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Re: Attempt to fix Episode III Abilities

Postby Raphael » Mon Jan 18, 2010 11:43 pm

I had the same sort of problems for me when Lee tried to help me with it. He'd run a DNS with every port open, I'd try to connect, and I'd get a 101, so the problem had to be something with me. I have to run my own DNS, and it only works occasionally.
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Re: Attempt to fix Episode III Abilities

Postby Gunbladelad » Mon Jan 18, 2010 11:54 pm

At any rate, I'll get to see how it goes off a fresh Windows XP install once my laptop gets back...
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Re: Attempt to fix Episode III Abilities

Postby Lee » Wed Jan 20, 2010 5:43 am

lol fuuuuuuuuuucked is not the word. I wouldn't even call this 30%, even the basic functions do not work lmao.
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Re: Attempt to fix Episode III Abilities

Postby Kayak » Wed Jan 20, 2010 6:38 pm

Some things need to be tested on the Debug ship.

Native, A. Beast, and Machine AP Count need to be retested. Make sure the AP boost doesn't effect techs.
Fixed Damage on both of the Maser weapons.
Also, HP Halver should be doing 1 damage to 1 HP items.
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Re: Attempt to fix Episode III Abilities

Postby Number 2 » Thu Jan 21, 2010 8:36 am

Kayak wrote:Some things need to be tested on the Debug ship.

Native, A. Beast, and Machine AP Count need to be retested. Make sure the AP boost doesn't effect techs.
Fixed Damage on both of the Maser weapons.
Also, HP Halver should be doing 1 damage to 1 HP items.


Tried Booma(3 AP) with NA Attack and made 4 damage. Tried Evil Shark(3 AP) with A.B. Attack and made 4 damage.

As for Machine AP count, I believe it not working.

2 Canadines, and 1 Canune who is attacking makes 4 damage.
2 Canadines, and Dubchic, and Canune who is attacking makes 5 damage. While Dubchic makes 2 damage.

Remove one Canadine and Canune makes 4 damage and Dubchic makes 2 damage.

Power Maser works ok when targeting on one and two opponents but I haven't tried 3 yet. Maser is ok. (It only targets one like it should.)

Haven't got to try AP Boost and HP Halver.
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Re: Attempt to fix Episode III Abilities

Postby Kayak » Thu Jan 21, 2010 2:38 pm

Number 2 wrote:
Kayak wrote:Some things need to be tested on the Debug ship.

Native, A. Beast, and Machine AP Count need to be retested. Make sure the AP boost doesn't effect techs.
Fixed Damage on both of the Maser weapons.
Also, HP Halver should be doing 1 damage to 1 HP items.


Tried Booma(3 AP) with NA Attack and made 4 damage. Tried Evil Shark(3 AP) with A.B. Attack and made 4 damage.

As for Machine AP count, I believe it not working.

2 Canadines, and 1 Canune who is attacking makes 4 damage.
2 Canadines, and Dubchic, and Canune who is attacking makes 5 damage. While Dubchic makes 2 damage.

Remove one Canadine and Canune makes 4 damage and Dubchic makes 2 damage.

Power Maser works ok when targeting on one and two opponents but I haven't tried 3 yet. Maser is ok. (It only targets one like it should.)

Haven't got to try AP Boost and HP Halver.


Thanks #2 for confirming some of this.
Machine AP Count looks right. Canune's ability is 1+ every machine monster including itself. So 4 is the right damage.
What I meant about the AP Boost is that to make sure the Machine AP Count, Native AP Count, A. Beast AP count don't add damage to techs.

I bring good news. The shuffle has finally been 99% fixed. Meaning you'll get all your cards and they won't repeat themselves until you go through your deck again. This (I believe) was a huge problem with the game online considering you could never get some of your cards in a match. Also, if crono updated the ship, if somebody gets a chance, please go test Ability Trap.
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Re: Attempt to fix Episode III Abilities

Postby Number 2 » Thu Jan 21, 2010 7:34 pm

Kayak wrote:Thanks #2 for confirming some of this.
Machine AP Count looks right. Canune's ability is 1+ every machine monster including itself. So 4 is the right damage.
What I meant about the AP Boost is that to make sure the Machine AP Count, Native AP Count, A. Beast AP count don't add damage to techs.

I bring good news. The shuffle has finally been 99% fixed. Meaning you'll get all your cards and they won't repeat themselves until you go through your deck again. This (I believe) was a huge problem with the game online considering you could never get some of your cards in a match. Also, if crono updated the ship, if somebody gets a chance, please go test Ability Trap.


That put me into tears. So glad that the shuffle is working.

Edit: I don't know what you mean about that AP stuff but...

Brave wind on. (AP Boost)
Meriltas (4TP) + Tech (1TP) + Zonde (2TP) = 7 damage
Dubchic (0TP) + Tech (1TP) + Barta (2TP) = 3 damage

I see nothing wrong so far. If it added 2 more damage then yeah.
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Re: Attempt to fix Episode III Abilities

Postby Kayak » Fri Jan 22, 2010 7:16 am

Number 2 wrote:
Kayak wrote:Thanks #2 for confirming some of this.
Machine AP Count looks right. Canune's ability is 1+ every machine monster including itself. So 4 is the right damage.
What I meant about the AP Boost is that to make sure the Machine AP Count, Native AP Count, A. Beast AP count don't add damage to techs.

I bring good news. The shuffle has finally been 99% fixed. Meaning you'll get all your cards and they won't repeat themselves until you go through your deck again. This (I believe) was a huge problem with the game online considering you could never get some of your cards in a match. Also, if crono updated the ship, if somebody gets a chance, please go test Ability Trap.


That put me into tears. So glad that the shuffle is working.

Edit: I don't know what you mean about that AP stuff but...

Brave wind on. (AP Boost)
Meriltas (4TP) + Tech (1TP) + Zonde (2TP) = 7 damage
Dubchic (0TP) + Tech (1TP) + Barta (2TP) = 3 damage

I see nothing wrong so far. If it added 2 more damage then yeah.


Seems fine. The way the code was written was that it was coded that it would add Damage instead of AP. Its changed to just add AP now.

In other news, I've added a more updated Excel sheet in the first post, and we now are up to 100 working abilities!
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Re: Attempt to fix Episode III Abilities

Postby Lars » Fri Jan 22, 2010 2:19 pm

IF anyone gets online this saturday at 2pm est i can play a bit of ep3 after i've done trading for these who wants to. If more abilities need testing i can. I believe TJS and Chain Sawd have Ability Trap right?
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Re: Attempt to fix Episode III Abilities

Postby Snipe » Fri Jan 22, 2010 4:42 pm

Lars wrote:IF anyone gets online this saturday at 2pm est i can play a bit of ep3 after i've done trading for these who wants to. If more abilities need testing i can. I believe TJS and Chain Sawd have Ability Trap right?

Idk I never played that game really, also I'd love to perform our trade this saturday.
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Re: Attempt to fix Episode III Abilities

Postby Number 2 » Fri Jan 22, 2010 5:10 pm

Lars wrote: I believe TJS and Chain Sawd have Ability Trap right?


Seal is a lot easier if you have those.
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Re: Attempt to fix Episode III Abilities

Postby Kayak » Fri Jan 22, 2010 5:20 pm

You can drop ability trap for now, there's gonna be problems with that, however. I'm sure we'll have something else to test this weekend. Also, I won't be around this weekend, so I'll leave it to the others to post something in here that something needs testing.
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Re: Attempt to fix Episode III Abilities

Postby Raphael » Sat Jan 23, 2010 3:17 am

I'll be on tomorrow and/or Sunday depending on whether or not I have time to unpack my cube and set it up, and if I have any connection difficulties.
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Re: Attempt to fix Episode III Abilities

Postby Snipe » Sat Jan 23, 2010 2:54 pm

Raphael wrote:I'll be on tomorrow and/or Sunday depending on whether or not I have time to unpack my cube and set it up, and if I have any connection difficulties.

OMG >_>
I found the game cool when I looked at it...... so I purchesed it for 22€.

So once the game arrives I'll try it out hopfullys fun.
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Re: Attempt to fix Episode III Abilities

Postby Redefined » Sat Jan 23, 2010 4:48 pm

Keep it up, everyone!

I'll get on later today and test for a moment or two.
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