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Baransu
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« Reply #40 on: 19, April, 2017, 02:22:59 PM »

I haven't quite figured out Camelot's approach to things as yet but there's definitely some sort of general pattern that they tend to take when balancing out spells. For example the 3rd stage spells in the Growth/Blast/Douse/Slash lines all cap out at around 110-120 power and have roughly the same PP costs and the same goes for Plasma, Cool and Beam all capping out at around 170-180 power on their last spells. Spell levels also seem to be fairly consistent between the classes too since you can basically expect every class with the Volcano line to learn it at around levels 8, 22 and 48 respectively.

There's definitely going to be case by case thing since stuff like Ply would be learnt earlier in say the Water Seer line compared to the Swordsman line. But I definitely think that keeping spells around the same general range within their respective tiers and spreading them out accordingly would help sort out the problem a bit. For example one mage would have Prism and another could have Cool which are both T3 spell lines, and while they'd both hover around the same basic power values for the first two tiers, the one with Prism would win out at the end since Cool trades its power for range at the last step.

I definitely do agree with you about the enemy group size being a problem since GS doesn't really take advantage of the enemy size cap outside of cases where the boss or whoever could call for reinforcements which is probably why increasing it is probably a good idea.
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leaf
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« Reply #41 on: 19, April, 2017, 04:04:44 PM »

Remember the sprite limit exists. You can only have up to 6 small enemies on screen at once, and medium enemies count as two small enemies. This isn't a game balance limit, but rather a hardware limit.
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Spoiler for quotes:
[9:00:50 PM] Randel Peltier: Ok...what did I do last night?
[9:01:19 PM] Kain: Something boring, repetitive, and lasted for about sixty seconds.
---
[10:45:08 AM] Salanewt: But yeah, the elemental phalluses are being... Stroked up by Saturos and co., and the energy will go towards... Mt. Muffin, where the Golden Climax will arise.
[7:28:42 PM] Salanewt: An added bonus is that Isaac and co. were trying to stop Saturos and co. because their beliefs state that Mt. Muffin should remain a virgin.
---
[9:54:21 PM] Randel Peltier: Guess the number in my head an you get to pick what I say. Number between 1-10
[9:54:28 PM] leaf: 11
[9:54:36 PM] Randel Peltier: @#$%!
---
[8:38:13 PM] Randel Peltier: Shes like this queen up on a pedastal that I have yet to court.
[8:38:29 PM] Kain: You've tried courting her.
[8:38:43 PM] leaf: and failed spectacularly
[8:38:44 PM] Randel Peltier: Ive tried...shes the best dating game ever.
---
[12:24:35 AM] Salanewt: I need to find a picture of a naked person to put on the Christmas tree next year.
---
[2:19:06 PM] Zeadra: wait... Rief's a guy???
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[1:09:57 PM] Zeadra: well if you want to know if its a new effect or something weird, just check GS1, if side step is there maby it is the nimble dodge thing
[1:10:35 PM] Kioll: For once, you've contributed something useful.  o.O
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Salanewt
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« Reply #42 on: 19, April, 2017, 06:10:36 PM »

I like your strategy!

Also, pretty much what leaf said. From what we understand we have the following limits:
6 small
3 medium (1 medium = 2 small as seen in the Star Magician fight)
1 large/double with 1 small (at least based on a battle I tried to make with a Kraken and two Cuttle enemies).

It might be possible to have four medium enemies if they are encountered before you have a full party, although I am not sure if anyone has tested that before.


This is something I want to look into someday so we have a better understanding of it, but for now I have other goals that are more important so... yeah. :P
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Baransu
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« Reply #43 on: 21, April, 2017, 01:52:30 AM »

I wasn't really intending on reaching the hardware caps on the enemy groups although it is good to know what they are. My plan was to basically increase the variance in enemies that show up in random encounters so players would get a chance to properly take advantage of the higher range spells.

On that note after taking a look at the spell damage range in vanilla, it seems like there's a spell damage variance of about 5-10 in the lower tiers and 10-20 in the higher ones. The middle tier is kind of all over the place since the upgrades don't really follow a regular pattern so certain spell series get a huge power jump (most notably Whirlwind).

It would probably be fairer to group them up like this for the first step
Quake, Flare, etc: 20-25
Froth, Spire, etc: 30-35
Gaia, Volcano, etc: 40-45
Fume, etc: 50

I haven't quite figured out the pattern yet when it comes to going from stuff like say Quake to Earthquake or Earthquake to Quake Sphere but it shouldn't be too hard providing that I stick to the pattern that Camelot seems to use.
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« Reply #44 on: 25, April, 2017, 11:32:42 PM »

Okay, my last exam is done so...

Just to make sure, the main bug is related to text right? Did you use two different buff effects between the first two pictures? Do any of them work correctly or did I mess all four of them up?

Edit: I can double check the duration code after I fix the text issue.


Edit 2: So I just tested effects 39 and 41; 39 (debuff) seems to work fine while 41 (the buff) shows it as a negative value. I don't think it should take too long for me to fix it.

Edit 3: Though, I'm also not seeing what the issue is in the code which is weird. It might be an issue with how I have the instructions maybe? I'll let you know later.


Edit 4: Looks like bad calculations, so I'll fix the remaining two effects and update the patch.
« Last Edit: 26, April, 2017, 02:16:20 AM by Lord Squirtle » Logged

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Salanewt
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« Reply #45 on: 30, April, 2017, 05:25:49 AM »

So, an update: I completely forgot that the version of VBA I use has an error and actually swaps the labels for two instructions, so my code was showing the right calculation but it was actually messing up. That has been fixed, so now I'm just going to double check the recovery stuff and update the patch. Shouldn't take too long if all goes well!

Edit: I just tested and it seemed to end after a few turns sometimes, so it's not really out of the ordinary but I can look around a bit longer just to be sure.

Edit 2: As far as I can tell, nothing is wrong with the code that defines ailment recovery rates. The Intellect debuffs should have a base 30% chance to recover on any round, just like the Attack debuffs. I guess it's time to update the patch so the text bugs are no longer present! I also attached it to this post so you don't have to hunt it down in the downloads section. :p

* Intellect Stat.ips (13.21 KB - downloaded 237 times.)
« Last Edit: 30, April, 2017, 06:10:07 AM by Lord Squirtle » Logged

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Baransu
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« Reply #46 on: 30, April, 2017, 07:33:11 AM »

Thanks a lot for the help, although the problem seems to have appeared again with effect 40.


* gs2hack_10.png (31.05 KB, 240x160 - viewed 478 times.)
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« Reply #47 on: 30, April, 2017, 12:43:13 PM »

The instruction at 08121596 should probably be sub r1, r1, r3. (Is only messed up for effect 40?)

The error was: sub r1, r3, r1 (That would be fine with buffs... and it seems the effect 39 debuff has it already corrected to sub r1,r1, r3.)
difference = current - previous (Where current is smaller than previous in the event of debuffs. ... Imagine: 2-3 = Oh wait, it is always negative.... :D)


Thought:  It almost feels like there could have been a universal buff/debuff calculation formula to simplify things a bit. (Probably also helps with bug testing in the long run as well?)
« Last Edit: 30, April, 2017, 01:00:52 PM by Fox » Logged

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Refer to Yoshi's Lighthouse for any M&L hacking needs...

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Maybe it is over-analyzing, but it doesn't mean the information is useless.


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Salanewt
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« Reply #48 on: 30, April, 2017, 02:41:43 PM »

Oops, I forgot about that error; fixed!

* Intellect Stat.ips (13.21 KB - downloaded 224 times.)
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Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
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31, August, 2020, 08:40:32 AM
Daddy Poi's Oily Gorillas: Being able to convert IPS files to text files to also supporting commenting, and convert back to IPS after changes.... sounds like a fun strategy? 
27, August, 2020, 10:37:30 PM
Salanewt: Hey, thanks! 
25, August, 2020, 12:59:22 AM
Foreclosure: Yo! Looking forward for this AI OVerhaul patch when it's finished :) :) 
19, August, 2020, 07:00:17 PM
Salanewt: That's awesome! I'm pretty good; been working on an AI Overhaul project and have made some nice progress in the past couple weeks; the goal for tonight is to add Deadbeard to GS2 and then I can move onto something new.
19, August, 2020, 01:14:56 PM
Awec: Ye not bad, just checked back in for updates on GS Reloaded really. Although now I'm looking back through some of my old forum posts, which is fun :D how are you?
19, August, 2020, 01:43:07 AM
Salanewt: It sure is! How have you been?
16, August, 2020, 09:40:57 AM
Awec: Yo nice to see this forum is still going
14, August, 2020, 09:06:44 PM
Salanewt: Hey! How goes it?
01, August, 2020, 01:31:53 PM
KyleRunner: Hello, people!
08, July, 2020, 08:57:11 PM
Salanewt: That awkward feeling when almost a quarter of a year goes by without anyone posting a message in this chatbox.
27, April, 2020, 07:54:10 PM
Daddy Poi's Oily Gorillas: I'm having a thought. So I know Atrius's editor is slow at saving sprites.... So I've been thinking.   I am considering another console program.  This time, for importing and exporting sprites/animations. Image files (for sprites), binary files (for animation data), and maybe binary or text files for Settings. Would certainly be cool if it works out. - Console programs are fun, when you can (at least temporarily) cheat out making a full interface editor for them. =P
25, April, 2020, 10:42:07 PM
Daddy Poi's Oily Gorillas: Tried to list those in order of importance, but anyway....
25, April, 2020, 10:37:59 PM
Daddy Poi's Oily Gorillas: GSHC, GS Speedrunning, /r/Golden Sun, GS United Nations, ToK.  Sixth one is border-line I'm not sure.
25, April, 2020, 08:00:21 PM
Daddy Poi's Oily Gorillas: (low as in <100)
25, April, 2020, 08:00:04 PM
Daddy Poi's Oily Gorillas: So while there are quite a few GS Communities out there. There are only up to maybe ~6 Discords worth even the consideration of joining, I think. Most of the rest of them have a fairly low member count. (Of which I can tell?)
14, April, 2020, 10:49:35 AM
Daddy Poi's Oily Gorillas: The Essential Age could be what it stands for?
13, April, 2020, 05:23:32 PM
Misery: Tea editor... that's a cute name for it
01, April, 2020, 02:42:48 AM
JupiterDjinn: Also my browser is sending two o f my messages srry.
01, April, 2020, 02:42:06 AM
JupiterDjinn: Just got the reply. Ok my question is: how can I get the tea editor on Android, because I already have an emulator. But no computer.
31, March, 2020, 07:18:29 PM
Salanewt: Sure thing!
31, March, 2020, 03:38:27 PM
JupiterDjinn: Can I have a question answered?
28, March, 2020, 12:50:13 AM
Salanewt: I want to shrink it down in size later, but yup!
26, March, 2020, 03:24:45 PM
Daddy Poi's Oily Gorillas: The news box is back? :D
19, March, 2020, 05:59:16 PM
Salanewt: Nice work hiding the searchbots Atrius!
19, March, 2020, 04:23:34 PM
Salanewt: I was wondering when I said that stuff! May need to work it out with Kain.
19, March, 2020, 07:03:05 AM
Daddy Poi's Oily Gorillas: (The simplest being to not accept char IDs pass 255, I think.)
19, March, 2020, 05:33:15 AM
Daddy Poi's Oily Gorillas: Heheh.... I'm just testing. You pretty much gave it away. Hahah. It seems to look fairly convincing, but I'm sure there's an easy solution to preventing it.
19, March, 2020, 05:28:50 AM
Atrius: Whelp, there it goes... Just what I didn't want.  Have fun with that I guess...   
19, March, 2020, 05:20:25 AM
Daddy Poi's Oily Gorillas: So like. Replace the "e" with another "e"? Alright. Gotcha.
19, March, 2020, 05:04:41 AM
Daddy Poi's Oily Gorillas: Good work.

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