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FE7 HHM 0% growths (with commentary)


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#341 Lord Raven

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Posted 19 June 2012 - 09:54 PM

except his school runs on the quarter system

+ people do stuff when school is over, like internships etc

#342 chococoke

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Posted 19 June 2012 - 09:58 PM

Yes I'm well aware, I wasn't being 100% serious. I'm just starved of FE7 action

#343 Westbrick

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Posted 01 July 2012 - 01:18 AM

...Well, guess I'm not sleeping tonight. This is awesome. Is there a patch for this anywhere?

P.S. Hey dondon151, I left a comment on a video of yours that's apparently over a year old. Whoops. If you want to get in a fiesty and exhilarating debate over how to pronounce "Guy," check it out.

EDIT: This post is strong evidence for not posting in a topic until you've actually read that topic.

Edited by Westbrick, 01 July 2012 - 01:54 AM.


#344 dondon151

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Posted 04 July 2012 - 04:06 AM

patch is in my sig

i have been busy with hacking plus i have a solar car race in 2 days and am spending 12+ hours a day building a car

#345 Naglfar

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Posted 04 July 2012 - 08:11 AM

shut the fuck up and finish this

#346 HexSun13

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Posted 04 July 2012 - 10:07 AM

Does a 100% growth version of this game exist?

#347 Thor Odinson

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Posted 04 July 2012 - 10:43 AM

Download Nightmare and mod it yourself. It's not hard. A bit tedious, maybe, but unless you don't have windows (Nightmare doesn't work on macs for some strange reason and I don't know about Linux but I recall Jake saying he can't hack on one) it shouldn't be a problem.


100% growth is boring though, unless enemies are also 100% growths in which case it might be interesting. Otherwise you'd probably just end up killing everything to death and there won't be challenge left in the game.

#348 Raven

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Posted 04 July 2012 - 11:19 AM

Is it possible for negative growths? (eg, 20% would become -20%, 80% to -80%, etc.)

Marcus would be even more superior than he already is.


#349 Thor Odinson

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Posted 04 July 2012 - 11:23 AM

I don't think so unless you asm hack. The growth rates indicate a certain RN the system needs to roll between 0-99 and I don't think the system's built for doing negatives since nobody has them and it might not be coded to have the condition of "if negative growth then use that rn to indicate a decrease in stat instead of increase". But I'm not sure, test it if you want :D

#350 GreatEclipse

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Posted 04 July 2012 - 02:29 PM

One interesting thing you could do if you implemented negative growths would be to have a Jeigan character who started with good stats for their level but who grew weaker in absolute terms the more you used them.

#351 Raven

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Posted 04 July 2012 - 02:52 PM

I think Marcus has good bases. By the end of the game I think he would still be one of the best units.

#352 GreatEclipse

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Posted 04 July 2012 - 03:06 PM

He needs to proc speed a few times to reliably double generic foes later on, and his concrete durability could be better considering enemy density in HHM. I have a hard time seeing him remain amazing for that long if he was gradually growing weaker instead.

#353 HexSun13

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Posted 04 July 2012 - 07:10 PM

Download Nightmare and mod it yourself. It's not hard. A bit tedious, maybe, but unless you don't have windows (Nightmare doesn't work on macs for some strange reason and I don't know about Linux but I recall Jake saying he can't hack on one) it shouldn't be a problem.


100% growth is boring though, unless enemies are also 100% growths in which case it might be interesting. Otherwise you'd probably just end up killing everything to death and there won't be challenge left in the game.


Well, it may seem boring, but i just want to try it for fun...

So, i'm pretty new to hacking and stuff, is there a tutorial to mod it myself?

#354 Thor Odinson

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Posted 04 July 2012 - 07:13 PM

Check the hacking section.

#355 nflchamp

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Posted 04 July 2012 - 08:52 PM

I don't think so unless you asm hack. The growth rates indicate a certain RN the system needs to roll between 0-99 and I don't think the system's built for doing negatives since nobody has them and it might not be coded to have the condition of "if negative growth then use that rn to indicate a decrease in stat instead of increase". But I'm not sure, test it if you want :D



Negative growths would involve changing level up mechanics, not actual growth rates. You'd simply make a successful roll decrease a stat rather than increase it. Viola, negative growths.

#356 Thor Odinson

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Posted 04 July 2012 - 11:32 PM

That's what I said, though I may not have been clear on it. I'm saying that in order to implement negative growths (alongside positive growths if you just want to have negatives in some stats and positive in others), the system would check for the condition of the growth rate being < 0, and then roll an RN using the absolute value of that integer for a chance to decrease said stat. However, since nobody in GBAFE actually has negative growths, I don't think that condition was put into place as the devs didn't make the game for people to hack into, and putting in that condition would just be unnecessary code.

#357 CT075

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Posted 05 July 2012 - 04:46 PM

next project: make it happen




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