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Author Topic: Helpful and Unique Patches  (Read 43573 times)
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Salanewt
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« Reply #15 on: February 10, 2012, 03:39:30 PM »

Oops, I keep mixing Ether with Breath, so the original is Ether's effect. However, a video should be ready now, if you would like to see what the patch is capable of.
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« Reply #16 on: February 10, 2012, 04:21:14 PM »

Sala, they always use + shapes for HP restoration particles and sphere shapes for PP restoration particles. That series is actually three levels of PP restoration. Editing Breath instead would've resulted in a more proper animation for that.
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« Reply #17 on: February 10, 2012, 04:43:37 PM »

Not exactly - Cure has spherical particles that comes out of the ground, so not every healing animation uses those particles. The patch has been around since the beginning of August, and you are only saying something about it now? Well, no matter, I should be able to make an animation with Breath's animation in a bit. I think I might replace the Impair duplicate, since there isn't any point in having two animations that are exactly the same anyway.


Oh yeah, can you think of any patches or topics that I might have missed?
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« Reply #18 on: February 10, 2012, 05:06:13 PM »

Never used it and it didn't have a video.

Anyway, Mercury and Mars healing at least use + shaped particles. I'll check on Venus healing, though.
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Salanewt
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« Reply #19 on: February 10, 2012, 05:12:23 PM »

Makes sense I guess, but it did still have an image. And true, they did use those particles.

As far as I can tell, the only '+' Venus particles are used for Salt:

Spoiler for Healing Particle Reference:

So yeah, unless there are particle effects that are unrelated to these ones floating around, then this is what exists for use by healing spells.
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« Reply #20 on: February 10, 2012, 06:01:10 PM »

I actually like the fact that we have so many different choices here.  It's nice. :3

They can all hit tier 3, right?  Do any have a tier 4, or is it the typical glitchy stuff?
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« Reply #21 on: February 10, 2012, 06:36:24 PM »

Yeah, it is lovely. It is actually pretty easy to get these too, since healing effects that work like Ply usually have a sort of identifier value before they branch to the main code.

As far as I can tell, they all have at least three tiers - no idea about fourth tiers, but probably not if spells like Ply and Cure don't have them.
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« Reply #22 on: February 10, 2012, 07:14:27 PM »

By the way, which animation number corresponds with which pic?
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Salanewt
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« Reply #23 on: February 10, 2012, 07:59:26 PM »

Er, I didn't exactly do it by animation number. Basically, I changed this effect's identifier value - this starts at x00, and then added x01 to the identifier value whenever I was ready to take the next picture. Some of these don't seem to have standalone animations anyway, since most of them are combined with djinni graphics or such...

And we might be getting carried away, hehe. Any more suggestions for patches that should go in here, or are we all set for now?
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« Reply #24 on: February 11, 2012, 04:17:55 AM »

Oh, so these are just particle effects... interesting.  Let's see how many we can isolate.  That'll help a lot when it comes time to make animations.
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« Reply #25 on: February 11, 2012, 04:21:55 AM »

So far, if we call the isolated healing particle effects a "family", then I know of seven families for sure (and am ready to guess about two or three others). I think I will create a topic for this though, since this discussion isn't what I had in mind for this topic.
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Salanewt
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« Reply #26 on: May 17, 2014, 04:38:23 AM »

Alright! Seeing as I'm back for the next little bit or so, I guess I can work on updating this topic semi-regularly. I'll even work on updating its twin later.

However, I am not simply posting to notify everyone of the update; I want some input! As more patches get uploaded and released here, the first post is going to get pretty messy and unorganized. How should I go about organizing it? Spoiler tags? I'm probably going to group off utility and battle-related patches into separate sections and give them headers (seeing as the time will likely come when these patches outnumber the rest), but I am looking for more suggestions on how to keep these topics nice and shiny!

Oh, and I recently uploaded a new patch that I just added to the list; can you guys think of any more I should add?
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JamietheFlameUser
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« Reply #27 on: May 17, 2014, 08:14:52 PM »

Put the 9999 Max HP/PP patch here, please! (Even though I already have it.) The multi-turn counterattack patch would be good to have here too.

Also, are you or Teawater ever planning on releasing a version of the Editor that supports added ability types/damage formulae? I remember you made a patch one time that provided a percentage-based healing type. This would be really nice to have, as it should theoretically mean that the healing diffuses with range instead of having a chance of missing like it does if you use the Secondary Effect versions of percentage healing. It would also modify the healing percentage based on Elemental Power, another thing that the Secondary Effect versions do not do. Unfortunately, we don't have a version of the Editor that supports added formulae (or at least has blank slots available below the last formula in the list), so the patch is unusable.

If you do release such a version of the Editor, while you're at it could you do something to see if you can make percentage-based healing work outside of battle? Or, heck, even if you don't ever release an Editor that supports that it would be cool to have a patch that makes the Secondary Effect versions work outside of battle.
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Salanewt
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« Reply #28 on: May 17, 2014, 10:52:34 PM »

Yeah, sure! I forgot all about those patches; I'll add them to the topic.

Hard to say about the editor. I remember toying with the source at one point to let me assign the HP% formula to spells, but then Teawater made some other minor updates to a private version and I didn't do anything more with it. I'm not overly familiar with GM programming to update it myself unfortunately, but I can look into doing a basic update at some point. For example, to add "Ex#" options for when a patch adds something rather than replacing another.

I can look into that at some point, but it's not really my top priority right now; Disco Sun is! Just to make sure, did the character revival effects (like 50% and such) work in the field at least?
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JamietheFlameUser
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« Reply #29 on: May 20, 2014, 03:06:15 PM »

Dunno...

(But theoretically you can give a class Vulnerability to Revive to 50% HP to increase the success chance above 50%. Stupid workarounds are stupid.)
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Cbox
July 06, 2019, 03:44:41 AM
Salanewt: Oh, yeah there isn't an animation overhaul for GS1 sadly.
July 03, 2019, 04:54:58 PM
ryancaesar12345: GS2 Animation Overhaul w/ Baseline  ips patch in golden sun 1?
July 03, 2019, 12:03:06 AM
Salanewt: There actually is a Jupiter revive... if you're using the Animation Overhaul patch. I think Caledor made a standalone patch for GS1 too, but you'd have to ask him.
July 02, 2019, 07:34:13 AM
Fox: So like... (just a thought)...  If we designed a script to compare times for speedrunning something... goalChance represents stability (I think?) ; If it is 100%, answer results in infinite, which means you can't have 100% stability. (Meaning you'd basically be skipping all item drops/etc.) 
July 02, 2019, 07:06:08 AM
Fox: (I still want to make sure the equation is correct, though... as it did include some guessing.)
July 02, 2019, 07:04:47 AM
Fox: Was thinking .... tosses = ln(1-goalChance) / ln(1-chance) = "chance" being a single-toss percentage probability (0.00 - 1.00) , goal chance being if you did more tosses...   So that's an interesting logarithm.  Just came up with it after some research/thinking... and could maybe be useful for general use.
June 25, 2019, 02:51:42 PM
ryancaesar12345: jupiter revive animation any?
June 24, 2019, 08:05:17 AM
Fox: Such a patch would mean you need to be careful with item drops, coins, exp, etc. Because those things would then no longer be an infinite supply.  Whether or not one uses it depends on what they want to do with it.
June 24, 2019, 07:55:01 AM
Fox: (High enough being based on the area you are in.)
June 24, 2019, 07:54:02 AM
Fox: I had a thought today. What if I look into making a simple patch just for lulz.  One that works the same way as using Avoid, but it lasts from start to finish, and can't be disabled.  Avoid only works if your levels are high enough, though... so thought is to keep that as is.
June 24, 2019, 01:55:17 AM
ryancaesar12345: hi guys i have new update in Golden Sun 2 Lost Age Revise Mod.ips try this. :)
June 24, 2019, 01:54:16 AM
ryancaesar12345: where's that link?
June 24, 2019, 01:53:56 AM
ryancaesar12345: i have no account in discord.*
June 23, 2019, 08:44:52 PM
Salanewt: Although in the case of Wish, you could probably just use Breeze instead.
June 23, 2019, 08:44:36 PM
Salanewt: Yeah, it's a messaging program sort of like Skype. I find that it's much easy to walk people through some of the basics of assembly, since that's what you'll need for most animation hacks.
June 23, 2019, 09:39:10 AM
ryancaesar12345: discord? im not good in asm or assembly.
June 22, 2019, 09:37:26 AM
MaxiPower: gpnna update my thread on progress of my character art if anyones interested. :P
June 21, 2019, 07:51:44 PM
Salanewt: Hey there! Animation editing can be tricky, but I can share some notes with you if you pop in on our Discord. Are you good with assembly?
June 21, 2019, 02:59:40 PM
ryancaesar12345: and how to change a death curse turn in hex editor?
June 21, 2019, 02:50:00 PM
ryancaesar12345: and how to make animation but changing palette only like wish blue i want to change violet. for AOE healing and earth element.

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