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Author Topic: Master Formula List  (Read 24030 times)
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Salanewt
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« Reply #45 on: June 07, 2014, 04:03:05 PM »

Probably, that formula is horribly incomplete. Though taking another look at it, the "Output Damage" part should multiply with the bracket stuff before getting divided... Although that's a placeholder for the rest of the formula anyway, so it probably doesn't matter quite as much if it weren't a placeholder.

But basically, this one formula that I'm trying to look at doesn't actually use the base damage of the ability in its calculation; that comes after all of the complicated eStat variation stuff. I think the end result will probably look something like this:

(((Base Damage * eStat_var) * 100)/[LSR 10] * unk_arg * (multi_mod * 100)/100)) * def_mod
"multi_mod" = 100% for primary, 50% secondary, 30% tertiary, 10% everyone else
"def_mod" = 100% for normal, 50% for 50% damage off, 40% for 60% off, 10% for 90%

The "eStat_var" is what I'm trying to figure out right now. It basically handles the variation as "ePow - eRes" for the ability's element (should it have one), and uses that number between -199 and 200 for calculating something. I'm pretty sure that also comes from the effect only formula, but I'll double check later (haven't really taken a look at the code before this one BL). It also looks like it's used by almost every other damage formula, so I'm probably going to post it as its own formula when I'm ready to add the finished version of this. The downside is that it looks like there are certain parts that are either not used by this damage formula or are used only under certain circumstances.

Edit: The difference will effectively appear to be "(Base Damage * (eStat_diff))/100" or something. For example:

(50 * (200-50))/100
= (50 * (150))/100
= 7500/100
= 75

But the formula itself is much more complicated than that. I have no idea why this is the case. Maybe the programmer who designed this had an hourly wage as opposed to a contractual one and stretched their efforts needlessly just to go home with a higher pay cheque. Maybe not.

Anyway, back to the pre-edit stuff!


And I'll take a closer look at the "multi_mod" stuff a bit later as well. I could have sworn that something was multiplied by 100 at some point, but there's also a good chance that I messed that up because it was later at night. Although that could also have been for the def_mod... You know, I think it was. I'll check later though!


Oops, I had one register incorrectly labeled as the element ID rather than the eStat difference. Fixed!

« Last Edit: June 07, 2014, 04:24:19 PM by Salanewt » Logged

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« Reply #46 on: June 08, 2014, 02:52:38 AM »

Turns out the unknown I didn't know was the multiplier that ability effects use.

This starts right at Effect Only formula:
Spoiler for large image:
Just a moment ago, I was working on this incomplete image tutorial. Not sure if I'll finish it off or not, though.

Yes... imgur is good. photobucket resizes large images, but imgur doesn't!
« Last Edit: June 08, 2014, 06:28:06 AM by Teawater » Logged

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« Reply #47 on: June 08, 2014, 05:21:53 AM »

Nice work! I've added a bit more to the WIP formula I have thanks to your post:

If Cloak is not in use;
And if ailment success /= 0 (if there is one);
And if damage > 0;
(((Base Damage * eStat_var) * 100)/65536 * ability_mul * (multi_mod * 100)/100)) * def_mod
"ability_mul" = Ability effect multipliers (see respective multiplier effects), defaults to 1 when there is no effect
"multi_mod" = 100% for primary, 50% secondary, 30% tertiary, 10% everyone else
"def_mod" = 100% for normal, 50% for 50% damage off, 40% for 60% off, 10% for 90%

Obviously the "eStat_var" part is the incomplete part, but I haven't quite worked out a good way to write out an effective formula for it. Getting there though.

The linked function in the second red section links to another function, and that is the function that does all of the weird calculations with the base damage and eStat difference. It's then multiplied and divided a bit before being brought bad to the original function. To make a long story short, you could expect to see values well over x100000 if following the formula as it's coded in the game.


I was also mistaken on the "effective calculation" before, but I don't really care about fixing that one when this is the important one...


Edit: I removed the "Confirmed" and "Unconfirmed" headers from the first post because it kind of looks like we're on a roll with confirming them. So... the first has been replaced with "Vanilla" for now. I'll probably change it again later though, it's just a placeholder until I decide whether to add a second section for "Custom" formulas that are available as hacks or just keep it as a list of strictly unmodified formulas. About 99% sure it will be the latter.
« Last Edit: June 08, 2014, 05:43:00 AM by Salanewt » Logged

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« Reply #48 on: June 08, 2014, 06:29:22 AM »

Quote
Nice work! I've added a bit more to the WIP formula I have thanks to your post:
Thanks, and you are welcome.

Quote
I could have sworn that something was multiplied by 100 at some point
I still don't remember seeing anything about the multi_mod being multiplied by 100... Hmm... But if you find anything, then be sure to enlighten me. :)

By the way, I've just updated my image tutorial in my previous post. It seems that's all the effect-only stuff... (I omitted the "But it has no effect" part in case it was used elsewhere as well? Not sure.)

Quote
"Confirmed" and "Unconfirmed" headers from the first post because it kind of looks like we're on a roll with confirming them.
Sounds good. I was wondering what the point of having those were if we were most likely not going to have any unconfirmed ones. (Or as many, anyway.)

---

I believe you forgot to list the Critical Hit/Unleash formula(s)... (Along with the the effects that are related.)

----

Looking at the Added Damage formula, I see something that tells me Attack + (Attack/4) as part of the formula... It might be with just one enemy, though? 304 Wild Gryphon

Added Damage:

max(0, userAttack - targetDef + (abilityPower * 2)) * elementalFunction(eStatDiff)

Note: It's possible that abilityPower being multiplied by 2 is undone... in which case, it could be that (userAttack - targetDef) is divided by 2...?

Multiplier:

max(0, userAttack - targetDef) * elementalFunction(eStatDiff) * abilityPower / 10


---
Now back to the 1.28 function: If you look at the call at 080B0350 (and the code around it.), it's almost like it's doing x*128/100. (Unless I'm mistaken?) That's mainly what's needed, however, I have a feeling the table was suppose to be used to change the scaling? (But they ended up keeping it linear?) Probably similar to Stat Growths? Hm..

if arg r1 = 0: (ePow - eRes) * 1.28 + 0x100

if arg r1 = 1: (ePow - eRes) * 1.28 / 2 + 0x100

Theories: (wip?)
If you have an eStatDiff of -200, the damaged returned might be 0. (if r1=1: 0x80)
eStatDiff of -100, you get 0x80... (if r1=1: 0xC0)
eStatDiff of 0, you get 0x100... (if r1=1: 0x100)
eStatDiff of 100, you get 0x180... (if r1=1: 0x140)
eStatDiff of 200, you get 0x200... (if r1=1: 0x180)

It pretty much looks like the function at 0x080B02DC returns base 16 percentages. So the parent-level function will need to shift 8-bits out after multiplying? (Um... will still need to look into this further, though.)

Hmm.. By the way, Is the r2 arg for the function at 080B03E0... is it a percentage done in base 16? If so... hehe.... so two base 16 percentages are multiplied together, making it so you have to shift 16 bits.
« Last Edit: June 08, 2014, 01:22:22 PM by Teawater » Logged

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Did you know? In English, you are suppose to capitalize the languages. (e.g. English is a proper noun.) Subjects like math, science, history can be left lower-cased unless they are a title. (Kind of like how you can say either "my mom" or "Mom" in "I went with (X) to the store.", except that I don't think languages are ever lower-cased in English.) In Spanish, both subjects and languages are left lower-cased. (I put this here because I've noticed people make this mistake quite often. And am curious if they know about this, and whether they use their way because they believe this grammar usage should have never been a thing?

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« Reply #49 on: June 08, 2014, 01:42:49 PM »

Multi: Yeah, I've been thinking about it and it doesn't make sense to me anymore. Just removed it from the WIP formula in my text file.

Critical hit, right. Thanks for posting it! I'll wait until we're a bit closer to figuring out this eStat calculation stuff before adding them, since it may help.


As for that last one, yep. This is basically what I have as far as tracking the difference (excluding mostly irrelevant registers):

During (1):
r0 = ePow-eRes (moved to r6) -> x05

During (2 - Loop):
r6 = ePow-eRes

During (3):

r0 = 0 (if ePow-eRes difference is positive), xFF9C (-99, if negative) -> positive sum of r6-r0 -> sum of (r0*r2)
r1 = 0 -> x64
r2 = 0 -> x80
r5 = #080C6B04 -> 0 (if positive), xFF80 (-127, if negative)
r6 = ePow-eRes

During (4 - Post-division)

r0 = r0/r1
r1 = x60
r2 = x64
r3 = r0-r1
r5 = 0 (if positive), xFF80 (-127, if negative)
r6 = ePow-eRes

During (5 - End):

r0 = r0+r1
r1 = x100


So basically, the value is multiplied by 128 at some point and then divided by 100 shortly after. It kind of looks like 256 is added to it at some point as well, which is when it gets back to the previous function:

r0 = ePow-eDef output damage? -> x100 (moved from r5) -> r0*r3 -> Output Damage
r1 = x100
r2 = x64
r3 = base damage (moved from r6) -> r3*r0 (before r0 = x100)
r4 = ??? (x08 or x0C so far)
r5 = x100
r6 = base damage

And then it's multiplied by 100 again after the output is multiplied by the base damage, but before it is divided/shifted at the end of the function.


Looking at the image again, it's kind of weird that they added exceptions for Doom Dragon in this part of the code rather than have an external function like with Agatio/Karst.
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« Reply #50 on: June 08, 2014, 02:07:04 PM »

Seems after you understand it a bit, the functions aren't really that confusing... Except for the reason behind making it longer than it needs to be.

By the way, Even the documentation at GameFaqs seem to have it right (At least I think they do? I only checked the Element part.):  http://www.gamefaqs.com/gba/561356-golden-sun-the-lost-age/faqs/22880

Special Physical Attacks:
    Damage = [Base Damage * Mult Mod] + Add Mod
    If Elemental, Damage = [Damage * (1 + Relative Power / 400)]

Basic Psynergy Attacks:
    Psynergy has own Base Damage
    Damage = [Psynergy Base Damage * (1 + Relative Power / 200)]


They're calling eStatDiff by Relative Power. :)

! + (100 / 400) = 5/4 = 125%
1 + (100 / 200) = 3/2 = 150%
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Did you know? In English, you are suppose to capitalize the languages. (e.g. English is a proper noun.) Subjects like math, science, history can be left lower-cased unless they are a title. (Kind of like how you can say either "my mom" or "Mom" in "I went with (X) to the store.", except that I don't think languages are ever lower-cased in English.) In Spanish, both subjects and languages are left lower-cased. (I put this here because I've noticed people make this mistake quite often. And am curious if they know about this, and whether they use their way because they believe this grammar usage should have never been a thing?

Remember kids! In getting a job, it's not about what you know, it's about WHO you know! So start making friends with the people that work where you want to work. :) (Friend of a friend and volunteering count too, so keep that in mind.)[/si
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« Reply #51 on: June 08, 2014, 03:24:13 PM »

Yeah, I noticed that Gamefaqs thing as well a couple days ago. It is pretty accurate as far as end result, but it would be cool to understand how exactly it's done in the code for future reference. It would also be less confusing to call it relative power now rather than change it in the formula later at any rate! Happy

Plus, thinking about it, their calculation for relative damage makes much more sense. The reason why I have been ignoring it is because it's done differently in the code, and the first post is pretty much reserved for formulas as they are executed in the code; makes it less confusing for those who may want to look at the code themselves in the future. Plus with the whole "lacking decimal numbers" thing, you basically have to multiply a number by a certain amount and then divide it to get a fraction.

If Cloak is not in use;
And if ailment success /= 0 (if there is one);
And if base damage > 0;
((Base Damage * Relative Power) * ability_mul * multi_mod /100) * def_mod
"ability_mul" = Ability effect multipliers (see respective multiplier effects), defaults to 1 when there is no effect
"multi_mod" = 100% for primary, 50% secondary, 30% tertiary, 10% everyone else
"def_mod" = 100% for normal, 50% for 50% damage off, 40% for 60% off, 10% for 90%

So that's basically what the full formula comes to. The "Relative Power" bit (as it shall now be called to avoid confusion) is the part that we should try confirming at some point.
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« Reply #52 on: June 08, 2014, 04:05:54 PM »

Okay...

I'm just saying that the guide is very accurate at the simplifying part.

Remember these?
Quote
if arg r1 = 0: (ePow - eRes) * 1.28 + 0x100

if arg r1 = 1: (ePow - eRes) * 1.28 / 2 + 0x100

All you have to do is divide by 256 or 0x100, and you get these: (Literally.) The formula that I made above was before I checked with the Faq.
Quote
if arg r1 = 0: (ePow - eRes) /200 + 1

if arg r1 = 1: (ePow - eRes) /200 / 2 + 1

Relative Power ... and the "what it should be" sound like two slightly different things? Um? I think.
« Last Edit: June 08, 2014, 04:10:21 PM by Teawater » Logged

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Did you know? In English, you are suppose to capitalize the languages. (e.g. English is a proper noun.) Subjects like math, science, history can be left lower-cased unless they are a title. (Kind of like how you can say either "my mom" or "Mom" in "I went with (X) to the store.", except that I don't think languages are ever lower-cased in English.) In Spanish, both subjects and languages are left lower-cased. (I put this here because I've noticed people make this mistake quite often. And am curious if they know about this, and whether they use their way because they believe this grammar usage should have never been a thing?

Remember kids! In getting a job, it's not about what you know, it's about WHO you know! So start making friends with the people that work where you want to work. :) (Friend of a friend and volunteering count too, so keep that in mind.)[/si
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« Reply #53 on: June 08, 2014, 04:18:03 PM »

That's certainly true, yeah! Like, I will add the "simplified" version(s) to the first post, but I didn't want to put them up until after we confirmed the formula as calculated in the function (one for the casual readers, and one for the coders).

I've also been pretty busy with my studies, so I haven't really been looking into this a lot lately... Sorry! Is the bottom one what I should add to the first post then?
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« Reply #54 on: June 08, 2014, 04:24:28 PM »

Yes. The code does divide by the 256 that I just posted in my previous post...  In three different functions (The parent functions to the child function you were probably looking at.).... (It's actually like hitting two birds with one stone, because it's shifting the other bits due to multiplying other numbers as well.)

Function 1 shifts 9 bits... 8 from the percent, 1 from actual dividing of attack - defense... I think
Function 2 shifts 16 bits.... 8 from the percent, and 8 from the percentArg. And same with Function 3.



If Cloak is not in use;
And if ailment success /= 0 (if there is one);
And if base damage > 0;
((Base Damage * ((Relative Power/200) + 1)) * ability_mul * multi_mod /100) * def_mod
"Relative Power" = User's Elemental Power - Target's Elemental Resist
"ability_mul" = Ability effect multipliers (see respective multiplier effects), defaults to 1 when there is no effect
"multi_mod" = 100% for primary, 50% secondary, 30% tertiary, 10% everyone else
"def_mod" = 100% for normal, 50% for 50% damage off, 40% for 60% off, 10% for 90%



Fixed! (I think?)


Formulas: (Mostly a WIP, so you can probably confrrm them, if you want.)

Added Damage: (Left out crit/multi_mod/effect_mod)
max(0, max(0, ((userAttack - targetDef) / 2) + abilityPower) * (1 + (Relative Power/400)))
max(0, max(0, ((userAttack - targetDef) / 2) + abilityPower) * (1 + ( Int(Relative Power*256/400)/256 )))
max(0, max(0, ((userAttack - targetDef) / 2) + abilityPower) * (1 + ( Int(Relative Power*0.64)/256 )))

Multiplier: (Left out crit/multi_mod/effect_mod)
max(0, max(0, (userAttack - targetDef) / 2) * (1 + (Relative Power/400))) * abilityPower / 10
max(0, max(0, (userAttack - targetDef) / 2) * (1 + ( Int(Relative Power*256/400)/256 ))) * abilityPower / 10
max(0, max(0, (userAttack - targetDef) / 2) * (1 + ( Int(Relative Power*0.64)/256 ))) * abilityPower / 10

Effect Only:
((Base Damage * (1 + (Relative Power/200))) * ability_mul * multi_mod /100) * def_mod
((Base Damage * (1 + ( Int(Relative Power*256/200)/256 ))) * ability_mul * multi_mod /100) * def_mod
((Base Damage * (1 + ( Int(Relative Power*1.28)/256 ))) * ability_mul * multi_mod /100) * def_mod

Where /200 and /400 occur, there is a rounding error, because the game rounds off to the nearest 1/256th before actually multiplying to anything.... To fix the rounding error, multiply the numerator by 256, get a decimal number, remove the decimal places, and then divide by 256 (To undo what you multiplied by earlier. Because * 256/256 is *1, which doesn't change anything.)


By the way, you left out multi_mod and effect_mod from your healing formula. (I'm going to assume the majority of the damage functions use these, so you can probably abbreviate on them.)

Quote from: Some battle related functions that go with stats - Their stat-like behavior is probably why they're in Party Mechanics
080AFF28 = get_summons_total(addr) addr is where to list the summons.
080AFF7C = get_summon_address(summon)
080AFF94 = obtain_summon(summon)
080AFFAC = get_elemental_levels(pc,pc_ram_addr,sp) pc can be 0-7 for PCs, or 8+ for enemies.; Return 0.
080B0028 = get_elemental_level(pc,element)
080B005C = get_enemy_elemental_attr(enemy)
080B0084 = update_elemental_pow_resist(pc_slot, pow_res_ram_addr) Includes base levels and djinn, not sure about item bonuses.
080B0144 = find_matching_class(pc,pc__ram_addr,item)
080B0288 = get_class_address(class)
080B0298 = Djinn set/removal calculations (grabs/updates class ID (possibly abilities too)? and links update_elemental_pow_resist)
080B02D4 = Call 080B0298.
080B02DC = toElementalHexPercent(Relative ePower, eHalfEffective) (Converts to hex percentage. (Multiply by 1.28 or 0.64 and add 256. Equivalent to (1 + Relative Power / 200) and (1 + Relative Power / 400), but those have a rounding error.) In parent function mult. with value and shift out 8 bits.) It’s like converting 100 to +50% in hex. (If eHalf, +25%) (150% and 125%)
080B0378 = Random Number Generator //Returns 16-bit (x0000-xFFFF)
080B039C = Return random number x0-x63.
080B03AC = calcAttack(attack,targetDef,power,Relative ePower) targetDef could be 100%, 50%, or 0% of value depending on effect. Used by Added Damage & Multiplier
Return max(0, max(0, ((userAttack - targetDef) / 2) + abilityPower) * (1 + (Int(Relative ePower*256/400)/256)))
080B03E0 = calcCast(abilityPower,Relative ePower,percent) (From left?) elemental pow/resist related  *Called from Summon and Effect Only formulas…
Return abilityPower * (1 + (Int(Relative ePower*256/200)/256) * hexPercent
080B0408 = calcHeal(Same as above, but it multiples arg r1 by 2 and subtracts by 200 at beginning.) (From Center?) *Called from Healing formula(s).
Return abilityPower * ((Int(ePower*256/100)/256) * hexPercent

080B0434 = get_elemental_attr(pc)
080B0460 = get_item_criticals(pc_addr)
080B04BC = unleash_check(pc) Returns ability to cast. (Unleash if chance succeeds, or attack.)
080B0514 = Base Ability Effect Success Chances?
080B06A8 = Return 1 if enemy found in table 080C6B18, else 0.
080B06C8 = Return 1 if enemy found in table 080C6B76, else 0.
080B06E8 = is_vulnerable/weakness(pc_addr, ability_effect)
080B0740 = Ability_Effect_Revives(ability_effect) //If effect revives, return 1, else 0.
080B075C = Calculate_Ailment_Success(attacker,defender,element,effect,percentMod)

I figure the three functions calcAttack, calcCast, calcHeal, are the base calculations, while the battle mechanics themselves use modifiers like multi_mod, effect_mod, and def_mod.


It appears that PP Recovery doesn't have a random value that gets added.
« Last Edit: June 09, 2014, 08:10:12 AM by Teawater » Logged

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Did you know? In English, you are suppose to capitalize the languages. (e.g. English is a proper noun.) Subjects like math, science, history can be left lower-cased unless they are a title. (Kind of like how you can say either "my mom" or "Mom" in "I went with (X) to the store.", except that I don't think languages are ever lower-cased in English.) In Spanish, both subjects and languages are left lower-cased. (I put this here because I've noticed people make this mistake quite often. And am curious if they know about this, and whether they use their way because they believe this grammar usage should have never been a thing?

Remember kids! In getting a job, it's not about what you know, it's about WHO you know! So start making friends with the people that work where you want to work. :) (Friend of a friend and volunteering count too, so keep that in mind.)[/si
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« Reply #55 on: May 07, 2017, 04:47:31 AM »

I see this is a master formula list... but it is pretty small... It also looks like most formulas use a random number... and since the RNG is like a formula, I have a question? Does it fit here as well?


GS1/GS2:
seed = seed * 1103515245 + 12345
return seed << 8 >> 16 (16-bit random number.)
The initial seed should start at 0.

GS3: (Seems to do this type of thing in various places, but I'm not certain if there are any exceptions.)
seed = seed * 69069 + 1
return seed >> 16

Another function will do this after updating seed:
return ((seed >> 16) * range) >> 16 (Random number from 0 to range-1)
Not sure if the initial seed is 0 or not.

In all cases, seed is a 32-bit number.
Both RNGs are listed here: https://en.wikipedia.org/wiki/Linear_congruential_generator


GS3 might have another function, because the one listed with range is from 02171A64... and my scanner detects it only being called FIVE times!:
02171678
021716D4
02171810
021718BC
02172FF4


Other random number calculations found (Same seed * 69069 + 1 stuff , all numbers from in battle....)
02003624 (Arm function)
020059C0
02015D80
0202D454
0210F750
02110C78
021120B0,02112108
021194C4
02119634 = Function for calculating it as it should have been....
02119A54
0211AE54
0211CD4C
...there are way too many to list... of course, most of them are appearing with-in functions and are not a function themselves. (Except for two and maybe three/etc.)
Perfect to use as an access polnt to studying GS3's data, though!
(Also, compilers are weird, so not so sure about blaming the dev for having it everywhere.... Since a simple define in c language(s) is not a function, but some sort of substitution/etc..)
« Last Edit: May 07, 2017, 11:23:25 AM by Fox » Logged

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« Reply #56 on: May 08, 2017, 12:38:29 AM »

The RNG function fits!

Also, thanks for the contributions to this topic. :P
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« Reply #57 on: September 24, 2017, 03:43:06 AM »

Okay, I threw a new one in here involving the ePower boosts you get from summons! I really need to update this thing more. :P
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« Reply #58 on: September 24, 2017, 04:27:36 AM »

Good job! But I recommend also listing the 10, 30, 60, 100, thing as well.. (And if GS1 can have summons that raise EPower for multiple elements at once or not?)


--
Also, I thought I found an error with one of the percents somewhere.... that I think I messaged you about a very long time ago... I can't remember if you ever fixed it or not, though.


---
I think I'd like to know which abilities have the Stun effect... so I can figure out why one stun generates three RNs... ; Would be funny if it was to mimic the animation or something. ; Otherwise, it could be related to a Type...? (Weapon Type, Ability Type, etc?)
« Last Edit: September 24, 2017, 04:36:22 AM by Fox » Logged

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Did you know? In English, you are suppose to capitalize the languages. (e.g. English is a proper noun.) Subjects like math, science, history can be left lower-cased unless they are a title. (Kind of like how you can say either "my mom" or "Mom" in "I went with (X) to the store.", except that I don't think languages are ever lower-cased in English.) In Spanish, both subjects and languages are left lower-cased. (I put this here because I've noticed people make this mistake quite often. And am curious if they know about this, and whether they use their way because they believe this grammar usage should have never been a thing?

Remember kids! In getting a job, it's not about what you know, it's about WHO you know! So start making friends with the people that work where you want to work. :) (Friend of a friend and volunteering count too, so keep that in mind.)[/si
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« Reply #59 on: September 25, 2017, 05:54:17 AM »

Oh yeah, that's a good point; I'll add it soon!

I think I remember you mentioning that once? I just fixed Sleep's percentage earlier so that may have been it.


As for the other Stun, I think Fire Puppet uses it (effect 85). Not sure about any others, since usually an ability will use 23.
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Yesterday at 11:10:45 PM
Fox: Yes, and there could be contests. Maybe ones where 1st/2nd/3rd place get a cash reward, but eh. Dunno.... Kind of thinking about making a topic about how people got their job, and what was their experience. (e.g. Did they use references of people already working in the job, and various other things.)
December 09, 2017, 04:24:14 AM
Majora: Import old forum posts for reference, perhaps take posts containing important info like documentation away from the old stickied forum post model and make them into their own pages on a site with an in-built search bar. Might help with SEO, too. If nothing else, perhaps whipping them into PDFs and hosting them via Scribd? The possibilities are boundless when it comes to restructuring a site
December 09, 2017, 04:20:02 AM
Majora: Just a nice idea to have even if it doesn't come to fruition. Updating, modernizing, always a good idea. Could probably do something pretty nifty using a good Wordpress theme
December 09, 2017, 04:15:45 AM
Majora: Would be kind of neat to do something like that for GSHC. Could change it up a bit to show all tweets/instagram posts/facebook posts/golden sun subreddit posts all in one sidebar. It would be cool in that it gives the site it's on (and the topic in general) appear more lively and active, which is a plus
December 09, 2017, 04:14:19 AM
Majora: That does sound interesting. One cool thing I've seen some sites use is a sort of unique take on a sidebar option that acts like a social media integration (like, "See GSHC's latest Tweets"). It displays activity from a variety of related sites, such as Reddit, Twitter, Instagram, etc.
December 09, 2017, 12:58:53 AM
Fox: And the way it'd work via code is not that all users would instantly get nicknames the minute you register... but rather, the moment you view a name if it doesn't have a nickname, it gets one. (My Thoughts.)
December 09, 2017, 12:53:55 AM
Fox: (I was thinking that it would be "Name (Nickname)" ... The nickname is what you first known the user as, and you can change that yourself... and the Name is what the user wants to be called... Something like that.
December 09, 2017, 12:47:56 AM
Fox: So like... for starters, one idea I had was to make it so anyone can name anyone... much like how it works on Skype, and you (the namer) would be the only one to see it, and such...
December 09, 2017, 12:45:02 AM
Fox: Would need to be carefully thought out and tested, though.
December 09, 2017, 12:43:02 AM
Fox: I'm thinking I could make it so that name changes can happen whenever... (Without any limit)... Since I believe there's a way to do it with minimum confusion. (I think.) Hmm....
December 09, 2017, 12:31:36 AM
Fox: (I mean an offline version... at least initially.)
December 09, 2017, 12:25:01 AM
Fox: Now that I have thought about it a bit more, would I be right to assume that GSHC would be one of the most interesting websites to administrate, or no? It's sad to see not much going on with it. == I almost want to make a concept website at some point. :D Anyway, how is everyone doing today?
December 06, 2017, 12:12:59 AM
Fox: Like... Start using Github or something... Do like how many of those other projects such as Citra (WIP 3DS Emulator) does. Etc.
December 06, 2017, 12:08:12 AM
Fox: No idea. I just wish OpenGoldenSun would release it as unfinished, but oh well.
December 05, 2017, 06:52:09 AM
MaxiPower: Bummed out that the open golden sun project is dead it seems with no actitivy in close to a year at this point. Is there any hope left in any other projects?
November 27, 2017, 10:25:28 AM
Fox: (When I say research, mainly refering to the data in the game, though checking websites can count to a degree.)
November 27, 2017, 09:52:27 AM
Fox: Maybe. But Dark Dawn is meh, hahah... I still research it, though, because data can be interesting.
November 27, 2017, 05:28:36 AM
Portakin: I'm here! This game is underrated!
November 25, 2017, 08:03:23 PM
Fox: .... and the email listed in that post makes me think we should just make a new rules topic with most of the same information. (So the old ones can be sort o archived.)
November 25, 2017, 07:59:47 PM
Fox: "and in addition to the bot being banned, I will remove the advertisement and lock the thread."  ... From what I've seen in the last couple years, this should be changed to "delete the thread."

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