, 07:19:40 PM
With the current separation patch you have to remake those too. But I'm thinking there should be a way to make a "base classes only" separation patch, if that's what you want.


Edit: Yep, there IS a way, and it's quite simple. However, you'll have to hex edit some stuff (the current patch and the dreaded class type chart). If you (or anyone else) still want to know about it, I'll tell.
#14
Misc. GS Hacking / Re: Changing Classes in TLA
10, May, 2012, 07:49:04 PM
Just a heads up: for your classes to work correctly you'll need to sort them properly. You can't just put them in any slot, or else you might be getting some unwanted results.

If you don't want to erase all/some of the original classe, nor the ones you already created (assuming they're in a right position) you should place your classes using the originals as some sort of guide. So start putting base classes first, then the two Mercury-based duals and their related tri, and so on. That's NOT the only way to do it, but it might be the simplest. Just make sure that for each class type index the 2-element classes appear before the 3-element ones and you're good.

You could erase everything, though, and make it more organized. But if you have no problem with it, that's not needed at all.
#15
General Golden Sun / Re: GS4 Possible Characters
30, April, 2012, 07:24:08 PM
I wouldn't want either Aaron or Kay to be playable, but it'd be nice if they showed up. I would prefer PCs from completely unknow lands, so no Felix's son/daughter/both, no Matthew, no Karis and no Tyrell. That way we'd possibly have new abilities, classes and stuff. But I really don't expect it to happen.

QuoteBesides, the name Takeru just sounds awesome to me.
When I first saw it, "Takeru" reminded me of a thieving bird for some reason. Maybe if I knew more japanese names that wouldn't have happened...
#16
Tech, Gaming and Entertainment / Re: Pokémon!
29, April, 2012, 11:38:28 AM
I thought when Jamie said "transfer data" what would be transferred would be... data, only. If you transferred the pokemon themselves they would be unavailable to you until you got'em back. Personally, I think this would be very annoying, in the case you wanted to use them for anything other than in-game gameplay (battles, trades, etc.).
#17
Tech, Gaming and Entertainment / Re: Pokémon!
23, April, 2012, 09:09:42 PM
Quote from: JamietheFlameUser on 19, February, 2012, 06:24:21 AM
You begin the game with your party, player character, and name from your transfer data of the previous game (or some of their canon Pokémon from their Battle Subway + their member of the Tao Trio (Zekrom in White 2, or Reshiram in Black 2), if you don't use transfer data). At the game's start, you start off in a battle against a random trainer, which you promptly own. Then Team Plasma shows up and steals all your Pokémon before you can react. Rushing to the Pokémon centre to grab out new Pokémon, you discover that somehow, your Pokémon are all missing from there, too. This forces you to go to Professor Juniper's lab to get a second starter Pokémon. Then you go off to defeat Plasma Grunts and get your Pokémon back, in order from weakest to strongest, while working to find out how on earth Plasma could have returned already.

If you could get your pokemon back from Team Plasma, then BW2 should be unable to trade with BW1, or at least with your own BW1 cart, to prevent people from cloning pokemon.
#18
Ah yes, you're right. I keep forgetting things can be non-elemental...

It's a bit of a letdown, though, being limited to a single element (or the lack of one in this case). But at least it works.
#19
Quote from: JamietheFlameUser
Healing Overflow: It turns out that Healing abilities actually use a signed 16-bit value for their base power. But the editor doesn't know this. So what you do is you set the ability's power to something just over 32767 (I used 33000), so that it will overflow to the most negative value possible, or at least close to it. This has an odd effect. At such extreme levels of negative healing, the game will not actually damage the target. Instead, the target's HP will be fully restored (though it still says "[character] recovered -31500 (or whatever) HP!") and, for whatever reason, so will their PP. If you were hoping to fully restore HP and PP as well as some other effect, this will free up the secondary effect slot for you!

HP and PP full restoration? I've seen this already, and in an even weirder way, when trying to change HP limit to over 16,383, for both enemies and PCs. I don't know for sure, but I believe the game is coded to reset HP and PP values when something... unusual happens, like healing negatives. However, this thing worked a little differently for my case. Any value over 16,383 could cause this issue. The higher the value, the more frequent the resetting happened.

But in the case of your discovery, if the problem really is the healing negatives, I think not all values over 32,767 would cause it, while some lower than that could. I say that because the healed HP depends on elemental power. So, if a character with 149 Power used a 24,000 base power healing ability your effect would still happen. But if this character had 104 Power instead, you would indeed be healing around 24,000 HP.

Edit: Yep, confirmed. So I believe there isn't a universal value you can use for this effect if you want it to always work, since elemental power may range from 76 to 200.
#20
Assets & Discussion / Re: New Class Type Concepts
04, April, 2012, 05:32:39 PM
Not necessarily. For non-GS based hacks, 30 classes per PC might be suitable. And even for GS based ones, since everyone has access to 34 classes (+ item ones), there would be always some way to not mess it up that much, like making all dual types 5-tier and all tri types 2-tier, or something else.

And, of course, nothing stops you to have 5-7 characters I guess.