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Messages - Salanewt

#1
Heya! I had a rush of energy last night and was feeling very inspired by recent events in the GS Speedrunning community, so I pulled an all-nighter to make a new AR code!

The controls are as follows:
Start + Select = Reset Camera (vanilla game behaviour)

Panning:
Start + A/B = Forward/Backward (North/South)
Select + A/B = Left/Right
Start + L/R = Up/Down

Rotation Only:

Select + L/R = Up/Down
A + L/R = Left/Right
B + L/R = Forward/Backward (North/South)

Quote from: Free Camera Movement94000130 FFF30000
02142D18 E8850005
02142D1C E5851008
02142D20 E5858018
02142D24 E585701C
02142D34 E5853020
D0000000 00000000
94000130 FFFA0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 02079304
D4000000 FFFFF800
D6000000 02079304
D9000000 020792E8
D4000000 FFFFF800
D6000000 020792E8
D2000000 00000000
94000130 FFF90000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 02079304
D4000000 00000800
D6000000 02079304
D9000000 020792E8
D4000000 00000800
D6000000 020792E8
D2000000 00000000
94000130 FFF50000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 0207930C
D4000000 00000800
D6000000 0207930C
D9000000 020792F0
D4000000 00000800
D6000000 020792F0
D2000000 00000000
94000130 FFF60000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 0207930C
D4000000 FFFFF800
D6000000 0207930C
D9000000 020792F0
D4000000 FFFFF800
D6000000 020792F0
D2000000 00000000
94000130 FEF70000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 02079308
D4000000 00000800
D6000000 02079308
D9000000 020792EC
D4000000 00000800
D6000000 020792EC
D2000000 00000000
94000130 FDF70000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 02079308
D4000000 FFFFF800
D6000000 02079308
D9000000 020792EC
D4000000 FFFFF800
D6000000 020792EC
D2000000 00000000
94000130 FEFE0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792EC
D4000000 00000800
D6000000 020792EC
D2000000 00000000
94000130 FDFE0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792EC
D4000000 FFFFF800
D6000000 020792EC
D2000000 00000000
94000130 FEFD0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F4
D4000000 FFFFF800
D6000000 020792F4
D2000000 00000000
94000130 FDFD0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F4
D4000000 00000800
D6000000 020792F4
D2000000 00000000
94000130 FEFB0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F0
D4000000 FFFFF800
D6000000 020792F0
D2000000 00000000
94000130 FDFB0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F0
D4000000 00000800
D6000000 020792F0
D2000000 00000000


Notes:
- This does nothing in battle.
- The camera doesn't like to clip through geometry (but you can still shift and rotate it around geometry).
- Camera orientations are saved when changing maps, but that reset option exists for a reason.
- The camera becomes static, and no longer moves with Matty unless the camera reset is triggered.

Other Considerations:
It is very long, and down the road I may adjust it for length and to make the controls smoother if I can work that out.

A quick .gif, which for some reason was converted into an .mp4 on this image hosting site.

Enjoy!
#2
I am extremely late in replying to you (I apologise about that)!

While I may consider making some animation hacks for GS1 down the road, there are no plans to do so at the moment as it takes a lot of effort to make these and I'd rather spend that effort working on other projects, including a GS1+2 merger I want to work on once the AI Overhaul has been completed. However, I would be happy to share assets and pointers on how to accomplish something like this for GS1 for anyone who wants to take a crack at it themselves.
#3
Hey! so I'm going to do what I can to work down this list and provide some input and suggestions. As a broad thing, I'm generally not big on random name changes for the sake of it but you are not me so I won't comment much on those unless I either like it or have something to add. Same goes for name ideas in general, even for new spells, unless I have a question about it.

Additionally, while I can think of some decent animation choices for GS2 (e.g. something like Sand Breath could be a good pick for :MarsStar: Sacred Ash), many of the ones I can think of don't exist in GS1 so I won't bother naming them here. I will occasionally give suggestions for some custom code you can set up to make a few of these work, and I'd be happy to show you how to accomplish some of them later if you'd like (requiring ASM edits, but I have full confidence in your ability to pull them off with some guidance).


Opinion Suggestions
:VenusStar: Quake = Tremor works fine, especially if your plan is to later make it into the Tremor utility in GS2 (that way there's no confusion over what it does in relation to the original Tremor spell).

:JupiterStar: Slayer = "A psynergy made to slay" doesn't really give much info about what its purpose is. Is it like Annihilation, with a random chance to kill the target, or is it just a damaging move? Going for a name like "Flay" could be a really good fit too although "Slayer" could still be good depending on what it does.

:MercuryStar: Water Star = Whenever a battle animation loads a graphic, there is also the option to toggle a flag for whether it should load its own palette or not. The game usually uses this as a means of loading multiple assets for a particular animation and having them use the same palette (e.g. the Shuriken GFX plus a particle for two assets, with the particle's flag being turned off so Shuriken's palette is used).

A side effect of this is that, if you do not set that flag, it will use whatever palette was used previously. Considering its use as some kind of Psynergy, using it will execute a preceding "casting animation" that gets retained; this means you can colour it based on whatever element is assigned to the ability. If your goal is to ditch the regular Shuriken and just make it water-themed, then this could be a very easy option that also opens the door for Earth/Fire/Wind Stars if you want them. The caveat here is you can't really use it as an item or unleash animation, since the acts of using an animation for those purposes do not have associated animations with which to assign a palette in advance.

All that being said, if you wish to keep the regular Shuriken alongside it, then your best bet is to set up some new custom code that you can link to the function that deals with Shuriken (and also Slash/etc.). That process (which can also apply to other animations if you go this route) would fix the item/unleash use issue too.

:JupiterStar: Aura Sword = I feel like Undead Sword could be a good pick unless you want to keep the same animation for the move used by Bone Fighters. Alternately, with a little custom code, you may be able to set up a new variant that allows you to keep that version while adding one with a different palette. The downside is...

:JupiterStar: Aura Claw = I can't think of a similar animation to Undead Sword that could work well for a claw-themed attack. Your best bet for that might honestly be to just use Bear Claw and stick with Slice for the Sword version, assuming these are meant to be related abilities.

:MarsStar: Hell Hound = Not commenting on the name so much as I am the idea of it being a precursor to Cerberus/Cerebus in combination with the plan for it (Fire Breath upgrade). It's actually kinda weird, since the Cerebus enemy that the ability is based on is primarily Mercury themed–the enemy in question doesn't even have any Mars abilities–yet the ability in GS2 is solidly Mars. It might be based more on Dread Hound (which is Mars), but I can't recall for certain. As such, I can think of three options for this.

1. You could name it something like "Cerberus' Fury" and just treat it as little more than solid damage upgrade. The downside is it will be hard to differentiate it from Fire Breath, which can be fully replicated in GS1 since the animation is the same and custom icons are doable. The camera change might help, but it won't help much since the camera already moves around a lot in battles.

2. You instead give it the "Ice Breath" animation, which is actually an ability used by the miniboss as it appears in GS1. That way it has a stronger connection to the enemy of the ability you're making this a precursor too. The downside to that is, should you work on a GS2 sequel hack, you may lock yourself into making it a Mercury ability when it wasn't one before. Personally, I don't think that would be a bad thing as it would allow you to turn the Salamander spell line into something actually fun to use with more variey to it, but that's still a consideration I raise.

3. Alternately? Blue Fire Breath (Breaths Child ID:01) is an unused Fire/Water/Etc. Breath variant you have at your disposal, which can be set up with a very tiny bit of custom code. It is still clearly a fiery breath, yet its blue palette works well because a) Blue fire is generally hotter than red (meaning more damaging), and b) Blue is often seen as Mercury's colour, meaning you can still kinda reference Cerebus being a Mercury enemy while retaining the Mars element. It also exists in both games, so you can carry it over to GS2 while also using it for other abilities.


Help Request Doubt Group
:MercuryStar: Holy Water/ :MarsStar: Molten Metal = These can work if you're getting rid of the Douse and Volcano lines. Or even if you aren't; it's not like vanilla GS doesn't reuse the same animations for multiple abilities, and Volcano's is even one of them (Lava Shower).

:MarsStar: Copper Ore = I can't really think of anything, but to be honest I'm not sure what benefit a second molten metal spell series would add to your arsenal. You could maybe use the Broil unleash animation and just name it something like "Ore Blast" or something? That way you can have one spell line and one standalone Attack-based ability, and they won't feel repititive.

:MarsStar: Devil's Deal = I actually really love when people notice weird little behaviours like this and take full advantage of them. It putting the target into the "damaged" animation wouldn't be out of place either if you have it as a "damage HP to restore PP" kind of move. The only potential concern I have, from a balance perspective, is that vanilla game mechanics only let you deal flat-ish amounts of damage with an ability unless you specifically set up an ability to work more like a summon (requiring extra/new coding to set it up). That's not necessarily a problem if you play it right, and it could actually be a fun tradeoff if you use it in better classes vs. worse ones, but it may warrant some extra testing to be sure. Definitely go with this idea and see if it works!

:MarsStar: Force = That could work, but I can't really think of any viable alternatives either so I might be missing something. Maybe Shriek or War Cry or something? Personally, I think you should keep it non-elemental so that it can stand out from other abilities and generally be consistent in its damage output regardless of who has it equipped. You could also give it to a Heat Wave user and avoid having it feel too much like a clone ability (assuming Heat Wave's animation is also used for it). That is ultimately up to you though. :P

As a side bonus, should you make a GS2 hack after, the Slash Expansion Pack that adds onto the Animation Overhaul adds a new animation variant specially made for Force, meaning you'll have a much better fit for it down the road if you use those patches.

:MarsStar: Hammerforge = Sadly, I can't think of any ability animations in either game that actually feature hammers. It might be easier to invoke the idea of tempering a blade instead? The name might not fit perfectly at that point but I get what you're going for here and it's a shame your options are so limited for that idea.

:MercuryStar: Water Dragon = I know I discussed this idea with you over Discord already, but I forgot to consider the option of adding a new variant while still keeping the old one (kinda like what I discussed for Water Star and Aura Sword earlier). That way you can have both.

:VenusStar: Toxic Sand/ :JupiterStar: Poison Air = Acid Breath would work well for Poison Air, but it doesn't really look gritty enough for sand. This is another one of those situations where I can think of options for GS2 that don't apply here. You could tweak Blizzard and Ice Breath so that they have the "uses own palette" flag turned off, effectively making those into elemental abilities and allowing you to have a yellowish sand/chunk attack to use for the Venus ability. The downside is that Blizzard and Ice Breath share the same GFX assignment code, so you'd have to create some new code and fork it into the old one in order to separate them... or even create a "new variant" that internally gets reassigned to either Blizzard or Ice Breath once the GFX/palette segment is dealt with.

The last four ( :VenusStar:  :MercuryStar:  :MarsStar:  :JupiterStar: ) in this section should work fine without there being Djinn graphics. Forge and Breeze are genuinely just animation assignment clones of Impact and Ward that literally use the same code internally, and the behaviour for Tonic and Granite is the same as for Cure/Flower, or Forge/Impact; Djinni if used as a Djinn ability, no Djinni if used as anything else.


Help Request Full Help Request Group

:VenusStar: Land Divide = Could maybe be Gaia if you're fine with reusing that animation (it's already another Volcano situation in vanilla GS), but there aren't too many "earth splitting" animations in the game so it's either that or Quake.

:VenusStar: Grand Forest = I remember wanting to have an ability line involving trees like a decade ago, but there are genuinely no good animations for trees. Even for plants as a general concept, GS1 has a grand total of four and they all have the same "plants shoot out of the ground" nature; Growth & Punji (with Punji being a skin swap basically), Thorn, Vine (with djinni included, does not work as aline), and Cybele (with tree toad spirit included, does not work as a line). GS2 adds one single new one in the form of Bramble Card (with card included, does not work as a line). Your best bet for this is probably Growth or else canning the idea to be honest, assuming you don't want to go through the hassle of designing new graphics and trying to set up a new animation or animation variant via code. Same goes for :MercuryStar: Aurora Field, despite GS2 having an ability named that for use by Iris (it resembles GS2's Aura healing line).

:MercuryStar: Cool = Maybe Frost? It's not quite as dire a situation as plant-themed animations, but Mercury options are kinda limited too and I can't think of any cold looking ones that come from the ground. At least Frost accumulates on the ground, so that's something but I know it isn't ideal. :/

:MarsStar: Cremate = Maybe Barrage? I didn't give a suggestion for Sacred Ash because I can not think of much for it based on your description, but I'm not sure if Barrage follows well from Smoke Bomb *or* the GS2 example I gave in my explanation for why I won't suggest otherwise plausible GS2 animations. I suppose you could just do Smoke Bomb argument 0 for Sacred Ash and Smoke Bomb argument 2 for Cremate?

:MarsStar: Flame Arm = Planet Diver, or if you keep that then you do Mighty Press or something.

:MarsStar: Fume = This is another situation kinda like Cool, but unlike Cool I can't think of anything that would remotely work while still having the same feel that Fume has. Dragon Cloud is a big maybe (downside is it has no variants to work well as a line), while an unleash animation where the user runs up and strikes the target doesn't have the same feel as Fume, a gaseous fire dragon from across the stage. Same goes for :MarsStar: Laser by the way.

:JupiterStar: Breaker = So fun fact: There is another variable you can play with that we usually call "ability type". In GS, depending on how an ability is used, it will be automatically assigned a type (for example, a Psynergy gets a special preceding animation, while a monster skill that does not have a PP cost will get a different one, and a Djinni gets flagged as a djinni ability). You also have the option of overriding any ability's type and changing how the game treats it. As it happens, there is an ability type that makes the user run up to the target as the animation plays out; you can combine this with Break's animation (which will still be blue without any other changes) to get exactly what you're describing.

:MercuryStar: Blood Point = Can you elaborate on this one a bit? Because you may be able to tweak the "Buffs" code enough to fit in a blue palette swap of Zephyr, but I don't know if that visual is what you're looking for.

:JupiterStar: Angel Wings = Zephyr is probably your best bet, given the lack of any "give user wings" looking animation. There will be no Djinni graphic unless it is used as one so you're safe on that front, but people may confuse it for an Agility boosting move so it's hard to say for certain. I can't think of many good options for it.


Help Request Spread Animation Lines
Sadly, most of these are in a similar boat to your :VenusStar: Grand Forest idea, although :JupiterStar: Fresh Breath and :MarsStar: Blue Flame would be among the easier code edits to do.

:JupiterStar: Fresh Breath = This could be set up like a Ply/Wish variant, requiring some code edits and a palette assignment but otherwise being essentially a new Child ID piggybacking off of existing code (like several other code edit ideas I have raised).

:MarsStar: Blue Flame = You could approach this like my Water Dragon suggestion; palette swap of maybe the Fire line, where everything up to the palette swap is newly written code and then you just link it to what already exists.

:MercuryStar: Snow = It's not ideal but that could work. What I said about Force (nothing existing except for a custom series I made for GS2) applies here too.


Other
:VenusStar: Lift = This doesn't really have any viable options I can think of. Also drawing blanks for effects.

:JupiterStar: Air Shell = This can work but I'm not sure if it's necessary if you already have Ward. Maybe if you can differentiate it somehow (different range or power)?

:JupiterStar: Psyseal/ Time Rend = I'd just keep Bind with its normal animation and maybe work something else out for Time Rend, since any appearance of the "seal" graphic is likely to confuse people when not used for sealing. Could always use Confuse for Time Rend and leave it at that.

:MercuryStar: Leech/Drain Fang = The vanilla Drain Fang, combined with lack of options for variants means it'll be hard to sort out. You could just give them all the same animation but then it might be less fun for people who play (since they won't feel substantially different from one another). Maybe try to work out a palette swap deal and/or new variant so that you can colour-code based on HP or PP and leave it at that?

The bigger issue I see is that you'll have to make HP/PP draining actually worth using. If they don't work consistently, or are too weak, then they won't see much use anyway; GS players are generally primed to shrug them off as garbage effects or else as a nice bonus when they deal damage.

:JupiterStar: Angel Heal = The big thing for me is how you differentiate it from the others while giving it an animation that fits the name. If Fresh Breeze is multi-target, then you could maybe make this one single target although you could also get away with just having Cure and Ply exist.

:MarsStar: Aura Share = You might be able to do something similar to what I suggested for Fresh Breeze and piggyback off of the healing animation code to add a new variant.

:VenusStar: Green Wood = Making it more plant-like would be nice, and also more effort than what Camelot did for their animations (the sprite swapping is cool but they're just Wish with a skin change). The downside is your only real option for what to use that is more plant-themed is just Cure. I guess having it be multi-target is something? In that case, you could swap to what I like to call "Spinny Orbs"; the same particles and palette as Cure, with the movement pattern of Restore.

:MarsStar: Warming Body = GS2 has Coal as a red swap of Zephyr, so trying to squeeze in a new variant could work for here.

:VenusStar: Earth Scan = If it's basically Reveal, then... you're kinda stuck with what the base game offers, none of which really fits the idea of the ability. I guess you could set up a new added effect to lower both Defence and Resistance together or something (see the unseen = reveal enemy weaknesses) but it's a bit of a stretch.

:MercuryStar: Aqua Orb = So, Reflect's animation is literally just Wish; there's no difference between them. That could work but I think it's too similar to Wish as it is, which could make things confusing for players if an enemy uses it. Tonic would be a better fit, and it wouldn't be used as a Djinni effect the visual will not show.



Well, that's about all I have for suggestions at the moment. I didn't comment on every idea, including some of the ones in your "Help Request" section, because I just can't think of anything to say about them or offer any ideas—at least in the context of GS1. I have some thoughts for a few ability lines if you make use of GS2 animations, including Animation Overhaul (i.e. hacked GS2) animations. I'll discuss them over Discord first and maybe post them here later if you'd like.
#4
News & Announcements / The Forum has been Updated
21, January, 2023, 04:25:02 PM
Special thanks to Atrius for fixing the forum and updating SMF to the latest version. This means the site at large is usable again, although some features may take a while to fix assuming they can be updated at all.

Please be patient as we work to polish up the renovated site and continue fixing it up.
#5
Hey everyone! This is only a small update for you today; we just removed the ban filter we had set up for AIS Fibre. Without divulging too much sensitive info, this filter has far fewer hits than the others and we have had a couple prospective members unable to log into the website through that provider.

As always, I would like to remind everyone to avoid clicking on shady links and to report suspicious posts when they pop up. We will continue to monitor for bots in the coming days and take action when appropriate, but we are also not on here every minute of every day so posts may go unnoticed every now and then.

Take caution, but more importantly have fun.
#6
Hey everyone!

EDIT: 04/04/21; small bug fix for two variants. I also changed the one on the download page, making the only version available on the forum the previously labelled "gsmagic compatible" one. Please update if you have one of the old ones (you can just patch over your current project post-Animation Overhaul hack; no need to start fresh).

This is just a quick announcement post for a new patch I added to the downloads page.

Here are just a few gifs copy+pasted from the main post, along with a few that aren't from there:



I hope you check it out!  :happy:


#7
Hey, hijacking this post to share that this is an older version. I still recommend using it over later versions for map code editing because it is more stable for map stuff, but in general you'll want to use this version for your editing needs in conjunction with gsmagic (and possibly other tools).

Most of the guide is still accurate and helpful for the last version(s).
#8
Introductions / Re: salutations!
23, January, 2021, 09:15:31 PM
Aah okay! Well, we're always happy to help if you want to learn anything about assembly. :p
#9
Misc. GS Hacking / Re: Battle system tweaking questions
22, January, 2021, 12:05:34 PM
Heya, welcome!

We can't really give specifics on how to find ROMs, but it probably wouldn't be too hard to do what you're asking. We have documented where the AI is located in both GBA games (the documentation is far more extensive for GS2), so it would only be a mater of changing how ability IDs are grabbed. The AI is not compressed either; in fact, most of the ROM isn't compressed (you mainly have graphics, text, and map assets that are). I can't give a definitive "yes" to whether Ida Pro would work, but you can try it. We have notes on where the AI is located.

Usually, the game uses attack patterns to grab an ID from an enemy's data table entry. The best way to make this change would be to set up an RNG-based formula that can generate a number, making it loop if the generated number either does not correspond to an ID (i.e. greater than the limit) or else matches an unprogrammed or invalid ability; that way it can pick any ability from the list while skipping abilities that either don't do anything or else have limited use.

You could run into a minor issue with items not being randomized, since the AI's item use routine taps into the same item use routine that player characters use (it's global) and enemies can only have a set number of items. If you want items randomized, then you'll have to change that routine too (maybe add an character ID check; if ID > 7, then ID = enemy and item = random).


I hope this helps provide some insight!
#10
Introductions / Re: salutations!
22, January, 2021, 11:48:55 AM
Hey, welcome to the forum!

These games have a lot of potential for hacking; how experienced are you with hacking so far?
#11
The Classic GS Editor / Re: GSdatahandler decompile
11, January, 2021, 06:47:46 PM
Hey there,

Atrius' editor was programmed in Game Maker 8.1 I believe (or maybe 8.0), although that's about as much as I can say on that because I don't have much experience with it.

It is an open source program at least, so the source code is available here: http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=132
#12
Misc. GS Hacking / Re: Camelot's C compiler
11, January, 2021, 06:44:45 PM
Hey, it's very nice to see some research happening in this area!

I can't say I'm an expert on any of this sadly, so I can't really answer too many questions but I feel like GS2 is subtly different from the first for a lot of this. Have you looked into it at all?
#13
Misc. GS Hacking / Re: AI Overhaul - Progress
15, December, 2020, 12:13:55 AM
The forum's been dead for a month, so I figure I can make a quick post for those of us who don't frequent the server.



DJINN REFORM PROGRESS!

At this stage I just need to finish implementing the following for this phase of the AI Overhaul:
- A "bound" state for djinn that works like Ghoul Ball's mechanic in DD
- Expanded djinn manipulation options
- Cleanup, including RAM relocation as necessary

Also:




Another teaser, plus a quick review of a handful of status effect things.




ALSO: I am planning to release a micro demo once this djinn reform is done, and then I can continue working on other things. I'll post it when/if I get it done!

#14
Hey, small update:

We've been having issues with bots on and off. Usually, when we start getting a wave of them, I'll wind up nuking a domain if it looks like a number of them are coming from the same source and they all share a provider. Our most recent wave was based in Thailand, yet that's not the only country that may currently be impacted by a global ban.

If you are affected by a global domain ban and would like to register or log in, then you can still hit us up over Discord so that we can whitelist you for access. Bans on the forum are mutually exclusive with bans on the Discord, and we're only willing to ban users on both at the same time for exceptional circumstances. As such, you won't be banned on the Discord if you got caught in this one.


Also, I know that none of you are silly enough to intentionally click on URLs and hyperlinks in bot posts, but as always please exercise caution; misclicks can happen and we have no idea what could be lurking on these sites. 
#15
Hey there!

I'm not sure where the most recent download is these days, but you can find a version from 2019 right here.

Let us know if you have any questions. :p
#16
Introductions / Re: Hey everybody! I'm new!
22, April, 2020, 03:37:16 PM
Hey there, welcome to the forum! Let us know if you have any questions, although I'll second Misery's statement about the Discord server being more active these days.
#17
The Classic GS Editor / Re: Editor Questions I think
22, April, 2020, 03:36:20 PM
If you have even one empty class slot, then you could also use gsmagic to copy+paste classes.

As for the editor version (in response to you saying 0.5), you could try this version here. This is the last known working version of the classic editor before it died, and is especially important given what Misery said about effect stuff.

`Every number corresponds to the effect with that number, you can view these with the editor when selecting additional effects for abilities. You might notice there are a lot of similar ones, particularly for stat debuffs (-12.5% and -25% are different effects)`
#18
Open Discussion / Re: HELP!!!
31, March, 2020, 03:19:59 PM
Hey there, welcome!

For .ips files, you will need a program that can use them. I personally use Lunar IPS (LIPS) most of the time, but there are other tools like IPSelect that are good too.

Feel free to ask more questions as you have them! If we take too long to get back to you then you can try the Discord for faster assistance.
#19
News & Announcements / Re: Name Changing...
21, March, 2020, 12:23:48 AM
Lol, well we'll wait and see what comes of it. Worst case scenario, we'll simply remove it again; however, I trust that people won't abuse it.

Edit: Added a small disclaimer to the rules page to not impersonate staff (in bad faith). We'll play it by ear if people want to pretend to be each other, since anyone abusing that to cause harm will be caught by the Respect rule anyway.
#20
News & Announcements / Re: Name Changing...
19, March, 2020, 01:54:45 PM
Hey, so; just a reminder, please don't impersonate anyone. I know that Teawater was doing it to highlight that possibility, but I don't want there to be problems in the future and will be fine with reverting this change if any arise.