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Author Topic: Helpful and Unique Patches  (Read 45032 times)
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Rolina
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« Reply #30 on: May 21, 2014, 12:28:24 AM »

Do we even understand how those vulnerabilities work yet?
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« Reply #31 on: May 21, 2014, 01:28:31 AM »

From what I understand, there are a whole bunch of different ability effects that work such as eRes debuffs or instant death. I haven't really researched it yet, but all I know is that it boosts their success rate according to what Teawater says.

As for the 50% HP revive, I'm not sure if that one would work. However, I wouldn't be surprised if all of the % revives share the same function and only define the values to use for HP restoration/success rates; that's what the % healing effects do.
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JamietheFlameUser
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« Reply #32 on: May 21, 2014, 02:37:12 AM »

We have a basic idea. As far as design goes, what you really need to know is that each class can have up to three vulnerabilities, and each monster can have up to four. If using the numeric display version, you enter the index number of the secondary effect you wish them to be vulnerable to. Vulnerability to effect = increased chance of the effect occurring. How much the chance is increased, I don't know. But a character or monster probably still retains immunity to standard Stun by having 39 or higher Luck, even if they also have vulnerability to that effect.
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« Reply #33 on: May 21, 2014, 03:10:51 AM »

From what I understand, having 40+ luck only grants actual immunity to a small collection of effects (poison/venom/curse/death/HP to 1/maybe one or two others), but you'll still be quite resistant to almost everything else.

However, something to note is that certain bosses are actually vulnerable to things like debuffs. Dullahan is vulnerable to Attack 12.5/25% reductions for example. If you're lucky and you land a dull or Eclipse debuff on it, then you can lower its attack. Sad to say that I don't know the ailment success rate for the attack debuff effects (just that recovery has a base of 30% when calculated in the random recovery formula), so it could also be that stat debuffs have a higher success rate than standard ailments.


I'm thinking that we should totally have a topic somewhere to discuss ailment stuff, as there is a lot that we can talk about.
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« Reply #34 on: May 21, 2014, 08:05:37 AM »

I'm thinking that we should totally have a topic somewhere to discuss ailment stuff, as there is a lot that we can talk about.
Role already created that topic:  Ailment and Debuff formulas:  http://forum.goldensunhacking.net/index.php?topic=2067.0 = I listed both known effect formulas in that topic. The success rate of an effect, and ailment recovering formulas. I have not listed all the effects that use the former formula, though.


@Jamie: I think it was three vulnerabilities for both Class and Enemies... if I recall correctly. The chance increase of a Vulnerability is +25% ; I think this is only for the effects that use the formula, though. The ones that don't use the formula have a base-chance that doesn't change. (From what I recall from memory.)

Revive to 50%, by the sound of it, probably doesn't use this formula, and therefore, doesn't take into account of the Vulnerability.  Do all Revives have a 100% chance of occurring? If so, then one can logically say they don't need the formula.

Edit again: I almost forgot to mention that buggy version I shouldn't be talking about.
« Last Edit: May 21, 2014, 11:20:44 AM by Teawater » Logged

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« Reply #35 on: May 21, 2014, 12:59:06 PM »

Oh, oops. Didn't even realize that topic existed!

For revives, nope. I think most of them have a success rate that is equivalent to the amount they heal (so like the revive to 50% HP one for example).


So for this topic (specifically the first post), how do you guys like it?
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« Reply #36 on: May 21, 2014, 01:08:07 PM »

[me] approves!
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« Reply #37 on: May 21, 2014, 05:30:05 PM »

@Jamie: I think it was three vulnerabilities for both Class and Enemies... if I recall correctly. The chance increase of a Vulnerability is +25% ; I think this is only for the effects that use the formula, though. The ones that don't use the formula have a base-chance that doesn't change. (From what I recall from memory.)
There are definitely four numbers along the bottom for enemies, and I assume all four of them are vulnerabilities. Certainly, I've never had any adverse effects from changing the last of those numbers, which makes me believe that to be the case. Character classes only have three numbers along the bottom in versions of the editor where they couldn't be changed, and three slots along the bottom in versions where they can.
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« Reply #38 on: May 21, 2014, 05:38:06 PM »

Well yeah, but it could also be a regular unused value that wouldn't do anything anyway. Which, seeing as Teawater has researched those a fair bit, could be pretty likely.

Also yay, Scarlet likes it! Guess I'll consider that to be the general layout for these topics if nobody else has anything to say then. I might consider putting everything in a spoiler when there are more patches though, but even then it would only be a single spoiler.
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« Reply #39 on: May 21, 2014, 07:12:13 PM »

@Salanewt: Yeah, researched them a fair bit... The numbers at 080B0712 and 080B0736 give it away, too! Since both are the number 2... which means check 0, 1, and 2. ; The final/fourth number is likely unused, seeing that it's always 0. (And it might be that way for data aligning. Since 32-bits are 32-bit aligned, 16-bits are 16-bit aligned, 8-bits are 8-bit aligned, etc... usually.)
« Last Edit: May 21, 2014, 07:14:58 PM by Teawater » Logged

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« Reply #40 on: June 09, 2014, 03:36:58 PM »

So I noticed something annoying: If you give a damage-dealing ability the effect "Instantly end round", the effect doesn't trigger if the target is killed by the attack.

It would be really cool to have a patch that fixed this, so that the secondary effect still activated even if the target died. I'm trying to have cinematic finishing moves that can only be used one per turn because they instantly end the turn when used, but it doesn't work if it can fail just because it killed the target (when it hits over 2000 damage in a single attack, that's gonna happen pretty often).
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« Reply #41 on: June 10, 2014, 03:23:24 PM »

Hm... I haven't really looked into the effect, but I would expect that it checks to see if the target is still alive or not. Not sure why they would do this unless the effect itself could bypass the whole "end battle when one team is dead" thing.

But yeah, I should be able to work on that in the near future. I'm thinking of adding Chronos as a Disco Sun summon later, and it would be cool to let to deal some minor damage to the enemies or something.
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« Reply #42 on: June 11, 2014, 09:24:29 AM »

Look in the Ability Effects section of the Damage Formula. I believe that entire section is skipped when you kill the enemy? (The exception is with two functions that list the effects.) (Maybe so you don't go applying Status Effects like poison when the enemy is already dead.)

The function that list exceptions for Revives probably doesn't work on enemies that are alive. (Dunno.)
The function that list exceptions for when the user gains HP/PP might be the way to go, not entirely sure, though.

The latter has a listing of the 4 effects: 31, 32, 60, and 69.


I think the general way effects are coding in is that..
-There's a start a turn function for the multiplier type effects.
-The ailment success function is only for success chances for the effects. There's a call in the damage function before the damage type code is done, and there's a call in the Start a turn function thingy... both seem to do the same thing. (The one in the Start a turn function is only used in certain case(s) and caries the result over for use in the damage function when it is used.)
-The damage formula includes the after-damage effects. This is only applied in certain cases. One of those cases being if Ailment Success is True. Probably the main place where effects have a chance? Ailment Success may also be used for the Effect Only damage type and maybe for some other effects in other areas of the code? (I mentioned the Start a turn function earlier.)
-There were two functions that list effects. The Revives list, and User recovers HP/PP effects list.
-There might be some other places(?), but I haven't listed them.

-
« Last Edit: June 11, 2014, 10:55:33 AM by Teawater » Logged

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Refer to Yoshi's Lighthouse for any M&L hacking needs...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

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JamietheFlameUser
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« Reply #43 on: June 11, 2014, 05:33:01 PM »

I would think that you could make "Instantly End Round" work even if the ability kills by looking at the code for "May inflict delusion on all enemies". Which, to my recollection, still works even if the attack kills the primary target.
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« Reply #44 on: June 14, 2014, 12:46:25 AM »

Hm... Done!

Teawater: Sweet, thanks for the advice! The way it's normally coded is pretty weird, but not in a bad way it seems. It has a check for "if equal than 60, branch" before an "if greater than 60, branch" check, but the second check just goes to another check. I didn't even need to expand or relocate the function to add this exception!

Jamie: As far as I can tell, both of the delusion effects use the same code; the second one probably uses a secondary function to apply it to all targets. If you change the second delusion effect's pointer, then you could change that effect into something like "inflict curse on all enemies" or something.

Well anyway, here's a fix. Could you please let me know if it breaks either the Lull or any of the HP/PP drain effects? If it works without a hitch, then I'll make a page for it in the downloads section and update the first post.








* KO Compatible Lull.ips (0.03 KB - downloaded 218 times.)
« Last Edit: June 14, 2014, 01:05:33 AM by Lord Squirtle » Logged

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September 10, 2019, 12:56:51 PM
Fox: Small corrections = If those images were uploaded via an account, you can still get them ... but Sept 16 is the last day.
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Fox: I'm suprised many of the badges weren't put on the server... and now that tinypic has deleted them, they're gone forever. xD
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Fox: "them" as in their posts.
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Fox: As in... look at all those users.... paiseo, notto1122,    jirapon, pubg1, nutseo6.... All of them. Are spambots with Thai language in them. xD So many of them... and nothing productive coming from any of them.  I bet it's the same person.
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Fox: (Someone else discovered that, not me.)
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Fox: So um. It looks like abilties in the class editor are being put back in as a byte for GS1?
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Fox: I figured that was a possibility. If you are guesting, it is hard to know how frequently you check back. It's great to hear from you, though. :)   What have you been up to?  Is Forgotten Dreams still being worked on, or has that been cancelled? (I'd guess you don't have much time for it. It's been years since we've last heard about it.)
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ryancaesar12345: GS2 Animation Overhaul w/ Baseline  ips patch in golden sun 1?

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