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News: The last working version of the classic TLA Editor is Teawater's unofficial "mapeditor" draft.
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1  General Hacking / Project List / Golden Sun: The Found Age on: 10, February, 2015, 02:34:13 AM
Go to for actual, revised topic.
2  Golden Sun Resources / The Classic GS Editor / Effect only (always first) doesn't seem to work. on: 31, December, 2012, 06:07:35 AM
Playing/playtesting my modded game and it's hells fun so far, what with 2-turn foes with more HP and psynergy attacks with bonus effects (growth reduces agility, blast may do double damage, etc), but one thing's been bugging me.

I replaced the Pierrot class with the 'Pacifist', which has an attack multiplier of zero and focuses ENTIRELY on support (only Sheba and Mia can equip this class, so Sheba's been playing around with it). One of the abilities she has is the psynergy equivalent of Shade, reducing all damage by half for a turn (it costs a lot of PP, don't worry). But when testing it out, it doesn't actually go first if the enemy is faster. Even though it's specifically checked under Effect only (always first). It's not losing to priority, either, unless Gaia is suddenly a priority attack.

It'd be a real shame if I can't get priority effects, because it sort of ruins the class as well as a few other goodies I put in the game. Any tips?
3  Golden Sun Resources / The Classic GS Editor / Advice for making my personalized game harder on: 28, December, 2012, 10:47:20 PM
So I've spoiled myself and added a whole mess of changes with this editor.

-Most psynergy base damage spells now have added effects (causes attack/defense/resist drops, mostly; tried status inflictions but playtesting shows it's way too OP as the statuses practically always hit weaker foes, making you invincible in the beginning)

-When the above psynergy lowers stats, it does 12.5/20 res. BUT now mass-statchanging moves like High Impact raise stats 25 for all (otherwise my non-medical ocd will force me to use two Impacters on a team); I'm considering making this different for the Samurai series (either giving them 12.5 raises or giving everything else 12.5 and giving Samurai 25)

-The Aura series now costs twice as much and heals half as much but has the added effect of healing poison (aura), restore (healing) and everything (cool). It is now in the Dragoon family as well as the Flame User family, replacing cure poison, restore and avoid

-Most physical+ psy (ragnarok, cutting edge) are now multipliers, with first stages at 1.2 and second stages at 1.4

-Mariner and Ranger classes have been vastly revamped to make Piers actually worth using (Admiral has better stats and benefits from the now-multiplier Diamond attacks, Warlock was renamed 'Mage Knight' and replaced its base damage psynergy with Planetary, Plume Edge, Thunder Mine, the ply series and restorers)

-Necromage learns Call Demon and Call Dullahan early enough to be used ingame, but their multipliers are lowered to 1.5 and 2

-Random monster drops are given drastically higher rates (think 1/4 chance of getting Riot Gloves)

-Jenna starts the game innately knowing Teleport (I'm not gonna use it to get stuff early or cheat at puzzles or anything, I just like the convenience of town warping)


So that's all fine and dandy, but as you can guess, this will also make the game way easier. Which, despite all this, is not what I want! So far I've been raising boss stats and adding turns to foes left and right, but I was wondering if there was any general advice on upping the game's difficulty with the settings I had in mind. More specifically:

-Is there a way to mass-edit enemies so I'm not going through them all individually and changing stats up?

-How do I get rid of djinn-destroying moves like Djinn Storm? Will the game glitch if I just remove it from the enemy's lineup, or replace it with something else, or change the effect of the move in the abilities column (I want to make the bosses super tough, but super tough in a way that takes full classes to use; I've always felt like djinn-killing was annoyingly fake-difficult, given it destroys the very versatility that makes this game great)?
4  Golden Sun Resources / The Classic GS Editor / Making Psynergy actually good on: 24, December, 2012, 10:48:19 PM
So I wanted to make a relatively slight alteration to the game: making it so psynergy is useful throughout the game. I figure the best way to do this would be to change certain spells from base damage to added/multiplied damage.

My question is how much this should be done without things getting overpowered and boring. I'm pretty the multiplier system is based on 10 (so if I make a spell a multiplier of 10 it will do the same damage as a physical attack), and I know that Quick Strike is pretty great at 1.8. My idea is to make it so each version of magic uses different damage effects.

So for instance the Quake line would be base power, the Spire series would be added damage, and the Gaia series would be multiplier (Ragnarok and Odyssey will also be multipliers). Do y'all have any suggestions for a good range of attack to go for?

Or any general advice on making psynergy good, but not powerful enough to be boring?
Pages: [1]
01, September, 2021, 02:55:35 PM
Daddy Poi's Oily Gorillas: At least for warps.
01, September, 2021, 02:55:01 PM
Daddy Poi's Oily Gorillas: To think that events are not done via a tilemap in GS3 is interesting, and they'd just be cubes in the size of a tile (I think)... with given coords.
28, March, 2021, 06:10:33 PM
Salanewt: Tiny announcement down here that a new animation pack is now available for download! The Animation Overhaul is required; see the downloads page for more details.
03, March, 2021, 03:16:30 AM
Daddy Poi's Oily Gorillas: I'm happy ACE is possible and easy in GS1. :D Thank you Tret. Now if we can get GS2 Air's Rock to do ACE, wouldn't that be something.
18, February, 2021, 03:25:26 PM
Salanewt: The one here has everything:;sa=view;down=132
18, February, 2021, 02:03:20 PM
VardenSalad: It looks like Atrius' editor download is broken again. The only thing in the .zip is the background image
13, February, 2021, 03:15:41 PM
MaxiPower: Welcom back Charon. been a long time.
11, February, 2021, 09:40:04 PM
Daddy Poi's Oily GorillasSo how long is this site going to be "This website is still under construction, please excuse the mess." :D
04, February, 2021, 12:56:21 AM
charon the ferryman: LMAO i love 2010 tech
04, February, 2021, 12:56:07 AM
charon the ferryman: release me from my discord prison meme mortals
15, November, 2020, 03:45:26 PM
Salanewt: We're more alive than the board implies; most discussion takes place over on the Discord server.
15, November, 2020, 03:45:06 PM
Salanewt: Haha, heya!
15, November, 2020, 02:07:50 PM
Frog: Nice to see this place is still alive...ish anyway xD
30, October, 2020, 11:10:23 PM
Salanewt: ... Actually, it's almost time for me to post an update on the forum. It's been coming along really nicely overall, and it was only a couple months or so ago that I added some new status effects to the game.
30, October, 2020, 11:08:41 PM
Salanewt: I need to get it done to start making progress on the parts of the AI Overhaul I want to start working on.
30, October, 2020, 11:08:14 PM
Salanewt: It's going well! I wanted to get more of my djinn reform done this week but I've been busy with other things sadly.
30, October, 2020, 09:58:14 PM
KyleRunner: Hi guys! How are you doing?
13, October, 2020, 11:19:21 AM
MaxiPower: first chapter of my golden sun inspired webtoon is now live. be cool if yas could check it out.
31, August, 2020, 08:40:32 AM
Daddy Poi's Oily Gorillas: Being able to convert IPS files to text files to also supporting commenting, and convert back to IPS after changes.... sounds like a fun strategy? 
27, August, 2020, 10:37:30 PM
Salanewt: Hey, thanks! 
25, August, 2020, 12:59:22 AM
Foreclosure: Yo! Looking forward for this AI OVerhaul patch when it's finished :) :) 
19, August, 2020, 07:00:17 PM
Salanewt: That's awesome! I'm pretty good; been working on an AI Overhaul project and have made some nice progress in the past couple weeks; the goal for tonight is to add Deadbeard to GS2 and then I can move onto something new.
19, August, 2020, 01:14:56 PM
Awec: Ye not bad, just checked back in for updates on GS Reloaded really. Although now I'm looking back through some of my old forum posts, which is fun :D how are you?
19, August, 2020, 01:43:07 AM
Salanewt: It sure is! How have you been?
16, August, 2020, 09:40:57 AM
Awec: Yo nice to see this forum is still going
14, August, 2020, 09:06:44 PM
Salanewt: Hey! How goes it?
01, August, 2020, 01:31:53 PM
KyleRunner: Hello, people!
08, July, 2020, 08:57:11 PM
Salanewt: That awkward feeling when almost a quarter of a year goes by without anyone posting a message in this chatbox.
27, April, 2020, 07:54:10 PM
Daddy Poi's Oily Gorillas: I'm having a thought. So I know Atrius's editor is slow at saving sprites.... So I've been thinking.   I am considering another console program.  This time, for importing and exporting sprites/animations. Image files (for sprites), binary files (for animation data), and maybe binary or text files for Settings. Would certainly be cool if it works out. - Console programs are fun, when you can (at least temporarily) cheat out making a full interface editor for them. =P

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