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Plumber's Parasitic Plant Problem (Jul-16-2016: A Sad Update!)

Yeah, I couldn't really think of much for the Therapy Replacement. Heal Star is ok.

A New way to mess with Equipments? I can think of a Risk Vs. Reward thing.

3 Equipments, one for each slot(Weapon, Armor, Accessory) that can Equip on to anyone. Alone they do nothing, but if all 3 are Equipped, Huge Stat changes happen to whole party. Also All 3 Equip-able Items don't have to be all on one character. That way you can Equip 1 per character and still get the Effects.

Effects are:

Speed x2
Attack and Special Attack x2
Defense and Special Defense x.25 (Losing 3/4 of Defense Stats)
All Healing of any kind only heals for 1/4 of Max HP regardless of Timing.
All Spells Cost 3 MP More(Can be a lot more annoying then you think)

For a somewhat Simpler one:

An Accessory that doubles Item Effects in Battle. (Your Items that Increase MAX Stats can work with this too so that if you put in more work and Use said Item in Battle, the Accessory will double that effect as well.)

I'm glad to help out with ideas for this Hack. #tb{:D}
Originally posted by VyseOfLegends9001
Yeah, I couldn't really think of much for the Therapy Replacement. Heal Star is ok.

A New way to mess with Equipments? I can think of a Risk Vs. Reward thing.

3 Equipments, one for each slot(Weapon, Armor, Accessory) that can Equip on to anyone. Alone they do nothing, but if all 3 are Equipped, Huge Stat changes happen to whole party. Also All 3 Equip-able Items don't have to be all on one character. That way you can Equip 1 per character and still get the Effects.

Effects are:

Speed x2
Attack and Special Attack x2
Defense and Special Defense x.25 (Losing 3/4 of Defense Stats)
All Healing of any kind only heals for 1/4 of Max HP regardless of Timing.
All Spells Cost 3 MP More(Can be a lot more annoying then you think)

For a somewhat Simpler one:

An Accessory that doubles Item Effects in Battle. (Your Items that Increase MAX Stats can work with this too so that if you put in more work and Use said Item in Battle, the Accessory will double that effect as well.)

I'm glad to help out with ideas for this Hack. #tb{:D}

Ah, I like your ideas, thank you, I really appreciate it. I'm trying to think of how to implement them. Unfortunately I need to shoot down some parts.

I can't do a party-wide buff, only single party member buffs. I can make an armor set, but the closest thing I can do with it is when they're all equipped, causes new animations or buffs for the user, but only when an animation script is called... It's very limited. I could refresh the bonuses after every attack... Weird but it might work.

Only routines I haven't found yet:
- How to use Once Again flower bonus I found it!
- How to target the whole party (currently can only target the last one in formation. What gives?)
- How to target monsters (can only target specific monsters in formation)
- How to increase damage artificially

Currently, I can (all via animation script):
- Modify base stats permanently (which unfortunately is not counted until after battle)
- Cause a member to learn/unlearn any spells in battle
- Inflict a status [ailment, flower buff] to the member using the script
- Use memory to keep track of how many times something is used
- Check which party member is using the script
- Finally, check a specific equipped weapon, armor, and/or accessory on the user

I found a value to temporarily increase speed in battle! Giangurgolo documented it too, so he is the one who truly discovered it. Thanks for him we can have a weird item not seen in the original game!!

After much brainstorming, I've got a few ideas I'd like to see implemented:
- Accessory: "Brick Block" - Automatically blocks after wearer's physical attack
- Accessory: Adds chance to win a "Freebie!" item.
- Item: "Hyper Jewel". Upon use, the user's speed stat is permanently increased (since there is no way to level this stat up)
- Item: Temporarily increases speed by 100 (base speed will be 100, so double that)
- Item/Spell: "Hyper Orb". Upon use in battle, causes a party member to learn "Flower Power", which causes invincibility for self for one turn + mortality protection on self permanently (until they fall).

EDIT: Since I found the Once Again offset I came up with a couple more:
- Accessory: "Double Dip". After an item is used, get another turn.
- Item: "Dual-Cast". This can either be an accessory or item. If an accessory, equipping it causes the player to automatically go again after a spell is used. If an item, causes the user of the item to permanently learn "Dual-Cast" so they may permanently cast two spells.
Still need to test if this actually works, but I'll see tomorrow. Well it works. I'm happy.
If there was a new status ailment, what would it be?
Peace!Layout by Erik557 & LDA.
Thank you!








How about a "burning" or "paralyzed" status ailment? Or maybe a "random" status ailment that randomizes stats for each turn?
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Maybe a charm status effect where the affected target will attack the opposite of normally is targeted
Holy moly... I accidentally found an unused status ailment! Apparently there was a "Rage", "Charm" or "Confuse" ailment already in the game, it was just unused. I was trying to reprogram that the ailment to reduce accuracy (a Blind status ailment) but this is way better!!

I'll put up a video in a second, this is just too awesome to keep in.
Peace!Layout by Erik557 & LDA.
Thank you!








The Undead/Zombie Status. It comes with 2 effects.

#1 Like Poison where you take a certain amount of Damage
every time it's your turn.
#2 HP restoring will hurt you instead. Peach's Healing can still
remove the status Effect, but you'll still be Damaged by the
HP restoring effect when you do.

The Waste Status. Can only use an Item.

To make this possible, you would need to have a Infinite use Item.
That why you don't get in a lock-up moment like only revive items or no items at all.

Also Make the Infinite Item an Item that does Damage Equal to Level x2 to Everyone(Enemies and Allies). That way you're forced to ether waste a good item, or have everyone take damage including yourself.
The video is still processing, but you can check out the link here:
https://www.youtube.com/watch?v=MkW2uLtk82Y&feature=youtu.be


EDIT: On topic, thanks for the ideas you guys! My plan was to make a new status ailment with the new found know-how. This is quite fun! Gonna see if I can make Fear reduce accuracy as well!

And I'll see to that Waste powerup. Maybe I can change Scarecrow into it.
Peace!Layout by Erik557 & LDA.
Thank you!








This is actually a pretty neat discover and that looks like a confuse status ailment.
Ohh, this method of checking and writing to a character's attributes will make for some interesting items, moves and equips! I'm so excited about them I have to share some ideas I have. If you don't want to be spoiled, don't look at the spoiler!

(You've been warned!)

Now that stat values can be checked, I can make the following items:

- An equip that heals the character every attack

- An equip that enables extra damage if timed again, a "2-timing weapon"

- An equip that "steals" coins every attack

- An equip that recovers FP points every attack

- An equip that restores status every attack

- An equip that casts "Once Again!" flower bonus, causing the character to go again

- An item that reduces FP to 0 for one spell cast

- A spell that, when cast, causes the character to be able to go again.
This would stack with the equip item (Just imagine: Going three turns before the monster or your next partner!)

- An item that increases speed, changing turn order permanently

- An item that teaches a character a new spell (Just imagine: Being able to choose which partner gets a healing spell! Want a revive spell on Mario? You got it!)


On top of the new discovery of Confuse I'm going to revise some of the spells for some characters. SMRPG didn't realize its full potential for the battle portion of the game, and I intend to change that!
Peace!Layout by Erik557 & LDA.
Thank you!








I love the idea of the confuse status and if you plan to do the once again idea maybe make some of the monsters able to attack 2+ times as well.
Originally posted by Rashama Izouki
I love the idea of the confuse status and if you plan to do the once again idea maybe make some of the monsters able to attack 2+ times as well.

That's a good idea. However it turns out that the confuse ailment doesn't work on monsters. They for some reason miss 100% of the time. Not sure why that is, but it's a not real bummer. Battle scripts can do the same thing but better.

I found out how to change the pointers for the dummied ally spells, so that means I can use 5 additional spells on top of the standard 27!

EDIT: So it turns out all the dummy spells have 1.5 damage multipliers.
Peace!Layout by Erik557 & LDA.
Thank you!








the confuse can still be like mushroom or scarecrow they was never used on monsters at all and for spells i know some of the monster dummy spells was never used at all one of them was a animation like blast so they may have intended to make a stronger blast magic attack
This looks like one the most creative and well done SMRPG hacks I've seen in a long time. Really liking all the changes you have made to the game such as changing Peach's appearance and adding in new characters and enemies. Going to be keeping an eye on this thread from here on out. :3
Thanks for your support! Yes, I am actively working to make this game as solid as I can get it!

Just a quick update: After some help from justin3009 (the one who was working on implementing the 6th PC), I managed to get 7 spells on the overworld Special menu special abilities list without any problem! All characters will get a minimum of 5 spells (three get 6) + one of five extra learnable spells through a special item, which will be acquirable later in the game. With this item, the player can choose which character learns the spell. For example, if I used this item on Toad, I could teach him the new spell permanently and the item would be used. After use, you would be given another item to remove the spell, in case you want it to return to your inventory for another character to learn it.

The 5 spells will be based on each of the five party member's attributes, but it is not limited to be used on them solely. They'll be meant to compliment the rest of their toolkit, but you'll be able to mix and match what you find most desirable, for the best results in battle!

All spells are planned out, just gotta implement them. #tb{:j}
Peace!Layout by Erik557 & LDA.
Thank you!








The Mix and Match Spells thing sounds Great. #tb{:D}

How's the Status Effects coming aloud?
If there's anything else you need help with ASM wise, I can try to do what I can in-between my projects to help you out! #tb{:j}
Originally posted by VyseOfLegends9001
The Mix and Match Spells thing sounds Great. #tb{:D}

How's the Status Effects coming aloud?

It's not gone anywhere... I don't know how to check whose status I'm checking (like if I'm checking the monster or the character attacking the monster). So until I figure that out, it's forever on hold!

Originally posted by justin3009
If there's anything else you need help with ASM wise, I can try to do what I can in-between my projects to help you out! #tb{:j}

Thank you so much! I appreciate your help, really. Thank you again for your help last time. I do want some help.

I have three ASM hacks in mind that I want to try to tackle. Numbers 1 and 2 I might be able to do by myself, but the third I have absolutely no idea how to do. I tried it, but failed.

#1: Add "+50%" to the status menu next to stats that are afflicted with the status enhancement bonuses.

#2: With the discovery of the use of the unused character byte, I can check flags for specific characters in battle, for permanent and temporary bonuses in battle!
My plan is to display little icons in their status bar, for each bonus they have. I think I'll give Toadstool the ability to use any item twice, permanently. This'll give her a sharper edge and more distinction from another character's abilities I have not revealed yet.

EDIT: Success!


= Get Once Again! using physical attacks
= Get Once Again! using spells
= Get Once Again! using items

Those aren't all the buffs...

#3: The third idea is I want to scrap the monster's static Evade/Magic Evade percentages, and implement a new calculation system. Keep in mind I have no idea how to do this (haha) but I want to implement it eventually, it's a system that calculates a character's speed vs the enemy's speed, to calculate the accuracy chance a character has to hit the opponent. This'll make speed VERY important.
What I want to do is subtract the attacking character's speed with the enemy's speed, then with the remaining difference, if any, will be the chance to miss the opposing enemy.
For example, if Mario, who has 100 speed, attempts to attack a Parakoopa, who has 110 speed, the game would have to subtract Mario's speed with Parakoopa's speed, or 110 - 100 = 10, or 10% miss chance.
Likewise, if Mario attempts to attack a Piranha Plant who has 5 speed, the game would have to calculate 5 - 100 = -95, or 0% miss chance.

The problem with this is I have no idea how to let the game understand whose stats I'm checking.

Currently working on #2, to see if I can get those little icons to display.
Peace!Layout by Erik557 & LDA.
Thank you!








In battle, there's ALWAYS a routine that checks for specific things. The enemies and the PCs are in separate RAM areas with different stats and what not, probably far less bytes as well.

What you'll 'probably' end up seeing in any case with the enemies is that there's more than likely a counter per se that detects which enemy you're on. That's controlled player wise. Say if there's 5 enemies on screen, it'll label them 0-4 more than likely.

In that case, it'll probably take the byte there, do some sort of calculation with it and either add it to X, Y or it'd be a static value stored into RAM that can be read as an LDA.

So for example:

Enemy 1: 7E:1000
Enemy 2: 7E:1040
Enemy 3: 7E:1080

etc..

That's not what their locations are or anything, but it'd get a calculation to setup which part of the RAM to read from or actually push the registers so even if you're doing 'A5 00' (LDA from 7E:xxxx), it'll load from the 7E:1000's range.

I'm very bad at explaining things at points but essentially there WILL be a RAM value that checks this. Most notably when you attack, there's definitely a way to test for speed and such just the actual RAM value that IS speed for the enemies would have to be figured out first. Once that happens, it's just some pretty simple calculation that lets an attack hit or miss which is most likely load this routine or load that routine.
I understand what you're saying, I kind of picked up on it when studying the docs giangurgolo left. I'm still at a total loss as to how the registers X and Y are set to allow the right memory banks to be read from. Should I send the code over and we can figure it out from there?