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1  The Editor / Golden Sun Hacking / Re: Master Formula List on: October 02, 2017, 12:28:09 PM
I think there are some Stun-inducing Djinn in GS2 that use effect 85. It's probably intended to increase the chance of it hitting by attempting to proc multiple times.
2  The Editor / Golden Sun Hacking / Re: Ability Effects 48 and 52 on: October 02, 2017, 12:26:04 PM
What enemy (if any) has sidestep? If nothing has it, I wonder if it might be related to miss chance of standard attacks? (Or, possibly, was intended to cause the user to automatically dodge all standard attacks during the round in which it is used.)

As for Crazy Voice… nope, I got nothin'.
3  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 16, 2017, 01:01:22 AM
I think base 100% for single-target debuffs and base 120% for multi-target debuffs seems appropriate. Perhaps reduce these numbers a little bit to make ailment rate-boosting equipment worthwhile.
Currently the values are: base 70% for djinn (damage with debuff attached in general), base 95% for ST debuff and 125% for MT debuff.
Those numbers are… actually close to fine, though damage with debuffs (Djinn in particular) should probably have a lower magnitude debuff in exchange for more consistency. Base 100% but with MT debuff magnitude seems appropriate.
4  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 15, 2017, 11:16:38 PM
Ransack is not fine. Ransack is demonstrably not fine. Or at least, it's not fine in combination with how near-impossible it is to debuff the Killer Ape's Attack stat.

I think debuffing Djinn should either have a weaker debuff, or less damage, or both. In any case, their effects should be more consistent. I will say I think combining the Killer Ape's high attack with its two turns and the existence of War Cry seems like a mistake, because you can lose half your party to Stun and be entirely unable to heal off its high damage output and just lose automatically.

In any case, my opinion is that debuff infliction rates should be high enough to almost always trigger on basic enemies (and to be absolutely guaranteed on enemies with vulnerability), and to land fairly reliably on a boss who has vulnerability to that specific debuff. I think base 100% for single-target debuffs and base 120% for multi-target debuffs seems appropriate. Perhaps reduce these numbers a little bit to make ailment rate-boosting equipment worthwhile.
5  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 12, 2017, 12:30:25 AM
ePow in this hack might be /250 instead of /200 in the damage formula since the cap for ePow and eRes was boosted to 250. Not sure that's enough to explain the weird numbers, though.
6  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 05, 2017, 08:07:37 PM
Just some miscellaneous observations...

1) I understand why Ivan doesn't have Whirlwind by default anymore (limited slots per class, wanting both a single and multi-target for him)...but I don't think that's good game design.  I know most've us have played this game before, but I still believe in designing games as though it's a player's first time; and unlike Growth, Whirlwind is necessary for getting through the story.  So instead of Bolt, I would make WHIRLWIND the single-target attack that costs 3 PP, just like how Growth is now.
Another thing is that Ivan's class is Bolt User. He's supposed to be very strongly electricity-themed in his base class.
7  The Editor / Golden Sun Hacking / Re: My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 04, 2017, 10:44:47 PM
The code change that would be necessary to make Delude viable is a pretty big one, you'd basically need to make all enemy-targeting Monster Skills be replaced by the Attack command while Delude is active in addition to its normal effects.
(Alternatively, you need to make it so it's somehow possible to give enemies weapon unleashes. That is, make it so any ability slot that is filled with Attack can also be given a chance to trigger a specified other ability instead.)
8  General Hacking / Project list / Re: Golden Sun Plus: The Lost Age/Golden Sun: The New Balance on: July 20, 2016, 07:25:37 PM
Charm and Confuse cause a status effect that doesn't actually do anything when targeting an enemy because the AI changes they were supposed to cause were never coded.
9  General Hacking / Project list / Re: Golden Sun Plus: The Lost Age/Golden Sun: The New Balance on: July 20, 2016, 03:38:03 AM
You do know that the Charm and Confuse effects don't do anything when targeting enemies, right? They still act as normal. When a player character is afflicted with them, you can't give them commands in combat, but enemies afflicted with them are still able to take actions normally.
10  The Community / Tech, Gaming and Entertainment / Re: Pokémon! on: May 13, 2016, 02:27:42 AM
Yeah Rowlet's pretty great. Personally I hope its final evolution has a top hat, a monocle, and a cane that it wields like a bo staff to beat the stuffing out of foes like a true gentleman.
11  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: April 25, 2016, 10:09:37 PM
No it's not affected. i already thought about doing that btw and i'm pretty sure i can manage somehow. Won't happen anytime soon though. My "ToDo" list is quite overloaded ATM.
I don't actually know how it works in the code, but I suspect it would be fairly simple to first modify the ability's Power value using the caster's Elemental Power and then use the modified value in the HP restoration function.

In any case, I can tell you have a rather large To-Do list right now, yeah.
12  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: April 25, 2016, 04:58:31 PM
This seems like a decent place for this question: the Advanced Reviving effect that Squirtle made and you're using… is its power (and thus the percent of HP restored) affected by Elemental Power? It would be pretty cool if it was.

(Also I'd still really like that %-based healing formula, especially factoring Elemental Power into the percent healed.)
13  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: April 25, 2016, 02:44:38 AM
Yeah, Djinn having a chance to flee means you can't even really make the fight short but intense, 'cause there'd be the risk of the RNG deciding to have the Djinni stick around for most of the fight, dealing a bunch of damage to your party, only to flee at the last moment, which ends up costing you a lot of resources for no gain.
14  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: April 07, 2016, 01:50:30 AM
@Jamie:  Dood, I was agreeing with you.  That was being directed at Caledor.
You said "you guys" with a plural, so I got confused.
15  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: April 06, 2016, 04:57:45 PM
I'm considering the possibility of removing elemental levels from the formula that calculates the success chance for ailments. For reference:
Spoiler for Hidden:
(((((((Attacker's elemental level - Defender's elemental level) - Floor(Defender's luck / 2)) * 3) + effect's base chance + (vulnerabity's 25)) * diminishing%) / 100)  >= rnd()
Reason behind this is that it's very unbalanced towards mono elemental classes and that debuffs are poorly spread among elements. But I want to hear your opinions on the matter cause I could've easily missed something important.
I think the main reason to do this would be that there's no real way to take advantage of it... there's very little leeway in what djinn you use for a certain class. Keep in mind it will affect enemy success rates as well, since they also have elemental levels.

As for debuffs being unevenly spread, I don't think it's wrong for different elements to have specialities.
The problem of course is that the Elemental Level part of the equation basically just exists to make debuffs more effective when used by enemies than when used by the player, since they get a greater variety of debuffs on each element thanks to monster skills. And the unevenness of the debuff selection is also an issue when an enemy's status vulnerability doesn't match up with their elemental vulnerability, making exploiting their weakness not as much of an option as it could/should be.

So yes, I'd say get rid of that particular part of the ailment equation.
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Cbox
January 20, 2019, 06:29:27 PM
Fox: That would be cool to have, yes. Where the text in the ROM is uncompressed. - The huffman compression used in the gba games is not used in the nds game, so perhaps that may be one reason it wasn't done. I think it is some generic compression thingy. If someone did do it (and make the entire ROM uncompressed), perhaps I would be more inclined to work on my dark dawn editor. Hm?
January 15, 2019, 05:38:01 PM
KyleRunner: Could someone please create a GSTOOLKIT compatible with Dark Dawn? I'll try to translate that one to my language as well (as I did with the first two games).
January 09, 2019, 02:39:00 PM
Luna_blade: I wonder when true death will strike
January 08, 2019, 03:00:02 PM
Misery: That is true
January 07, 2019, 06:08:38 PM
JamietheFlameUser: so this place is pretty inactive
December 17, 2018, 06:43:36 AM
Salanewt: Okay, minor announcement I guess. We just looked over some pre-release footage of GS1, and noticed that one of the unused and unlisted animations we discovered in GS2 (and GS1) plays in that footage. "Brine" is actually an early Fizz.
December 15, 2018, 01:06:23 AM
Fox: :D https://www.youtube.com/watch?v=MFmr_TZLpS0
December 15, 2018, 12:58:01 AM
Fox: A banana for you, a banana for me, a banana to your face. Your face is mine! A face for you, a face for me. A face for the banana too. Who wants to feed the banana?
December 09, 2018, 07:43:31 PM
Fox: A banana for you, a banana for me, let's all open a banana and enjoy!
December 08, 2018, 09:48:52 PM
Drake baku: ba... ba.... bana.... bana.... banana.... nanananananananana..... and now back to doing normal, kinda
December 07, 2018, 05:43:02 PM
Luna_blade: Hey I forgot the christmas theme
November 29, 2018, 09:01:09 AM
zman9000: ded
November 19, 2018, 11:05:28 AM
Drake baku: Good day to ya all
October 30, 2018, 09:45:58 PM
Atrius: There used to be where I got the battle sprites for Kraden, but that site doesn't exist any more.
October 26, 2018, 01:31:40 PM
Infitek: Do you know if there any custom Alex battle sprites available on the internet ?
October 26, 2018, 01:31:01 PM
Infitek: Hey everyone
October 13, 2018, 03:23:06 AM
Salanewt: Updated it to provide more info that I forgot to mention.
October 13, 2018, 03:16:48 AM
Salanewt: I'm still trying to iron out IQ 2 but I'm pretty sure it's entirely random targeting.
October 13, 2018, 03:16:29 AM
Salanewt: Oh yeah, I posted some more info about enemy IQ.
October 12, 2018, 09:51:27 PM
FoxThe HTML5 project is too small to count

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