11 March 2016 - Forum Rules
Started by hmsong, October 22, 2021, 09:05:40 PM
Quote from: praetarius5018 on December 26, 2021, 03:17:55 PMif I include that then in the damage formula, so doesn't matter where the spell comes from.the aggro depletion is mostly interesting for bosses.and the combo would happen anyway with regular randomness.just not an aggro reaction with itself (unless you throw a lot of quick low luck hits while the game has its usual lag issues)
Quote from: soul_knight on December 27, 2021, 09:51:08 PMso I'm guessing you can read Japanese and stuff.
Quote from: praetarius5018 on December 28, 2021, 02:32:32 AMI wish...there's nothing complicated about SD3 - items have their icons, spells shouldn't be used, dialog options are always in the same place. And if something comes up during making a TAS - rewind, temporarely translate the ROM, then you know what's up and then undo that.
Quote from: soul_knight on December 28, 2021, 07:51:12 AMOh. In that case, why intentionally use the J version, instead of the fan translated version, or Trials of Mana? Or does TAS not work with anything other than J version?
Quote from: praetarius5018 on December 28, 2021, 01:46:10 PMAt that time there was no official translation and just random hacks aren't allowed if you want to TAS the original game.
Quote from: soul_knight on December 28, 2021, 05:32:44 PMThe video is from a week ago:https://www.youtube.com/watch?v=r70RLve6mCUI'm guessing the guy who's in charge of the channel is using your video without your permission.
Quote from: praetarius5018 on December 28, 2021, 05:58:07 PMnah, is ok.also: "originally published on 2011-12-22", typical youtube stuff
Quote from: nosynose on December 29, 2021, 09:43:43 PMHi all.Opponent's counter is definitely problematic in SD3. However, I know nothing about SD3 hacking and romhacking in general. So I'll just throw my random, probably silly suggestions:-Maybe LUCK could be used to lower the opponent's counter chance? The higher the character's LUCK, the lower the opponent's eventual chance to counter?-But random counter seems problematic too from what I've read here. So maybe throw another dice roll? A chance to have a chance of counter?
Quote from: MD_Prometh on December 30, 2021, 07:59:38 AMHas anyone attempted a hack that fixes the text font?
Quote from: hmsong on December 30, 2021, 05:50:17 PMIf I knew how to mess with the fonts, I would fix the text errors first (spelling, names, etc). If you know how to do any of that, I'd appreciate some help.
Quote from: MD_Prometh on December 30, 2021, 07:41:51 PMThe official translation has text errors? Had no idea
Quote from: hmsong on December 30, 2021, 06:26:44 AMYou probably haven't been following this thread for a while. Praetarius5018 incorporated Luck stats into the counter for a while now. But due to flaws here and there about the counters, he's working on something new with counters that will hopefully satisfy many more people. Numerous people here (including myself) have been pitching ideas about that.
Quote from: nosynose on December 31, 2021, 09:58:15 PMI did follow this thread, though I don't understand the technical details. Praetarius5018 stated that even 1% counter chance still likely result on 3 counters in a row. My conclusion from it is that the RNG is kinda broken/faulty. If that RNG is unfixable, then another dice roll may help to effectively reduce the percentage below %1 chance, to compensate for the RNG deficiency.
Quote from: nosynose on December 31, 2021, 09:58:15 PMWhen the bad RNG is taken care of, LUCK and counter interaction could now be simplified. Say counter will default to 25% chance (with proper RNG). Then one point of LUCK equals -1 % counter chance, so 20 points of LUCK equals -20 % counter chance, ie. 5% counter chance, which seems reasonable.Just my 2 cents.
Quote from: praetarius5018 on January 01, 2022, 04:40:18 AMThat's why I'm thinking about making it an "aggro meter" instead; that way you get at worst the regular cast + 1 counter.But atm I'm not sure which values/formula I should use for that; if it is too low, regular enemies will never get that counter.
Quote from: nosynose on January 01, 2022, 07:33:51 AMOkay then, an idea on top of the aggro meter. Don't set it too low for the sake of regular enemies, but LUCK is now a direct percentage that the character's hits will reduce the opponent's running aggro meter by 1 point or a couple points (or even reset it), which in effect delays the counter execution. So 10 points of LUCK means 10% chance for the hits to lower the aggro meter.
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