Development Discussion
#41
04 October 2013 - 08:53 AM
Each dragon form might have a basic set of attribute modifiers attached to it, that is used as a base for total gene calculation.
At least that's the way i'd program it.
If this is correct, then there is a specific data entry for whelp, a specific data entry for dragon, a specific data entry for warrior etc. Gene combinations point at an entry to use and tell how to modify it further.
While it is unlikely that you'll ever be able to manipulate the way genes interact with dragon forms, if you just manage to find the base stats of the forms, you will gain a lot of control over the gene system.
#42
04 October 2013 - 10:00 AM
maxi, on 04 October 2013 - 08:53 AM, said:
Each dragon form might have a basic set of attribute modifiers attached to it, that is used as a base for total gene calculation.
At least that's the way i'd program it.
If this is correct, then there is a specific data entry for whelp, a specific data entry for dragon, a specific data entry for warrior etc. Gene combinations point at an entry to use and tell how to modify it further.
While it is unlikely that you'll ever be able to manipulate the way genes interact with dragon forms, if you just manage to find the base stats of the forms, you will gain a lot of control over the gene system.
Yeah but that's the thing. If I look for the attributes, the question must then be asked: how does the game calculate it? Does it read the value of C8 for 200%, or does it read it as a multiplier such as 02 for 200%? And that's excluding Infinity; does it read 12C or 03 for 300%?
What I've been doing is looking for the ability IDs associated with them. I did manage to find the IDs for Flame Breath, Flame Claw, and Inferno (Flame + Eldritch = Whelp) next to each other, but I really don't think that was the Dragon Gene data, just three hex values that happened to be right next to each other in that particular order.
Edit: The game reading 02 for 200% is highly unlikely, because you have some 150% and 250% multipliers in there as well, but my dilemma remains.
This post has been edited by Advent: 04 October 2013 - 10:02 AM
#43
05 October 2013 - 09:56 AM
Advent, on 04 October 2013 - 10:00 AM, said:
What I've been doing is looking for the ability IDs associated with them. I did manage to find the IDs for Flame Breath, Flame Claw, and Inferno (Flame + Eldritch = Whelp) next to each other, but I really don't think that was the Dragon Gene data, just three hex values that happened to be right next to each other in that particular order.
Edit: The game reading 02 for 200% is highly unlikely, because you have some 150% and 250% multipliers in there as well, but my dilemma remains.
These kinds of dilemmas are only solved by experimentation. You formulate a hypothesis ("the game takes c8 for 200%") and then test it by changing those c8s you feel relevant to something else.
Takes a hell lot of time to test all the possible variations, though . And the answer you need is not guaranteed either.
Reverse engineering can be a very demotivating job :/
#44
06 October 2013 - 09:20 AM
Leave enemies and bosses alone then, saves you a lot of time.
#45
06 October 2013 - 09:26 AM
retrogamer, on 06 October 2013 - 09:20 AM, said:
Pass on that, as not only is it more difficult from a balancing standpoint (it's like me working in reverse instead of drive), but it goes against my design philosophy. I hate nerfing stuff if I don't have to. That being said, what I plan to do to enemies and bosses has far more advantages to it than straight nerfing.
Even as a beginner, there's a lot of venues open to me with what I know about the game's code thus far.
#46
06 October 2013 - 09:56 AM
#50
06 October 2013 - 11:14 AM
#52
06 October 2013 - 11:32 AM
Advent, on 06 October 2013 - 10:00 AM, said:
I'm expecting a "BoF3 Dragon Trial: Break Anima Zero's Sanity" version as well there chief .
That being said, feel free to give me a holler if you need help with playtesting anything.
#56
06 October 2013 - 05:47 PM
That was my biggest problem with this game.