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Author Topic: Feature Refining Thread  (Read 39700 times)
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Rolina
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« Reply #45 on: September 20, 2011, 01:08:05 AM »

Ah, that's a good idea, but I don't know if the game can support it without modification.  If it has support in the text already, it should be fine, but if we have to install the special characters, then I'd say no dice until much later.
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« Reply #46 on: September 20, 2011, 10:56:04 PM »

Thanks for the answer, Role!
Well, the Italian version of the game, at least, has those special characters, so it could get implemented.
I used to use the Gstoolkit, that worked with umcompressed text. And it let me use accents! I even made a Portuguese translation of the game with that tool. I'm just waiting Atrius to work on the compressed table so that I can start a translation of GSTLA.

Sorry about my bad english  Sad
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Rolina
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« Reply #47 on: September 21, 2011, 03:06:58 AM »

Bad English my @#$.  You type better than many people I know whom have English as a native language (which includes 90% of my family. T-T).
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zman9000
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« Reply #48 on: December 14, 2011, 04:37:59 PM »

That's not saying a lot role, given most of the people that apply for a job with my dad can't even spell their own name... its happened more then once... I question the English education system some times...
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Kide
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« Reply #49 on: December 14, 2011, 07:55:03 PM »

Ok, I don't know if this is the best place to say this, but I think it is. The reason being this is going to be something that will DEFINITELY need to be reworked (and I'm sure Atrius already know it by now), and I'm talking about the Auto checkbox in the Class editor.

The way it works right now makes it a lot more of a burden than anything, because it is very inaccurate, to say the least. When I was messing around with the classes I had to untick it almost every time, as it was usually giving the wrong class types. I've got an idea about what to do regarding this, but I don't know if the editor can handle it (probably can).

Sadly, just one Auto checkbox wouldn't work. For example, if I tick the box and type in a requirement of  VenusMercuryMarsJupiter 0  I'll be getting class type 8. But what if I wanted this class for a Venus Adept? The correct type should be 3 instead. So what I have in mind is having four different Auto boxes, one for each innate element. So if I wanna make a class specifically for a Mars Adept, I tick the Mars Auto box and not worry about it anymore.

Of course, if someone were to change the Elemental Levels in the Party Members editor, this could screw things up. Maybe it would be possible to make the editor read whichever is the higher level and somehow connect it with the right checkbox, although I'm unsure it would work alright.

I think Atrius already may have his own idea concernig this, but I guess it was worth mentioning my idea here. Don't know if I explained it well, but... oh well
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Rolina
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« Reply #50 on: December 14, 2011, 08:05:31 PM »

Oh, good idea.
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Misery
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« Reply #51 on: December 14, 2011, 08:25:11 PM »

I think it's just a temp solution. In many cases it will do what it's supposed to, and it's checked by default, so someone who doesn't know what they're doing runs a lower risk of screwing up. But someone who doesn't know what they're doing shouldn't be messing with the class system in the first place >_>

Having four checkboxes is a pretty good idea though. In any case, I think a list of the element relation values should be included for completeness.
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Kide
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« Reply #52 on: December 14, 2011, 08:34:40 PM »

Quote
But someone who doesn't know what they're doing shouldn't be messing with the class system in the first place >_>
Yeah, I thought as much. But, you know, there are people and there are people.

Quote
In any case, I think a list of the element relation values should be included for completeness.
I'm sorry, could you explain a bit better what you mean by that?
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Rolina
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« Reply #53 on: December 14, 2011, 08:45:11 PM »

I think what he means is "What values mean what".  So value 3, for example, would be "Characters 0 and 1, Venus and Mars" or something like that.  Or was it mercury first?  I don't remember.  Anywho, I think that's the gist.
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« Reply #54 on: December 14, 2011, 08:48:45 PM »

Quote
But someone who doesn't know what they're doing shouldn't be messing with the class system in the first place >_>
Yeah, I thought as much. But, you know, there are people and there are people.
And most of them actually expect the editor to handle things by itself.

Quote
In any case, I think a list of the element relation values should be included for completeness.
I'm sorry, could you explain a bit better what you mean by that?
The value representing the combination of the elements highest and second highest in level. Like, if highest and second highest levels are both Venus (all other levels 0) you get a 1, while if the highest is either Venus or Mars and the second highest is Mercury you get a 3 (I think) and so on for all highest/second highest elemental level combinations. Atrius posted a table for it somewhere, I expected you had found it already given how in-depth you've been going with class sorting.
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« Reply #55 on: December 14, 2011, 09:19:17 PM »

Umm... am I seeing a contradiction here? So you say people "expect the editor to handle things by itself", yet you suggest The Freakin Table to be included within the editor? What for? That would defeat the purpose of implementing Auto boxes, from what I see. For those poor unfortunate souls that would be expecting the editor to do everything for themselves, they wouldn't even bother to look at the table.

I'm sorry if I failed to get your point here. Of course, smarter people would appreciate what you suggested I guess...

Quote
I expected you had found it already
I found the table Atrius posted in the forums only. I wanted to find it in the actual code, so I could change it a bit if possible. Something like this, you know. (Hopefully I'll be understood this third time ._. )
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« Reply #56 on: December 14, 2011, 09:24:30 PM »

It would be interesting to have an area in the editor to look at basic formulas. the secton wouldn't have to do anything to the code... but be more like an index you can open to reference whole working... just a random idea i just had from reading these posts... of course this is just more work that Atrius would have to do and its just kinda... like the extra stuff to make the editor look better... meh
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« Reply #57 on: December 31, 2011, 03:01:31 AM »

I realize I'm late at replying here, but I've been pretty busy recently.

I've been thinking, it would probably make more sense to be able to set the primary/secondary element for a class rather than messing with the type value directly in many cases anyway.  I could make it so the editor automatically sets them based on how you set the element requirements, then you can fine tune them yourself.  Rather than having any "auto" check boxes, there would instead be an "Item class" check box that lets you manually set the class type value, otherwise the value is completely invisible.

The potential pitfall I see with this are places on the class type table where the value is the same for two different element combinations.  It could end up producing results the user wouldn't expect in those cases.  Sure, it would happen a lot less than with the current class editor, but I'd still like to minimize it as much as possible.

It would also be great if the editor had a way to make sure your classes are sorted properly to work the way they're intended...  That may require a bit more thought though...  Hmm... It'd actually be pretty cool to have a tool in the party member editor that let you see what all classes a character could get, and how.
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Fox
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« Reply #58 on: December 31, 2011, 05:34:58 AM »

Anyone want to see the table written in a way of how it could look if the Class type value was a combo-box?

It goes like this:  Primary Secondary

 1 -  Venus Venus
 2 -  Mars Mars
 3 -  Venus Mercury , Mars Mercury
 4 -  Venus Mars , Mars Venus
 5 -  Venus Jupiter , Mars Jupiter
 6 -  Mercury Mercury
 7 -  Jupiter Jupiter
 8 -  Jupiter Venus , Mercury Venus
 9 -  Jupiter Mars , Mercury Mars
10 -  Jupiter Mercury , Mercury Jupiter
11 - (And below = Item Classes, etc.)


This list should make it easier to tell that Venus and Mars share similar classes just like Jupiter and Mercury.


So what does everyone think? Combo-box or numeric? (I can't see how it could hurt... A number by itself doesn't tell you much.)


EDIT:  I think we should make up names for them. (And have a column with the element information.) That way, referring to them will be even easier.

1 - Venus
 2 - Mars
 3 - [A word that is associated with both Venus and Mars] [A word for Mercury. Ex: Healer]
 4 -
 5 -
 6 - Mercury
 7 - Jupiter
 8 -
 9 -
10 -
11 -

I am not  sure about using terms like Fighter/Mage/Spellsword/etc. in their names.

Edit yet again: To me, having something like this would still be beneficial. (As long as the elemental information is displayed.)

Basically copying the first one of each list. (Which could be updated when their names are updated.)

 1 - Squire
 2 - Guard
 3 - Swordsman
 4 - Brute
 5 - Aprentice
 6 - Water Seer
 7 - Wind Seer
 8 - Seer
 9 - Pilgrim
10 - Hermit
11 -
12 - NPC
13 - Flame User
14 - Mariner
15 - Pierrot
16 - Tamer
17 - Dark Mage

That would be the lowest class in each class type.



Note to self: 080C6604 = Class Type chart.
« Last Edit: January 02, 2012, 06:50:37 AM by Teawater » Logged

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Kide
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« Reply #59 on: January 03, 2012, 12:38:24 AM »

Ha, I knew Atrius would come up with something better. Especially that "Item class" checkbox, if I understood it correctly.

Quote
Note to self: 080C6604 = Class Type chart.
I think I'm gonna request to change my name to 'self'.
Alright, this is exactly what I wanted. Thank you very very much, sir!
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October 30, 2018, 09:45:58 PM
Atrius: There used to be where I got the battle sprites for Kraden, but that site doesn't exist any more.
October 26, 2018, 01:31:40 PM
Infitek: Do you know if there any custom Alex battle sprites available on the internet ?
October 26, 2018, 01:31:01 PM
Infitek: Hey everyone
October 13, 2018, 03:23:06 AM
Salanewt: Updated it to provide more info that I forgot to mention.
October 13, 2018, 03:16:48 AM
Salanewt: I'm still trying to iron out IQ 2 but I'm pretty sure it's entirely random targeting.
October 13, 2018, 03:16:29 AM
Salanewt: Oh yeah, I posted some more info about enemy IQ.
October 12, 2018, 09:51:27 PM
FoxThe HTML5 project is too small to count
October 12, 2018, 06:19:48 AM
Luna_blade: there is jjppof's html5 project...
October 12, 2018, 06:19:17 AM
Luna_blade: Though Momo rings a bell it seems I came here after you left
October 11, 2018, 12:49:41 AM
Fox: (If that makes sense.)
October 11, 2018, 12:48:33 AM
Fox: Yeah, I guess so.  More just saying that's a good place to get answers to GS related questions at the moment.
October 11, 2018, 12:42:28 AM
Crystal Sonata: I did before, but I guess I could try it again
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Fox: Not much at the moment. This forum seems pretty quiet. Perhaps you'd be interested in joining the Discord for GSHC that seems to have more activity?
October 10, 2018, 11:16:53 PM
Crystal Sonata: Any projects going on? I need a distraction from the daily grind and I'm interested in hacking GS again.
October 10, 2018, 10:02:53 PM
Fox: Thanks, and good to see you too!
October 10, 2018, 10:02:10 PM
Fox: A few people I'm sure... Most likely the regulars of the past. Such as Atrius, Charon, Role, Salanewt....
October 10, 2018, 03:11:17 AM
Crystal Sonata: I find myself wondering who still remembers me here. Obvs you do (Good to see ya Tea)
October 10, 2018, 12:46:11 AM
Fox: On second thought, it might be because you haven't posted much as Crystal Sonata.
October 10, 2018, 12:41:12 AM
Fox: And your intro isn't that bad. - I imagine most people would say the same about theirs?
October 10, 2018, 12:39:39 AM
Fox: :O - You've been gone so long, I think I forgot you were Momo.  Interesting.

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