hmsong, neat video, wish I had seen it like 8 months ago; I think everything in it (that's actually a bug) I have already fixed, but if there are any you think I've overlooked, feel free to point them out.
If it's not obvious from Herbal Boost, Shadow Saber, etc. changing spell names and graphics ranges from complicated to extremely complicated.
How to change colors of a spell varies based on the animations the spell uses; if you're lucky, the first byte per row of spell data for graphics controls the palette, but many spell animations ignore or only partially use that value and have palette numbers hardcoded in their animations. There's no easy way for me to streamline this in SSE; you have to look at the spell data to see which animations it uses, go look those animations up in bank 0x11 which there's almost no documentation for, and edit them there.
Changing names gets at least a little complicated due to Turbo supporting vanilla, Proper-caser and Relocalized. I was able to streamline Proper-caser integration (e.g. ^F i^ r^ e^ b^ a^ l^ l^ will automatically handle Proper/UPPER case to match Proper-caser being On/Off), but Relocalized moved around a bunch of text, so you can't just blindly overwrite the vanilla spell names (which would also have space limits of vanilla name length or less).
Evil Saber was the prototype name and I forgot to change the text to the Shadow Saber name I'd settled on. It's updated for the next version.
There's a list of which enemies Change Form results in, which should be trivial to change, at $C8E5F3 (0x08E5F3 as a file offset).
0x00 Rabite
0x02 Mushboom
0x04 Lullabud
0x06 Kid Goblin
0x08 Green Drop
0x0C Water Thug
0x16 Pebbler
0x17 Pumpkin Bomb
Enemies do have individual chest drop chance, but I don't know if Change Form propagates the new monster's drop chance onto the old. If so, setting the Mimic's to max would work, if not, requires a code change. I don't recall if the max value results in 100% chest rate or not.
Mimic drop table entry at $D03B31 (0x103B31), where the first byte, 0x04, should be drop chance, though I'm not positive how this value is used. Setting it to 0xFF should make for an obvious result though.
zoolgremlin, you basically just answered a bunch of questions so I didn't have to. Thanks. =)
Reading your posts, I don't think I saw anything to respond to, but if I overlooked a question, etc. call me on it.
Mr X, Wall bosses using Revivifier is fixed for next version.
While zoolgremlin covered the cause of why you'd get multiple weapon orb chests, I don't have a good answer as to why you specifically saw it there when you're sure it didn't happen at that chest before. I don't think the weapon orb failsafe can trigger when it shouldn't, and it definitely can't fail to work (in a worst case scenario, if you opened the chest and it vanished even when you're one orb short, leaving and re-entering the room would respawn it).
The game doesn't save whether or not you opened a specific weapon orb chest: the weapon orb chests are NPCs whose visibility is tied to the number of weapon orbs you have for the orb type they provide. If they're visible you can interact with them (like talking to a person in town), and if you interact with them, you get 1 weapon orb, which increments the value it uses to decide if its visible or not.
Glad to hear Blaze Barrier and Shadow Saber work in real world testing (and that you seem to be enjoying them!).
The next update will have Engulf damage reduced a bit: at least in my testing, it was proving deadlier than I'd intended (not that being lit on fire wouldn't be deadly, but I'm focused on what's good for gameplay).
Shadow Saber's mana drain amount was scaling up to much higher amounts at high level Shade than I'd intended. I didn't realize exactly what the Saber buff logic was before implementing it, but here's a breakdown:
- remove old saber buff
- set weapon element
- set weapon status effect (if any)
- zero both Mana Magic timers
- saber hit count = (((spell_level / target_count) + 1) * 4)
- saber level = (spell_level / target_count)
I was basing the mana drain on the spell level ((spell_level + 1) / 2, round up), and forgot that at level 8, a saber gets 36 hits. 36 * 5 = 180 mana drain. o_O
Though, that's not quite right: due to a design flaw in the code, saber spells fade on their final hit before applying their effects, so 35 * 5, which is still too much. At level 0 it was supposed to be 4 * 1 = 4 (1 mana less than it costs to cast) but due to that flaw it was only giving 3.
Anyway, fixing that flaw (in the Bug_Fixes section), then applying a new mana draining rule set, puts the amount drained per hit the same, but instead the amount drained is subtracted from the saber hit count. So the total mana drained per saber buff is roughly:
level 0 = 04 in 4 hits (1 per hit)
level 1 = 08 in 8 hits (1 per hit)
level 2 = 12 in 6 hits (2 per hit)
level 3 = 16 in 8 hits (2 per hit)
level 4 = 20 in 7 hits (3 per hit) (21 due to rounding)
level 5 = 24 in 8 hits (3 per hit)
level 6 = 28 in 7 hits (4 per hit)
level 7 = 32 in 8 hits (4 per hit)
level 8 = 36 in 8 hits (5 per hit) (40 due to rounding)
which should be much more reasonable. Wasted or partial drains (due to victim's mana being less than the drain amount) will disrupt those numbers a little. The buff won't last through as many hits, but the mana returned should still feel good on a per-hit basis. At low level, multi-target casting it on the group will likely be the valuable choice, while once Shade is leveled up, single-target casting will be what makes sense (since the multi-target penalty is pretty steep).