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1  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: Yesterday at 03:21:03 PM
Hey, It's been some time since I last wrote here. I've been playing some (v. 1.76) and wanted to comment on the level progression. I got to Lemuria at 30 and now I'm at reunion at 34. I'm not surprised I'm overleveled, you said the progression is based on running from many encounters and I almost never do that, also I tend to go for djinn-kills on any monster which increases exp and gold yield, so it was to be expected. What does bother me a bit is that now Isaac's party is lvl 30 so there's a big difference there, I'm used to this though, it happens every time Sweat Drop
sounds very ok if you're going out of your way to fell enemies with djinn all the time. As for the gap between isacc's party and the others, it not that big of an issue. just put them in the front row and the phoenixes in magma rock will soon take care of that.
2  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 03, July, 2020, 11:47:27 PM
Avoid: I don't want the game to be more annoying to play. The regen trick is fine... most RPGs even have stuff like "Tent" when you're outside that fully replenishes your PP. In GS we have djinn and walking.

Field Psynergy: yeah again that's how it has always been. You lose and gain field psynergy by messing with classes. In GS1 you must change to get Growth and Whirlwind, in TLA it's the opposite.
3  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 29, June, 2020, 10:04:21 PM
it's probably related to the issue Varden reported. It's like the TBS patch was moved to TLA and TBS itself remained empty. I've reuploaded both though, so it should be fixed now.

As for me, i've finished my playthrough but i've yet to fight dullahan. Honestly at lv 45 it felt hopeless. I still have 1 strat i can try but it feels really forced to go that way. Long story short, dullahan, unlike the other 3 superbosses might see some changes in the long run. In the meantime, let me know what your experience with him was.
4  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 29, June, 2020, 01:56:25 AM
I have absolutely no clue about what happened cause my backup copy was perfect and i tried to download thrice, getting a corrupted patch 2 out of 3 times, that in size resembled the GS1 one (patch for TLA is ~200 kb, patch for TBS ~56 kb).

I reuploaded the same patch anyway and now it seems fine.
5  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 28, June, 2020, 11:39:29 AM
I noticed that Djinn in TLA get 2 actions per round as early as Yampi Desert, and they use recovery Psynergy too. If I remember correctly, Djinn in TBS didn't get multiple actions except from Flash in Suhalla Desert onwards, and none used any recovery Psynergy. This makes Djinn easier in TBS / harder in TLA for their respective levels.

Djinn gain 2 turns from level 11 onwards (first in TBS is quartz in mogall iirc) and use healing from 2 turn onwards. The issue in GS is that i lack Mars and Jupiter healing, but they're identical by design. Actually, given the same level in the 11-18 range, TLA ones have weaker psynergies to compensate for not having a 4th party member.
6  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 25, June, 2020, 02:11:54 PM
Because Tonic's effect (that Remedy uses) doesn't work outside of battle.

Thanks for asking btw, cause it made me notice that i can add cure poison back to most classes that have Remedy atm, so you're not actually forced to reset your djinn only for that. It will be in the next release.

EDIT: v1.78 up!

Mostly balance changes. An extra oomph to multi target offenses and the classes that wield them.
I've spent a lot of time balancing heal and offense on classes that could do both for older releases, especially symbiotic duals and tri elementals. With v1.77 i gave a much needed boost to their non symbiotic counterparts by improving the robes and now i'm boosting casters that focus only on offense, namely Inquisitor, Heretic and Necromancer.

All of them will also enjoy the newfound ailment boost from the berserk circlet which they already wear for the PP boost alone. The nerf to critical rate for mages is cause i noticed it was too high after doing some tests. Remember that unlike warriors, for mages unleashing is a secondary choice, their main offense is casting.

Cosmos shield switching to PP regen is for Holy Knight and Paladin instead. Warriors lacked PP regen equipment to reliably use mass healing.

Last, Cure poison is back as promised for every class that has or gains Remedy, except the Holy Knight. I've run out of slots for him and it's not worth losing Break for CP imho.

PS: @Dark Mits nice list, i'll be adding it to the FAQs section on the first post.
7  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 23, June, 2020, 11:34:54 AM
Odd, but true. Looks like PP regen is completely broken in GS1.

Well, for the time being, i "fixed" Deadbeard by creating clones of his offensive psynergies + Break that cost 0 PP. He can technically still run out through Impact and Ward but, well, even assuming he uses one of those 2 each turn, it takes 40 turns for him to run out.

Reuploaded v1.77 for TBS as well.

EDIT: 1 PP cause the status Seal blocks everything that costs PP, if they cost 0 they'd still be used even if DB is sealed.

EDIT2: Valukar, Star Magician and Sentinel down, usual setup (it's about time I try something new btw)
8  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 23, June, 2020, 10:31:56 AM
I don't think it's possible for him to run out of PP that way. He regenerates 50 PP each turn, he wouldn't run out in 10 turns even if he used is 2 most consuming psynergies each round. And even if he does run out eventually, the regen is still there so it's extremely unrealistic that he doesn't cast at all for 20 more turns. It's more likely that PP regen glitched somehow.
9  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 22, June, 2020, 12:49:04 AM
It's ok, that disclaimer is just cause i won't be testing nor making changes with Hard mode in mind.

BTW, i've just defeated the Flame Dragons, which implies that i'm basically done with changes for this playthrough, since i doubt i'll be making any change to the superbosses after all this time. I must also say it's almost scary how easy it was for me to beat the dragons: i know they're probably the most oppressive boss in the game so far with their 4 turns but i think i've got to know them so well, that having the right mindset for the battle and planning every turn ahead just carried me. Heck, i even forgot to grab the Sol Blade before fighting them... my main offense was Leader Isaac with the Apollo Axe.

I think the revamped Moapa - underestimated despite knowing perfectly what he was capable of - gave me a much harder time. I've had a stupid amount of deaths when he was alone just cause i dropped my guard at that point, almost as much as those i suffered from the Flame Dragons during the entire fight.

And i honestly love it. The increase in difficulty is here ONLY to encourage smarter plays and punish you if you get careless, thus encouraging the player to try many different strategies.

Also, I re-uploaded TLA v1.77 to fix an extremely minor bug i discovered by chance after the latest upload. The Muramasa was being displayed in battle with the Mace sprite instead of the Long Sword one. Another bug that managed to hide itself pretty well over many releases.

PS: Updated main post with artifacts removed from shops in TLA.
10  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 21, June, 2020, 01:16:12 PM
We need an improvement on password transfering from TBS to TLA  Sad
FAQ section added to the first post.
11  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 21, June, 2020, 03:06:43 AM
v1.77 is up!

Just finished Jupiter Lighthouse and decided to release. Discussing the most important points of the changelog:

  • Added to the main post Ailments and Debuff's base rates
  • Power of Elemental Bracelets Gloves and endgame Robes: see doc, changes in yellow.
     - This is a much needed boost to non-symbiotic dual classes (and some tri-elemental classes). While the symbiotic could rely on the endgame Big Bang Gloves and Selene's armlet, the other 4 combinations had to fall back on other subpar bracelets for power boosts. So I added a second power boost to the endgame robes that complement perfectly the ones found on those bracelets.
  • Flora was the only low-tier summon that didn't de/buff PLUS I lacked a Res Debuff on summons PLUS -Res is mainly a Jupiter effect. Easy change. Now Flora is actually good.
  • Mainly nerfs to enemies in the infamous Yampi-Kibombo range (Lv 10-18 of TLA). As a reminder, the issue here is that i can't use the perfectly balanced values of GS1 as a guideline cause those values in GS1 assume a party of 4 (Mia joins at 10) while in TLA you have a party of 3 until Kibombo (Piers joins at 18) so i had (and still have) to improvise.
  • Few enemies replace 1 special attack with regular attack
     - Emu, Dino, Wyvern Chick, Wolfkin Cub, Wild Gorilla, Wood Walker, Cerberus.
     -- Yes, it's mainly a continuation of the point right above this one
  • Avimander is overall stronger
     - Star mine HP% damage down to 0 -> uses PP multiplier, -10 BP (careful: PP Mul >>> 6% HP damage, this is a big boost overall)
     - 1 Star mine replaces 1 Fiery Blast
     - Cool Aura replaces Impair
  • Minor Poseidon tweaks
     - Now uses a third separate moveset for his third turn instead of reusing his first one
     -- Won't waste his third turn using Counter-Rush
  • Moapa & Knight: Mainly a buff to Moapa.
     - Bosca Hit eliminates status boosts (AKA Single target damage + break effect)
     - Moapa gets Pike Assault, Sack, Total Defense
     - Items tweaked
  • Slightly reduced enemies in some zones
     - About -0.10 per fight in Yampi Desert, Air's Rock Interior, Gondowan Cliffs, Western Sea Land.
12  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 18, June, 2020, 01:44:27 PM
GS1 levels are mostly ok since i haven't changed enemy group or experience at all. I'm mainly concerned with TLA since i changed BOTH enemy groups and experience granted. But now that i've beaten poseidon and i'm at 29-28 i think it's ok. Maybe the issue was that i went to Tundaria and Islet Cave earlier than intended, which made me think i was borderline overleveled for the other areas i should've visited at that time instead.

GS1-only items: MINUS the items i added back in TLA as described in the Drops and Shops sections of the first post.
13  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 16, June, 2020, 08:41:38 PM
Just finished Kibombo (Great Gabombo Statue is a giant pain in the @#$ at first) at level 18-ish.

A couple things I'm noticing:

Light Blades/Maces have almost no purpose if they aren't being wielded by Felix, maybe Piers. The unleashes are woeful as multipliers compared to the base power of staffs, but I think the problem may be elsewhere. In my opinion, it may have to do with the ATK multipliers on Jenna's classes; I don't know if she gets above 140% on anything outside Valkyrie.
I understand she ends up slotting into a healer-esque role if Sheba plays caster later in the game, but she's got access to Light Blades for a reason. She's a different kind of hybrid and distinctly not full support like Mia is. I know there's a couple instances like the Inquisitor line where Ivan, Sheba, and Jenna have a sort of "shared class" where Jenna has different psynergy. Maybe their multipliers could differ?

Level is perfect. Ending kibombo at 17/20 for me would be borderline low/high... borderline, not alarming. 18-19 is perfect.

Light Blades/Maces are obviously less straightforward than Swords Axes and Staves, because they are designed as a compromise from the start. Also i think you're being mislead by the high burst damage of staves, but you have to consider also the lower base damage. I did literally one test and the results were hilarious.

Miko Jenna w/Asteria vs Inquisitor Jenna w/Sylph Rapier. Base -> Unleash

64 -> 215 vs 95 -> 167.

If you do the math, it's exactly 116 on average for both. I did honestly not expect nor rig this, lol

But this was against an enemy with 7 level less than jenna, so results are gonna be lower (against a same level enemy avg turned out to be 100), but then you have to factor in that attack is much easier to raise in battle than epower + the bonus to agility and def the weapon brings, while PP and Power are already factored into the unleash damage. Maces are kinda similar since they boost HP. Very early in the game i tend to give one to sheba since she's so frail.

One test doesn't mean anything but those numbers are perfect all things considered. If things go wrong, my fix would be further reducing the base attack of staves, but this is not the case yet.

Strangely, I can't tell I'm just playing optimally by putting all the healing duty on Felix for the overwhelming majority of the 3-member party early-game. [...] Spreading the PP cost around makes each regened PP by walking go a lot farther. I don't think this is problematic exactly since it seems just like very efficient play and I'm not sure of your take on it.
Totally ok. The increased difficulty is supposed to be mostly negated by playing smart and optimizing actions... any "by doing X and Y it doesn't seem much harder" is a huge compliment in my book.

And to edit Leather Boots in for Piers' starting equipment just because.
Aaand this is not a compliment at all instead. :P
I mean, 5 years without noticing AND right now my level 27 piers still doesn't have boots?
I'm editing Piers' base equipment as I write, consider it in for next release.
14  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 16, June, 2020, 05:28:48 PM
What's the general opinion with level progression?

I just finished Tundaria at 27.5 but i feel like I had to run away more than I intended to just for the sake of not overleveling.

Those are the intended levels for each area after the ship is obtained (= average enemy level of the area)

Taopo = 20-21
Aqua Rock = 22-23
Gaia Rock = 24-25
Ankhol = 26
Tundaria = 27-28
Poseidon = 28
Treasure Isle = 28-29

Eastern Sea = 29
Jupiter Lighthouse = 30-31
Reunion = 31-32

Magma Rock = 32-33
Northern Reaches = 34
Mars Lighthouse = 35-36

Optional Dungeons = 37-42+

Does this match with your playthroughs? Or do your happen to under/overlevel easily?

I'm asking cause this is a delicate matter. There might be an issue at all and it's my playstyle that leads to overleveling (didn't happen in TBS though... maybe it's due to the lower linearity in eastern sea), while if it's an issue it can be addressed in different ways... if difficulty is also a problem i can reduce the average number of enemies encountered, while if the difficulty is right i'd just reduce exp.
15  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 14, June, 2020, 12:37:46 AM
Ahhhhhhh, yeah, that makes sense. I knew you gave enemies PP values to boost their psynergy, but hadn't realized all non-psynergy-using enemies had their base psynergy set to 0 and I didn't realize that the "restored" HP/PP was actually literally drained from the enemy, I figured it was just a calculation based on the damage done and the PP was pulled from thin air i.e. Enemy HP damaged became PP restored.

It is, at least for a while. The game does literally damage / 10 but then caps that number at the enemy's current PP. Then it damages both HP and PP and restores your PP only. For the record, restore 50% of damage to HP does the same thing. Damage / 2 (the restore part) is capped at the enemy's current HP.

It took me only a few minutes to tweak the PP regen formula so it'd be capped by enemy's HP rather than PP but then i noticed the battle messages and the fact that those PP are actually drained from the enemy. It looks like a very specific design choice, also all relevant enemies do have PP so i'll probably keep it as it is in the end.

Thanks for the link. I think i already watched the current episodes uploaded until now through twitch btw. Also if you have some questions about game mechanics do write them here so i can address them properly. There's likely a ton of stuff i take for granted by now, like why i made all those changes or (de)buff turn duration, but this mod is 5.5 years old now (!!!) and most people haven't been here from the beginning. If i can improve the first post i'll definitively do it.

PS: Oh, forgot to address it before. Ivan lacking growth for the first round of colosso is something i've implicitly accepted. But i also made a point on never sacrificing anything of the original experience so i might add a "Growth Seed" item just to address this.

As a last note, here's one line from the ever-growing changelog:
Spoiler for Hidden:
Every non-overworld Djinn can't escape anymore.

Reasoning: Some rooms are simply horrible to reset after an escape and resorting to save/reload is even worse since it grants a preemptive strike.
Also in some rooms the puzzle involves cornering that djinn in a place where he can't possibly escape so it doesn't make much sense for it to escape in battle. Like the first Mars from TLA, the one with Pound.
Overworld djinn are way more "free" instead and i feel like they should know their environment so it makes sense to me that they'd want (and are able) to escape if things get ugly.
16  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 13, June, 2020, 06:52:17 PM
Cal, I do have one question since it's not something I can find looking at the editor:

Does the "Restore X% of damage dealt as HP/PP" effect on unleashes like Psynergy Leech have a Luck calculation as well? I swear I can't get the "Restore PP" effect to occur on anything at Air's Rock with the Blessed Ankh no matter how many times I get the unleash.

If it does have some Luck calculation attached to it, I'm wondering why it wouldn't restore every time the unleash went off. It doesn't seem like something that should be affected by luck since it's not a debuff; I already did the damage, I should get the restore. I don't think any sane person is attack-spamming at base unleash rate to get 5 PP back while their team gets AOE'd every turn, so it's not like it would be game-breaking if the restore chance is 100%.

This is something i noticed as well during my last TBS and even in TLA now so thanks for reminding me. As expected i've set both effect to always occour regardless of luck, but for the PP variant, it simply won't happen if the enemy doesn't have PP to steal. And all enemies without psynergies have 0 PP.

So this is mostly a design / flavor choice... i'll think about it
17  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 09, June, 2020, 10:54:33 PM
Ok hopefully i'll manage some time. 100% sure i won't be able to follow the whole stream since it'll be after midnight.

For the record, my TBS playthrough is over. Whole game was such a smooth sail that i lost a few times only again Deadbeard and Fusion Dragon cause i underestimated them at first. Picking the right team comp/strategy allowed me to easily clear them as well. Perfectly in line with what i'd expect after all this time.

Usual password copypasted, TLA begins. Changelog for next release is building up. Zero urgent balance changes so far, only improvements and fixes.

UPDATE: checked your stream after, 4AM to 8AM is the time when i'm 100% asleep sadly.

Also i'm at Naribwe in TLA. Just how it was predictable the "no-changes" tag in TBS, i'm having quite a few instead in TLA. The infamous Yampi-Kibombo section strikes again (by far the hardest portion in TLA to do right, as i said many times) and i'm mainly nerfing some enemies.
18  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 08, June, 2020, 01:01:50 PM
Big update to the first post

Added "Reasoning" paragraphs where I explain why I made the changes described there. Also if you think i've forgot something i should've mentioned or you have further questions tell/ask me and i'll add it.

Oh and @KisukeOboro if you have some kind of schedule for the next stream I'll see if i can join and answer some questions live.
19  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 08, June, 2020, 12:35:32 AM
Unleashes were all based on the Attack stat originally. Staff unleashes becoming base damage type means that they're basically spells now, so they ignore the attack stat completely AND use the PP multiplier i introduced for psynergies.

Casters in vanilla endgame were basically useless. Unleashing and summoning did way more damage than casting would ever do. This mod was born with the PP multipier, aka turning PP into an offensive stat. Base damage psynergies (aka spells) deal more damage as maxPP grows

Vulnerabilities_25: this is unchanged from the vanilla game. Each class is actually weak to a specific status: that status has a 25% higher chance to affect its target. Vulnerabilities_25 is supposed to be read as "Vulnerabilities' 25%". Which means: "if target is weak to this status add 25% to chance to inflict, else do nothing". Again, this is completely unchanged from vanilla game, it's always been there.

Hp Gain from djinn halved: NO. i'm talking about the HP stat bonus granted by setting djinn. I moved a good chunk of that bonus from Djinn to characters, so when you have all djinn set it's unchanged, but as you standby djinn, you lose less HP cause the djinn's impact on your HP is lowered: for example if X djinn granted 30 HP to your chara on average, they now grant 15. The remaining 15 is now hardcoded on character growth so setting X djinn makes you lose less hp than before cause it won't be lost as you unleash djinn and/or summon.

Shake things up: YES. Something like 80% of enemies were either weak to Jupiter or Mars with the remaining 20% being weak to Mercury or Venus in the original game. This creates imbalance on the offensive weigth of each element so i rearranged that. My goal was to make it as close as possible to having weaknesses distributed equally among elements. Long story short i replaced a lot of J/Ma weaknesses with Ve/Me ones, just cause the latter had less.

"this mod is intended for people who know the game already": big YES. I say this all the time to newcomers. DON'T use the mod right away unless you're in for a big challenge. The mod is supposed to give more value to a second/third/nth playthrough. If you go in blind youre up for a harsh challenge.

"dual and tri classes are leaps and bounds better than mono elemental, and they're needed for this mod cause everything is more difficult". YES/NO. Yes cause base game was just so easy that you never needed to change from mono element classes, NO cause they've always been better, it's not something i changed. Mono elemental classes are BAD and they've always been so. Setting aside Angel and Incendiary, which had huge benefits in vanilla due to the healing mechanic, everything else was just catastrophically bad. BUT it was still good enough. Through equipment and whatnot i tried to greatly encourage multi-elemental classes from some point onwards.

Poison: erm... Tret is immune. 40 Luck.

Buffs: how long? -> Vanilla has all buff last for 7 turns. I changed the stronger buffs (those usually attached to single targets spells) to last for 5 turns. Reasoning: take impact. You usually don't have 4 physical attackers in a team, so it's much more effective to just cast impact for 25% on your heavy hitter than high impact for 12.5% overall on your entire team, which includes people who are not supposed to use the attack command ever. How do i make High impact relevant? -> By making it last for longer. Intended usage is Impact for the immediate big boost then HImp to reset turn counter with a longer duration.

Classes: For A LOT of them, only the name changed, cause i didn't want to repeat them. The ENTIRE Herbalist -> Druid line is a carbon copy of the original Seer (Mercury) -> Oracle line (except Growth -> Gaia). It's just that most of those names have been retained by the Jupiter counterpart, so i had to make up new ones for the mercury variant.
20  General Hacking / Project List / Re: [RELEASE] Golden Sun Reloaded on: 05, June, 2020, 07:40:45 PM
Yes. BTW for doc specific stuff you can also leave a comment on the doc itself
Pages: [1] 2 3 ... 45
27, April, 2020, 07:54:10 PM
Daddy Poi: 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
25, April, 2020, 10:42:07 PM
Daddy Poi: Tried to list those in order of importance, but anyway....
25, April, 2020, 10:37:59 PM
Daddy Poi: GSHC, GS Speedrunning, /r/Golden Sun, GS United Nations, ToK.  Sixth one is border-line I'm not sure.
25, April, 2020, 08:00:21 PM
Daddy Poi: (low as in <100)
25, April, 2020, 08:00:04 PM
Daddy Poi: So while there are quite a few GS Communities out there. There are only up to maybe ~6 Discords worth even the consideration of joining, I think. Most of the rest of them have a fairly low member count. (Of which I can tell?)
14, April, 2020, 10:49:35 AM
Daddy Poi: The Essential Age could be what it stands for?
13, April, 2020, 05:23:32 PM
Misery: Tea editor... that's a cute name for it
01, April, 2020, 02:42:50 AM
JupiterDjinn: Also my browser is sending two o f my messages srry.
01, April, 2020, 02:42:48 AM
JupiterDjinn: Also my browser is sending two o f my messages srry.
01, April, 2020, 02:42:09 AM
JupiterDjinn: Just got the reply. Ok my question is: how can I get the tea editor on Android, because I already have an emulator. But no computer.
01, April, 2020, 02:42:06 AM
JupiterDjinn: Just got the reply. Ok my question is: how can I get the tea editor on Android, because I already have an emulator. But no computer.
31, March, 2020, 07:18:29 PM
Salanewt: Sure thing!
31, March, 2020, 03:38:30 PM
JupiterDjinn: Can I have a question answered?
31, March, 2020, 03:38:27 PM
JupiterDjinn: Can I have a question answered?
28, March, 2020, 12:50:15 AM
Salanewt: I want to shrink it down in size later, but yup!
28, March, 2020, 12:50:13 AM
Salanewt: I want to shrink it down in size later, but yup!
26, March, 2020, 03:24:45 PM
Daddy Poi: The news box is back? :D
19, March, 2020, 05:59:16 PM
Salanewt: Nice work hiding the searchbots Atrius!
19, March, 2020, 04:23:34 PM
Salanewt: I was wondering when I said that stuff! May need to work it out with Kain.
19, March, 2020, 07:03:05 AM
Daddy Poi: (The simplest being to not accept char IDs pass 255, I think.)
19, March, 2020, 05:33:15 AM
Daddy Poi: Heheh.... I'm just testing. You pretty much gave it away. Hahah. It seems to look fairly convincing, but I'm sure there's an easy solution to preventing it.
19, March, 2020, 05:28:50 AM
Atrius: Whelp, there it goes... Just what I didn't want.  Have fun with that I guess...   
19, March, 2020, 05:20:25 AM
Daddy Poi: So like. Replace the "e" with another "e"? Alright. Gotcha.
19, March, 2020, 05:04:41 AM
Daddy Poi: Good work.
19, March, 2020, 04:44:10 AM
Atrius: Nah, any member could change their name to what I did, there's a trick to it.  I just fixed it so that now the Cbox will use your new name if you change it though, so... That part of the problem is fixed.
19, March, 2020, 04:41:53 AM
Daddy Poi: For which? It may be that normal users can't change their names to used names, but admins can?
19, March, 2020, 04:39:57 AM
Atrius: Sorry if the Cbox keeps breaking, I'm trying to make that be less of a thing.
19, March, 2020, 04:02:04 AM
Daddy Poi: Looks like ID Fraud. You're under arrest. :D  Oh wait.
19, March, 2020, 03:57:56 AM
Atrius: Yup, that's a thing.
19, March, 2020, 03:57:08 AM
Atrius: Just testing something, for science.

Temple of Kraden Golden Sunrise
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