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Messages - Mr X

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191010
« on: October 12, 2019, 08:27:15 am »
Mr. X:  I just checked, and both of these Items can be found before Vampire Lord (aka Buffy, hehe...).  The Helm in particular is dropped by National Scar, which first shows up in the Grand Palace.  Long before the Fortress is entered.  Fiend Head only shows up for the first time outside the Fortress main door, and in the first indoor sector.  So just before that boss battle.

That's in Vanilla, by the way.  So unless one is using a mod from this site or somewhere else, that changes the Drop Table, there's no problem in that regard.  Cockatrice Helm and Gauntlet (which have comparable levels of DefPwr) also fall under things that can drop a lot sooner than they're needed for damage-reduction purposes.   Even though they're Rare items... <shrug>

I was referring to faerie crown and cloak they are dropped by the Terminators and Master Ninjas.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191010
« on: October 12, 2019, 01:47:14 am »
If Vampire Cape and Amulet Helm match the Farie cloak and crown, would make sense for them to be accessible beforr you defeat the Vampire Lord in mana fortress too. You wont be getting them till after you defeat the Dread Slime.

And with the unique equipment patch on you do have to think more on which equipment to use on whom. I personally prefer that setting more.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191006
« on: October 10, 2019, 04:24:14 am »

The snowman enemy is immune to melee attacks, but it also lacks any melee attacks of their own.  Their fireball missing is probably due to your Reflect status (cast Dispel Magic on yourselves and see if it still doesn't work).  I don't know about their immunities against magic.  I think they just don't take any damage from anything, ever.  And they're immune to all SEs, except one (more on that later).  And they run away after a while.

As Mr X mentioned, there's really only one way to damage them: 
Change Form, then do damages.  I heard they're vulnerable to Evil Gate, but I don't know if that's true.

Also, would you be willing to take over my Grave Flare spell exchange, and make that into reality? (Speed Up <--> Fire Bouquet)  The effects can remain the same (Grave Flare is <damage + Atk down>), for the non-Turbo people in Romhacking (they have no access to Inferno Barrier, so Primm's Salamando would still be an attack spell).  I'm having a rather tough time trying to change enemies to target the spells correctly, and I'm failing.  I'm feeling rather frustrated with all my failures.  I also completely failed to edit the spell graphic (I changed the animation pretty easily, but I can't change the colors without screwing up the animation).  You can have all the credit, of course.

      Vanilla            My intent
      --------         --------
Chess Knight   Speed Up (Gnome-self)      Grave Flare (Gnome-enemy)
Ghoul      Speed Up (Gnome-self)      Grave Flare (Gnome-enemy)
Imp      Fire Bouquet (Salam-enemy)   Speed Up (Salam-ally)
Spikey Tiger   Fire Bouquet (Salam-enemy)   Speed Up (Salam-self)
Mech Rider 1~3   Speed Up (Gnome-self)      Grave Flare (Gnome-enemy) <-- He would attack OFTEN with this spell, making him quite challenging.

I can give you my progress (name change, spell menu change (plus color), spell animation (minus color) change, and effect change), but I have a feeling that's really easy for you.  The stuff I failed to do (spell color, enemies use the correct target) is probably the hard part... maybe.  I also made Salamando's remaining attack spell, Fire Wall's PWR from 33 to 43.


Is there a way I can edit [Quick_Recovery]?  While I like that they get up quickly, they're getting up WAY too quickly.  Even with double stamina regen, enemies are getting up faster than that.  I want to make them (and consequently PC) get up slightly slower (but obviously faster than vanilla).  I looked at the codes, but I have absolutely no idea how to edit it.

Yup evil gate worked on them, firenado/hellfire should be able to work on them too.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191006
« on: October 10, 2019, 03:12:10 am »
I'm trying to fight the new monster in the Mana Fortress and I don't think it's behaving in the way intended. It casts Fireball but the spell never hits me. It also never does melee damage, nor can I hit it with weapons. When I cast spells on it, I see glitchy graphics and then it disappears.

You can't damage it physically and that's the only spell, however it worked before and it sure did a lot of damage. You are supposed to take it down through "different" means.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191006
« on: October 07, 2019, 04:16:57 am »
@Mr X

Is there even a space for that?  If I remember correctly, Queue had a space for one enemy, and he used it to create the Sword Orb snowman enemy.

If there is no space then there's nothing you can do about it, it wont be implemented.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191006
« on: October 07, 2019, 03:54:42 am »
Hmmm I was thinking to make that specitic Sheex-dark stalker more special among the other dark stalker enemies.

A stand out "new" enemy, naming it Underworld Ninja or Shadow Ninja, or maybe Xorn Ninja (his other form being Mega Xorn) turning it into an actual boss by slightly recoloring it, modifying stats and spells.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 03, 2019, 06:36:15 am »
Stopping everything on screen is a killer, thank you SD3.

I don't mind it too much if it stays only at level 9 tho. Some of these animations are pretty cool looking.

If possible I would move them at 8:00 as I don't see a point for 8:99, and move these animations there once your spells reach that level but without freezing the screen.

That's a lot of work tho lol. I think there are other priorities

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 03, 2019, 01:41:31 am »
Another drawback I can think of is after using firenado, you wont be able to use spells for a much longer time. MP cost alone wont cut it, the Sprite has mp restoring magic in form of Shadow Saber, MP absorb, or one of the two mp restoring items.

If we had some enemies with high hp and def it would make the spell more useful, while have the bosses not be affected by it. But idk.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 02, 2019, 06:42:51 am »
@Mr X

It is not my intention to make the bosses easier nor harder.  I just wanted to make the bosses into more "makes sense type/element", at least, in my POV.  The coin flip just ended up landing on the "harder" category (by a very small margin).  More importantly, I don't have the necessary skills to make bosses harder, other than messing with their stats, and both Turbo and kethinov have such patches.  Once I get to that level, I may revise the list again.

I hope I get to that level.  I really do.

Ok fair enough then. I will leave it at that.

Same here, I need a lot more practice.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 02, 2019, 06:12:24 am »

In addition to my updated [Enemy_Type_And_Element_Changes] list, I'd appreciate it if you can add another of my patch:

[Mimic_Box_Rewards] :

Mimic Box is a hard enemy to find (the real Mimic Box).  The only way to find him is through Shape Shifter replicating him.  So, I decided to make him worth the effort.

- It drops its chest 100% of the time.
- Killing it gives you 9999 GP (!!!).

Can you say... WORTH IT!!  Not quite as much as Grand Palace+ bosses, but still way more than any regular monsters.

Code: [Select]
' Mimic Box Drop - 100%
@OFF $D03B31
RAW 40

' Mimic Box GP
@OFF $D02134
RAW 0F 27

@Mr X

As I said before, I have no intention of making enemies be something they're not, just to give the players easier time.  While your argument about "Jabberwocky and Hydra are not dragon" is indeed valid, they're not Slime/Lizard either.  Of course, you can argue that for many other monsters (Snake bosses aren't lizards either).  So I just decided to go with my gut feeling.

That falls into the category of balancing. Make jabberwocky into a more difficult/effective boss then instesd of taking weapon effectiveness away.

There are other means of making the bosses more difficult to give you a tough time instead of taking away from a feature that this project gave life.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 02, 2019, 05:09:03 am »
@Mr X

But neither Snap Dragon nor Dragon Worm look/behave nothing like dragons.

Yeah you are right, Snap Dragon makes no sense look wise. A name change would probably be better. Or change hus characteristics.

But we have the weapons distributed in a way more or less to be effective against certain enemies and bosses.

There is a reason we have these dragon type weapons in the end and no salamando magic but herald sword being effective to slimes/lizards when you encounter Jabber. The devs probably were after a pattern.

The weapons like excalibur otabinable ready for the undead bosses and enmies in northtown ruins, as well as some of them effective vs metallic/insects for Emperors castle enemies and bosses

Same foe the Herald sword and the water palace, no salamando magic but have a sword effective to slay the enemies there and the boss (not a requirement but since the affinities are fixed now why take away from that)

Dragon themed bosses starting to emerge in Grand Palace and Pure Land especially being more apparent, along with dragon effective weapons emerging. No coincidence again, the devs were trying to work after a pattern but couldn't make it work.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 02, 2019, 04:51:54 am »
@Mr X

Having said that, there are way too many dragon bosses in Pure Land (4 of 6 are dragons).  Perhaps I'll change Dragon Worm to something else, and give Dragon status to either Jabberwocky or Hydra.  Jabberwocky, most likely.  Maybe I'll make Snap Dragon to a Lizard/Slime too (that guy is definitely not a dragon, except for his name).  More thinking is required.

Because it is meant to? Why else do you think they are put so late in the game, you have all these dragon effective weapons also by that point, no coincidence. :huh:

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 02, 2019, 02:41:43 am »
@Mr X

I'm not trying to pick a fight or anything, so please don't misunderstand.  I typed Jabberwocky, and I get these pictures:

And Hydra:

Looks like dragons to me.  I don't know what exactly defines Dragon from Lizard (in literal sense), but like I said, I define Dragon as oversized Lizard.  It's kinda like King Ghidorah.  It's not dragon -- it's some sort of alien.  But we think it's a dragon.  Kinda like that.  Besides, serpent isn't a lizard anyways.

Maybe I'll make Jabberwocky into Dragon, and keep Hydra as Lizard/Slime.  What do you think?  Jabberwocky is definitely closer to dragon than a lizard though.

Hmm I will reply to you in PM regarding this

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 02, 2019, 01:35:17 am »
@Mr X

"Hence"?  What were you referring to?  I specifically said I'm trying to AVOID making the bosses be something they're not, just to be more vulnerable to the players.

As for Jabberwocky and Hydra, I think they're both closer to dragons than lizards.  I define dragons as large lizards.  And if we get too technical, then the snake bosses don't have anywhere to go, since they're not lizards nor dragons nor slimes.  But I shall make Blue Spikey into Non-elemental again (which is the original).  And change back Gremlin into Dark element again.

As for Herbal Boost... it's gonna be powerful no matter what.  I just make it 3MP to limit its usage.

Herald Sword a weapon effective against lizards, this projects makes these weapons more fun to use because they actually work, the original dev probably intended herald sword to be used against jabber but because those affinities didn't work in original game it wouldn't matter until the genius of this project came in. You are taking the fun of that away by turning jabber into a dragon type enemy (even tho they aren't even referred to as dragons in myths I am literally reading). Instead turn Jabber into a more effective boss while keeping the herald sword an effective weapon vs it for example.

You think so but I am looking it up and Hydra is referred to as a serpent, dragons do not regrow limbs, while Hydra does. The first things that I am reading about Jabber, he looks more like an undefined creature, not a dragon, not a lizard, not a serpent, just a creature. We have a clear distinction between them, the Dragons, and the lizards.

I would like you to rethink again about those changes is all I am trying to get at. :P

Ah, I wasn't going to say anything about this, but...

Just following on from what's been said about Moon Energy/Herbal Boost, yes.  I was pretty sure that suggesting it be removed was for balance-related purposes.  However, I personally would take a leaf from hmsong's book here, and just see how increasing the spell's cost would go.  3MP is arguably not high enough, for a spell that can guarantee up to 15 Critical Hits (4-bit number).  In my own modded game, I made it 12MP.  The idea is, if you use this spell all the time, you will burn through MP, and the Faerie Walnuts/Coconuts, like crazy.  Which is only fair...

But that might still not be enough.  My other idea, therefore, is to one day increase the Defence scores of a lot more monsters/bosses.  Having to surpass a higher threshold to damage them, means they still won't die that quickly with auto-Criticals, as long as their HP are also raised.

There are a lot of considerations when trying to rebalance a battle system... but my mind is working on it.   8)

You have two sets of mp restoring items, you have mp absorb from Luna and Shadow Saber, you will have plenty of means to restore your mp.

You are definitely right about this.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 01, 2019, 06:45:22 pm »
@Mr X

My premise was to increase the # of Air, Fire, Luna, and Light element enemies.  In addition, I wanted to give the game a bit more "make sense" thing, rather than "be a boss where player can be effective against you" thing.

For example, both Hydra snd Jabberwocky are types of dragons in most myths.  Just because players have weapons that are effective against Slime/Lizard doesn't mean I should make them weak to those.  The same applies for Lime Slime.  It's a slime that specializes in Darkness (sent out by Shade himself, as he says "I shall test you").  I'm sure you want to say, "slimes are mostly made of water".  No, slime simply means it's made of liquid (rather than gas or solid).  And we have things like Green Drop (non-element), Red Drop (fire), Marmablue (Luna), and Shape Shifter (non-element).  Slime is slime, element is element -- one doesn't necessarily have to relate to other.  Besides, Lime Slime only uses Shade magic.  It doesn't make sense that it's Water elemental.


I think Firenado is being renamed to Hellfire.

October 01, 2019, 05:58:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

I think Moon Energy is fine the way it is.  Sure, it's powerful.  But it also has ABSURDLY low duration.  It runs out so fast.  I think it's well balanced.  Having said that, 1MP is a bit too low cost.  In fact, 2MP is too low too, which is why I increased it to 3MP (on the other hand, I gave it multi-target).

Hence why the boss and the player should have means to be effective to one other, instead of just mashing the weapon button or no effective spells, or strategy to beat them. (In my opinion of course)

Jabberwocky is moreso described as a creature, not a dragon, while Hydra is described as a serpent, not a dragon, while they are able to regrow heads something dragons are not known for.

Spell types don't necessary describe the enemy weakness. Tho I wouldn't mind if lime slime has no weakness altogether considering it's based of slimes that inflict engulf/snowman/poison, different colors.

Moon Energy duration is enough for me to wreck any boss once I use it on all my characters (or enemy which I only use it on the hero). 999 damage on the mana beast per hit, no other buffs or debuffs gets taken out always without giving him a second chance to start another round of his physical attacks, someone like hydra got done in 20 seconds after using it on all 3 of my characters (enemies and bosses have double the amount of hp), it doesn't matter much if you get it late game in the form of herbal boost.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 01, 2019, 05:42:38 pm »
Mr X, like zoolgremlin suggested, I think the input screwiness you found is related to Quality_of_Life\Run_After_Area_Change; it causes quite a few little issues. If you discover that's not the case let me know, but that one's on my list of stuff to get reviewed for improvement.

I assume regarding Moon Energy you're pointing out how huge of a damage bonus it is where it makes other buffs unnecessary?

Yup it seems to be related to that. Also when it comes to the Girl and the Sprite I have trouble switching their weapons to their second one with just pressing the button once, I have to do that sometimes multiple times, where that is not a problem with the hero.

And yes, that is my concern with the Moon Energy. Other buffs AND debuffs are unnecessary with that around, even if you get it late game, you still get it.

Light saber+moon energy on the hero and he wrecks everything that is not immune to balloon status effect, even without the saber in turbo he will just hit the enemies 2-3 times in seconds and they are dead, same for bosses.

Imo if you are gonna encourage people use stat buffs/debuffs and status effects more, Moon energy, as things stand currently needs to go, but idk, it may be just me.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: October 01, 2019, 09:43:59 am »
Changing Hydra snd Jabberwocky to dragon type enemies when you have a sword that is effective against slimes/lizards for Jabber and a boomerang same for the Hydra fight seems kind of weird.

The Lime Slime being dark doesn't make much sense, as it's a slime which salamando magic is supposed to be used on it considering the weakenss?

Some enemies are simply meant to stay non elemental. I think you are looking too much into that.

What is the premise for doing this?

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: September 30, 2019, 06:26:10 am »
Yeah it's weird seeing enemies imune to shade be immune to firenado also. Enemies immune to salamando should be immune to it.

Is it possible to make undead enemies immune to Firenado but not weak to Undine?

So we would have:

- Undead being immune to Firenado but not weak to Undine

- Salamando immune enemies that are weak to undine being immune to firenado.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: September 29, 2019, 11:52:22 am »
Just to be clear, the Mana Saber concept would not replace Mana Magic. It would be an enhancement on top of it's existing behavior.

Existing behavior:

1. Popoi has two spells on Dryad.
2. Primm has two spells on Dryad.
3. During the Mana Beast fight, each get a basically identical Mana Magic spell unlocked.
4. Both need to be cast on Randi for him to do damage.

What I'm suggesting:

1. Popoi has two spells on Dryad.
2. Primm has three spells on Dryad, including the new Mana Saber.
3. During the Mana Beast fight, Popoi gets Mana Magic unlocked.
4. Both Mana Saber and Mana Magic need to be cast on Randi for him to do damage.

This would change absolutely nothing about the story dialog or the friendship concept.

That said, I am a fan of Timbo's "Mana Burn" concept as well, which would replace Popoi's Mana Magic with a Dryad damage spell. If my idea of a Mana Saber were implemented and Timbo's idea of a "Mana Burn" were also implemented, I think if the two ideas were combined, we would have to drop the friendship idea so the Mana Beast could take damage from Mana Burn or anyone with Mana Saber cast on them, but only in that specific scenario when those two hypothetical patches are combined.

Ah I see. I dig that.
In that case what about making the Mana Saber and Mana Burn unlockable at half power after visiting the mana tree, while they get upgraded to full power after you beat the Dark Lich?

It gives those hidden spells more purpose prior to the Mana Beast fight vs Vampire Lord, Dread Slime and Dark Lich, instead of just one battle. I wont mind either way, just proposing an idea.

Personal Projects / Re: Secret of Mana, Turbo - Beta 190927
« on: September 29, 2019, 09:23:22 am »
Changing Moon Energy to a different spell helps the game balance. It falls in line to maximizing your damage also. For example in the final battle mana magic+herbal boost allows you to deal 999 damage per hit.

Without that you would cast spells that would maximize tour damage. Lunar boost (which raises atk), def down spell. It falls in line of making spells more useful which from what I can tell we all want that.

This is all just for the far future tho, as of now I wouldn't even bother that much about balance, until Queue has more or less finished what he was after.

I checked Timbo's world of balance thread the other day and I liked how he adressed that issue. Turn Moon energy into a stat reducing spell for enemies (def) while giving poison to Acid Storm seemed like a solid idea for example.

But anyway.

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