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Messages - Mr X

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41
Personal Projects / Re: Secret of Mana, Turbo - Beta 191129
« on: December 01, 2019, 02:24:24 pm »
Queue yes another character had the spear that could inflict the balloon status, but didn't attack the enemy for sure.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191129
« on: December 01, 2019, 10:14:48 am »
The Black Whip was inflicting the Balloon status sometimes besides being able to slow them down. Wonder if it was supposed to inflict the paralysis status instead or what's the deal?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191129
« on: November 30, 2019, 10:40:26 am »
Sometimes when the Girl is charging her attacks and I cast a spell of hers, she does nothing and stops moving.

This happened before the latest updates also.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191128
« on: November 29, 2019, 03:50:00 pm »
Do you recall if you happened to have trashcan'd or at least changed equipment around that time? I thought I had fixed the equipment trashcan memory corruption bug (which is capable of overwriting player names) but it or something related that remains unfixed could be the cause.

Yes I did that during the kakara section but I am not sure exactly at what point of kakara.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191128
« on: November 29, 2019, 02:15:36 pm »
If it helps, that started to happen around the end of Kakara section, can't remember correctly if it was either right before the Minotaurus fight or after it (before heading to the Empire).


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Personal Projects / Re: Secret of Mana, Turbo - Beta 191128
« on: November 29, 2019, 01:51:01 pm »
Queue I am a retard. My bad, apparently that one had a space and was a different save file.

Here is a new link but this time it's still the second save slot but in wind palace (lvl 36)

https://ufile.io/dgpcusko

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191128
« on: November 29, 2019, 09:20:41 am »
Queue here it is:

https://ufile.io/wctxep5l

Check the Mandala save slot, the other 3 are different saves, see how the name at the mandala save also got shortened to just Q (the first letter).

Quote
Do you happen to know if the armor equipping issue happens in vanilla? Looking through the Turbo ZPS, I don't see anything touching item equipping code on purpose, but it's not impossible that it's a side effect of... something. Yeesh, trying to figure out where to begin tracking down this problem.

I don't remember that happening in the vanilla.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191127
« on: November 28, 2019, 03:55:51 pm »
Queue Any idea how do I upload save files here?

Quote
I'll look into the boomerang damage. I suspect it's something like the charge level getting cleared during the start of the throw instead of when the boomerang finishes returning. Do you happen to have noticed a problem with the other ranged weapons or is it just the boomerang?

I tested to make sure and that issue seems to be only with the Boomerang.

Quote
And regarding the equipped armor, that's weird... I'll see if I can trigger that to track down the cause. I don't think anything I've done recently would be related to this one; can you recall if it's been a problem for a while or only recently?

Yes this happened before too.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191127
« on: November 28, 2019, 01:55:24 pm »
Another problem I seem to run into, sometimes even tho the character icon shows that you equiped said item, you have to double check because the defense is zero and you have to re-equip it again.

This mod is amazing! My wife and I have been playing and loving the changes.

Quick question (sorry if I missed this somewhere), is there a reason I can only buy one of each arm piece? It keeps telling us we can't carry anymore after buying one.

Yeah it is intended that way with the Unique Equipment patch on, if you want to disable it.

I personally like that feature.

50
Personal Projects / Re: Secret of Mana, Turbo - Beta 191127
« on: November 28, 2019, 10:00:49 am »
There is this weird thing that sometimes I trigger where when I check the status menu for the hero it turns permanently blank and his name vanishes except the first letter, for the rest of the game from the moment that gets triggered.

 Basically except the first letter of his name and the stats on the right, you cannot view the orbs, exp, gold and all that, but it is shown just fine when it comes to the Girl and Sprite.

November 28, 2019, 10:19:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another thing regarding the Boomerang even tho I used a charge attack it was doing the same damage as the regular attacks.

51
Personal Projects / Re: Secret of Mana, Turbo - Beta 191115
« on: November 16, 2019, 01:54:42 pm »
Haven't been much active, but a short input - while I don't entirely agree with enemy type/weakness changes, I am loving the spell/behavior changes that hmsong did on the enemies. Looks great so far.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191113
« on: November 14, 2019, 02:55:00 pm »
It's a two-part problem.

They don't actually have zero mana, they have some amount larger than Analyzer can display. I suspect for mana it's anything over 99, but I've not checked. I guess it's time I finally get Analyzer fixed up.

The second problem, is if they have more than 127 mana, some spell logic treats that as a negative number, in which case they effectively have none.

I'll see if I can get something worked out quickly for this, either capping their max mana at 127 (instead of 255), or altering logic so 128-255 is valid. I want to do the latter, but not sure yet if it's feasible.

They aren't able to cast any spells while their mp is 0.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191113
« on: November 14, 2019, 11:27:40 am »
Hm if you change the mp of the bosses it sets their mp to 0, for monsters it seems to be no issue tho.

54
Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 13, 2019, 10:34:29 am »
Kinda wish SoM had the same feature of enemy levels as SD3, where an early game enemy could still appear later on the game as a higher level enemy. Would allow for more variety of monsters without being too unfair or too easy in terms of difficulty.

55
Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: October 31, 2019, 10:52:23 am »
zoolgremlin
Quote
This was said quite a while ago, but I like the idea.  My own thought on the issue was to make Lava Wave inflict Quagmire instead of Engulf, since Blaze Wall (NPC) and Flame Saber exist to inflict Engulf, along with Boss Specials like Fire Breath.  I can change Lave Wave to do that myself, since it's a trivial fix.  No idea if anyone else would want that.

I'm sure glad Sq.-En. didn't think it best to make ALL of Fire Gigas' physicals Engulf targets, or do that with any other enemy.  That would've been INSANE.  But generally, their games are not made to be rock-hard to play and complete, that I know of.  Except Trials of Mana, which was Japan-only back in the day.

I wont mind that change, would be at least another spell inflicting that status, tho that might well be done by Earth Slide, or both, or earth slide does the quagmire while Lava Wave the poison. Wont mind either of those changes, engulf is fine too, as long as that spell wont be used for multi target purposes early on the game, late game I am all for that, sure.

October 31, 2019, 11:04:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
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It does make sense, especially in light of the fact that the entire World of Mana series, centres around protecting the Material Realm, and probably the Spirit Realm where the Sprites and the Mana Goddess originate, from the malign influence or schemes of Mavolia.  At least, I think that's the case... I've never heard of any other themes explored in the series, but I've only played two games in it and read about two others.   :-\

My personal view, if anyone is interested, is this.  There's really only thing stopping Mech Rider 3/Undead Geshtar/Grim Golem (I like that name) from being given the Undead/Demon flag, the fact that the game already has so many other Enemies also flagged as such.  Which nowadays I find to be a bit on-the-nose, despite what I said above.  I know that Mavolia is the prime source of evil happenings and potentially world-ending events in-canon, but there's no reason why the WoM series HAD to be like this.

I only just thought of this now, but if I had to guess... maybe the reason it is about that one thing, is that Square-Enix had no real faith in the money-making potential of it compared to Final Fantasy.  Either that or they thought gamers are universally too dumb to know any better, and would buy it regardless.  Or their parents would.  <sigh>

Spank you, Squaredudes.  Spank you very much.

Mech Rider 3 could be weak to Dryad for example, or Shade, while still being an undead enemy, having the Shadow Saber/Moon Saber and MP/HP Absorb have the reverse effect on him, only the Hero would be unaffected by casting shadow saber on him so he still could make use of that. Or no weakness at all like Hexas.

He still wouldn't prove to be any sort of challenged tho, even if that gets applied, but oh well.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: October 31, 2019, 07:15:54 am »
Actually that would make some sense. I remember a while ago reading somewhere mentioning how Thanathos created the Grim Golem by sacrificing Geshtar, so in a sense Mech Rider 3 is an undead enemy. And the Emperor and his underlings are involved with the Mavolia/Underworld hence them being these demonic creatures when using their full powers.

Sheex - a demonitc plant like creature
Hexas - self explanatory
Grim Golem - an undead, living fighting machine created by Thanathos.
Dark Lich - self explanatory

Hmmm more thinking needs to be done, just my initial thoughts atm, you brought up a good point hmsong

October 31, 2019, 07:44:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hm as I fought Hexas just now her physical attack for some reason engulfed one of my characters. Never seen that happen before.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: October 31, 2019, 06:01:32 am »
Even 66 MP is too little at that point in the game for Mech Rider 3, MP absorb+Shadow Saber and his MP goes to 0 really fast, and my armor is too powerful so all I do is swing my weapons as I chase him around till he falls.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 29, 2019, 10:30:41 am »
Queue Hmm I have to think further regarding the grave bats, but I was thinking to put them inside the Fire Palace but since it's a bright place maybe outside during night makes more sense. And yeah it's a shame the desert loses it's charm after the sandship portion.

I always think of the Polter Chairs of a monster that the Eline used her magic to turn them alive (in the ending  two Polter Chairs following her).

Also hmsong the Ninja enemy in the Emperors castle was casting Dust Flare on himself. Either that or the Mystic Book casted Dust Flare on the Ninja enemy (cause the two were outside my screen coudln't notice who casted what), so might check that out.



October 29, 2019, 11:04:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)
The Lime Slime does cast Shadow Saber on one of your party members. Hm I wonder how possible it is to replace that spell of his with an attack like Acid Bubble, it's the same attack used by the Blue Spike.


Also not sure if it was mentioned before, I remember in the vanilla the Dreaded Slime being able to cast much more spells than acid rain, if you cast for example any other offensive spell but shade he would cast that same spell on you. Could be useful in the future, for example casting Burst (highest tier spell) after an Acid Rain could be pretty deadly. Of course it doesn't need all those spells, not like your characters have elemental weaknesses.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 28, 2019, 11:38:13 am »

Regarding Upper Land goblins, does the Upper Land have any goblins? I thought it was animals, moogles and the sprites, with the sprites having been wiped out. I'm inclined not to introduce goblins there unless there's a good reason for it (unlike, say, Kakkara Desert where they would conceivably come out of the Fire Palace at night).

You are right, there are no Goblins on the Upper Land area. While it makes more sense for them to be out there in Kakkara, I think they would be too weak by that point of the game, while on the Upper Hand, or at very least the same area where the Great Viper lies, they could pose a threat if you use the unique equipment patch, and they never appear again after the underground temple so those advanced Goblin enemies could probably make an appearance at some part of the Upperland. Moving the Grave Bats to the Fire Palace on the night time, what do you think?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 27, 2019, 04:40:10 am »
Ok fair enough, and thanks for explaining how this all works hmsong

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