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 1 
 on: Today at 02:29:47 AM 
Started by Salanewt - Last post by Fox
The class type chart.... the numbers of which follow a certain order... (Mostly... but split in two groups.. that I like to think of Hot vs. Cold)).... Basically Venus, Mercury, Mars, Jupiter... if you are looking at it closely, you can see what I mean. (I have a list in the link)

http://forum.goldensunhacking.net/index.php?topic=238.msg33588#msg33588


And yeah...
The steps are
1. Check what your top two elements are, and calculate a class type value. (As seen in whichever link you prefer.)
2. Scan class table from bottom to top comparing for class type values.
3. If there's a match, will continue by checking if you got element level reqs, if you don't keeps scanning up. If you have it, then this is you class.

There are slight differences.
-GS1 may directly set prologue classes ("?", "?", "Flame User" to the last IDs.) ...
-GS2 makes Jenna/Piers use different class type if in base class type. And is the only game with item classes.
-GS3 may redirect six different class types (For party 2) ... and also has a class type for Beast mode.



also... I imagine it wouldn't be that hard to code something that let's you know if a class can be gotten. (In the event that you have said class type)
Basically take the same reqs of said class, and then scan bottom to top... if you make it back to the same class without getting the reqs, the class can be gotten.

I believe it would work something like that... and you might need to have checks for each PC too... but I've not worked that out in my head.

 2 
 on: Yesterday at 07:47:24 PM 
Started by Caledor - Last post by dereder
First boss,slapped venus djinn on Ivan for cure thiefs were both dispatched easily, but the main bandit kept spamming herb
which is nice. However I didn't feel threatened by that it merely prolonged the fight
and I don't remember healing, maybe one cure ? Both Thief didn't do much damage and meanwhile
Bandit just wasn't making anything out of the extra HP he got from herb. I suppose it's a first boss, not too hard,
don't really see how to @#$% that one up. Good to ease you into the game.

Died once in Tret after failing to kill the Jup djinn after three turn, was out of PP, Garet bite it and the rest went after running from
one encounter, the next one killed me :s

Tret himself wasn't that challenging, died once because I didn't use an herb on someone and choose to attack
while Ivan was asleep, but next try I managed to beat him fairly easily with Ivan asleep most of the fight
Sadly he was the one with all the elixir, if I shared but one I wouldn't have too much problem

Proceeded without too much problem to Mercury Lighthouse, then Mimic wiped me just loaded my save
Stronger monster in the upper part of the tower killed Ivan then and I had to go back, they kept me on my toes generally
Nothing to say about Saturos, I knew he's supposed to be a little tough

 3 
 on: May 11, 2019, 09:40:08 PM 
Started by MaxiPower - Last post by MaxiPower
Original post updated with a bunch more characters

 4 
 on: April 29, 2019, 02:21:27 PM 
Started by Salanewt - Last post by Misery
This thread has been dead for a while, but I could really use some help regarding classes. I'm just wondering how critical the order of the classes is in the editor. I inserted a lot of new tier 3 classes for both parties 1 and 2, but it's not organized by number. In fact, they're kind of just randomly scattered around wherever I found space. Is there some sort of logic that I need to be following when ordering these classes? Because almost all of them don't work, and most of the already established classes have also broken down (everyone is just turning up as an NPC). The only ones that are working are the ones with Jupiter and Mars as primary elements.
Class requirements are checked from bottom to top / higher numbers to lower, and the first class to meet the requirements is assigned, so the order is very important. Make sure classes with higher elemental level requirements are placed after those with lower ones for all classes that share the same ID, otherwise the higher tiers will never have a chance to get checked.

As for getting NPCs, that happens when the character does not meet the elemental level requirements for any of the classes that uses the class ID they're getting from their current djinn setup. Here is an overview of how those are assigned. Generally, characters can have their primary element overridden by having 6 or more djinn of a different element, resulting in unexpected IDs (this is why the higher tiers of dual elemental classes are forced to use djinn of the character's own element)

Quote
Also related... I changed the elemental levels of the characters at some point as an experiment, but then I changed them all back to their original values. Would this mess anything up even though I changed it back?
No, not unless the editor does something funky. Which I'm pretty sure it doesn't in this case.

Quote
I also noticed the two values beneath the abilities in the class editor. Do these do anything?
Thanks in advance.
If you mean what I think you mean, those are IDs for ability effects (such as ailments or debuffs) that those classes are more vulnerable against. Yeah, that's a thing.

 5 
 on: April 23, 2019, 08:40:49 PM 
Started by Salanewt - Last post by Pie Burritos
This thread has been dead for a while, but I could really use some help regarding classes. I'm just wondering how critical the order of the classes is in the editor. I inserted a lot of new tier 3 classes for both parties 1 and 2, but it's not organized by number. In fact, they're kind of just randomly scattered around wherever I found space. Is there some sort of logic that I need to be following when ordering these classes? Because almost all of them don't work, and most of the already established classes have also broken down (everyone is just turning up as an NPC). The only ones that are working are the ones with Jupiter and Mars as primary elements.

Also related... I changed the elemental levels of the characters at some point as an experiment, but then I changed them all back to their original values. Would this mess anything up even though I changed it back?

I also noticed the two values beneath the abilities in the class editor. Do these do anything?
Thanks in advance.

 6 
 on: April 14, 2019, 05:43:56 PM 
Started by Caledor - Last post by Caledor
Speaking of RNG drops, I think unique item drop rates could stand to be increased to the point where you don't need to use the RNG trick to get them. I didn't mind it at first but it started to get annoying when rigging for items that I want a bunch of like Mythril Silver and Orichalcum.

not gonna lie, it is annoying. but timewise, i don't know how faster it'd be if i actually decreased drops. the lowest i can realistically put them is 1/64, right below the threshold for "must use djinn" to get the drop. Correct me if i'm wrong, but with a djinn 1/64 would increase to 1/16. I think it's faster to manipulate the RNG for one battle rather find and fell 16 times a certain enemy with the right djinn.

@Pie
thanks for reporting that. it is usually the most common bugtype for my mod, cause i play with (and make changes on) my italian version and then port stuff to the english one for releases here. That's why strings are an easy miss for me, cause i just don't play with the english version to notice that and it happens that i forgot some of them while porting. btw I just released an update that gives that move the name "giga impact".

please keep reporting any text related issue or doubt you might find, no matter how little.

 7 
 on: April 13, 2019, 09:08:06 PM 
Started by Flaw - Last post by Flaw
Still working on it. I'm taking it to a slightly different direction by adding other mods as well. I'm especially interested to expand the monster types which can be found.

Example:


A bit bummed about the resonance, but no matter. I don't feel like writing these types of posts, instead I want to put some content on a separate guide page and general info site.


Both are still unfinished though, so don't expect anything good. I'm working on it, slowly.

https://thegoldenage.gitlab.io/guide

https://thegoldenage.gitlab.io/landingpage

 8 
 on: April 12, 2019, 12:31:03 AM 
Started by Caledor - Last post by Pie Burritos
I just recently got into Golden Sun and figured I probably wouldn't play it again because of the tedium, but then I found this, which has proved to be several times more enjoyable than the original, and I think I'll be playing around with this hack for a while. All the changes that have been made have made the Golden Sun experience a lot more engaging, so thank you for that.

That aside though, I noticed something weird about the Karst and Agatio fight, as well as the Flame Dragons fight. Both Agatio and the Agatio Flame Dragon have a skill that massively buffs attack, but the name of the skill simply displays as "?", as shown by my screenshot below. I highly doubt this was intentional, but I also noticed that when you mentioned a while back that you were buffing Karst and Agatio because they were too easy, you included that Agatio has a "stronger high impact" but you didn't mention a specific name for the skill.

Quote
Speaking of RNG drops, I think unique item drop rates could stand to be increased to the point where you don't need to use the RNG trick to get them. I didn't mind it at first but it started to get annoying when rigging for items that I want a bunch of like Mythril Silver and Orichalcum.

Now that I've gotten everything important I want to say out of the way, I figured I would respond to this. If you're at the point where you're grinding for drops, you may as well just edit the drops in the TLA editor yourself and farm as much as you want, then change them back if they're going to fill up your inventory. Though to be completely honest, I wouldn't mind higher drop rates for most items because it's really rare for good drops to show up in any normal playthrough.

 9 
 on: April 07, 2019, 11:18:51 PM 
Started by Caledor - Last post by bpat
Speaking of RNG drops, I think unique item drop rates could stand to be increased to the point where you don't need to use the RNG trick to get them. I didn't mind it at first but it started to get annoying when rigging for items that I want a bunch of like Mythril Silver and Orichalcum.

 10 
 on: April 06, 2019, 11:25:27 AM 
Started by Caledor - Last post by Caledor
I read that on the golden sun wiki :

Quote
If you fell a Chimera Mage with the attack effect of an offensive Mercury Djinni, there is a 1/16 chance it will drop a Spiked Armor

I got a Spiked Armor, but without using a mercury Djinni (Ivan Assassin Blade). Is the wiki wrong or is the drop system changed ? Because I am trying to get a a Kikuichimonji since this morning without success using a mars Djinni on a Fenrir.

The RNG part of the drop system hasn't been touched but one shouldn't blindly follow the wiki, as those moves are tailored for vanilla. Learn how the RNG works from the Random Number Generator FAQ guides on Gamefaqs and adapt from there

Pages: [1] 2 3 ... 10
Cbox
May 12, 2019, 12:15:01 PM
raijinken: Hey there guys. Been a long time. But has anyone found out how to make a hard mode of Dark Dawn?
April 18, 2019, 01:18:08 AM
Fox: Thinking.... meme topics.....    Isaac: Stop calling me a sack! Also, don't call me sick either!
April 03, 2019, 08:24:45 PM
Fox: Really don't see the point in the Crystal or even the crown conversation, but whatever... (I mean, if you want to do it, then just do it. - Doesn't need to be at GSHC, because there are no longer clan leaders at GSHC.)
April 03, 2019, 03:59:33 AM
squizzy44: We all need to band together to take down Crystal.
April 02, 2019, 12:00:09 AM
Fox: Your clan?  You can't edit it manually, so you have to tell an admin so they can do it. There's actually a topic for when you pick a clan... but uhh... I've no idea if an admin will see it via that, though. (Kain will certainly see id you ping him on GSHC Discord.)
April 01, 2019, 05:28:42 PM
squizzy44: How do I change my position on my profile? I haven't used the site in nearly 10 years...
March 31, 2019, 10:10:15 PM
Fox: I still wonder if a Tret glitch for speedrunning exists... I don't think I looked into if the PC was on one of the other layers. (Which basically the second layer edits @-0x200 instead of @-0x100... in the event you are going up (y-axis) out of bounds.) Hm.
March 31, 2019, 06:18:43 PM
Fox: Not me.
March 31, 2019, 02:59:38 PM
Salanewt: I don't know of any, although if there were then we'd have to send it as a patch file. I think someone is working on it at least!
March 29, 2019, 07:51:48 PM
MaxiPower: no such thing exists
March 26, 2019, 03:38:42 AM
reeZ931: I would really appreciate it 
March 26, 2019, 02:39:38 AM
reeZ931: Anyone have a golden sun rom where you can play as saturos and menardi properly? 
March 25, 2019, 09:31:15 PM
Fox: It would explain why everyone leaves so quickly after taking our bananas.
March 24, 2019, 10:36:10 PM
Fox: Wouldn't bananas increase agility the more you have? Like... Diddy Kong Racing reference.
March 22, 2019, 11:19:11 PM
Average Wind Seer: Banana: Restores 50PP to user. Restores 40PP to Isaac if Jenna uses this item.
March 22, 2019, 09:57:53 PM
Salanewt: Lol. I mean, I am thinking of adding a banana item to GS so...
March 22, 2019, 09:48:42 PM
Fox: Ooh! Sala's back!  I think he wants a banana.  All this banana talk must have attracted him.
March 22, 2019, 08:56:52 PM
Fox: :O I just notice I have no Coins to buy bananas with! (You know, the coins feature this forum has.)
March 04, 2019, 08:45:44 PM
Fox: Aw.  I kind of want to suggest dressing up in a banana costume.  No wait, that's a bad idea.
March 04, 2019, 04:24:10 AM
Average Wind Seer: *angry gorilla noises that roughly translates to "Stay the [redacted] off my island and don't touch my [redacted] bananas"*

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