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Messages - Mr X

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Personal Projects / Re: Secret of Mana, Turbo - Beta 190908
« on: September 09, 2019, 07:10:25 am »

Mr X, thanks for checking it. Guess I gotta get that figured out too then as I'm pretty sure that charge behavior changing wasn't intentional; I'd just been ignoring it since I thought it was normal.
Hm, wouldn't have guessed you could nest spoilers.
Here be dragons.
You found my intended weakness for them. Also specifically not using Wall to try and protect yourself as bounced spells should despawn them is intentional. I actually tried to keep as much of the vanilla aspects of that unused enemy as possible, namely, it being a snowman and using something Fireball-y are vanilla traits of that enemy, for whatever reason. It's immune to melee because snowmen don't have a melee hitbox (though it also has astronomical defensive stats).

Almost everything about their animations is madness; their idle wiggling is actually the High Stepper idle animation, their up and down movement is... I think Moogle animations of some sort, and I'm not even positive on the leap, maybe a Moogle whip post leap or something. The reason they despawn is because one of the damaged animations is the Cannon Travel cannon fuse burning down and vanishing animation... I think, or something similar, and is related to the vanilla bug I fixed where a playable character could vaporize while Frostied if they wound up playing the Cannon Fuse or similar animation. Which all occurs because the Snowman has a tiny animation table (only 7 entries) so any animation number over 6 overflows into the animations that happen to come next in the ROM, namely Mana Fortress space laser, Cannon Travel cannon, High Stepper, NPC Moogles, player Moogles and player Pygmy Moogles. I'm going to need to relocate and properly flesh out their animation table to make things less glitchy.

Do you think the entrance was okay? I could've gone full super secret and hidden the entrance in a walk-through wall, or required a whip post jump into a wall, or something extreme like that, but settled on a nonchalant single tile in the hopes people would actually stumble on it without knowing it exists.

Haha I tried first the wall strategy and they despawned upon that, then I tried the sprites luna spells the most underused spells in the game and transforming them worked, then later I was like "I a dumbass, why didnt I think of the evil gate"

Do enemies drops change if they get transformed?

Don't rush, you got the base set. Is it possible change the spells the enemies in general? I thought you intentionally left it to cast fireball. Not that I mind that, it's a secret enemy. But it could come in handy to make other enemies or bosses becoming a bit more interesting if individual stats/spells can be changed.

As for the location it's fine, it's not like you would miss a whole lot from these final orbs at current point and time anyway. If they become more powerful in the large future especially the sword then I would make it more of a secret like finding a spot to use a whip to get past a wall then teleport, or something along those lines. But as things are currently, it works just fine.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190908
« on: September 09, 2019, 05:40:38 am »

Mr X, weapon charge being reset when a spell hits a character should be vanilla behavior. Might not be pleasant, but don't think that one counts as a bug.

I think what I hammered out for the Sword Orb is pretty neat, will be curious what you think of it. I used the single unused enemy (apparently there was one), wrote a new AI script for it (it essentially didn't have one) then did some sorta funky stuff to get it animating without looking too glitchy. I can likely polish up its AI and animations further, but I got it to a usable state, unless someone finds some outright bugs with it. I intentionally set it up to have weird rules to fight successfully; it might take some experimenting to figure out how to kill it instead of it despawning (the despawning animation is a glitchy looking mess at the moment). If it does the "splat" death animation it was successfully killed; if it flies apart in a cloud of glitchy graphics, it despawned.

I just tried the original SoM and the charge attack doesn't reset after I get attacked with offensive magic or defensive except dispel.

I like what you have done with the new enemy, really impressed me once again.
The only two ways I have found to defeat them is through transforming them or using the evil gate to take out one at a time, if I use it on all they fly away/despawn. Looking forward the future updates of it. A very unusual enemy (in a good way), a snowman casting the most powerful fireball spell in the game, fits for a hidden enemy especially in a magical place like the mana fortress.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190902
« on: September 06, 2019, 03:49:13 am »
From time to time in Grand Palace, there is a chest stuck in an unreachable waters on one of the floors (the chest contains the 6th Sword Orb - for the 7th Sword).  If I re-enter few times, it gets back on the bridge (or vice versa).  I'm pretty certain it has something to do with the "3 enemies per screen" limit.

September 06, 2019, 02:55:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
@Mr X

Poison was so underused in the game.  There's no way to inflict Poison onto enemies, other than one of the lower Glove and a lower Boomerang.  No spell, no Saber, nothing.  I figured I want to "utilize the underused thing".

In a way you could say the Girl as a much better alternative than the poison status, by engulfing the enemies, they can't move they would be at your mercy as their hp drops too. Or Burst could be another alternative for poison if you really want to do it, or even Lava Wave makes sense too more than void like magic having it.

But then again you have blaze wall for a better alternative than that, except the fire immune enemies I guess, but you wont need it on them anyway there aren't that many of them. Instead make it lower another stat of the enemy. Or make dispel magic remove the lucid barrier too, as far as I am aware that spell doesn't remove it, dark force being purely a powerful dark based spell, with the evil gate working just like in Turbo for high mp cost.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190902
« on: September 06, 2019, 01:59:24 am »

@Mr X
I guess it may make Acid Storm too powerful.  The thing is, I don't use that Acid Storm's extra buff patch, because I didn't like how there's no "description box for lowered M.Def" thing.  Then again, that's why I added an extra MP Cost (61 PWR magic is usually 3MP, but Acid Storm is 4MP).  I also wanted to make the frequent magic users (ex: Silktail, Captain Duck) a bit more dangerous.  I even made Lucent Beam more powerful to make the final boss more difficult.  I'll have to think about this, but making Freeze = 61PWR/3MP and Acid Storm = 43/3MP and HP Absorb = 43/3MP... they all have 3MP, and I wanted to avoid that.

I actually wanted to keep Lucent Beam at 61 PWR, but add lowers Accuracy/Evasion (it blinds the target, and makes Mana Magic against Mana Beast less effective).  And wanted to keep Dark Force at 61 PWR and give Poison status.  And I wanted to keep Explode at 61 PWR (at 3MP), but at the same time, make Lava Wave to 43PWR/4MP, but add Petrify.  Obviously, I wasn't able to do any of those.  Acid Storm, Fire Bouquet, and Blaze Wall all adds something other than pure damage, but even after looking at those, I can't figure it out.  I seriously wish I can figure out how to add status to spells (or have someone help me to figure it out).  Hence, waiting for Queue (my teacher).

I also wanted to make Burst cost HP (50 HP) instead of MP, but I doubt anyone can figure that out.  It is suppose to be a self-destruction magic (remember Pumpkin Bomb?).  Any less than 50 HP seems too small (hell, even the number display font is smaller).  Or takes 10% recoil damage.

I like your idea of lucent Beam. But why dark force and poison status? Isn't the dark element supposed to be based of dark matter, or black holes, or void and things like that?

I would go with percentage of your maximum hp so that's more friendly with low level runners too.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190902
« on: September 05, 2019, 09:38:11 am »
Tbh Moon energy is pretty op too, I don't mind it being only single ally.

Also Acid storm is a spell that lowers magic/physical defense, I wouldn't make this spell more powerful than freeze. What I would do instead make this spell be useful for that purpose. For example for some bosses have them with high defense or magic defense or both so you would cast this spell to lower it down then be able to harm them. Gorgon Bull for example, have his natural magic/physical defense higher, cast acid storm then proceed with with sylphid magic to hit for more damage after lowering his defense. He also casts defense up so he can counter back again, and effects run out in this game too so you repeat the strategy, power up your team and all that. Or have the enemies with high natural agility/speed so use gnomes magic to slow the boss and raise your own to hit the boss physically.

Another spell to utilize properly is fire boquet to lower the boss offensive capabilities or spell power, have one with high offensive power and make use of that+defense up or barrier if you have lumina.

It would make boss fights more interesting being sometimes even forced to use certain spells like that.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190902
« on: September 05, 2019, 05:21:47 am »

Mr X, the Master Ninja's other drop (enemies only have two drops) is a fairly important piece of armor. Going to have to explore my options to make this work. It seems like there are specifically 7 fortress-only enemies, and each already has a weapon orb. Enemy table is full (as are lots of other data tables... this game is packed full to the brim), but I should be able to come up with something good. The current Turtlance orb scenario was a ~1 minute hack I did on a whim.

I can't reproduce the death script bug. The Luna hint was added near the end of the list of events, which is where some of the death message event stuff is, so it's at least logical that if something went wrong you'd see interference between them. Will need a reproducible scenario to pin this one down.

I didn't change any enemy attacks, spells, etc. Looks like Silktail AI can use 4 spells, 08, 07, 0B and 0C, which should be Energy Absorb, Acid Storm, Cure Water and Fireball. Not sure what all the conditions are that makes it cast Fireball, but one aspect is a random number with a low chance (if I'm reading things right). Several features in the patcher affect how often enemies make AI decisions, so depending on which options you have On/Off it could simply be that they hit that random chance check more often so it's more likely to occur than vanilla.

Thanks for the report on teammate charging.

Hmm the metal crab drops the same armor that can be bought at Neko, maybe tweak the drops a bit? Or if you wanna be extra fancy, recoloring an enemy and give them different spells/hp stat, turning them into a new enemy for the final sword orb.

I see I guess a first for everything lol, when it casted fireball it caught me off guard haha. Speaking of, have you ever considered to change some bosses spells or add them additional spells?

Thank you for all the hard work! :beer:

September 05, 2019, 05:59:42 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another thing I encountered when it comes to charge attacks, while charging if any spell be it defensive/healing or offensive gets cast it will reset the charging.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190902
« on: September 04, 2019, 07:16:59 am »
An idea about what "New" Evil Gate will be like:

Evil Gate (10MP):   Damage = [(User Level) + (Magic Level x10)] x6
           (Max: 999) (Magic Level is 0~9) (Single-Target Only)

September 04, 2019, 06:35:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I have an idea about the final Sword Orb drop -- Why not have one of the Mana Fortress bosses (Dread Slime) drop it?  That would solve everything.  And have all other Mana Fortress unique monsters remain as they were (so Tsunami would have the Spear Orb).

The problem with that is that the drops for the other weapon orbs would be lower while the sword would drop on the first try due to that being a boss

September 04, 2019, 07:22:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This would be probably far from possible but maybe a secret super boss for the final sword orb would have been pretty cool, which can be fought after certain requirements are met.

September 04, 2019, 10:25:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Have you made changes to what some enemies cast as well? The rabilion enemy casted fireball a spell I have never seen it cast before, not that I mind just pointing out in case that was not intended

Another thing when I put the other two characters to charge their weapon to attack after their initial attack they stop attacking altogether unless I run then they charge their weapons again then repeat. Would be nice if this gets fixed.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190902
« on: September 04, 2019, 03:39:41 am »
Found a bug, after I lost, it shows a message about luna living in the moon temple to the east and how to get to the moon palace by charging with your weapons. While the game just stops and wont start over so I have to reset manually

September 04, 2019, 03:43:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I remember how I and my older brother did grind master ninjas for no end, because of that very thought. We had at that point all weapon orbs, except for the final Sword Orb.

Haha, you are not the only ones who did that, I too did that as a kid, I was like where the heck is the last sword orb, I remember all these hours I wasted in the mana fortress for nothing. Even the final weapons aren't any good just some slight strength increase, and combined with that low drop rate it was just a waste of time. But back then it was that feeling of completing everything 100%, but the last sword orb missing which never existed

Then came the internet and you of course would look for the 9th sword orb, showing you a glitch to get it  :laugh:

Personal Projects / Re: Secret of Mana, Turbo - Beta 190902
« on: September 04, 2019, 02:52:28 am »

I want the 8th sword orb to be a drop in the Mana Fortress to match the other weapons. Just need to figure out a suitable enemy to cram it on. I didn't use Doom Swords because I did remember that they were in the Grand Palace. I also thought I'd read that weapon orb drops only functioned in the Mana Fortress, but that's incorrect info; the dropped orb chests only check if current orbs < maximum orbs (and various things set the maximum orb values, notably the Mana Tree event).

Replacing enemies with chests is Kethinov's thing. If there are some accidentally unreachable chests I'll move them in-bounds, but the two existing features related to weapon orbs already handle bumping orb availability. Part of my reluctance is that you don't just put in a chest that contains an orb, you put in a chest that contains a specific level orb, which means having to verify the correct orb count for that weapon at that point in the game, and modifying any orb chests for that weapon type that come later in the game.

There, think that replies to everything.

Even tho I personally will still use Kethinov's patch, as you said the process of getting the orbs is boring, if you are gonna make the sword dropable I would suggest the Ninja Master in Mana Fortress to drop both the boomerang and the sword orb. It even fits with him using a boomerang and sword weapon itself, and is a Mana Fortress exclusive enemy.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190827
« on: September 01, 2019, 03:07:23 am »

Mr X, when you say it resets back to previous levels you mean the boy's maximum charge level / weapon level right (not the weapon itself reverting to a lower level version of itself)? So it requires even more grinding to level? Does it lose a level or just stay the same but drop back to low / no exp into the current level?

Yeah I mean in terms of charge level it gets to reset back.

For example if I have Boomerang forged to 6, just when I am about to reach level 6 charge it resets randomly to to previous levels charge (sorry if for late reply and not explaining it properly).

Personal Projects / Re: Secret of Mana, Turbo - Beta 190825
« on: August 26, 2019, 01:54:19 am »
An odd thing I ran into, sometimes the javelin or the boomearing resets back to previous levels just when I am about to level it up with the Hero. I have weapon experience value set to B not sure if it has something to do with that.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190819
« on: August 25, 2019, 11:24:12 am »
I like the idea of pallete changes whenever different equipment is worn but I hope the palettes would get reworked in the future, some of it does not look that appealing imo.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190728
« on: August 03, 2019, 07:15:57 am »

I'll think on it; maybe I can come up with something with suitable drawbacks where it makes them special, but someone may still want to use a "lesser" weapon instead.

I agree, this should be the premise. Would definitely make more fun to use level 9 weapons and be more worthy than just being in named called "top weapons" or "ultimate weapons" while that being far from the truth, it always bothered me whenever I read that.

And now in Turbo they are even more useless than in vanilla, because the weapons like Excalibur for example actually do extra damage on certain enemies. Having them do something special but with a drawback seems like a good idea.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190723
« on: July 27, 2019, 07:10:48 am »
It would be nice if at some point there will be some modification to the level 9 weapon to make them stand out more besides just having the highest attack. Like what does it meant be an ultimate weapon, or is it simply because of a higher attack power?

Like there isn't much that can be done but one idea I had in mind is have have like one or two of them have faster charge time for special attacks. Like the Glove and Boomerang would be good picks for that, they are meant imo if you think about it.

Another one have another one's attack power be based on another stat.

Or have them with elemental attributes but no status infliction on the enemy.

Or raise the attack power of another weapon more but slower charge time.

But these may be very hard to do, elemental attributes may be the safest bet perhaps. Most monsters in mana fortress are weak to light or dark so it should probably center around those two elements mostly.

Or make it so some of these effects these weapons can obtain after they reach level 8:99 to make it more relevant. Make some charge attacks perform randomly once that level is reached without the need to charge, kind of like a luck thing as crit rate would be.

Just my general thoughts on the matter of level 9 weapons, would be nice to add even if something extra to them besides just higher attack power.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190714
« on: July 17, 2019, 06:42:48 am »
Question: in Easier or Harder Monster how do I adjust it like for example I want to earn less exp then the deafult that was set in there to make things more challenging.

Thanks in advance

Personal Projects / Re: Secret of Mana, Turbo - Beta 190611
« on: June 15, 2019, 01:25:20 am »
There aren't that many items in the game; Items\Unique_Equipment forces you to use basically all of them because you can't just double or triple up on whatever is "best."

The only point in the game where this really hurts is when there's a huge jump in defense on equipment AND the most accessible option is a single helmet, armor and accessory available from one merchant (in vanilla it's not unusual to simply buy three sets of it before heading into the volcano). The rest of the game there's just enough variety within items available at a given time that you'll be fine (defense-wise), and you get to decide who you want to wear what instead of having three clones.

I am actually enjoying it, definitely wont turn that off 

Personal Projects / Re: Secret of Mana, Turbo - Beta 190611
« on: June 14, 2019, 12:54:16 am »
(Obviously disable it if you find it unpleasant.)

I know it won't be everyone's cup of tea, but with how few items the game has, I personally am enamored with the result.

Oh ok thanks. Out of curiosity may I ask what's the idea behind that?

Personal Projects / Re: Secret of Mana, Turbo - Beta 190611
« on: June 13, 2019, 03:44:19 pm »
I tried your latest update, have got the girl and I can't seem to buy more than one arm guard.

If it helps, I usually  also use Easier or Harder Monsters patch also (the one that doubles HP of bosses).

EDIT: It still happens that I can't buy more than one arm guard even without the above mentioned patch.

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