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Is this possible?

Started by Rolina, 10, November, 2008, 04:30:00 AM

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Aile~♥

Yeah, I was thinking something like the clock in Pokemon Emerald, so you could have weapons or side-quests available only at certain times of year. Otherwise, they'll just have to be available in some winter town.
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Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Rolina

Yeah, you'll have to do the winter town thing.  Clocks have to be built into the cartridge to work.

@Djinn idea:  SWEET!  That'd be awesome!  I could come up with a ton of different ideas, then make it so that any that you have to fight are random ones instead of scripted ones... that way, I won't have to choose which ones to implement!  I can just do them all! :heart:

Rolina

Okay, I do WAY too many ideas in here, but whatever!

NEW IDEA!

An enemy skill where they attempt to take a party member's item, then immediately use it.  Only consumable items useable in battle are able to be affected.  Let's say this:  You're holding two nuts, a Sealing stone, and an Oil drop.  You come across three bandits.

The first attacks, the second defends, but the third uses the "Pickpocket" skill - and takes your sealing stone.  The default target on the Sealing Stone is 1 Enemy, thus it is immediately used on a member of your team - who loses 200PP and is Omni-sealed.  End of their ambush.

Next turn, one guy tries to steal from one of your teammates, who has no consumable items usable in battle.  The move fails.

What is grabbed is random, but if you like to keep things like mist potions handy, this could be VERY painful to have happen to you.



BUT... is it possible?

Atrius (He/They)

That would be extremely tricky to get working, it would take a lot of effort if it is do able.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Salanewt

Before I ask if something is possible, I could reference you to other games which do it. Of course, these games are quite different from Golden Sun, but some information of how their scripts work could help build something for item stealing. If an item stealing script is at all possible (and I do not see why not), it should take up two turns (meaning that it can get a bit complicated).

My idea for this (and it is based on Role's idea) is for making a multiple turn psynergy. It could work in a similar way to the Daedalus summon. You cast it on the first turn (but instead of damage, you take an item), and the item is used on the second turn. The way this works though is that there is a special part of the script, which makes the second turn always happen immediately after the first unless no item is taken. If an item can not be taken, it reads the target character to see if they have any consumable items (or maybe even weapons...). If they do, text comes up to say "*Name*'s item could not be taken." If they actually do not have any consumable items, then text could come up which says "*Name* does not have any items..."

Oh, and for the chance of stealing... I will suggest a formula elsewhere, but it would basically compare the Agility and Luck levels of both the caster and the target. Luck is optional, if the ability to steal things like weapons and armour is thrown in (each of which are using a value which is already assigned, and the value is used to interpret what they are). If the result of the formula is a higher number, than the caster is more likely to take an item. If it is lower, it is less likely. If it is a number below 1, then there is no chance of taking the item .

And of course, here comes the inevitable question. Might any of this possible? I know that it would take an incredible amount of patience, but would one be able to do it if they had all of the patience in the world?

Have a nice day.
Oh yeah baby, £ me harder.

Rolina

It's enemy only, and has the same rate of success as a normal attack, UNLESS you have no consumable items, then it always fails.

It'd be useless for a PC ability, though.  Not many enemies actually carry items!



Another question!

Okay, two questions!

Would it be possible to give an ability an inverted form of luck?  Higher the luck, the greater the chance that the target will be inflicted with it, but low luck foes will be highly resistant?

Also - is it possible to give a monster a non-standard ability where they go into downed status, without actually suffering typical enemy death?  Instead, we just give them a downed animation?  If we can do that, we can have foes that can use water of lifes...

Atrius (He/They)

Inverted luck may be relatively easy due to an oddity in how the game handles effect immunities due to luck.

The Regen Dance effect is like the enemies version of Revive, you'd probably have to make a second version of Water of Life that uses it.  As for making enemies use a downed animation instead of disappearing...  Hmm...  Does the game do it for multiplayer battles?  If so it must be possible to make it do it outside them, I'll have to look into how it handles it though.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Tetsuya the Azure Blade

Is it possible to make the main dood speak more often? Silent heroes are BORING!!!

Mion Sonozaki

What about adding entirely new tilesets or replacing originals? And sprites?

Sajin

Quote from: MegaDarkNero on 27, March, 2010, 07:38:21 AM
Is it possible to make the main dood speak more often? Silent heroes are BORING!!!

I don't think doing that it's difficult... You just gonna need to add text line (or replace other line) and make Felix's (or whoever you're gonna use for main character) portrait appear, like when he speaks before Trial Road.

By the way Atrius, I was thinking if it's possible to add and change the items you get from Sunshine when you refine raw materials? For example, making a Tear Drop have a set percentage of being refined into a Cloud Wand? Or add other possible results for the raw materials?

Salanewt

I have two minor questions... Remember the Lamakan Desert? Well, random dialogue would pop up as you walk (and a heat bar would also rise). Would it be possible to allow for random dialogue like this, except it pops up on the World Map? There would be an invisible bar as you walk on the World Map, except that it fluctuates in size (not sure what factor should make it rise). At different (somewhat random) points on the bar (as well as when it is full), a random character will say a random line from within a certain section of text from the game (like when the bar is full, Garet says "Are we there yet?"). The thing with this though is that you can still walk (so the dialogue comes up, but you can walk and go through the mini cutscene as well).

My two questions are... Will we be able to have an invisible bar in any type of location to act like the scripted bar at the Lamakan Desert? Also, will we be able to have cutscenes with dialogue and the ability to walk and do other things (like pick up items, talk to other people, etc.)? The first one is to add new elements to the game.

Have a nice day.
Oh yeah baby, £ me harder.

Atrius (He/They)

QuoteWhat about adding entirely new tilesets or replacing originals? And sprites?
Graphics replacement has already been demonstrated several times.


Tilesets are formatted differently, but stored in the same manner as the Dutch Farmer graphic, they won't pose a problem.

If you're referring to the ability to do them in the editor, of course it's only a matter of time.


QuoteIs it possible to make the main dood speak more often? Silent heroes are BORING!!!
That would be through the same process as what I did with the Zelda cutscene I created almost from scratch.  With a simple change of a single byte of data I could have had Felix say any of those lines of dialogue instead.


QuoteMy two questions are... Will we be able to have an invisible bar in any type of location to act like the scripted bar at the Lamakan Desert? Also, will we be able to have cutscenes with dialogue and the ability to walk and do other things (like pick up items, talk to other people, etc.)? The first one is to add new elements to the game.
Does it really need to be an 'invisible bar' like the on in Lamakan Desert?  Hmm.... Something I might suggest is using trigger points like those used to initiate any other cutscene in conjunction with either the random number generator, the variable that keeps track of how long you've been playing the game, or both.  I'll have to verify that the world map does in fact use them, though I don't see why it wouldn't.  The interesting thing about trigger points is that you can place them like a tile anywhere (it doesn't have to be in just one spot), and the same one can be scripted to initiate different cutscenes under different conditions.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Salanewt

Sweet, thanks. In fact, I think I would rather do that than an invisible bar (since that could be a pain to do, now that I think about it). I suppose I should start planning out my Golden Sun hack (I am considering starting it up again soon).

One new question... Is a script which changes the colours on the map (including sprite colours) possible? I remember that I once found a glitched room in Superstar Saga, with glitched objects and scripts (or just partial data, I do not know). One script changed all of the colours used once (but made the game crash every other time). I would try to make a video to explain exactly what seemed to happen, but I was never able to find it again.

My idea for this would be to have like a "colour blending" script, where every colour in an area slowly changes over once a trigger has been touched (instead of just switching over). By blending, I do not mean that the colours actually blend (but that would be nice). Instead, the palettes just slowly switch to other similar palettes until the desired palette is reached (I think something like this already happens near Garoh, and again near Kibombo (on the World Map), but I just wanted to make sure that it was possible for more than just darkening the shades of colours).

Have a nice day.
Oh yeah baby, £ me harder.

Atrius (He/They)

The World Map also loads a different palette for snowy areas, and there was a cutscene at the beginning of the original GS when Garet & Isaac explained what happened in Sol Sanctum that gives the entire palette a Sepia tone.

I don't know the specifics of how it handles it, but it does seem to be possible.
[sprite=220,4,0]I'm shaking my head in general disapproval of everything[/sprite]

Salanewt

#114
Oh yeah, I forgot about that... Anyway, thanks for the reassurance!

Another question. Would it be possible to allow for Djinn to be useable outside of battle (other than using them for classes)?

Have a nice day.

Edit: New question (so I do not have to post again for a little bit)... Or so I thought, but I just forgot it. I will be sure to add it here when I remember.

Edit 2: Will it ever be possible to allow for a larger palette for icons (probably isn't needed for anything that I am planning, but I am just curious)?
Oh yeah baby, £ me harder.

Mion Sonozaki

Quote from: Salanewt on 27, March, 2010, 03:04:11 PM
Oh yeah, I forgot about that... Anyway, thanks for the reassurance!

Another question. Would it be possible to allow for Djinn to be useable outside of battle (other than using them for classes)?
Not to clarify, but can you clarify?

Salanewt

Oh. For that question, I mean to make them also act like a special type of psynergy if used out of battle (but they work for different things, like new puzzles). Idea comes from Anemos Inner Sanctum.

I remember you (to Atrius) saying that it would be incredibly difficult to add new units, but I have another question... Would it possible to add a script, which can revive one character in a team once the player with the special item equipped has been KOed for the first time (afterwards, Revive is needed)... But have it change to a different sprite (and/or different name text)? Example would be...

Felix, Jenna, Sheba, and Piers... KOed!

Felix, Jenna, Sheba, and Yoshi... Re-enter!

From this example, Yoshi's name and sprites replace Piers, but only for this battle (in which case, they revert back ). How this works is that Yoshi is a back-up character, but he uses Piers' stats, equipment, etc (just to start). This would probably be very limited, but I have many plans for my hack if anything like is even remotely possible. For sprite replacement, you can think of something similar to the Machete on Isaac and Garet (except that my plan is a different equipment item, and only under certain conditions). For name... I was hoping to be able to alter the script to also include name. I think I know the answer, but...

Is this idea possible?

Have a nice day.
Oh yeah baby, £ me harder.

Aile~♥

The Garet "are we there yet?" thing made me lol.
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Rolina

Quote from: MegaDarkNero on 27, March, 2010, 07:38:21 AM
Is it possible to make the main dood speak more often? Silent heroes are BORING!!!
You already asked that.  We already told you that it's easy as hell.  You just make someone talk, but make that someone them.  It's just something that automatically comes with the text editor, and is a matter of STORYTELLING, not programming.

Aile~♥

Hmm... idea. Would it be possible for the editor to come with a patch option that adds extra pages downwards in the Djinn screen, so one character can have more than nine Djinn without the game glitching up?
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]