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Golden Sun BYOND « 1 2 ... 9 10 » Kioll 142 42907 Last post April 17, 2016, 02:31:21 PM
by Thebatwarrior
Building an RPG engine in GML « 1 2 3 4 » Seto Kaiba 48 6773 Last post April 06, 2017, 12:57:43 PM
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Zman's Remake Golden sun in minecraft project « 1 2 3 4 » zman9000 56 13168 Last post February 01, 2017, 12:48:54 AM
by zman9000
Lord Wolframs castle of dreams. « 1 2 » Lord Wolfram 28 1851 Last post December 24, 2016, 12:23:33 AM
by Fox
Golden Sun Legends Project [music & illustrations] « 1 2 3 » Neshi 38 15203 Last post December 16, 2016, 09:45:45 PM
by Neshi
The Himp Parable Fox 0 140 Last post November 10, 2016, 07:55:47 PM
by Fox
Quick Poll - Golden Sun classes in Minecraft « 1 2 3 » Majora 37 2556 Last post June 02, 2016, 11:53:00 AM
by Rolina
Superheroes in Golden Sun Thebatwarrior 5 1206 Last post May 05, 2016, 07:18:16 PM
by Thebatwarrior
Golden Sun: An Observation on NPC Sprites Lord Squirtle 0 246 Last post May 01, 2016, 10:45:24 PM
by Lord Squirtle
Storytime with Kain « 1 2 3 4 5 » Kain 61 10181 Last post March 26, 2016, 06:18:47 PM
by Kain
Salanewt's Sprites and Graphics® (You can join in too) « 1 2 ... 8 9 » Lord Squirtle 128 14973 Last post November 20, 2015, 01:44:27 AM
by Lord Squirtle
Role's Golden Sun Icon Sprites! « 1 2 ... 6 7 » Rolina 97 21335 Last post November 14, 2015, 06:23:52 PM
by MaxiPower
Golden Sun Dub Project Do7 1 502 Last post October 12, 2015, 05:45:02 AM
by Luna_blade
Ruehl's New and Improved Crapbook Ruehl21 1 775 Last post September 01, 2015, 02:45:56 AM
by Lord Squirtle
"Forgotten Dreams" first images « 1 2 3 » Atrius 42 8398 Last post July 03, 2015, 03:53:19 AM
by Knight of Purgatory
Fire emblem The velvet Shadow Lord Wolfram 0 1174 Last post June 14, 2015, 03:39:53 AM
by Lord Wolfram
Golden Sun Djinn (Minecraft 1.7 Mod) Majora 12 2481 Last post May 25, 2015, 11:38:27 PM
by Majora
A few compositions « 1 2 3 » Majora 40 9683 Last post May 10, 2015, 04:22:23 AM
by Majora
Art Requests Fox 1 879 Last post December 07, 2014, 06:27:55 AM
by Rolina
Golden Sun Decor (Minecraft 1.7 Mod) « 1 2 ... 6 7 » Majora 93 16463 Last post August 22, 2014, 05:16:26 PM
by Majora
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Today at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Today at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Today at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
Yesterday at 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
Yesterday at 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
Yesterday at 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
Yesterday at 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
Yesterday at 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
Yesterday at 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
Yesterday at 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)
Yesterday at 08:03:06 PM
Fox: Well, 0-255.
Yesterday at 08:02:53 PM
Fox: The max probably being 255.
Yesterday at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Yesterday at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Yesterday at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Yesterday at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Yesterday at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Yesterday at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Yesterday at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Yesterday at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.

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