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Author Topic: Feature Refining Thread  (Read 40333 times)
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Salanewt
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« Reply #15 on: September 12, 2009, 07:43:00 PM »

Oh yeah, I forgot about this topic...

Anyway, that does seem like a good theory, but I think it might also have something to do with importance/rarity of item (well, maybe not rarity). For example, the Shaman's Rod is an important item, can not be sold, and it can not be re-obtained. The Wooden Stick can. More items will probably have to be tested.

Or maybe it is a combination of the two...

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« Reply #16 on: September 12, 2009, 11:34:00 PM »

While editing items, you can select item effects in the four separate boxes.
Just to clarify, options 0-6 add a static value to the selection, whereas options 7-14 are multipliers.  Currently options are listed on the list twice, you could change the name of 7-14 to make sure people know the value is a multiple as opposed to a static value.
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« Reply #17 on: September 13, 2009, 12:14:00 AM »

I overlooked the fact that they were actually different >_<
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« Reply #18 on: September 13, 2009, 02:01:00 AM »

Actually, that's one of the first things that I mentioned, marking which are multipliers and which are just added.
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« Reply #19 on: September 21, 2009, 05:24:00 PM »

In this thread Atrius asked what the four odd boxes to the right of the enemy group editor are for.  I'm not sure if this has been pointed out yet but they have to do with how the enemies are sorted.  The only combination I've messed around with so far has been 2/0/0/0, which puts the strongest enemy in the center, with weaker ones surrounding it.  I've tried a few others but I forget what the number combinations were, one of the combinations ordered them from weakest to strongest, left to right.
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« Reply #20 on: December 13, 2009, 10:51:12 PM »

Any chance in a full screen mode? or is it out of the question
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« Reply #21 on: December 14, 2009, 07:47:26 AM »

Although it's hardly ideal, F4 puts it into fullscreen.
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« Reply #22 on: December 14, 2009, 02:42:29 PM »

Well i,ll be dammed, that suits me down to the ground,  my eyes get sore trying to read whilst small text (i prob need glasses)
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« Reply #23 on: May 20, 2010, 06:12:18 PM »

Just a quick note/request...

I noticed that, even if you set the HP of one of the playable characters to above 1999 when they level up, it hits 1999 and doesn't go any higher.  I tried setting the max HP at 9999, (by editing the HP-per-level of each character), but when I transferred data from GS, Isaac's and Garet's HP values, (which exceeded 1999), stayed at 1999.  Now, my request is this: can we make it possible to edit the max values of something?

Thanks!

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« Reply #24 on: May 21, 2010, 08:20:18 PM »

Garet can NEVER have as low of a speed as he's supposed to have, the game always gives him at least three at level up, meaning that with 100% Anti-perfect levels, he's STILL way higher than the target.  It's the opposite with his defense - even with 100% Perfect level ups, it is impossible to actually reach his target defense - the target at level 99 is what, five higher than the max possible?

This has nothing to do with refining features, however.  This is something that needs a patch to correct it.  As for your issues with the HP cap, I'm sure that in a future version of the editor, Atrius will have a stat cap modifier, so we can alter the stat caps up to the max possible level for the type of data value they have.
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« Reply #25 on: May 23, 2010, 04:43:42 PM »

Quote from: Role
Garet can NEVER have as low of a speed as he's supposed to have, the game always gives him at least three at level up, meaning that with 100% Anti-perfect levels, he's STILL way higher than the target.  It's the opposite with his defense - even with 100% Perfect level ups, it is impossible to actually reach his target defense - the target at level 99 is what, five higher than the max possible?

I never mentioned speed...  O_o

Quote from: Role
As for your issues with the HP cap, I'm sure that in a future version of the editor, Atrius will have a stat cap modifier, so we can alter the stat caps up to the max possible level for the type of data value they have.

That's good to hear!  I was trying to make a slightly different version of my Viros Umbra difficulty hack by using a Final Fantasy-like set of values, mainly for HP, PP, Attack, Defense, and damage.  It took me forever to figure out how I should modify the values for each monster and ability, but then realized that if each monster has a lower/higher attack value, the abilities wouldn't do as much damage, anyway...  I don't know where I'm going with this...  >.<

Anyway, that was off topic...  Again.  I really need to work on that little problem of mine...
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« Reply #26 on: May 24, 2010, 03:34:23 AM »

This one is serious there is also a problem in the enemy group editor:

           Actually this one will really ruin a day. If you change the leader in a group (that's the first enemy in a group)
           the previous enemy group leader will also change. Examle enemy group 1 has a leader of wild wolf if you change
           the leader in grou 2 into ruffian the leader also of grou 1 will be change into ruffian.

Maybe its nice to fix this because editing enemy groups will be difficult with this.

Also some abilities have the same name like gale(djinn) and gale(psynergy)
Maybe its nice to put (psy) in some abilities or other marks to make editing easy and can reduce error in hacking.
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« Reply #27 on: May 24, 2010, 03:43:53 AM »

If you change the leader in a group (that's the first enemy in a group) the previous enemy group leader will also change. Examle enemy group 1 has a leader of wild wolf if you change the leader in grou 2 into ruffian the leader also of grou 1 will be change into ruffian.

Maybe its nice to fix this because editing enemy groups will be difficult with this.

Weird, I never noticed that before.  I'll look into it.
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« Reply #28 on: May 24, 2010, 07:17:52 PM »

@ i_am_isaac:  Wow, thanks for that!  I was wondering why my putting Star Magician, (a weakened form, anyway), into a Treasure Isle monster group was making him appear in all the groups that had the replaced monster as the "leader."  This explains a LOT.
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« Reply #29 on: May 25, 2010, 12:38:12 AM »

Either way, isn't this the wrong thread?  This is for making existing features easier to use, such as suggesting a sort feature, to sort existing enemies by various stats.

Basically, for enemies, you'd have:

Sort by:  Index Number, Level, HP, PP, Attack, Defense, Agility, Luck, etc..
and then:  Ascending, Descending

This makes things easier to look up.  Same for Items:

Sort by:  Index Number, Item Type, Attack, Defense


THIS is feature refining.  It has nothing to do with reporting possible errors, there's a thread for that.  As for issues with the game itself, that what you make threads for...
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