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Author Topic: Helpful and Unique Patches  (Read 46852 times)
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JamietheFlameUser
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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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Fox
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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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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 250 times.)
« Last Edit: June 14, 2014, 01:05:33 AM by Lord Squirtle » Logged

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« Reply #45 on: July 11, 2014, 05:55:22 AM »

Okay, updated the first post to include the following:

KO Compatible Lull

Compass Utilities


Hope you guys like them!
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« Reply #46 on: July 11, 2014, 09:49:33 AM »

Oh, Compass Utilities seems really useful.  Nice job.
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« Reply #47 on: July 15, 2014, 07:58:22 PM »

Thanks! I have to admit that I'm kind of surprised Camelot didn't allow for something like this before Dark Dawn, but it should be easier to make more complex puzzles with the patch's tweaked limitations in mind.
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« Reply #48 on: July 31, 2014, 06:17:42 PM »

Tiny heads-up: The Simple Summons patch is now available for download, and has been added to this topic to make finding it easier in the future.
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JamietheFlameUser
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« Reply #49 on: August 06, 2014, 04:31:13 AM »

KO-compatible Lull patch also affects other ability effects, including Death Curse, May decrease resistance by 40, and Halve Agility.

Reflux Unlimited patch is borked. Ability effect #36 creates an unending counter-attack effect, at least when used by enemies. Not just 2 turns as advertised.

Edit: Actually, it breaks both counter-attack effects when used by enemies.

Edit 2: Reflux Unlimited also makes "Get extra turn next round" effects last for the remainder of battle.
« Last Edit: August 06, 2014, 09:01:55 AM by JamietheFlameUser » Logged

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« Reply #50 on: August 06, 2014, 12:30:53 PM »

Lull: I think I know what the problem is. I just successfully killed an enemy with two different unleashes; one that drains HP and one that seals their psynergy. The former failed to restore my health while the latter sealed their PP after they died. To make a very long story short, it looks like I screwed up the branches in that one and I can work on a quick fix today. I totally asked you to test it for me earlier though... Oh well.

Edit: Worked out a fix, and it's now available for download.

Reflux: I don't know, I just double checked that one by having an enemy use it and it seems to work perfectly for me... Although I am getting the weird bug with Kite's effect when I use it by itself; don't even need to use Reflux for that. I'll have to look into that again later if it even is Reflux causing it, but this one will probably take a little more time than the Lull one will and I'm not sure if I have any of that right now.

Edit: Yeah, I'm not having any problems with the counter-attack effects, just with Kite. Would you mind either testing it on a clean ROM or having someone else weigh in on this?
« Last Edit: August 06, 2014, 01:39:30 PM by Lord Squirtle » Logged

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JamietheFlameUser
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« Reply #51 on: August 06, 2014, 07:39:33 PM »

Maybe it's a result of the combination of the previously-broken Lull patch and the Reflux patch? I had them both applied to the same ROM. All I know is that both the 1-turn Reflux and the 2-turn Reflux lasted forever and it was annoying. I'll go back and test in a bit.

Edit: Tested and confirmed that both Reflux and the new Ability Effect #36 last an infinite amount of time with the Reflux Unlimited patch. After applying the patch to a supposedly-clean US ROM, I opened the V0.3 version of the Editor and changed only the following:

-- Reflect now uses ability effect #36 (supposedly the 2-turn counterattack.)
-- Ruffian max HP increased to 99 (so it can survive 3 turns of counter-attacks to confirm the bug.)
-- Wooden Stick can be used to grant the effects of Reflect.
-- One-Piece Dress can be used to grant the effects of Reflux.

Used the One-Piece Dress (Reflux) once and Defended for the rest of the battle. Ruffian attacked every turn for 3 turns and Jenna counter-attacked without fail, killing the Ruffian on the third turn.

Repeated the process in the next battle with the Wooden Stick (Reflect) at the start. Same thing, Jenna counter-attacked for 3 turns and killed the Ruffian.

Quote
I totally asked you to test it for me earlier though... Oh well.

Yeah, you did. Sorry for not getting back to you on that. Rather rude of me really. =\
« Last Edit: August 06, 2014, 09:00:11 PM by JamietheFlameUser » Logged

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Salanewt
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« Reply #52 on: May 03, 2017, 10:58:12 PM »

Topic has been updated!


Jamie: Oh, huh, okay thanks (I know your post is almost three years old now but I just saw it)! I'm eventually going to take it down and replace it with a different counterattack hack I have in mind, but for now I'll just leave it up for anyone who wants to give it a shot. There's a pretty good chance that I only messed up the turn counter portion of the code, so anyone with even a smidgen of assembly knowledge could fix it themselves, so... yeah!



Edit: I may combine the two Menu sections and put them near the end at some point, but for now they can stay where they are.
« Last Edit: May 03, 2017, 11:02:45 PM by Lord Squirtle » Logged

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December 04, 2019, 11:48:57 AM
Fox: (Uh... Ignore "Love" at the beginning... I think I started to say it in a different way, then changed my mind.)
December 04, 2019, 11:47:50 AM
Fox: Love gsiconcompressor has been updated... Mainly an attempt to make icon editing a bit more straight-forward than ever before. Although, the coding wasn't exactly that straight-forward.
November 14, 2019, 01:50:02 PM
Fox: So like... a layers offset might normally be located at +0xC, but in Tennis, it is at +0x10)
November 14, 2019, 01:48:51 PM
Fox: (Talking about the data in map header thingy.)
November 14, 2019, 01:48:10 PM
Fox: So took a look at Tennis.... Seems Atrius's editor displays all maps incorrectly because he forgot that some stuff was offsetted by 4 (You know with everything from layer offsets and files/etc.)  Fix that, and it seems to display properly. Hm.
November 14, 2019, 06:18:29 AM
Fox: That is a quote I found somewhere. How amusing. xD
November 14, 2019, 06:18:06 AM
Fox: only canadians give up dont be a canadian
November 11, 2019, 03:27:02 AM
Salanewt: Especially since there might be a v0.5.1.1 in the near future, if any bugs are found by people playing the demo.
November 11, 2019, 03:26:38 AM
Salanewt: Oh yeah, so for people who aren't aware; v0.5.1 of the AI Overhaul is available on the Discord, but I'm delaying the creation of a downloads page + topic until I finish the demo.
November 02, 2019, 12:05:31 PM
Fox: And yeah, there's a topic for the Discord. in News & Announcements (http://forum.goldensunhacking.net/index.php?topic=2831.0)
November 02, 2019, 11:55:00 AM
Fox: Went to go study some German a little earlier. (Using duolingo to give it a try.) ... And. Huh. German capitalizes all nouns? (Not necessarily pronouns, though.)
November 01, 2019, 07:49:25 AM
thenightsshadow: Didn't realize there was a Discord at all.
October 31, 2019, 07:22:02 AM
Fox: (Which I guess not having Special badges in inventory was by purpose.... So I'll ifnore that bit. Just whats with the dup Halloween badge in inv?)
October 31, 2019, 07:18:26 AM
Fox: Question about badges = Why do I have two of the same Halloween badge in my inventory... but not on my profile? And by two, I mean the Honk badge is not there.
October 31, 2019, 06:56:26 AM
Fox: Does tns want to join the most active part of GSHC? - Its Discord? :D  And welcome back!
October 31, 2019, 06:52:17 AM
Fox: (Ofcourse it would be capitalized if it were the name of a system, and anytime that system would be referenced... but I'm more going with why we *never* see Psynergy and Djinni not capitalized.)
October 31, 2019, 06:49:58 AM
thenightsshadow: Yeah, just kinda got an email out of nowhere and it reminded me.
October 31, 2019, 06:42:40 AM
Fox: and main reason I said "not intended to become part of English" ... was because I thought of words like "animals"... and they can technically still be lowercase at times.
October 31, 2019, 06:41:17 AM
Fox: group/type/thing/whatever
October 31, 2019, 06:38:54 AM
Fox: Not saying it is exacly that... but it is a thought, at least.

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