Think0028

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About Think0028

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    BNW
  1. Dead on the money.
  2. Updated with a different math and resistance interaction at BTB's request. Basically, most of the time resist + not being weak = resist.
  3. Updated with a fix for petrification crashing the game.
  4. It's not impossible, but the more complex the logic the harder it'll be to implement. This is by far the easiest way to handle multiple elements that isn't picking most-resistant, since it only uses addition/subtraction/dividing by 2. The instant we start dividing by other numbers, things get messy.
  5. Y'all arguing about how exactly the code works without... actually looking at the code. If you did, you would see that I cheated and I don't divide in the case that it's negative, and instead always treat it as a weakness if it's negative. I was very precise in my wording when I explained the algorithm as half rounded down. (Fuck Microsoft's implementation of down as to-zero). The term y'all are thinking of is round-to-zero. As for splitting it in pieces, I intentionally didn't implement it that way so that 1) I didn't have to make calls out to the expensive division function 2) I didn't add new layers of weakness/resistance to the game.
  6. It's weird, because on one hand it makes Merton worse in the battle it's really good in (unfreezing people against whichever goddess that was again) but it makes it way more usable in regular-ass randoms. I did it mostly because BTB asked me to, and as a proof of concept alternate resistance systems are possible without too much overhaul.
  7. Pretty much, yep.
  8. https://drive.google.com/file/d/1uTrUOsoFmSDj6OEUV4SbCEUFPw1N5SRE/view?usp=sharing Here's a new beta patch. All I've verified right now is that it doesn't crash immediately, so heads up. The goal of this patch is to shuffle around how resistances are calculated with attacks with multiple elements. Basically what it does is look at each element and do a rolling sum: 1) If it's absorbed, the attack is absorbed and the rest skipped. 2) If it's nulled, add 3 to the resist count. 3) If it's resisted, add 2 to the resist count. 4) If it's one they're weak against, subtract 2 from the resist count. Then, if 2 or more elements were used in the attack, the resist count is cut in half, rounded down. Then: 1) If the count is negative, take double damage. 2) If the count is 3 or greater, take no damage. 3) If the count is 1 or 2, take half damage. For some concrete examples: Fire+wind attack (Merton): Null fire, neutral wind : resist Null fire, weak wind : resist Absorb fire: absorb Resist fire resist wind: resist Resist fire neutral wind: resist Null fire resist wind: resist Code:
  9. https://drive.google.com/file/d/0B1p7kkoK6jG-TXFtWXFVVzNlVTQ/view?usp=drivesdk nonheadered
  10. That's weird. Hopefully I don't have to reverify that RNG patch.
  11. What emulator are you using?
  12. I've never had a problem with Gau being overpowered with Learnable Rages in the IMTRF. He was rocking Fighter the whole time anyways (aha). Defender and Onion Knight weren't that useful against the bosses, all told. Maybe Defender on Number (whatever, the mage one) is better than what he could have, but Tek Armor worked perfectly fine for me on that fight anyways.
  13. The code doesn't affect Gau's rejoin code for when he's out of the party - just modifies what happens when you Leap him. Shouldn't break the Gau rejoin at all. And it uses the same byte I checked back in my Learnable Rage patch that checks if a formation can appear on the Veldt, which is set for regular encounters so that it knows to enable the formation on the Veldt.
  14. They're the only reliable way to get to 50 if that's something you want to do. (It isn't something you want to do.)
  15. Another patch from the old forum - I got mad that Terra and Celes didn't have pants. Here are alternate sprites that have pants. Two versions of each - one my own, one with extra modifications from Bauglir. https://drive.google.com/drive/folders/0B1p7kkoK6jG-eHVqSWpMbk40YjQ?usp=sharing